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  1. Allow players to create a 'Will Not Play With' List

    Sometimes people don't get along. Letting people say whom they don't get along with, and information a narrator if they're about to add someone to a game with a foe might be helpful.

    10 votes
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  2. Fill in challenges with different colors based on the cards

    Currently, challenges show empty squares until someone plays a card them, and then they fill in with green. I would like the colors to correspond to the cards--perhaps green for strong, red for weak, and grey for neutral--so players don't have to keep scrolling up to check what the balance is before they play their own cards.

    10 votes
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  3. Have a list of games/marker on games where you weren't the last to respond

    Simply put, I'd love a location/mark where I can see all of my games where I wasn't the last to respond. I keep managing to forget whether I've responded to a game or not, and having a small note or list could help out tremendously

    10 votes
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  4. I am unable to customize my home page from a mobile device

    Using an iPad 2 and trying Chrome and Safari, I pick a game from the drop down and try to move it from my home page but the option will not save.

    10 votes
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  5. Standalone Version of Storium for drafting

    I'd love to see a standalone version of storium for new writers. Storium prevents many common pitfalls for beginning writers, such as the dreaded blank slate or uninteresting initial protagonist, and helps you have a really good mix of traits with which characters might address the plot. Additionally, it helps provide a great overview of which characters are overtaking the narrative, and what traits they might lean on too often. It forces you to showcase different traits of your MC's, rather than relying on a single one to solve most problems. In short, it provides a lot of great ways…

    10 votes
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  6. Offer 'Sliders' for either characters or stories

    Many games explicitly have, or are often described, with the phrase 'sliders' - Much like these UI elements, the idea is that it represents movement back and forth across a continuum of options.

    How 'Hard' is the science in our SF game? How much is this game split between Mystery and Horror? How much control of NPC's does the Gm want to cede to players? Of course, you can't think of every one of these continuums, so why not make them an option for Narrators to use when describing their game? These are ubiquitous web elements already, and could be…

    9 votes
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  7. 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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  8. Allow players to have "secret" scenes with a storyteller/player or a handful of players.

    A few scenes might be best handled without everyone seeing them until the end; if we could hide certain scenes from the group, play them through to develop character background, and then have them revealed at the end of the game for the group to see, that would be a great option.

    9 votes
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  9. A way to link to other users as "friends"

    That way, a game can be set to "Private (friends only)" or "Private (players only)" so that friends who are not in the game cans till see it, if you want them to.

    9 votes
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  10. Show all Challenges at the top of the scene.

    When the Narrator introduces additional Challenges as a scene continuation, when you want to see that status of all the Challenges you then have to scroll through the entire scene to find them all. A summary of all Challenges (those at the start of the scene plus those from continuations) would enable players and the Narrator to see at a glance exactly which Challenges are still incomplete.

    9 votes
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  11. 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
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  12. 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
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  13. Display the number of cards you have left in this scene

    Near the the button "Make another move" it would be very handy to have the number of cards you have left in this scene displayed.

    9 votes
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  14. Be able to read a story/game prior to joining

    Why cannot anybody read what has been written so far by the players to gauge the quality of writing, the style and play of the story?

    You have to apply (which i haven't gone beyond yet) i don't want to commit myself to a story only to find the quality of writing is poor and has a bad narrator. Sure i probably can leave, but that might be after going through the motions of setting up a character. This works both ways, if i am a narrator and i have new players join who do one scene and leave or…

    9 votes
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  15. delete moves

    Allow people to delete moves they made either because they missed a story part or need to replay something.

    9 votes
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  16. Make scenes in advance

    As a narrator I would like to be able to set up scenes in advance, so I can just make adjustments depending on previous scene outcomes and keep going right away. It would be great if I could set up 3-5 scenes in advance, perhaps just to set up the cards and leave the writing for later. Then I should be able to pick which pre-made scene I want to publish next, so I don't have to set them up in any particular order. I could prepare a couple of different scenes depending on where the previous scene is going,…

    9 votes
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  17. Ability to look for local players, or at least players in same time zone

    I am in a game that is stretched over multiple time zones, so players make their moves at different times of the day.

    I wonder what the experience would be if a game could be played with all players being local to each other.

    9 votes
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  18. Allow for the narrator to approve of a player wanting to play an extra card or two past the hard limit.

    I like the idea of the hard limit in order to prevent anyone from taking over the story, however in one of my current games we have no way of finishing an objective as one of the players played his character into a 'corner' and the rest of us in that scenario have used all our cards and requires me to be able to finish the scene.

    I think the hard limit of 3 should be kept, but players should be able to 'request' the use of an extra card or two from the narrator with a specific action, if…

    9 votes
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    1 comment  ·  Admin →
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  19. Secret Challenge Outcomes

    I'm running a mystery and I have definitely hit a sour point. I want to create a challenge that ends (Strong or Weak) with the players finding a clue. However, I don't want them to know the clue until they find it.

    I tried to work around it: In my Outcomes I said "You will find the clue, and/but..." (the rest being the Strong or Weak outcome). Then a player resolved the challenge with a Strong outcome, and was unable to narrate the scene correctly because he didn't know what the clue was that he found. He assumed it pointed…

    9 votes
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  20. Allow us to choose which laggards we poke

    Your criteria for who gets poked is not always appropriate. Sometimes we want to poke someone specific because a question has been directed at them.

    9 votes
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    planned  ·  0 comments  ·  Admin →
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