Sam Doebler

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  1. 11 votes
    1 comment  ·  General  ·  Admin →
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    Sam Doebler commented  · 

    I was thinking about this earlier and sometimes you don't want players other than the person you give the card to know what it contains.

    EX: I was thinking about a CLUE Roleplay scenario and how it'd be cool to have players NOT use strength and weaknesses for simplicity, but for subplots, they put a reason that they would kill (dark secret, bad breakup, fear, etc). Then the narrator would give cards out secretly to each of the players in the first scene. Then, as the game progresses, players reveal information they found and how they found it, leading to the killer, which is one of the players. Drama ensues, and you get the picture.... Anyways, hidden cards that could only be revealed when played would be essential to something of this nature.

  2. 621 votes
    34 comments  ·  General  ·  Admin →
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    Sam Doebler commented  · 

    Often in my storium games, the players create really in-depth characters with intricate backgrounds, but none of the characters have anything to do with each other. Aside from forcing the characters to bond by saying, "Thou SHALT bond with one another," how can we use storium mechanics to allow bonds to come more naturally and possibly reward them for doing so?

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  3. 31 votes
    under review  ·  6 comments  ·  General  ·  Admin →
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    Sam Doebler commented  · 

    For example, I would like to give a player a "Poisoned" asset after getting stung by a scorpion but obviously don't want it to count towards success when attempting a challenge. Is there a way to do this?

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  4. 4 votes
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