Anonymous
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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!
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10 votes
An error occurred while saving the comment Anonymous commentedThere is a comments section for players, which is good for behind-the-scenes working things out, but it would be great if there were a separate comments section for readers to comment on the story and interact with the players. Maybe just one for the whole game, rather than one per scene?
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An error occurred while saving the comment Anonymous commentedThe problem I've been having is that my players seem to be waiting on an imaginary "talking stick". They each wait for whoever they think should make the next move against the challenge, rather than continuing to interact with one another more casually (which is what I had hoped most of the gameplay would look like). I'm not sure if the addition of a talking stick function would make this better or worse - they *might* see that it's up for grabs and take the opportunity to chat, or they might be quicker to realize when others are waiting on them. . . or they might feel even more limited by waiting for others, or never respond unless someone puts the stick into their hands.
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An error occurred while saving the comment Anonymous commentedCurrently, unless the narrator in question chooses to type their game's url into their post (which many people simply do not think of), the game itself is impossible to find. I tried doing a Google search of the title of one, along with the keyword "Storium", and got nothing. Presumably this will be a little easier once the site has its own internal search function, but I believe people will still be more willing to follow up on an intriguing post if given a direct link.
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An error occurred while saving the comment Anonymous commentedI was about to suggest much the same thing. I understand if the creators don't want us keeping *all* our notes on-site, since sometimes planning can get pretty intense, but sometimes I need to remember things like "This card is related to that card - don't use it until a certain point in the story", which as a reminder is only useful to me if it's right there with the card.
The narrator has the ability to lay down Goal cards for players to pick up, which can be things like "Find out why Martha has been so quiet lately" or "Fall in love with Tom". However, it would be very interesting if players could do the same thing. The fact is, the narrator is not directly involved in the relationships between player characters. Relationship goals probably work best if they stem from what's going on with the characters internally, and only the person playing each character really knows that. Which is also why I suggest laying them down for optional pickup, rather than handing them to someone who for all you know has no interest in using them. This will also make relationships less predictable for the players, if someone other than who they expected picks the Goal up. Which is really more realistic, because can you ever really know or predict what someone else is feeling?