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  1. Change the email subject lines

    I read these emails on my smartphone and the story being the last thing is kind of a pain, since they get cut off.

    I'd say a format more like:

    [Storium] STORY_NAME: blurb-about-what happened.

    For example:
    [Storium] Moose Habitat: New comments.
    [Storium] Moose Habitat: So and So moved.
    [Storium] Moose Habitat: Narrator ended the scene.

    At the very least remove some unnecessary words in "ended the current scene in".. that alone is so long it runs off and I can't see which game I'm playing has ended a scene.

    Minor inconvenience, but worth looking into.

    1 vote
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  2. Ammo/ammunition cards or subcards.

    If I give my player a gun, I want him/her to be able to use it more than once. But if I give that player three gun cards, he/she can pass them to other players. It would be nice to have cards that work as ammunition for other cards.

    1 vote
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  3. Add narrative style points to the basic guide.

    The mechanics of the game play are very well laid out and guide you through how to face challenges step-by-step, but there's no guidance on what you should write. I'd like to see the basic game guide include notes on:
    - how much detail to include.
    - incorporating other characters into your action and resolution.
    - taking the story forward when you have control of the narrative.
    - dealing with weak or uncertain outcomes.
    - deferring to other players within your narrative.

    I think some more detailed guidance on what you should be writing are as necessary as the current…

    1 vote
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  4. Create Asset Cards that are expire with the scene or chapter

    To keep players from amassing asset cards that are useless after a situation has passed, or to enable the narrator to give situational benefits to players, would it be possible to create asset cards that had a set lifespan, such as the end of a scene or the end of a chapter.

    This would also encourage players to use them in a timely manner. Helpful for them and the narrator.

    8 votes
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  5. 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
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  6. Allow narrators to make another player a co-narrator.

    Many campaigns work well with multiple narrators, especially if parties split and re-form, or if one person runs plot and the other runs NPCs. A narrator should be able to make a second player a co-narrator of the game they are a member of.

    8 votes
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  7. Do NOT allow playing multiple place cards per scene

    I just want to put my support out there for the existing system of linking a single PLACE to a single SCENE.

    I know there are a few posts with about 20 or so up-votes between them (that I have seen) asking for this feature.

    By most dictionary definitions, a scene in literature IS constrained to a single place

    scene
    noun
    - a subdivision of an act of a play in which the time is continuous and the setting fixed and which does not usually involve a change of characters.
    - the place where an incident in real life or…

    1 vote
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  8. Category Section

    I would really like a category section...
    Eg.
    Action
    Adventure
    Etc

    5 votes
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  9. Allow players a way to play PLACE (and CHARACTER) cards once they are discovered

    Today the PLACE cards especially are just static content holders... they aren't gamified in any way.

    It could be interesting to allow players (perhaps as a shared pool to avoid over use) the ability to play a PLACE card (or a character card for that matter) once they have encountered that PLACE or CHARACTER card.

    For example, if you visit "The Secret Weapons Lab", it would be nice later on when encountering "Mob Boss O'Dooley" to play down "The Secret Weapons Lab", narrating "I tell O'Dooley I know where the secret lab is... and the info is all his if…

    2 votes
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  10. Allow wild cards to go into the deck pile

    Like the title says, it would be nice that a wild card created by a player would be inserted into the already existing cards for that campaign so that another player or the narrator could reuse that card later.

    2 votes
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  11. Re-organize Moves

    I swear this was already suggested on here, but I've had trouble finding the original suggestion.

    Sometimes players post things out of order - because of the asynchronous nature of the game. I think that if the narrator were allowed to re-organize the order of moves, this would be very useful. Also, the ability to reposition a move to a different scene (when necessary).

    When the parallel scenes function comes in, combined with this ability to re-organize the order of moves (or even move them to other scenes)... the narrator will have significant organizational power over the entire game, being…

    32 votes
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  12. Allow players to share Goal cards that they pick up

    I think this would be helpful form a narrative standpoint if a player character could convince another to join them in completing a goal, or to task another with completing it for them. Sometimes the story might even split characters up in a way that the character might need to pass the goal on to someone else. Whatever the case may be, I think this would be a helpful feature.

    12 votes
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  13. Margin of success (or failure)

    Not unlike other narrative driven games (as opposed to mechanic driven ones), it might be interesting to look into pacing the outcomes of challenges by the total "value" of cards played (adding up all strong cards, and deducting all weak cards).

    Then have the outcome be based on the amount of strong/weak points.
    Good, better, best--for strong outcomes. Bad, worse, worst--for weak outcomes.

    This idea came to me after playing a six-point challenge. I did the last move, and by that point we were into a weak outcome with three weak and two neutral cards played. Narrative-wise, there was no…

    7 votes
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  14. Add a bit of help on how narrators create characters

    Not sure how to set default strength/weakness/subplot cards for the various "nature" cards. I think this is possible as I've seen it in other games...

    1 vote
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  15. Notifications on the game-banner

    Since we each game features a banner with game logo and character picture, why not use this to show whether there are new moves and/or comments?

    It already shows the "favourite" counter, showing how many people like the game. Adding a speech bubble (or something) to show that there are new comments, and maybe the storium logo to indicate new moves would make it easier to know which current games one should check out next.

    10 votes
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  16. Games Overview

    As i join more and more games, there are games that are finished but not deleted, narrating, creating, and so on, the game list with huge banners is getting unwieldy and hard to appreciate with a quick look.

    I would like to see a simple game list by name, not image, split into sections: Watching/Favorited, Creating (not active), Narrating (active), Playing, Archived. showing date of my last action, date of stories last action, game frequency, and an option to hide it from the list.

    The idea is a simple Games overview, by category, with options.

    4 votes
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  17. add notifications to the sticky top bar

    Similar to Facebook. It would be nice to be able to navigate through notifications from any page. Also, being able to mark them as read/unread would be great. In general, the notifications need a lot of work.

    3 votes
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  18. Make start workflow less intimidating

    Joining a game and making a new character is currently a multi-step process asking the new player to read a manual / watch a tutorial etc.

    I realize this is intended to help the player find their way into the game. However, from my players' feedback, it causes the feeling there are rules that have to be followed, that they are somehow required to know how the game works, so they don't make mistakes. It took me quite some time to convince them they should just get going and never mind the rules because you can't make mistakes anyway.

    My…

    5 votes
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  19. Testing mode for Narrators and Players.

    Click testing mode to try out a function without affecting the story. Tests could be highlighted ( background color or etc.) so that they are ignored by narrator and players until deleted. Especially useful for beginners to try out character generation or card mechanics. A new narrator could try out making a character in their game before issuing invitations or see how playing a card would work.

    1 vote
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  20. Allow bulk creation of cards.

    There should be some way to create a large number of cards at once. Either by uploading a file (maybe a CSV sheet) or by, instead of card by card in the way it is now, creating a list of names and contents. This would massively help with user created worlds.

    13 votes
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