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  1. Character Relationship Pages

    A fellow player and I have stumbled upon something quite fun - making a private page dedicated to our characters' relationship.

    We created a new private game just to discuss our characters' relationship from another game (with our narrator also in on it)... and the secrets we've developed between them are really exciting. It's actually quite fun!

    It's also a great way to keep track of facts that you and that player establish as the story moves forward - facts only those two characters (and the narrator) would know.

    Rather than making an extra game (like we did) or using…

    5 votes
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  2. Separate scroll on character sidebar

    Hey guys, it would be great if the character sidebar was in it's own separate scroll such that we didn't have to keep scrolling up and down when the story has moved past the end of the screen.
    Best regards Steve

    1 vote
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  3. Notification Noise

    I love the idea of making a move, then surfing around in other tabs or applications on my computer until it's my turn again, without having to refresh or check back manually. A little notification chime like in fb chat would be perfect.

    11 votes
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  4. Don't allow login using usernames

    Login should only be allowed using email address and password, as both of these are 'hidden information'. Other users' usernames can be read on the site and thus make it much easier to target a specific user to break into their account.

    5 votes
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  5. Ammo/ammunition cards or subcards.

    If I give my player a gun, I want him/her to be able to use it more than once. But if I give that player three gun cards, he/she can pass them to other players. It would be nice to have cards that work as ammunition for other cards.

    1 vote
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  6. 'unread' badges on front page game list

    A badge or some other sort of indication on the front page game list showing/highlighting which games have unread moves or comments since you last logged in (or posted in that game?) would be handy for people with a lot of concurrent games, especially if their notifications are going haywire due to a fast paced game.

    1 vote
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  7. Add narrative style points to the basic guide.

    The mechanics of the game play are very well laid out and guide you through how to face challenges step-by-step, but there's no guidance on what you should write. I'd like to see the basic game guide include notes on:
    - how much detail to include.
    - incorporating other characters into your action and resolution.
    - taking the story forward when you have control of the narrative.
    - dealing with weak or uncertain outcomes.
    - deferring to other players within your narrative.

    I think some more detailed guidance on what you should be writing are as necessary as the current…

    1 vote
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  8. Narrow Search & Preview Game & Profile Pages

    I would like to have the ability to narrow searches. Right now I do not see this being a problem but later I can see searching through pages and pages being frustrating. It would be nice to be able to search first by Open Invitation and through those by genre and through those by letter or any combination of. Also a search function for keywords would be excellent.

    Once you have found a potential game I think it is just as important to be able to see where that game is and interview the game via visual survey and approve…

    8 votes
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  9. Link game play screen some how to Join screen. If you can see a game, and it's available, you can directly apply to join it

    At the moment the sole way to join a game is through the looking for players columns, right? if you could navigate directly from looking at a game's main screen to applying for it, be so much simpler to find new available games. :)

    4 votes
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    planned  ·  1 comment  ·  Admin →
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  10. Make looking for players a little more complex

    Hey, I was wondering if it would be possible to organise 'looking for players' by genre, or put games in a random order? That way games won't sit languishing on page 6.

    Thanks,

    A.

    2 votes
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  11. Understudy

    A narrator should have the option of substituting an understudy for a character. This would be useful when (a) someone is AWOL, or (b) someone is being uncooperative, rude, uncivil, etc.

    1 vote
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  12. Change the Effect of an Uncertain Outcome

    Currently I feel there is nothing to differentiate completing a challenge with an Uncertain Outcome from making a move that does not complete a challenge. (By playing a non-completing card, or not playing a card at all). By leaving the outcome entirely up to the narrator, it feels like there is nothing to incentivise the player to complete a challenge in this way.

    While there are tactical benefits to playing cards early and often, there are also benefits to marshalling them. Playing a card to complete a challenge with an uncertain outcome therefore feels like a wasted card, as it…

    8 votes
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  13. Make a way to give a character a thumbs up for a particularly good passage

    I'm very new to this so perhaps there is a way to do it already, but I have read a contribution from a fellow character that kicked so much ass that I'd love a way to tell him "Yeah! Right on!" Like the "like" button on Facebook.

    4 votes
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  14. allow Narrators to arrange cards

    For example, I have several cards that detail places where one NPC faction is, several cards for the second NPC faction, and then general place cards that may be used at anytime. Currently, they're all scattered and mixed together, but I'd like to be able to order them (drag and drop would be awesome!) into the order that makes sense to me.

    5 votes
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  15. Make card limits more flexible.

    1.Allow the narrator to set the card use per scene limit on a per scene limit.

    e.g. The narrator can allow players to only play 2 cords per scene or 4 cards per scene

    1. Allow the narrator to set per challenge limits

    e.g. The narrator sets the scene limit to 3 cards but sets the challenge limit to 2. Players can play a maximum of 3 cards in the scene but cannot play more than 2 cards on a given challenge.

    Define challenge rewards

    The narrator can set hidden cards as a reward for the completing the challenge with a…

    23 votes
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    Narrators are now able to set the scene card limits on a scene by scene basis, allowing all players anywhere from 1-5 card plays in each scene.

  16. 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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  17. Organize Commentary Blog Style

    The commentary bar on the right would be rather more convenient if it could be convenient in the newest->oldest blog style, so that new commentary doesn't require endless scrolling.

    3 votes
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  18. "Nature" could be a positive card once per chapter.

    That way it has some mechanical weight, but not too much. As it is, the nature provides nothing but flavor text. It should help the character somehow.

    8 votes
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  19. For those who don't want Karma

    Karma could get out of hand, especially a thumb up / thumb down feature. It's vague, and a completely lazy form of player assessment.

    What if a narrator thumbs down a player because he: doesn't like the player's style of writing / doesn't like how long their posts are / doesn't like how short their posts are? A thumbs down (or up) could mean anything, and tells future narrators absolutely nothing about the player's quality of writing.

    The alternative?

    Be an invested narrator. Search through your potential players' histories... and decide for yourself if you like them as a player.…

    1 vote
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  20. Collaborative Game Building

    As a narrator, I like to build games around my players and invite my players to be invested in the world by creating a people or places that they define going into the story so I'm not having to force feed exposition.

    I'd like to request a workflow which allows the narrator to invite players first, before customizing the world, and submit or request cards (of any type) for consideration in the game (with the usual ability of the narrator to approve/reject), before players build their decks.

    17 votes
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