Declan Feeney
My feedback
15 results found
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16 votes
Currently, any card in play is visible to everyone, and each characters’ cards are visible to everyone. The only cards that are “private” are the ones that the narrator holds in their hand.
We’ve toyed with various ideas for making some information “secret”. This is a good addition that we will put into the mix, thank you.
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202 votes
An error occurred while saving the comment Declan Feeney commentedGuys. You don't actually need a new system. The current system works fine...
If you check this scene: https://storium.com/game/the-crucible/chapter-1/scene-3
I created an obstacle called "Settle You Differences"
Description: Recent events have damaged the trust which has always existed between Junkyard and Tinker. Now the two officers must talk through those difference and remind each other why they trust each other.Outcomes
Strong:
The officers come to a common understanding, and any trust damaged can be restored. How do they work out their differences? How have they agreed to represent this mornings issues? Is Deck Technician Anna Barrows going to publicly take the blame?Weak:
The meeting ends with one of both parties unhappy with the other. What happened? Who is angry? Why?It worked fine. You could equally well use this with injury, fear etc.
Basically the obstacle is that they need to resolve the conflict.
A strong outcome allows bloodless resolution
A weak outcome suggest an injured party.Since most negative character traits (bloodlust, anger, overconfident, cowardly) are likely to be weaknesses and positive character traits (brave, trusting, loyal, natural leader etc.) are likely to be strengths this works really well.
And you place the onus of describing the outcome on the winner of the conflict.
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318 votes
We will soon be adding the ability for the narrator to explicitly specify which characters are in a given scene. Would that help a bit?
Meanwhile, you can visually segment the action in a scene by using a horizontal rule (“
-” in our layout syntax). Note also that the system does not require that players make a move in every scene. So you can ask someone to “sit this one out” and the scene will be able to progress just fine. Hopefully these techniques can get you un-stuck for the time being?Regarding simultaneous scenes, we’ve received this suggestion from a couple of other users, too, and so we are thinking hard about how we could add it to Storium without making things difficult to use and understand. It’s high on our list so please stay tuned.
Thanks for the feedback!
Declan Feeney supported this idea · -
17 votes
Thanks for the feedback!
Just wanted to make sure you saw that you can write and save scene drafts? That allows you to write the next scene before publishing it.
If you’re talking about writing scenes that are further into the story’s future — say, beyond the next scene — that seems difficult since the narrator doesn’t yet know what the players are going to do next, right?
Thanks for any additional thoughts on this…
An error occurred while saving the comment Declan Feeney commentedYou can write a scene draft, but *not before* ending the current scene.
Its quite common that leading up to the end of a scene you have a really good idea what is coming next. It would be nice to be able to prep for this.
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6 votes
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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 Declan Feeney commentedUse Goals:- I have several characters in my game who now have Goals along the lines "Resolve your dispute with X", "Find out if Y feels as strongly about you as you feel about them, without risking rejection" and "You think of Z like a little brother. Protect i from harm".
Of course if you do this with Goals you need to ensure that you as the narrator also set Challenges which allow them to play these Goals - challenges like "Plan for the assault on Demoncove", "Talk through the unspoken thing which as come between you" or "Train to use the new weapons you've just received". Things which might be considered social or logistical challenges.
The best way to work out what these challenges need to be:- Ask your players what they want to do next and challenge accordingly.
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496 votes
We’re going to experiment with this idea during Gamma, along with some related concepts. Thanks for the feedback!
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131 votes
An error occurred while saving the comment Declan Feeney commentedUm..
> "They would drain at least one strength or weakness card if the player didn't want to throw cards into an uncertain outcome, which provides part of the setback. "- Thats *not* a setback. That is an advantage as it increases the Wild to strength/wekness ratio, and causes refresh to come round more quickly !!
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41 votesDeclan Feeney supported this idea ·
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9 votes
An error occurred while saving the comment Declan Feeney commentedI would recommend against 1 point challenges since they prevent teamwork. I tend to use a lot of two point challenges.
High point challenges are not tough challenges - they are long challenges. Things which encompass an entire scene. Hence I might set a high challenge for a dogfight which is the core challenge of the scene and needs to involve all the players, and a low point challenge for taking a prisoner alive, since its something which takes a moment, and can be done by individuals.
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369 votesDeclan Feeney supported this idea ·
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23 votes
An error occurred while saving the comment Declan Feeney commentedAt the moment there are very few occasions when it makes mechanical sense to play an asset. (I know there are usually plenty of fictional/ narrative reasons) - but viewed from a purely mechanical/rules sense it doesn't add up.
Strengths, Weaknesses and Wilds balance towards uncertainty (ie equal numbers of strong and weak) but are worth playing because they lead to refresh and a chance for character development.
Subplots are worth playing (especially if the pool is small) due to the reward.
Assets however push towards uncertainty and offer no reward. There are in fact only two occasions when mechanically they are worth playing:
1) When you want to play two or more cards on a challenge but don't have that many Strengths, Weaknesses, Wilds or subplots
2) When you want the strong or weak outcome on a challenge but your other cards wont allow you to achieve this.Can I suggest the following tweak to the suggestion though
Rather than unlimited use (which could be unbalancing), set a 3 cards plus one asset limit. i.e you can exceed the three card limit by a single card so long as one or more of those cards is an asset.
Then it is well worth playing assets.
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If you do this, please make it optional.
The current game, where everyone is aware of everything works really well. Strong players will actually look at other players goals and set up situations where they can achieve those goals, or where those goals present hard choices.