Joel
My feedback
14 results found
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49 votes
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32 votesJoel shared this idea ·
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10 votes
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9 votesJoel supported this idea ·
An error occurred while saving the comment Joel commentedIt would be cool if every Character Trait had a duality, and when it came time to play the trait... the player would have the ability to choose if that trait is Strong or Weak.
Say, during set-up, rather than choosing 1 Strength and 1 Weakness, you must choose two neutral traits for your character. Let's say, for my character: Cunning and Proud. There are times when being Cunning will be beneficial and other times that it'll be a turn-off. But, as the player, I have the power to decide how these personality trait affect the story.
Then, to make sure there's balance, there would still be a limit of having to play 4 Strong and 4 Weak cards before refreshing them. You're just not limited to what trait is strong and what is weak.
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7 votes
An error occurred while saving the comment Joel commentedI love the idea of Personal Challenges that carry over scenes. Whether or not Goals / Subplots are replaced... I have a feeling.. is not likely.
However, I know I would just personally end up using the Personal Challenges instead of goals/subplots. They're definitely needed in the story I'm playing with my group, and would work far better than goals / subplots.
Sometimes, I see players end up playing goals / subplots nonsensically on challenges. Plus, they can't be played unless there's a scene challenge, which is an abstract and bizarre concept in and of itself. Why do I need a scene challenge to exist for me to play out a personal plot line?
Joel supported this idea · -
18 votesJoel supported this idea ·
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83 votes
An error occurred while saving the comment Joel commentedYeah, my character in the story I'm most actively playing is stuck with a Nature that doesn't quite make sense... and we can't do anything to fix it.
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90 votes
An error occurred while saving the comment Joel commentedYeah, this would completely squash the organic feel of the game I'm in right now. Though, if some players want it... it could be an optional mechanic for narrators to enforce?
I'm thinking Storium needs a Default Set-Up for new Narrators (to not intimidate them), and an Advanced Set-Up for Narrators who want to modify the mechanics of their game.
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5 votes
An error occurred while saving the comment Joel commentedOr perhaps, folders for the narrator to organize their cards? Call them decks or something.
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9 votes
An error occurred while saving the comment Joel commentedPS. Thank you for this comment. I will be suggesting 1-point challenges to more narrators. I've also noticed this stuffing of neutral cards with one Strength card in quite a few stories already. I think it sabotages the point of the game a bit... to give in and let the cards prompt the writing - and also, you know.. let your characters be human and fail.
An error occurred while saving the comment Joel commentedAgreed! I intend to make multi-challenge scenes when I finally start my own game, because of this exact situation. I also find that because challenge points are limited.... narrators can fall into railroading the storyline... by no fault of their own.
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63 votesJoel shared this idea ·
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31 votes
An error occurred while saving the comment Joel commentedOr, if the designers are completely opposed to having more than 3 cards played per scene per player, I'd still love it if challenge points were unlimited. At the moment, I find that the limit on challenge points means that the narrator can easily fall into "railroading" their players to follow one linear path.
I'd like to offer multiple challenge options to players in one scene, beyond the limit of their cards, and see which ones interest them. The ones they can't spend their points on will either have an uncertain outcome, or just not be brought up at all (if players have no interest in seeing it through). It'll provide more open-endedness to the scenes.
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1 vote
An error occurred while saving the comment Joel commentedI would like to able to let players choose more than one nature, if need be. Also, perhaps a function that allows a narrator to create various categories of natures. So, in the instance of a standard RPG, a narrator could create "Race" natures and "Class" natures, and the players would be allowed to pick 1 of each.
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17 votesJoel shared this idea ·
Almost exactly a month later, these are still some of my favourite suggestions on the feedback forum.
Now that I've had more time to play Storium, and have seen how co-operatively my fellow players take part in our games... I've come to find that the fixed card limit on scenes really is just an annoyance. We've slowly gotten to the point where we've completely forgotten to play the cards at all, because the rules constricting them are too bothersome to abide by (for our story). It's begun to make us wonder why we're playing on Storium at all if we're not using its mechanics.
Sure, the limit is great for new players to encourage proper balance of strengths/weaknesses. I saw that there's an argument that the card limit stops players from over-playing. It doesn't. You can post as much as you want in Storium - regardless of playing cards.
I'm not saying get rid of the card limit per scene. Some players like it. But for those who don't feel they need a card limit... they might wind up feeling they don't need Storium at all. And, I don't want Storium to lose players just because they feel they can't play their stories the way they want.