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  1. Linked Taxonomy of Cards

    Either by tagging cards (such as locations that are related to one another: locations on a planet, or in a ship, etc.) or creating a taxonomy where some cards are children of other cards, you will allow for cleaner naming conventions and also make it easier for players and narrators to see the relationship between cards throughout the course of the story.

    1 vote
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  2. The setting picture doesn't allign properly when the narrator is making, editing or previewing a post

    Is this a bug? It has always happened for me, where the picture is offset lower than it should be and looks weird.

    3 votes
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  3. Provide Active Plot Point Reminders

    In some games it is difficult to keep track of everything that a character needs to respond to in their next move and across scenes. It would be helpful if there were some space visible to only the players and narrator and separate to the commentary that maintains a list of all the things that players expect to happen soon.

    As part of a move players would add bulletpoints to this list and mark for removal ones they feel have been addressed or are outdated. (The narrator takes on the responsibility of actual deletions/ marked points are greyed out)

    E.g.…

    1 vote
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  4. Three Issues I found.

    I accidentally hit edit instead of approve for a pending character, then could not go back and change to approve. As a narrator, I should be able to comment, recommend and approve characters at my discretion, not wait for them to notice I hit the wrong button.

    2nd item - In the beginning write up about the game, it would be nice to have a separate notes section that is separate than that which describes the world. If you look at my star wars game, youll see I have appended time stamps with game updates that really don't belong there.…

    1 vote
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  5. Allow weakness cards as rewards for completed Goals/Subplots

    Seeing as the plot can drive characters in a negative/regressive direction as a result of their choices in the face of circumstance, it would stand to reason that sometimes a Strength card simply does not make sense as the result of completing a Goal/Subplot. For instance, a character who sacrifices the good of their fellows for the sake of their own selfish goals is shown to be weak of heat, and that weakness should be reflected in the received cards.
    The forcing of characters to increase in "power" as a result of completing Goals/Subplots also reinforces the idea that completing…

    90 votes
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  6. Finished obstacles as playable cards

    I had the idea that players should be able to use challenge they have finished as a one-time card (of weak or strong nature depending on how it was finished) later in the game to play against another challenge.

    For example, I finish a challenge with a strong outcomes, which then grants me a "strong" card with the name of the challenge.

    For the sake of balance, I'd also suggest that the narrator would have to mark challenges specifically to be able to played after they're finished. That would prevent over-use of that feature.

    Playing a finished challenge as a…

    1 vote
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  7. Provide statistics on move times.

    This is a bit unusual, but I've recently thought it might be helpful to allow players to opt in to share times when they're most active on Storium. Since many of us are in different time zones and have different schedules, it'd be cool to be able to see what times/days users are most active with a glance at their profile.

    11 votes
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  8. "Blocking" cards

    Here's a weird idea.

    "Blocker" cards must be played, at least one per challenge, until they're all gone. You can play a strength or a weakness or an item as well, but until the blocker cards are gone, they must be played. Worse, they count as 'weak'.

    However, when you finish the stack, you get a wild strength for each blocker card you played.

    What would these be used for? "Chained up". "Drunk." "Dazed". Anything where there's an ongoing, temporary effect that drains a character. Narrators could place them like objects or give them to characters as appropriate.

    17 votes
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  9. Narrator Choice option for who assumes control after a challenge

    Many times, one player will have played more cards, made more compelling posts, or had a more character-centric interest or effect on the outcome of a challenge than some other players.

    However, as it stands, the player who plays the last card will always get to control the way the challenge is resolved, leading to "ebay sniping" style play in many games where everyone tries to hold out and be the last person to play a card on a challenge. This is bollocks.

    While it wouldn't work for all games, I'd love to see a setting where the Narrator decides…

    16 votes
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  10. Save an entire "character sheet"

    To port into other games, or to allow another player to own that same character; even to move ownership in ongoing games from one player to another, that way they don't go stale if they're really good. Just an idea!

    13 votes
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  11. Game speed wording - Use of the word "Scenes"

    I'm just getting started and trying to learn how this all works. It is my understanding that if a game lists its speed as 2–3 scenes per week, it means that each player needs to post 2–3 times per week. This is a little confusing because "scene" also refers to something that the narrator creates that gets posted to multiple times by all players before completion.

    3 votes
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  12. Create Default Cards

    Rather than needing to come up with your own specific cards for custom games, having the option of adding 'generic' cards to Natures, Strengths, Weaknesses, and Subplots would allow people to add general roles to their settings.

    8 votes
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  13. Create a seprate flag for avoiding disliked players.

    I've seldom found a bad game to participate in on Storium, but there have been a few rare occasions that I struggled to tolerate. However one time was enough, and I'd like to be able to flag certain players so that I could avoid any future frustrations.

    9 votes
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  14. Create a flashback system.

    Allow the narrator to suspend the current card state and instead give characters simply a wild strength and wild weakness card. Subplots or items can be given out by the narrator at the start of the scene. At the end of the scene, all cards in the flashback are removed and the card state is restored to what it was before the flashback.

    This would allow for more non-linear storytelling and variation.

    13 votes
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  15. Alter the Number of Strengths and Weaknesses by World

    The world itself should specify the number of strength cards and the number of weaknesses each player gets. This would help with genre. A thriller game should probably have an even number of strengths and weaknesses. But an action game romp should probably be tilted slightly to strengths — Aid the power fantasy. And a comedy? Should be much more weakness tilted: Things going wrong are far funnier than things going right.

    9 votes
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  16. Ability to add countdown timer on unfinished challenges

    So, it seems to me that most games I'm in fizzle when a challenge has too many points on it, and the players don't know what to do with their cards. Here's my suggestion:

    If a challenge has gone unanswered for a certain period of time, email the narrator. The narrator can then flag the challenge, putting a countdown timer of a day or two on it. This then sends an email to all of the players to inform them of the countdown. If the challenge doesn't get finished before the countdown runs out, it automatically finishes with a weak…

    10 votes
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  17. Give Narrators the Ability to Name Individual Chapters

    I think it would add interest to the story if Narrators had the ability to add names to individual chapters. Compare the interest level between a section simply titled "Chapter 1" and one with a more descriptive title such as "Chapter 1: Odd Lights in the Woods"

    30 votes
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  18. activity

    Get an real idea of the activity for a game by using a graph showing for example the number of message in the last 30 days. So you can immediately see if this is a very active game or a slow one even if the narrator has not updated his description. Here is a good example from a French forum:
    http://www.liber-mundi.org/index.cfm?Param=TTpcQS0nRTYgUEBKRzg5RjpeWFYxRF5FTEc5Ljo9JjIuTD5QPUA7VihEWFk1QlpSUDY0JiozOV5YTSEmXgorRikuRk8kRShcPik3N04wIAo%3D&ChronicleLoaded=False&CFID=6844852&CFTOKEN=2800f6431dabf440-F0BE6E07-0508-7080-07FF1A77D60CB3E8

    You could also have other useful indicators like the number of words per message, or the number of active characters...
    This would have the advantage to be constantly updated reflecting the current state of activity and not the one…

    1 vote
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  19. syntax formatting guide - Expand the Syntax Formatting guides to include format guides for all aspects of Storium. please.

    Expand the formatting syntax guide/s to be as complete as feasible for all aspects of Storium: Narrating, Playing, Card Writing, Game Description, Comments, Forums, and any new format-table functions added to Storium. At the moment the Syntax Guide thread in the Forum is doing a good job of this. It would be cool if at some point this was overtaken by the official guide/s. thanks.

    1 vote
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  20. Move delete buttons further from any other button and/or make deletion a 2-stage process to prevent accidental deletion.

    On the Game setup screen for narrators [and the character screen for players] the deletion buttons are often adjacent to the other buttons, it is very easy (especially on phones) to accidentally delete pictures and cards. If the delete buttons are moved or/and are two staged (requiring confirmation) this will prevent accidental deletion. Most of all The flip/turn card over button is very close to the delete button, especially on phones, moving the flip page to the top right corner might be an option. thank you for you work, thanks

    1 vote
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