General
1030 results found
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Give Narrators more control over game functions and player decks
Narrators need the tools to enforce rules and take corrective action when mistakes or bugs occur, as well as the ability to create simple programs or scripts that restrict players or provide enhanced interactivity, preferably represented by visual queues that keep it all as simple as possible.
This should include:
-adding or removing cards at will from a player's deck
-unrestricted posting of images and the ability to resize them, or a thumbnail with larger version embedded in a link
-narrator only spell/grammar check ability
-interactive components, such as dialogue trees, coin flips, branching storylines
-dice added as a supplement…7 votes -
Create a super-simple mobile app for tracking games and alerting you to new moves
A very simple mobile app to push alerts when someone either comments or moves in a game you are playing would be very handy. If it's not on your roadmap, hopefully a public API will allow someone else to build one.
22 votes -
Public and Private Asset Cards
It might sometimes be important that characters could hide things from the party. Maybe the narrator can slip an asset that only that player knows about. If the item could be switched between private and public by the player that might be interesting as well allowing a player to reveal the great mcguffin artifact passed down by his ancestor and such.
10 votes -
Show character names when making your move
At the bottom of the turns, it displays your character's name and portrait, asking what you would like to do. However, as soon as you click on "Make a move", the character name disappears, displaying only the character portrait.
For players in multiple games, character names with unusual spellings, or people who just newly created a character, we may not always remember the character's exact name. Displaying the name next to the portrait would help remind us which character we are posting for.
4 votes -
Open game info in a new tab/window when creating a character
Rather than clicking the "view game info" and having to then go back and forth reloading each page each time within the same tab/window when double-checking you're not (for example) picking the same nature as an existing character, it would be really handy to have the game info pop into a different tab, for easier comparisons.
0 votes -
mandatory cards - limiting the player hand (for strength and weakness cards)
In the field of status cards, I have the following suggestion to create a stronger impact of impact cards:
How about limiting the player hand of cards, especially the strength and weakness cards:
A narrator can, for a part of the story, set a hand limit of, for example 6 cards. The baseline is 3 strength and 3 weakness cards. Wild cards do not count toward this limit.Now you can hand out status cards for the players, which they have to include in the hand. You could create an "injured" card, hand it to a player, and mark it…
4 votes -
finalize character option: Apply to join/Review Character
this is more a question than a suggestion. I have yet to complete a character, but if I had started the process I see the Apply button changes to Review Character. Does the narrator see this work-in-progress? I don't want to leave people hanging if I had only been playing around with the options, or had decided not to join.
1 vote -
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 -
Make game info and other characters more visible during creation
I see that another comment was posted about this and it was indicated that this was now smoother...I disagree. There's still no way to view the game summary and other characters when creating a character without flipping back and forth between views. Is there a way to have it all on the creation page, possibly in an abbreviated form that pops out with more detail if needed? It'd really speed up creation.
7 votes -
Allow narrator to turn off automatic poke
I see that it's planned to allow narrators to tag specific characters for a scene, which is great. Coupled with that, can you make it so that when a narrator does that, it turns off the "it's time to make your move" emails for those not tagged? I'm currently waiting through a scene that my character isn't in and while I can always just ignore those emails, I'd rather not have to.
8 votes -
List favourite users and favourite games on their respective pages
The favourite games and favourite users pages should list the favourited items. I would recommend a two column setup* with the activity items most prominent. Additionally, the user listing should allow removal without navigating to the user's page (a small "[-]" or a small version of the star from the profile pages)
- At least for the favourite users page. I don't have any favourite games yet, so I'm not sure what the activity entries are like there. The favourite user entries are narrow enough to allow for two columns comfortable, even after a font size increase.
4 votes -
Wordcount
It might be useful in the text area where we enter the narration to include a word counter - I personally would prefer to use the "average word count based on number of letters" instead of an actual word count, but either would be useful just to gauge our output.
1 vote -
Add paragraph breaks in e-mail
When I receive an e-mail from Storium with a new entry into the story, none of the paragraph breaks written into the story are in the e-mail, making it nearly impossible to read. I haven't had the chance to submit yet (still waiting to hear about word count limits) to know how the formatting works on that end, but it should probably be programmed to insert the paragraph breaks when formatting it into a copy for e-mail.
4 votes -
notepad - scribbles - concept notes
It would be nice for the narrator - but also for the players - to have a private notepad. The narrator could assemble ideas for long-term plot development there and have it connected right to the story. A player could take notes about conditions and planned development for their own character or important facts in a story.
For each story its own note-place.26 votes -
Dibs/turn-taking system
I'd like a way for the players in my game to reserve a spot at the end of the game that means "I'll go next and am working on my response". This would make turntaking easier for my group.
7 votes -
Differentiate between subplot and goal icons better
The problem is that both Subplots and Goals use a flag as an icon. One is square, one triangular... but they're both still flags, and flying in the same direction.
Something a bit more clear would be nice, even if you just reversed the direction of the flag.
Personally, I would make the "challenge bullseye" icon for goals, and change challenges to using an octogon (stop sign) instead.
Goal = target = bullseye
Obstacle = octagon = Stop
4 votes -
Import Text from External File
When creating natures, strengths, and weaknesses, it could be a real time saver to be able to put that stuff into a Excel spreadsheet (or other kind of document) and then import it all in one go, instead of having to do several clicks from one card to another to enter the data and then move on.
9 votes -
Narrator can choose for subplots to be hidden
When creating a game the narrator can choose for subplots (and possible other cards) to be hidden from other players. For example if there is an espionage subplot the player could still play the subplot card without giving the game away. It could also create whodunnits etc. so other players except the narrator are kept guessing.
157 votes -
Using specific Assets as keys
I'd like a way to set a Challenge to require a certain card be played. For instance, there's a keycard lock in front of the players, and they need to use the Key Card asset card on it to open said door. Right now, the system allows them to use any card on it. I know that I can just block them and tell them to revise it, but it would be nice if I could make it so it will simply not accept other cards but the one I specify.
133 votes -
Have an Etiquette Guideline
We're already running into trouble with god-modding and powerplaying, particularly with moves and information that is known to the players and shouldn't be known to characters, but players are choosing to ignore stated limits and undermine other people's actions. A short Guideline to these issues and how to avoid irritating other players would be a really good idea.
30 votes
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