General
1030 results found
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Narrow Search & Preview Game & Profile Pages
I would like to have the ability to narrow searches. Right now I do not see this being a problem but later I can see searching through pages and pages being frustrating. It would be nice to be able to search first by Open Invitation and through those by genre and through those by letter or any combination of. Also a search function for keywords would be excellent.
Once you have found a potential game I think it is just as important to be able to see where that game is and interview the game via visual survey and approve…
8 votes -
Link game play screen some how to Join screen. If you can see a game, and it's available, you can directly apply to join it
At the moment the sole way to join a game is through the looking for players columns, right? if you could navigate directly from looking at a game's main screen to applying for it, be so much simpler to find new available games. :)
4 votes -
Make looking for players a little more complex
Hey, I was wondering if it would be possible to organise 'looking for players' by genre, or put games in a random order? That way games won't sit languishing on page 6.
Thanks,
A.
2 votes -
Understudy
A narrator should have the option of substituting an understudy for a character. This would be useful when (a) someone is AWOL, or (b) someone is being uncooperative, rude, uncivil, etc.
1 vote -
Change the Effect of an Uncertain Outcome
Currently I feel there is nothing to differentiate completing a challenge with an Uncertain Outcome from making a move that does not complete a challenge. (By playing a non-completing card, or not playing a card at all). By leaving the outcome entirely up to the narrator, it feels like there is nothing to incentivise the player to complete a challenge in this way.
While there are tactical benefits to playing cards early and often, there are also benefits to marshalling them. Playing a card to complete a challenge with an uncertain outcome therefore feels like a wasted card, as it…
8 votes -
Make a way to give a character a thumbs up for a particularly good passage
I'm very new to this so perhaps there is a way to do it already, but I have read a contribution from a fellow character that kicked so much ass that I'd love a way to tell him "Yeah! Right on!" Like the "like" button on Facebook.
4 votes -
allow Narrators to arrange cards
For example, I have several cards that detail places where one NPC faction is, several cards for the second NPC faction, and then general place cards that may be used at anytime. Currently, they're all scattered and mixed together, but I'd like to be able to order them (drag and drop would be awesome!) into the order that makes sense to me.
5 votes -
Make card limits more flexible.
1.Allow the narrator to set the card use per scene limit on a per scene limit.
e.g. The narrator can allow players to only play 2 cords per scene or 4 cards per scene
- Allow the narrator to set per challenge limits
e.g. The narrator sets the scene limit to 3 cards but sets the challenge limit to 2. Players can play a maximum of 3 cards in the scene but cannot play more than 2 cards on a given challenge.
Define challenge rewards
The narrator can set hidden cards as a reward for the completing the challenge with a…
23 votesAdminehardee (Admin, Storium) respondedNarrators are now able to set the scene card limits on a scene by scene basis, allowing all players anywhere from 1-5 card plays in each scene.
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Let Narrators limit posting frequency
Narrators can suggest a pace, such as "Normal (2-3 scenes per week)", but Players able to move more frequently than the suggested pace risk moving the story too quickly for others to participate.
In lieu of a fixed posting order, it'd be helpful if Narrators could optionally enforce move frequency limits on Players to prevent some Players from running away with a Scene.
For example, Pat and Erin are playing a Scene. The Narrator could configure the Scene to prevent Players from moving more than two more times than any other Player in a 12-hour span.
Pat moves twice in…
9 votes -
Organize Commentary Blog Style
The commentary bar on the right would be rather more convenient if it could be convenient in the newest->oldest blog style, so that new commentary doesn't require endless scrolling.
3 votes -
"Nature" could be a positive card once per chapter.
That way it has some mechanical weight, but not too much. As it is, the nature provides nothing but flavor text. It should help the character somehow.
8 votesWe’re considering several different mechanics like this for playing Nature cards, and we hope to try some of them out in Gamma.
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For those who don't want Karma
Karma could get out of hand, especially a thumb up / thumb down feature. It's vague, and a completely lazy form of player assessment.
What if a narrator thumbs down a player because he: doesn't like the player's style of writing / doesn't like how long their posts are / doesn't like how short their posts are? A thumbs down (or up) could mean anything, and tells future narrators absolutely nothing about the player's quality of writing.
The alternative?
Be an invested narrator. Search through your potential players' histories... and decide for yourself if you like them as a player.…
1 vote -
Collaborative Game Building
As a narrator, I like to build games around my players and invite my players to be invested in the world by creating a people or places that they define going into the story so I'm not having to force feed exposition.
I'd like to request a workflow which allows the narrator to invite players first, before customizing the world, and submit or request cards (of any type) for consideration in the game (with the usual ability of the narrator to approve/reject), before players build their decks.
17 votes -
Demo game
Allow narrators to demo a game for themselves. Go through the steps with no (real) players, and start adding items. Perhaps even splitting off from a current game, to see for themselves how it might go.
If they like it, they could then make it real.
2 votes -
Tell players when they've hit the three cards per scene limit
I just got confused because I could "make a move" but not play any cards or attempt any challenges. Turns out it's because I've already played three cards this scene (a limit I vaguely remembered), but I only realised that when the narrator told me.
Would be good for the UI to show "you're at the card limit for this scene" prominently on the "make a move" screen.
2 votes -
display details about the cast via mouseover as well as click
When viewing a story, I want to potentially include another player in the narrative, but I want to be true to that character. It would be great if the "Cast" avatars would show their details on mouseover as well as click, and that when click on a name of a character in those details that the character page opens in a new tab, instead of blowing away the page I was in, since I was probably in the middle of writing my next step.
7 votes -
Character statistics
I think it would be a good idea to have a summary of how many words each player has written in each game.
I don't know if this could be included in the 'summary' beside the avatar or not.
It would just be interesting to see who are the most active players in any game or who is writing the most.
2 votes -
Character Info hover
When you hover over an avatar of other player in the game, the character info automatically comes up. This would be helpful, especially for larger games, to get a quick overview of players character's without having to scroll to the top and click on the avatar.
4 votes -
Group Notifications Together
I'm involved in several games and a notification for every comment and move can get overwhelming - perhaps grouping notifications since last viewing such as "Several people commented" or "several players have moved" might work better
5 votes -
Challenge outcomes
I would like to see a challenge outcome be able to effect other challenges. For example, as a narrator throw a larger puzzle at them such as an encounter with a mob boss or such who throws some kind of minion at them for a second encounter (think of the mob boss as need 6 cards and the minion needing 2 for this example) Depending upon the outcome of the minion challenge, the players get a strong or weak card toward the boss. IE, apply the outcome of one challenge as a card toward another
6 votes
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