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  1. Outcome colors aren't color-blind friendly

    The colors used to denote a strong and weak outcome look very similar to someone with protanopia, like me. Uncertain is pretty distinct, but strong and weak look almost identical. This is why I'm generally not a fan of using red and green to represent opposing concepts.

    2 votes
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    under review  ·  1 comment  ·  Admin →
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  2. 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
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  3. Narrator notes area on a game

    A private text area for narrators to keep notes about the game (such as future plot ideas or plans), that they may want or need, but player's don't need to see.

    53 votes
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  4. Gradual Card Limit

    I've noticed that large-challenge scenes often drag on, while short ones lack impact.

    What if: at scene start, players each have a card limit of 2. When the Narrator Continues, that goes up by one.

    If a scene is really dragging (because e.g. some players feel like their character can't contribute, or a player is having time-availability issues), the Narrator could continue (possibly dropping an Asset or two) and let the other players wrap up the scene in a satisfying way, rather than having to end the scene unfinished.

    3 votes
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  5. Highlight Location Descriptions

    It's very easy to miss the description of a new location. Since these cards aren't challenges, there's no incentive to click on and read them. I think the text for locations should be visible under the image without clicking.

    1 vote
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  6. Scale Refreshes

    Refresh is a really interesting thing to happen to a character, and it'd be awesome to have that happen faster early on - by my experience, it takes a couple of weeks before first refresh.

    What if at character creation, you got 1 Strength card, 1 Weakness and 1 Wild each.

    At first refresh, you pick up your 2 S, 1 W, where the new S card is a copy of any of the cards you played (so you could have more of your starting S, or more of your Wild S.)

    At second refresh, you take 2 S, 2…

    3 votes
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  7. Extra information on Join Game page

    It would be nice to be able to see some details about the decks used before joining a game. Character decks, if it's a stock deck,certain cards chosen by the GM to enticingly reveal...

    4 votes
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  8. Poke specific laggard

    Laggard-poking implies that it will only email people who have made zero moves this scene.

    But with a lot of back and forth, this counter might not email people who have already moved.

    So it would be great if the laggard-poking could have a few presets: "all" "those who can still play cards" "those who haven't moved at all" Plus "X specific player", of course!

    I know you're already planning to allowing editable poke text, so that's cool!

    23 votes
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  9. 5 votes
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  10. Let strengths and weaknesses be separate from the cards that you play

    Not a suggestion so much as a thought. I'm not convinced it would make the game better:

    I'm really loving the redesign. My only problem with the game that we're playing at the moment is that I have x strength and weakness cards, but those qualities don't disappear from my character when I run out of cards.

    It would be nice to simply have those cards noted in my character archive (particular strengths, particular weaknesses) and have a hand full of generic strength / weakness cards, that I could then play (using those strengths / weaknesses) at various times.

    The…

    8 votes
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  11. The breakdown of challenge difficulty

    An oddity of the current system is that one big challenge is much easier to 'win' (i.e. get a Strong outcome) than a number of smaller challenges.

    All the players need is a single Strength and a bunch of neutral cards to get a strong outcome on a challenge - so to make challenges actually a problem, Ithe narrator needs to make them run out of Strengths, and thus force them to play Weaknesses.

    The best way to do that is to play multiple challenges - five 1-box challenges require 5 Strengths to fully overcome, whereas a 5-box challenge only…

    9 votes
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  12. Clarify Winning Control

    I'm finding my players are forgetting to narrate for NPCs or obstacles when they win control. These are story gamers that have no problem narrating beyond their characters, so I think they just don't think about it and need some additional prompting when they are given the narrative control.

    I would suggest that when a player wins control the screen they get to enter narration be split into two parts - what they did and what the result was. Then require text in both fields in order to submit.

    13 votes
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  13. Handle newlines in "Commentary" better

    When IMing, I will sometimes edit a word in the middle of the line, and then hit enter from where I am. This habit carries over to the Commentary box on Storium, but it inserts a newline where I hit enter, posts the message, and doesn't let me correct it.

    10 votes
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  14. Play This Card As Weakness / Play This Card as Strength

    So I have Strength cards which lean towards a good ending, and Weakness cards that lean towards a bad ending, and I have Assets and Subplots and Goals that lean towards… an ending.

    So first, let me own up and say I'm not terribly certain what playing a non-strength, non-weakness card is supposed to represent, exactly, in the story. So maybe this is based off of a lack of understanding on my part.

    However, I'd really like to be able to play Assets, Goals, and Subplots as strengths and weaknesses. I really want to be able to play them as…

    56 votes
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  15. Allow Goal cards to be played outside of Challenges.

    Our group has received a number of goal cards. Many of those goals are "downtime" type activities; but there are few logical challenges to be set during downtimes. It would be good to be able to play Goal cards in a scene - perhaps limited to one goal card per character per scene, outside of any challenges, to indicate active work towards accomplishing the goal.

    13 votes
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  16. Allow splitting of a deck in case the item is a gun or magic wand etc

    I gave a pistol (card x5) to a player. I stated that it has 5 bullets. I would like for him to be able when he shoots the 5 bullets to still have the pistol card as an item

    1 vote
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  17. Private story notes

    Describing reasons for existance, future plot ideas, in general things that should be hidden from players.

    3 votes
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  18. More data on card plays

    Basically, what I want as the narrator is to be able to tell how many cards a particular person has played in the scene, or what specific cards have been played on a given obstacle or person card. I find myself wanting that information frequently so that I can give prompts and help to people who are unsure of what to do, but having to do a bunch of math to figure it out.

    31 votes
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    The Activity Summary now lists how many cards each player has played in a given scene and how far along each challenge is and how it is trending (Weak/Strong/Neutral).

  19. Display outcome of cards on the Manage your game page

    It would be handy to see what the challenge and character card's outcomes were so we could have an overview of how these will play out in the game.

    really enjoying Storium so far though - thanks!

    1 vote
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  20. Players can request revisions

    There should be an ability for the players to request revisions. Either because of it's something that falls under gross misconduct by the storyteller, or to request that the storyteller make something more clear.

    8 votes
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