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  1. Allow narrator to review all character profiles on one screen

    It's difficult to compare the characters against each other with the current setup. Maybe enable something where you can view three-four character profiles horizontally across one page? The one at a time review system is good to keep narrators from accidentally declining a profile they wanted to keep, but it's hard to manage when you have an excess of profiles.

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  2. stop closed games from emailing the narrator

    After finalizing a game, I would expect that Storium wouldn't occasionally send me emails reminding me to start a new scene

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  3. Character Obstacles should get cards to play on obstacles

    The idea is that Character Obstacles are basically Characters with cards and the narrator can have them spend points toward a 'Tragic' or 'Selfish' outcome.

    Perhaps in certain circumstances they can take actions which -steal- the challenges right from under the players noses.

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  4. A wiki pages with some tips for narrators on how to work special mechanics into the system.

    For example, one intuitive Narrator created a game where each player played an entire faction, and each card represented a personality in that faction. This would be a GEM of a tip for new Narrators.

    There are a boat load of other great ideas like this just waiting to be developed and show to the narrator pool.

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  5. when creating a scene, a narrator can create a list of all PC and NPC present which appears in the UI.

    of course, if there's an assassin hiding under the stair or ninja's lurking in the hedges, the narrator should have a "visible to PCs" switch.

    But the feature would be useful for keeping straight who is where, beyond NPCs represented by obstacle cards.

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  6. Allow restrictions on story assets

    often the first player to make a move is tempted to take available assets. This eliminates them from play for the other players. If the narrator could limit items to certain players or limit the number of items that a player could choose, that would help.

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  7. Edit or gift a single one of an item.

    If someone has 10 of an item and attempts to gift just 1 of them to another player, they gift the whole stack. Same for editing an item. If one item out of 5 is damaged, the player should be able to rename that one, "damaged item" without changing the whole stack.

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  8. Trait card

    I think creating a neutral card or something which isn't a negative nor positive but still something worth mentioning might be an idea worth noting.

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  9. Make cards bigger

    I'd like to go into more detail about the NPCs in my game without tying that information to a scene. It would be great to have more room to do so.

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  10. Date and time needed

    Setting Date and Time for play probably needs to be suggested to players, and some sort of game scheduling calender needs to be added later. You're setting game schedules for 4-5 players. Typical appointment scheduling will need to be added at some point.

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  11. Summary of Readable Games

    While scrolling through the games that are in progress, it would be nice to get a short summary of what each game is about.

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  12. Take character names out of email subject lines

    After a weekend of action in 4 games, I had over 50 separate email threads for updates. Since gmail only groups emails with the same subject into a single thread, I get a single thread with each character's individual moves, which makes it basically useless. It would work much better if all of the new moves in a game had the same subject line so they would group together in order in a single thread.

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  13. write guidance for Narrators for challenges.

    Three one-point challenges require three Strength cards to get all Strong outcomes. One three-point challenge requires just one Strength card.

    So somewhere in the Narrator guidance page you should point out that a scene with a lot of smaller challenges uses up more Strength cards than a scene with one big challenge.

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  14. Embed stories read-only on other sites.

    I'd love a way to embed the stories as a read-only format on other sites like my blog!

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  15. Give instructions on the rules of improv

    Add something to the "how to play" instruction that talks about the rules of improv, specifically advice to use "Yes! And..." in each move. This will encourage players not to negate scenes others have set up and it will also reduce the number of moves that are really just empty moves where nothing happens in the story other than a card gets played.

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  16. Allowed to make character sheets

    To help the narrator keep track of character they make in the game and for the players to monitor how their characters grow and develop.

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  17. make world banners on "Start a new game" page smaller

    Given how many worlds were unlocked during the Kickstarter, it might be a good idea to make the banners on the "start a new game" and probably the games being played/narrated pages smaller to accommodate the number of worlds available to choose from. Maybe 3 columns wide instead of two. This suggestion doesn't affect the banner width on the actual storium game page.

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  18. Formatting Should Carry Over to Email

    I'm noticing that when I get an email with a character's move, that the formatting on the site is being expressed as ''s and '*'s instead of the correct italicization and bolding.

    It would be good if the italicized text showed up as being italicized instead of the asterisks.

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  19. Change how Strength/Weakness Cards are shown on Challenges

    In my current game, we have a challenge with six open slots. Three Weakness cards have already been played, and I followed by playing a Strength card. My issue is that the display next to the challenge shows that as four yellow pips, which seems misleading to other players. The game also told me I'd pushed toward a Weak Outcome, which is exactly the opposite of what I was doing.

    At least until a challenge is completed, I think it would be more informative to show the colors of the cards currently in play. Also, I think the game should…

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  20. scene change

    The control to move to the next scene needs to be a lot more visible.

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