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  1. 6 votes
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    Stella shared this idea  · 
  2. 2 votes
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    Stella commented  · 

    To be fair, you can workaround this by playing a copy of the challenge for each player, but it's unattractive and tedious.

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  3. 7 votes
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    6 comments  ·  General  ·  Admin →
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    Stella commented  · 

    (Specifically, I would rename "subplot" to "motivation". Then playing it on a challenge becomes "this is *why* I'm acting this way" and it works. "Subplot" and especially "Goal" imply that it's something you have to work towards separately though, which really doesn't work with the current mechanics.)

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    Stella commented  · 

    My thoughts exactly.
    Although I do tend to find that, most of the time, Subplots make enough sense. I probably would rename them, but if you model them off the ones in the standard stories playing them on challenges works out pretty decently.

    I can also see how narrators would have occasional uses for the current Goal cards. I just don't feel that that use is for giving characters goals.

    ...Something that I only now thought of is the options to play personal challenges out - like you can do with goal cards currently - without giving them to an individual player. I guess that should be an option? I mean, I don't see why not.

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    Stella commented  · 

    I suppose just adding player-specific challenges that carry between scenes would be alright as well, but I feel like that would just have too much overlap, use-wise, with Goals.

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    Stella commented  · 
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    Stella commented  · 

    I'm aware there are some issues related to this idea, so I'm going to go over a couple and my proposed solutions.

    Firstly of course this is a major change. I don't feel that's an inherently bad thing, but it could be a bit jarring for some narrators. Presumably existing Goal cards would remain as they are, and existing games would retain the option to use the old version of Goals.

    Second is the question of outcomes: since they would work more or less like challenges, presumably the narrator would define outcomes when they create the goal. However, these outcomes could become obsoleted as the story continues on, so there should probably be some mechanism to edit them, even if it isn't used often. OTOH if the situation is rare enough it might be fine just to leave it to narrators to handle it in the comments when it does occur.

    Thirdly is the question of rewards; players may not have enough incentive to play cards on Goals if their only reward is a single wild strength. I personally think that would be fine (since playing out strengths and weaknesses is also good in and of itself) but perhaps we could just give the wild strength as a basic reward, and allow the narrator to add additional rewards on top of that?

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  4. 18 votes
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    3 comments  ·  General  ·  Admin →
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    Stella supported this idea  · 
  5. 3 votes
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    Stella commented  · 

    Yeah, the "cardless scene" aspect is unnecessary - there's nothing saying a narrator has to make challenges every scene. They have to play a place card, I suppose, but that's it.

    Unless you're saying there would still be obstacle/character cards, they just wouldn't have challenges attached to them? That would be a nice option to have, actually. Though that should be an individual option at any time you play one of those card types, rather than for a full scene.

  6. 13 votes
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    3 comments  ·  General  ·  Admin →
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    Stella shared this idea  · 
  7. 58 votes
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    Stella supported this idea  · 
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    Stella commented  · 

    There's no reason to have certain branches disabled for challenges. If the narrator doesn't want a certain branch to have challenges, they can just... Not add any challenges. Disabling them ahead of time will only lead to narrators changing their minds and being unable to play challenges when they want to.

    Also re: challenges, the narrator should have the option to play challenges that span multiple branches. Like if you're exploring a house for clues to a murder, it might not make sense to have each room have a separate challenge. (Or, other times, it might.)

    Also a potential hurdle: time may pass more quickly in some branches than others. I could especially see this being an issue with blind branches. This can be addressed somewhat by not having the player officially enter the new branch until they make their post, but that doesn't help if moving from a slower to a faster branch.

  8. 10 votes
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    3 comments  ·  General  ·  Admin →
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    Stella commented  · 

    Yeah, being able to actually make a newline in a comment would be great. I can't count how many times I've tried, or even split what should really be a single comment into multiple to increase readability.

  9. 33 votes
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    Stella commented  · 

    And being able to attach tags to cards, so that you can click somewhere on the card and find every move related to it. NPCs, assets and player characters, I think, are what you want to have tags attached to.

    Stella supported this idea  · 
  10. 695 votes
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    planned  ·  33 comments  ·  General  ·  Admin →
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    Stella commented  · 

    I agree with most of what Steve said. I'm a little worried about the "this is a good player" aspect though since a: that's pretty subjective, b: new players would look the same as bad players, which might make a barrier to entry.

  11. 950 votes
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    under review  ·  32 comments  ·  General  ·  Admin →
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    Stella commented  · 

    I like Frederikk's idea: https://storium.uservoice.com/forums/211322-general/suggestions/5890554-change-how-npc-characters-work
    It essentially allows both the current system and what you're proposing, but also adds interesting new mechanics to the game.

  12. 71 votes
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    Stella supported this idea  · 
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    Stella commented  · 

    I like this idea, though it isn't the simplest solution to the problem presented, it gives characters some depth and distinction from other card types.

    I also like that you can get the same effect as the old system: Just place the character on the obstacle as a neutral, and you have it.

    I would like though to also allow narrators to give one character multiple points - for example, if you're going to be fighting the Dark Lord Mardulion, he can count as three weaknesses to be a bigger threat than the Wimpy Minion Fred you fought earlier. 100% agreed that the challenge should always be at least one more than the number of imbalanced points on it (that is, if we have three weakness points from the Dark Lord but one strength from the police chief, the narrator COULD make it only a three-point challenge.

    Although maybe there should be some distinction between a character being part of a challenge and influencing the challenge? Hmm. Not sure what that would do mechanically but I think having a distinction made between the two visually would be good.

  13. 4 votes
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    Stella commented  · 

    Actually, the text does continue. There's a little button at the bottom-right of the card that lets you see more pages. It's very sneaky though, it'd be nice to have that a little more obvious.

  14. 98 votes
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  15. 6 votes
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    Stella commented  · 

    I would suggest having three options for each category: Real-time, Digest, and None.

    Or maybe four, the last being that it would send an email only if the player does not view the post on Storium within a certain time period (say an hour). This would help for players like myself, who frequently check the Storium website for updates.

  16. 244 votes
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    16 comments  ·  General  ·  Admin →
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    Stella supported this idea  · 
  17. 2 votes
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    Stella supported this idea  · 
  18. 323 votes
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    under review  ·  10 comments  ·  General  ·  Admin →
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    Stella supported this idea  · 
  19. 369 votes
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    under review  ·  9 comments  ·  General  ·  Admin →
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    Stella supported this idea  · 
  20. 394 votes
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    under review  ·  8 comments  ·  General  ·  Admin →
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