Skip to: main content or site footer.

StoryNexus: WORLDSMITH

The next StoryNexus release will be WORLDSMITH - this is mostly improvements to the creators' tools. A few notes below about not only what we've done, but why.

Improved live editing. (Actually, some of this has leaked into the wild already...) Live editing is probably the coolest thing about StoryNexus. Live editing allows you to change the content, requirements and effects of events without ever leaving the front end - so you can build and playtest at the same time. You used to be able only to edit existing events and branches - you can now create them directly from the front end.

Of course gleefully creating storylets all over the place can alarm your players - so we've also added...

Standard Key of Dreams locks. The Key of Dreams is an item used to lock storylets not yet ready for primetime - only those with a copy of that world's Key can see them. We make extensive use of it in Fallen London. With WORLDSMITH, all new storylets will be locked to require the Key - but everyone with editing rights on a world will have a Key by default, automatically. Just remove the Key requirement when you're ready for your players to see the storylet - until then, only editors will be able to see and play it.

MUST events. If you specify an Always or Sometimes card as 'Must', the player will be forced to enter it if they qualify for it (or for Sometimes cards, if they draw it to their hand). The most obvious use of this is for events which trigger to take you somewhere else when Menace qualities hit a threshold. Go carefully with this one: it's powerful medicine and can leave your players looping if you're not careful. For Sometimes cards, especially, you may want to limit MUSTs to a second, more high-risk deck, so you don't constantly terrify your players.

Rare default events. A way to add a bit more randomness to a storylet outcome - or provide randomness without using the Luck quality (and telling players they failed a Luck check).

Usable items. Short and sweet. You can specify a storylet/card to trigger when you click an item (by editing the Quality for that item). This allows for all the usual usable-item malarky - books, notes, healing potions - but StoryNexus thrives on the less traditional. Try (for example) a Business Card that takes you to the card-giver's home, a Treasured Memory that starts a flashback, an Eerie Whistled Tune that begins a ghost story....