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Rachel Inch

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  1. 6 votes
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    under review  ·  2 comments  ·  General  ·  Admin →
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    Rachel Inch commented  · 

    This is like one of my suggestions. You should be able to 'take over' narrator once the narrator has been inactive for a set amount of time. (Like a month or two) This might reduce the number of stalled games, as well as reduce the number of clone games. (Which I'm assuming is the players deciding to remake the gave minus their narrator)

  2. 3 votes
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    0 comments  ·  General  ·  Admin →
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  3. 2 votes
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    2 comments  ·  General  ·  Admin →
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    Rachel Inch commented  · 

    Yes! That would work awesome as well! It would just be nice to keep 'conversation's' and related action clumped together without stopping the action.

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  4. 24 votes
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    0 comments  ·  General  ·  Admin →
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    Rachel Inch supported this idea  · 
  5. 66 votes
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    4 comments  ·  General  ·  Admin →
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    Rachel Inch supported this idea  · 
  6. 153 votes
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    19 comments  ·  General  ·  Admin →
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    Rachel Inch supported this idea  · 
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    Rachel Inch commented  · 

    It would be nice for these specific Strength or Weakness Cards could only be given by the Narrator (So can't be picked when creating a character)

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    Rachel Inch commented  · 

    It would be nice for the narrator to be able to give a player an extra strength card. For example: In the zombie apocalypse world I'm designing I have a Goal card of collect food. So if they do this 'side quest' and find the 'Canned Goods' I'd like to be able to give them a "Well Fed" card (Strength Card) that they can use in conjunction with other strength cards to help sway the outcome of the challenge. Thus giving them a good incentive to complete the side-quest. I suppose in the same right a "Starving" Weakness card could be given out for when they have not completed this goal, thus forcing the to have an extra weakness card to play before they refresh their cards.

    If this is already possible, sorry, I'm pretty new.

  7. 1 vote
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  8. 133 votes
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    9 comments  ·  General  ·  Admin →
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    Rachel Inch supported this idea  · 
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    Rachel Inch commented  · 

    This is an excellent idea! I was thinking that having "Key Assets" that have strength points attached to them, (Thus using a key to get through the door will help give you the strong outcome without wasting Strength points, but I think that would cause the conflict of being able to use the 'key' anywhere.) I love the idea of having a "Key Asset" that can only be used towards a specific Conflict.

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