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  1. 201 votes
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    under review  ·  22 comments  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    @Declan That certainly works fine, but it would be interesting to have mechanical consequences, right?

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    Mischa Krilov commented  · 

    Had an idea about this. As a hack, the narrator could create "damage items" to give to players. It's not optimal and players have to cooperate.

    1-wound is fists, 2-wound is broken bones, 3-wound is gunshots (or whatever) and you can only spend them on a "hospital" challenge.

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    Mischa Krilov commented  · 

    Yes, there needs to be something to handle player-versus-player conflict. (I'm out of votes.)

  2. 496 votes
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    20 comments  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    @Adam I think you and I are on the same page- a notification that, say, "Player Xenia has an active draft as of five seconds ago!" or "Player Yorrick is waiting for Player Zuul." would be helpful.

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    Mischa Krilov commented  · 

    There's definite need to notify everyone all round when someone has an active draft- and maybe only the narrator can snooze other players' moves.

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    Mischa Krilov commented  · 

    Or "vacation mode."

  3. 75 votes
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    15 comments  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    Sorry, Brian! I tried for a homage to Paranoia.

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    Mischa Krilov commented  · 

    @J.R. You only trust random subscribers to post pictures? :)

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    Mischa Krilov commented  · 

    Yes and yes.

  4. 4 votes
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    under review  ·  0 comments  ·  General  ·  Admin →
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    Mischa Krilov shared this idea  · 
  5. 90 votes
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    21 comments  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    @Scrow I hear what you're saying, but that's not what I'd expect to happen most often. Flip it on its head: When one character has something to say to another that will greatly impact everyone else's move, ("Why did you kill Mr Body, Professor Plum?") and the narrator wants to make sure that one answer happens first, then the dibs mechanic happens.

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    Mischa Krilov commented  · 

    Jeff, I've seen the same.

    Hmm, enforced turn order implies a rotating start player, which might help to share spotlight time if everyone has a change to go first, or at least first right of refusal.

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    Mischa Krilov commented  · 

    Scott, yes, very often a free-for-all is nice.

    However, I would greatly like to see this implemented ad-hoc so that it can be off or on as needed, maybe even on a per-challenge basis. Surely there's times where the story demands one player should have next dibs.

    I'm not advocating a *constant* move order... unless a narrator chooses that.

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    Mischa Krilov commented  · 

    Perhaps a "X player has next dibs" enforced option.

  6. 621 votes
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    34 comments  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    I agree there should be a mechanical way to use a relationship. :)

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    Mischa Krilov commented  · 

    Any of these options can be just, you know, roleplayed out. Might be simplest if you have a flip card for other characters that you could play as strong/weak/neutral as the scene sees fit.

    (This isn't the first case I want cards with variable suits, to be chosen by the player when they are played.)

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    Mischa Krilov commented  · 

    Relationships don't have to be symmetrical: Alice loves Bob, but Bob hates Alice.

    Mischa Krilov supported this idea  · 
  7. 950 votes
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    under review  ·  32 comments  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    Here may be a better example:

    Right now, players' avatars appear by their moves. In some games and in some scenes, it makes sense to have an NPC avatar instead of no avatar from the narrator.

    Obviously not every NPC merits a photo in every game, but it's a nice option for those narrators that do want to showcase an important character.

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    Mischa Krilov commented  · 

    It's nice to have the visual reminder of the cards to know who's present and important. Named characters versus background extras.

  8. 244 votes
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    Mischa Krilov commented  · 

    So you could have different actors (players) playing the same roles (characters).

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    Mischa Krilov commented  · 

    Or even if you have a set of pre-gens you want to run through the same story. (For some reason, a series of Scooby Doo stories popped into my head as the best possible example.)

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  9. 49 votes
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    7 comments  ·  General  ·  Admin →
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    Mischa Krilov supported this idea  · 
  10. 2 votes
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    under review  ·  1 comment  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    It might be better to show a quantity of icons/suits for the cards played instead of colors.

  11. 3 votes
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    under review  ·  1 comment  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    Oooh, I really like the notion of Wilds being choose-your-own suit.

  12. 11 votes
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    4 comments  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    There's definitely a happy medium of granularity!

    So the narrator would set up the game, and basically say: "I'm expecting/allowing these situations, so don't join if you're not into it."

    I like the checkboxes, but you definitely need a NSFW images checkbox over and above a content rating.

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    Mischa Krilov commented  · 

    You don't want to go too far down this rabbit-hole, but I think you need more granularity than SFW/NSFW.

    In a different game, we decided that our rating level would be on par with an HBO original series; so perhaps a scale of Daytime/Primetime/Late night/After Hours would be enough of a range.

    So optimally, the narrator sets the rating level and the expectations.

  13. 6 votes
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    Mischa Krilov commented  · 

    It would be great if the narrator could decree "Six months pass. Get all your cards back."

    Plus, optionally, allow the character to improve.

    Mischa Krilov supported this idea  · 
  14. 4 votes
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    Mischa Krilov shared this idea  · 
  15. 23 votes
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    Mischa Krilov shared this idea  · 
  16. 12 votes
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    Mischa Krilov commented  · 

    Yes indeed! (not spending a vote because this is planned.)

  17. 29 votes
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    Mischa Krilov commented  · 

    I'm only spending one vote on this, but I mean to spend three.

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  18. 56 votes
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    Mischa Krilov commented  · 

    I had an earlier suggestion that your Nature card would be a permanent either Strength or Weakness. (Sometimes, it's good to be a werewolf. Sometimes not so much.)

    I think a neutral card just steps the game closer to moving past the obstacle. If you were playing more competively, it's a way to shut out other players from shifting the story in an outcome you like. Kind of.

    Maybe the player flags the card as what they'd like to use it for and the narrator can agree or kick it to neutral?

    Mischa Krilov supported this idea  · 
  19. 33 votes
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    FYI, we are still looking at this but the initial Gamma launch will have an evolutionary improvement. New characters will start with:

    2 Strength cards
    2 wild Strength card
    2 Weakness cards
    2 wild Weakness cards

    This gives you more flexibility at the start of the game (which you need it the most, because your character is new and not well-developed) without making the character creation process itself more complex.

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    Mischa Krilov commented  · 

    Quadruple post!

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    Mischa Krilov commented  · 

    Apologies if this is a repeat.

    My idea is to allow the narrator control over what characters start with. It's possible they might want two Nature cards, or to require four different starting Strengths/Weaknesses, or even unbalanced numbers (3 Strength cards and five Weakness cards), or to start with 2 identical Strengths, one different, and one Wild; or two wild and two constant, etc etc etc.

    Does that make more sense?

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    Mischa Krilov commented  · 

    (Apologies if this comment is duplicated.)

    Yes, that explanation makes the refresh rules more clear.

    However, a starting character feels a bit like a one-note song with three identical Strengths and three identical weaknesses.

    My suggestion is to allow the game creator some flexibility here with the number of cards for a starting charcter- one game it might make sense to have four wilds, another 2 identical - 1 singleton - 1 wild, another might want all four different and you have to earn the wilds.

    Does that make sense as an idea?

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    Mischa Krilov commented  · 

    That explanation does help me understand the refresh rules, yes.

    But thinking through this, I suggest to allow variance when setting up a a game: If the default is 3 identical + 1 wild, perhaps other choices would be 4 different cards, or 2 identical + 1 different + 1 wild, or 3 different + 1 wild, etc.

    Right now, a starting character feels a little like a one-note tune with such a high number of identical cards...

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    Mischa Krilov commented  · 

    I'm still learning the mechanics, so that explanation does help.

    It still feels like starting characters are a bit one-note with three identical Strengths/Weaknesses.

    My suggestion is really that the starting hands could be adjusted by the Narrator- maybe 3+wild, or four wild, or 2+1+wild, or 1+1+1+1, or whatever seems coolest.

    Does that make sense?

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  20. 31 votes
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    under review  ·  8 comments  ·  General  ·  Admin →
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    Mischa Krilov commented  · 

    Whoops, sorry for the double post.

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    Mischa Krilov commented  · 

    Yup, I get that you want balance. Might be nice if the narrator could "bank" unused challenge points if needed, or have twice the number of PCs worth of bonus points at the start of the game, maybe get an extra one every two scenes or so.

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    Mischa Krilov commented  · 

    That makes mechanical sense, sure. Any narrator tweak should probably be labeled with your caveat.

    But say as a follow-up challenge that's only evident as the fiction unfolds, or if the narrator can "bank" points early for later surprise use... Just a way to bend the requirement a little. :)

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