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Adam Michaud

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  1. 6 votes
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    3 comments  ·  General  ·  Admin →
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    Adam Michaud shared this idea  · 
  2. 133 votes
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    9 comments  ·  General  ·  Admin →
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    Adam Michaud commented  · 

    I have thought about something similar, Lillith, but I couldn't think of an easy way to make those associations obvious.

    I have considered how I would handle that sort of situation in my own game, and that is to watch cards as my players play them and override the challenge result if someone plays the appropriate solution card. For example, the player uses the Iron Key against the challenge Locked Door. I tell them (in the comments) that the group can consider the challenge completed with a Strong outcome because they used the key.

    This doesn't work that well when the challenge is multiple points long, but it's a workaround.

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    Adam Michaud commented  · 

    I think it might be more useful (read: far more challenging to code but far more satisfying for the end product) if assets were given customizeable points, and maybe a specific challenge that they are designed for.

    For example, "Key to the Prison" could be created as being worth five strong points to the challenge "Enter the Prison", and one neutral point otherwise, due to its specific use.

    There are, of course, story ways to get around this (you found the key so the Narrator doesn't have to put up the challenge), but more options available to a storywriter, means more options available to the Narrators, means more options available to the players.

  3. 31 votes
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    under review  ·  8 comments  ·  General  ·  Admin →
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    Adam Michaud commented  · 

    I understand (and appreciate) the three cards per scene limitation as a mechanic to prevent one person from hogging all of the story. However, it forces a mechanical definition on how long or how complicated a scene can be.

    What if a player was limited to playing a number of cards per post, (say, 3) but a player's cards become available again once other players have also played cards?

    A numerical example:
    Alice, Bob, and Charlie are playing in a scene.
    Alice writes a post and plays two cards toward a challenge.
    Bob writes a post and plays one card toward a challenge.
    Charlie writes a post and plays three cards toward a challenge.
    The three players have each played at least one card, so each player has one additional card available to them. That means that Alice can now play two cards (3 - 2 + 1 = 2), Bob can play three cards (3 - 1 + 1 = 3), and Charlie can play one card (3 - 3 + 1 = 1).

    This lets the players interact with challenges in a more fluid manner, and because they are still limited by the challenges, they can't run away with the story.

  4. 96 votes
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    under review  ·  5 comments  ·  General  ·  Admin →
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    Adam Michaud commented  · 

    Allowing Assets to be Strong or Weak can nicely represent temporary attribute gains or losses, or as additional ways of positively or negatively overcoming obstacles, and I would like to see this feature added.

    As a rider to this idea, if Strong/Weak Assets are included, there should be a way for the Narrator to take cards from a player (the buff wears off, the injury is healed), to facilitate this.

    Adam Michaud supported this idea  · 
  5. 4 votes
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    1 comment  ·  General  ·  Admin →
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    Adam Michaud commented  · 

    You could use the favourites menu as a set of bookmarks. Go into an existing game and its banner will have a star in the upper right corner, sometimes with a number afterwards. Clicking that star marks it as a favourite, and you can access those through the dropdown that has your username.

  6. 98 votes
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    2 comments  ·  General  ·  Admin →
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    Adam Michaud supported this idea  · 

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