Card choice on challenges have largely become predictable
In the majority of the games I've seen and have played in, the challenges can usually be broken into "physical challenges" and "social challenges." It's gotten to a point where there isn't a ton of choice anymore, because people are automatically dropping their subplots and weakness cards on "social challenges" in order to "get them out of the way" so that strength cards can be played on more "important" scenes.
This has led to a certain level of a lack of creativity. And it's why I believe we need to split up the strength and weakness cards into two categories. Upon character creation, allow people to choose "physical strengths/weaknesses" and "social strengths/weaknesses." This will encourage actual creativity during social encounters, instead of the default of "I need to save my strengths!"
Thanks.
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Robert Mohr commented
I think it's more about making sure, as narrator, that it feels like each challenge truly matters and impacts the story. If you find that players are dropping their "less favored" cards on particular challenge types, that suggests to me that there's something about the construction of the challenge that makes players believe it will have less impact on the story. Look at how the outcomes are written, and see if you can figure out how they seem to mean less than the outcomes that are physical.
One big thing: make some plots in the game resolved with a non-physical challenge. If players understand that plots won't always come down to a big fight or something like that, they'll be more likely to play all challenges in a similar way.
Additionally...it sounds like this is describing a setup where players want to ensure they're getting a Strong result all the time on challenges that "matter." That may be something to look into as well. Storium games go better when players aren't afraid of getting Weak results - when they're able to look at those as just another part of the story, not a punishment or penalty for some kind of failure. Take a look at how the outcomes are written, again, and make sure that both Outcomes for a challenge feel interesting. If the Weak outcomes for a challenge commonly feel punitive, you'll get players pushing for Strong results more commonly.
I think overall I've found that if you have challenges that always seem like they'll impact the story, and for those challenges, Weak outcomes feel interesting and move the story forward, you'll find less trouble with players "holding back" or "burning cards" on challenges to save them for "more important" ones.
On the actual suggestion...I'd rather not have the split, myself, as that split would basically require characters to have abilities in both categories. If I'm playing a scientific genius with a stick-thin body, for instance, I may not feel it's ever appropriate to really give my character a physical strength. Instead, he should have to figure out how to use his mental strengths to help out in unusual situations. Similarly, if I'm playing a diplomat, I might not be good at anything related to physical scenes. Or, if I'm playing a big brute of a warrior, maybe my only social cards are weaknesses. It's certainly possible that any of these character types could have Strengths/Weaknesses in different "categories," as well, but players shouldn't be forced into it--they should be playing the character they want to play.
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miri commented
Well, this sounds more like a human issue than a mechanics one to me. If you have concerns within your games about how challenges are structured or how strengths and weaknesses are played, then maybe just a conversation with your narrator/fellow players would help?
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Meurlorg commented
here is a link: https://storium.uservoice.com/forums/211322-general/suggestions/5763688-customise-game-parameters
not sure if its the answer but wanted to let you know.
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Meurlorg commented
arrgh, cant edit, I agree that a system that would allow players to forgo creativity for convenience really takes away from the experience, but I don't know if this is how to go about fixing it.
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Meurlorg commented
The perfect game would have no defining rules causing each player to eternally one-upp one another(to whose character is the most bad-ass etc..) since theirs no limiting factor to bind them or more properly define them.