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    Thanks very much for that thoughtful feedback. This is one of the key mechanisms we are evaluating in this playtest, so it’s great to hear what you think about it.

    The idea behind this mechanism is the “winner gets to narrate” model encourages people to play more cards sooner and make moves faster, so as to win control more often. Essentially, it’s a carrot to motivate people to “play harder”. And since playing your cards gets you closer to getting new cards, it is always a good thing to do it, even when you don’t end up winning the challenge.

    Now, whether or not this is all actually true — and effective — remains to be seen. We’re keeping a close eye on it and will keep your feedback in mind for sure! Stay tuned…

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    Artbroken commented  · 

    I think one of the things that has to be communicated more clearly is that playing multiple cards is an option - and more importantly, that running out of cards is a *good thing*, because they refresh and you can look at varying the new intake to match the story. I don't think that comes across very strongly right now.

    I think another issue might be that there are two (very broad) types of games and groups within Storium - competitive and cooperative. In a competitive game, where player-player conflict is part of the game, being the winner of the scene is a really big deal and players are going to push hard to get that prize - you'll get that 'play harder' style you mentioned, but you'll also see players gaming the system so that they can go last or win without expending Strengths. All of this is totally valid, and I'm interested in the idea of trying a game like that.

    In a more cooperative set-up, like the one we're playing, the players are trying to give each other the spotlight and develop outcomes that benefit everyone equally, and they feel some concern about writing the outcome if they haven't contributed appropriately to the scene.

    Trying to fit both these playstyles with one set of play principles could be tricky. Maybe Narrators could decide on an outcome-writing rule when creating the game?

    Artbroken shared this idea  · 

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