In StoryNexus, there’s no way to get rid of a Sometimes card other than playing it*. This is intentional, but has some design implications for creators, so I’ll go into some detail here:
Firstly, you might not be able to a play a card because you don’t qualify for any of the branches. So it’s going to stay in your hand forever. This shouldn’t happen - but it’s up to creators to stop it from happening. You do this by ensuring that the first branch on each Sometimes card doesn’t have any requirements - so it can always be played. The technology doesn’t enforce this - it’s up to you to make sure that players will always be able to get rid of a card once they draw it.
Secondly, the players may no longer qualify for a card because their qualities changed between the time they drew the card into their hands and the time they want to play it, and they no longer qualify for the root-level requirements of the card. So, if a card has ‘Hounded by the Neighbours Minimum 1’ on the root, a player could draw the card, and then play the ‘Neighbourhood Apocalypse’ Always card, which removes that quality. When the player doesn’t meet the root requirements for a card already drawn, the card cannot be played - even if there are branches with no requirements on them. It will hang around in their hand forever, unless their qualities change again so that they meet the requirements.
This is obviously bad, so the rule is: ‘For Sometimes cards, ensure that any quality changes that makes the card unplayable are on the card itself’. Doing this will mean that the card will never be stuck in the player’s hand.
There being no auto-discard is a design decision, but it’s different from Fallen London, so it might take a bit of getting used to. But it does enforce a design principle that we think will help creators make better games:
In Fallen London, there are an awful lot of Sometimes cards (well, they’re called opportunities, but you get the idea). Hundreds of the things, usually with one or two branches. But take a look at Cabinet Noir, which is built with the StoryNexus engine. There are fewer cards (for example, 24 in the Day deck) but there are more branches on each one. You can get round some of the difficulties caused by the lack of an auto-discard by adopting this design.
If you have a set number (let’s say 24 for argument, but any number beyond 12 or so should work) of Sometimes cards, you’ll have a good idea of how often each one will come around. Which is good when planning new stuff. And when you want to add more Sometimes content, you should add more branches to existing cards rather than creating more Sometimes cards. This means that you can have cards that have that necessary no-requirements first branch easily (because you only have to write 12 or 24 or however many cards you have of the things, rather than having to write an extra branch each for many cards), and you can control the requirements for your new content on the branches rather than the root events.
It does mean that your root text has to pull a lot of weight - it has to introduce a lot more branches. So you could make each card a location or a person or an event (like a festival or a night out) where you could conceivably bump into a lot of different stuff or find out different things or whatever. Again, check out Cabinet Noir to see how we did this.
*There is an exception - the whole hand is discarded whenever the character changes settings, but that’s a special case, and not something to rely on when building most content.
Edit: Clarity
edited by Goatdance on 8/6/2012
edited by Goatdance on 8/8/2012