Paynekilr
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5 votesPaynekilr shared this idea ·
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30 votesPaynekilr supported this idea ·
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7 votesPaynekilr shared this idea ·
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66 votesPaynekilr supported this idea ·
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49 votes
An error occurred while saving the comment Paynekilr commentedI like this idea, but perhaps to a limit, maybe you have toughx3, you spend two and set up camp (sleep, rest, eat) eating may restore 1, resting another. As long as it fits with the scene or story progression. It would be difficult to regain full strength if you aren't working for it or spending a resource card (such as food)
**IDEA** have a refresh card or item that can be spent to restore something - one Advil card might give you back a physical strength card, an Alcohol card might help give you a strength/weakness card, a Pillow card might help in a few key situations
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244 votesPaynekilr supported this idea ·
An error occurred while saving the comment Paynekilr commentedI like this idea, as long as it makes sense to continue. you find a knife in one storyline and you don't use it by the end, you can use the knife with the same character in a 'weeks later' situation
You'd need to link the character to your profile to save it so only you can have that character at a later time, but you just need to be careful with overpowered characters collecting all the cards.
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621 votes
We are going to try out something related to these suggestions, probably in the timeframe of Gamma. Thanks for the feedback, everyone!
An error occurred while saving the comment Paynekilr commentedI wouldn't be against having a relationship card, but it would need to be with the narrator.
It wouldn't be a fun or creative game if someone said, 'I have a good relationship with your character, you have to take my side' to another playerPerhaps you could have a card thats ally or enemy and if the story teller sees fit you could use that card to call in a favor or swing a situation one direction.
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105 votes
Great suggestion, thank you! We like the idea of some manner of player-to-play recognition, and Karma might be a way to do it. Longer term we are also considering audience recognition — that is, people who are reading your story but not playing in it.
An error occurred while saving the comment Paynekilr commentedThe only thing to remember, or keep in mind, is a character is not the player. A player shouldn't been punished or given bad karma because they were rude in acting their weaknesses or failing an objective. If there were a way to keep player-character grudges separate, then this would be a fantastic addition.
I like it. Your subplot is help people so it makes you more effective at helping people, your item is a med kit, perfectly compatible.
Within reason, like the storyteller could say, no helping people is not compatible with your knife asset card