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How to build things with StoryNexus

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MCJohnnyQuest
MCJohnnyQuest
Posts: 7

3/8/2013
I've been fiddling with my world for a while and I've got the hang of the basics. But there's some other stuff that doesn't seem to be covered in the manual at all that I'm wondering if it's even possible.

First, Fallen London had the formerly eponymous Echo Bazaar where you could sell stuff for echoes and buy stuff at extortionate prices. Is there any way to recreate this mechanic for a standard Story Nexus game? I'd like to be able to give my players the ability to sell off large quantities of Things in order to buy other Things that they need more.

Second, there's a Menace I have that I want to trigger the standard "switch you to an altogether less pleasant Setting" trick, but only when it gets higher than a certain quality. The idea is that this quality steadily degrades if you're careless, which makes it harder to avoid this Menace catching up to you in regular play. There's no way to increase the quality that protects you, so you're supposed to conserve it, or else the game will become consistently more difficult. Unfortunately, I can't find any way to make a Must storylet trigger only when a certain Menace is higher than a certain other quality. Is this doable?

Third, is there any way to have the maximum amount of actions the player has or the time it takes for a single action to refresh be affected by events in-game? I would imagine not since that's intimately tied to Nex purchases in a way that might be easy to bork and rob a customer by mistake, but there's an event I'll want in my world (pretty far into the future of its development, granted) which in narrative terms gives the protagonist about twice as much time in the day to do things in general. It'd be nice to reflect this somehow. My backup plan is to have nearly every storylet advance a certain Menace, and that Menace switches you to a Setting which exists basically for no other reason than to rob you of your actions while you find the way out of it. If this sounds terrible to you, it sounds terrible to me, too, and I'd really rather just let the player have a few more maximum actions instead if it's at all possible.
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Hanon Ondricek
Hanon Ondricek
Posts: 417

3/8/2013
I'm curious if they'd give us a way to compare the action bank as a quality...not one we could affect...but one that could fire a card on the last action saying "watch out, your actions are running out" or "wow you're going to need to rest soon" so we could make actions a diegetic part of a world.
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