Anonymous
My feedback
16 results found
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5 votesAnonymous supported this idea ·
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9 votes
An error occurred while saving the comment An error occurred while saving the comment Anonymous commentedThe way I see it, it would work like this: In the Outcomes dialog, there would be three boxes:
Strong Outcome (required)
Weak Outcome (required)
Hidden Outcome (optional)The players would only see the Strong and Weak outcomes until the challenge is completed. I know you have a state variable for challenge completion. The visibility of the Hidden outcome would be tied to that variable. Until it is complete, it would say "There is a Hidden Outcome for this Challenge" or some such. Players who view the page source could cheat and look at it, probably; but the point isn't to lock it away from them -- just to avoid spoilers!
After the challenge is complete, the Hidden Outcome would be visible to the player who completed it in the resolution dialog box. Just like the system greys out the outcomes that didn't happen, it would also reveal the hidden outcome, regardless of how the scene concluded. When a scene has an Uncertain outcome, the dialog would tell the player that the Narrator will reveal the Hidden outcome, and when the Narrator next Continued or Ended the scene, she or he would be prompted to include it.
In any case, once the challenge completed, it would be visible to all players who click on the Challenge card, regardless of whether it was Strong, Weak or Uncertain.
Anonymous supported this idea ·An error occurred while saving the comment Anonymous commentedAt least give us the option to have secret outcomes.
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202 votes
An error occurred while saving the comment Anonymous commentedI found a suggestion elsewhere that seems to be a good way to handle PvP:
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369 votes
An error occurred while saving the comment Anonymous commentedThis would also satisfy the "player vs player" request seen elsewhere.
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695 votesAnonymous supported this idea ·
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117 votes
We can’t wait to do this! Thanks for the request.
Anonymous supported this idea · -
9 votes
Interesting suggestion, thank you! We will noodle on this…
An error occurred while saving the comment Anonymous commentedYou could easily pull all the "sliders" from tvtropes.com :)
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309 votesAnonymous supported this idea ·
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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!
Anonymous supported this idea ·An error occurred while saving the comment Anonymous commentedI haven't had this problem, but it sounds like a great idea.
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1 voteAnonymous shared this idea ·
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12 votesAnonymous shared this idea ·
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10 votesAnonymous supported this idea ·
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4 votesAnonymous shared this idea ·
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13 votesAnonymous supported this idea ·
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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 Anonymous commentedThese seem like Assets and Goals to me. I gave one of my PCs "Police Favors" he can call on, for instance. I also gave them optional goals to reflect which NPCs they suspect of the crime (my story is a mystery). They can play the goal cards as they take actions to prove NPCs guilty or clear them.
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950 votes
An error occurred while saving the comment Anonymous commentedThis would support non-challenge scenes, too. What if a scene is just an opportunity to talk to an NPC?
Technically you could cheat by making a move and playing cards (since you can play up to 3 at a time) to see the outcome, then changing your cards or even cancelling your move.
But you could probably ALSO cheat by viewing the page source, so it's more of a spoiler warning than a lock-box.