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  1. Add challenge difficulty modifier

    Certain challenges can be compounded by a player's actions. A revealing confession or in-game 'time delays' are just some examples of when a seemingly simple one-card challenge can escalate into a larger crisis. I hope you can allow the narrator to modify a challenge difficulty in the middle of the chapter and increase the level based on how the players are reacting without having to close the chapter and break the action.

    6 votes
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  2. Make assets consumable or acted upon

    Allow assets to be acted upon, such as eaten, destroyed, split, etc. For example, a pie could be eaten, a piece of candy could be crushed or split in two, or a shirt could be cut up.

    2 votes
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    1 comment  ·  Admin →
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  3. PC Information available only to Narrator

    Players often develop very detailed histories for their characters, including information that may play into the plot but that they only want the Narrator to know until the appropriate time.

    Having a section of the Character Sheet that is only visible to that player and the Narrator would allow this. It would also allow for more chances to integrate the players and the story more closely.

    16 votes
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  4. Let me copy cards across categories.

    Weird edge case, but I made up a few goals and then decided they'd be better as subplots. No way to change or copy them makes me sad. I could also imagine usefulness in some cases being able to copy between obstacle and asset categories.

    1 vote
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  5. show the character name in commentary.

    We get "(narrator)" and "(You)." I'd like "(character name)" as well. It would save the trouble of checking the side bar to make sure I know which character's writer I'm talking to.

    1 vote
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  6. allow the "tooltip" details of a character to always be viewable whenever that avatar appears.

    Right now if you click on an avatar in the Cast view, you see some tooltip style details. However say you have a long chapter and you just want to check out the details of who spoke before you. Right now you have to scroll all the way back to the top of the page. Instead, it should be the case that wherever the avatar of a character appears, clicking that avatar should show the "tooltip"

    7 votes
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  7. allow narrators to write additional cues that are revealed upon objective completion.

    In addition to the general public information given for strong and weak outcomes, I suggest that it should be possible to give additional specifics that are unlocked upon completion of an obstacle, to allow for greater intrigue.

    For example, playing a hard-boiled detective story (or other mystery), a character surveying the scene of the crime could have a "look for clues" obstacle with the strong outcome of "find a good clue" and a weak outcome of "it feels like we're missing something." The narrator knows who the killer is, and therefore what clue there is to be found. However putting…

    5 votes
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  8. Have the option to disable comments email

    Currently there is no method of only disabling comments while allowing other messages to be real time. There should be a yes/no option for disabling comment emails only.

    10 votes
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  9. Explain what the user name will be used for when creating an account

    I don't know whether I need to choose a very neutral name that will fit with any story, or whether the name I choose during account creation is just a system thing and I'll be able to display different names for different stories. A small explanation when creating the account would be nice.

    2 votes
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  10. 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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  11. Make it easier to go back and edit characters during creation

    I tried to go back to change my character type in a game, and cancelled the character, and that meant i wasn't in the game anymore! I just wanted to change character classes.

    7 votes
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  12. Allow players and Narrators to edit comments

    Pretty straightforward I think. Kind of frustrating if you make a typo and then have to give everyone another email alert just to explain that you made a typo and correct it.

    3 votes
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  13. Change the "character" symbol on the NPC challenges.

    When choosing a character as a challenge, the symbol that says "character" is on top of the picture which obstructs the picture. The symbol should be above the picture, not on it.

    3 votes
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  14. make the story titles hyperlinks

    It's annoying to click a submitted character profile, then scroll down to the bottom of the page, then remember which link takes you to the front page of the story. Some way to access it directly (ie by clicking on the banner or having the choice to click on a character name vs a story title to be directed to their respective pages) would be great

    5 votes
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  15. Watchlist

    It would be nice if you could have a Watchlist link below games that you might want to add either to a readlist or watchlist (which is games that interest you to possibly joining). There could be two link or check boxes for each. On the main page these links will be grayed out but visible to show you have already put it the list.

    The list page can be filtered for either or both. You can remove stories from the lists. And hoping you have a more in depth filter where you can combine filters such as ratings, recent…

    6 votes
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  16. allow narrators to set their own "suggested" strengths/weaknesses for custom Nature cards

    After creating all new Nature cards for my story, I found that I couldn't have suggested set-ups for players that chose that nature. It would be nice to be able to have a suggested set-up to prevent narrators from having to reject or ask for modifications to players that don't fit what they're wanting for the story.

    1 vote
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  17. Automated Player "Flags"

    I've played a couple games now where players have just kind of up and left, or worse, just stopped making moves without actually retiring. It can really be destructive to a game. I was wondering if there might be a way that the system could automatically "flag" repeated instances of such behavior so that Narrators starting new games could see if players could be problematic.

    Basic idea: On a player's screen, the system could count:
    -Number of times a player has retired from a game
    -Number of times a player received an automated reminder to post
    -Number of times the…

    1 vote
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  18. that player profiles report on player activity

    Like, # of games played and # of moves per game/scene and other stats that relate to player activity. It makes it easier to make sure the players you're recruiting will be able to keep up with the game's pace.

    1 vote
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  19. Provide better examples of narrative flow for Narrators

    I've seen a trend in all the games I've played lately. Narrator opens the scene, everyone gets one response, playing as many cards as possible to beat the challenge, narrator closes the scene. Players don't get to make followup actions or ping back and forth in dialogue with other players.

    This might be a playstyle thing, but in the game with Stephen Hood, Sage LaTorra, and Ryan Macklin, "The Lady Vanishes," the narrator responds and moves action along seamlessly between each character's move. There is space for back-and-forth dialogue (all done without using cards to move towards completing a challenge)…

    5 votes
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  20. Reward Good Play with MVP Awards

    At the end of a game, each player (and the narrator) can vote for one other player (not themself) to receive a Most Valued Player award.

    What this means is up to the players themselves, but it should be used to encourage fair and considerate play, and exciting and engaging storytelling.

    Essentially, you would vote for whomever you thought made the most valuable contributions to the story overall.

    To encourage commitment to stories, voting could be restricted to those players not retired at the end of the game.

    3 votes
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