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Eraille

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  1. 72 votes
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    2 comments  ·  General  ·  Admin →
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    Eraille commented  · 

    While I can see the utility of this, now that we have narrator-to-player PMs in place, is it really needed? Granted, it would make the bookeeping easier.
    Also, supposedly we're going to get 'player notes' implemented at release...some time...along with premises and narrator intel which might obviate the need for this.

  2. 318 votes
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    40 comments  ·  General  ·  Admin →
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    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!

  3. 130 votes
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    planned  ·  14 comments  ·  General  ·  Admin →
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  4. 106 votes
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    11 comments  ·  General  ·  Admin →
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    Eraille supported this idea  · 
  5. 1 vote
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  6. 950 votes
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    under review  ·  32 comments  ·  General  ·  Admin →
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    Eraille supported this idea  · 
  7. 9 votes
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    6 comments  ·  General  ·  Admin →
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    Eraille commented  · 

    Or, rather than adding a third outcome, simply give the narrator a choice: "Toggle strong/weak result displays off until resolved", either by card or by game.

    My big complaint with the system as it stands is that it tends to lead everything into a 'good/bad' outcome. Some of that can be laid at the Narrators' feet, of course, but some of it is due to players metagaming to the *outcome*, rather than playing to the *situation*.

    As someone pointed out in another post, as well, a 'weakness' card play might in fact have a 'stronger', ie, more desirable outcome, in certain situations. It would be interesting if it were possible to peg cards to obstacles, and define what counts as strong/weak on a per-challenge basis. Lot more work for the narrator, but a lot more realism and flexibility, as well, IMO.

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  8. 32 votes
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    11 comments  ·  General  ·  Admin →
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    Eraille commented  · 

    I know folks have suggested music tracks to go with scenes- it would be cool, at some point, to also be able to embed small sound clips in Obstacle and NPC cards. Address that Vampire Lord, and hear Lugosi's famous "I never drink...wine." Use your Ancient Sword of Bloodletting Asset, hear the clatter of screams and the wails of your enemies. That sort of thing. Just a quick blurb, played when you very first play a card, for atmosphere.

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  9. 75 votes
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    15 comments  ·  General  ·  Admin →
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  10. 1 vote
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  11. 157 votes
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    7 comments  ·  General  ·  Admin →
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    Eraille commented  · 

    I totally agree- in fact, I'd go further and have subplots be hidden by default until there's a plot-relevant reason to show them. I feel that having the cards visible at the start constitutes metaknowledge which can possibly affect other players' behavior in-game.

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