Assign new strength/weakness cards to players
Give the narrator the ability to give and take away strength/weakness cards to players in a scene. For example, someone tries to swim across a cold river in winter and becomes fatigued. By allowing the narrator to give that person (or people if multiple with same condition) a fatigue card to play as their weakness, it allows for some cool immersion.
You could give them a goal card of getting rest/warming up whatever, and once that's done the narrator takes away the weakness card.
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LucyPenrose commented
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Jason Levine commented
Absolutely this. There's another feedback item that suggested "status cards", but the answer from Storium is that the idea is that Strength/Weaknesses cards work as status cards. Except narrators can't give those out either. This would add a great deal of flexibility to narrators.
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Anthony Lower-Basch commented
Can't you achieve something of the same purpose by assigning the 'side quest' as a Goal? Playing to the Goal gives players Wild Strength, which they could (quite naturally) apply as 'Well Fed'.
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Bajorque commented
I completely agree with this. It would help create a game feel. May be at the creation, the player could select one more weakness card and one more strengh card to compensate. That would allow some distinction between characters.
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michael woods commented
@Dave Yes, this. I'm not much for hit point systems but I do like when players use injuries as narrative elements. There should be a way to give cards that imply Setbacks, Consequences, and Injuries. And, I would like these cards to have some mechanical effect on play. Perhaps the narrator can choose the effect based on the card.
Maybe a Setback card limits the number of Strength cards a player might have access to for X number of rounds. A Consequence card might effect the outcome of a Subplot card or something. Injury cards act as an additional Weakness card. Personally, I think Asset cards, when played alongside Strength cards should add toward a Strong Outcome on a challenge. Maybe Injury Cards would work in the same fashion with Weakness Cards.
Or, you know, something like that.
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Joel commented
Why was the narrator ability to give Strength / Weakness cards removed? From what I can see in these comments here... it looks like it used to be one of the functions. I'd really like for this to return!
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Anonymous commented
agree, I'd like to be able to give out rewards that are specifically weakness cards (such as Maimed or Polymorphed.
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Rachel Inch commented
It would be nice for these specific Strength or Weakness Cards could only be given by the Narrator (So can't be picked when creating a character)
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Rachel Inch commented
It would be nice for the narrator to be able to give a player an extra strength card. For example: In the zombie apocalypse world I'm designing I have a Goal card of collect food. So if they do this 'side quest' and find the 'Canned Goods' I'd like to be able to give them a "Well Fed" card (Strength Card) that they can use in conjunction with other strength cards to help sway the outcome of the challenge. Thus giving them a good incentive to complete the side-quest. I suppose in the same right a "Starving" Weakness card could be given out for when they have not completed this goal, thus forcing the to have an extra weakness card to play before they refresh their cards.
If this is already possible, sorry, I'm pretty new.
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heya commented
I think status and weakness should be two different creatures. They may share a similar function, but a weakness is something you live with, and will likely not lose throughout the course of the game, perhaps through serious effort a weakness can be lost, but a status is always temporary. You are stunned, you are cursed, you are blinded.
Yeah, some of those can last both a long or short time, but in a super hero setting especially, things are going to temporarily affect you.
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David commented
Oh... there, I found it.
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David commented
So here's a problem, how do I "give' these weaknesses or strengths to a specific character? I can't find a mechanism that says anything like "assign this card to a specific character"
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David commented
Then maybe we could add some categories to weaknesses and strengths. Damage, Condition, etc.
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AdminStephen Hood (Co-founder, Storium) commented
Doc Blue — You can give additional Strength or Weakness cards (or change existing ones) in the source of starting or continuing a scene. Click on "Your Hand", select a Strength or Weakness card (or create a new one if you need to), and then click "Give". You'll be asked which character to give it to. Let me know if that's not clear — you're one of the first people to try this out! :)
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David 'Doc Blue' Wendt commented
I do not see how, as a narrator, to give additional Strengths or Weaknesses to characters.
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David commented
No, not all. I'm actually very happy because it means that this is a pretty useable and very strong alpha. I spent half of my night-shift last night building a game to start on storium, and one that I;m in starts today. This is like a religious experience already. You need facebook page.
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AdminStephen Hood (Co-founder, Storium) commented
LOL, hope it doesn't seem like shooting down! Your suggestions are *excellent* and they are helping to reveal places where we haven't clearly explained how things work. Thanks and please keep them coming!
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David commented
Ah, I didn't realize that these cards could increase or decrease in quantity! I'm also not complaining that you keep shooting down what I perceive as needs by already being awesome.
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David commented
This would be a set of cards that the Narrator applies to the players. These would cover things like physical condition, mental condition, disease, curses, etc.
It could mimic Final Fantasy "conditions", or even "Hungry" or whatever.
This could tie in really well with the "Sacrifice" and other Karma generating action.
Technically these could be done with "Thing" cards, and this is how I will implement the system for now, but I think this would be very useful/