Powered by Jitbit .Net Forum free trial version.

HomeFallen London » The Bazaar

This is the place to discuss playing the game. Find tips, debate the best places to find certain items and share advice.

April’s Exceptional Story: The Murgatroyd Formula Messages in this topic - RSS

Absintheuse
Absintheuse
Administrator
Posts: 264

26 days ago
Delicious friends, the Exceptional Story for April is here!



Murgatroyd’s Apothecary is yet to open, and it is already in crisis. Embroil yourself in a feud between Mr Murgatroyd’s ambitious daughters, track down a dealer in moon-milk, and orchestrate the grand opening of the mercantile family's latest enterprise.

The Murgatroyd Formula is the second story in the Season of Adorations, and was written by Mary Goodden. This season, experience three stories that delve into love of all kinds from friendship to worship. You can begin each from the Season of Adorations card.

Editing, design and QA: James Chew, Caolain Porter and Cash DeCuir.

Art by Tobias Cook.


EXCEPTIONAL FRIENDSHIP

In addition to a new, substantial, stand-alone story every month, Exceptional Friends enjoy:
  • Access to the House of Chimes: an exclusive private member's club on the Stolen River, packed with content
  • An expanded opportunity deck: of ten cards instead of six!
  • A second candle: Twice the actions! 40 at once!

Finishing all three stories in the Season of Adorations will make you eligible for an additional opportunity, to follow.

If you want to keep an Exceptional Story beyond the month it’s for, you must complete the related storylet in the current Season’s card throughout London. This will save it for you to return to another time.
+2 link
IHNIWTR
IHNIWTR
Posts: 325

26 days ago
I clicked on the initial storylette but I cant unlock the full ES from the hub, despite having the necessary quality the option still appears locked

--
http://fallenlondon.storynexus.com/Profile/Daniel%20Vaise
+1 link
Absintheuse
Absintheuse
Administrator
Posts: 264

26 days ago
IHNIWTR wrote:
I clicked on the initial storylette but I cant unlock the full ES from the hub, despite having the necessary quality the option still appears locked



Hello! Please email any bugs or issues directly to support@failbettergames.com along with your character name so we can investigate it more easily, thank you!
0 link
Robin Alexander
Robin Alexander
Posts: 585

26 days ago
I was pretty confused by this story?

I mean, the actual story itself was simple enough and well-written (aside from someone really not knowing how to properly use speech-marks) . . . the characters were fleshed out and dynamic, you had real choices to help or hinder that were clearly labelled, and you gained a sense of development and evolution from the players throughout the story as it unfolded. It was very well told, which I appreciated, and I may have rated it one of my most enjoyed stories were it not for . . . the gameplay.

I found that a lot of choices, including siding with characters, just gained me journal entries with no other result . . . no quirk changes, no flavour texts, no items . . . I had no idea if I was missing something, doing something wrong, what the results of my actions were . . . some big options like what to do with the moon-milk were oddly framed, too, as I expected to keep the item and found I just gave it back. Likewise, I was presented with choices between say dialogue, told to ask well as I would be judged on my questions, and then . . . forced to click all of them, which eliminates choice and made me irked at it counting to the action count, and also really weird when the text implied a choice that counted? The whole time I was just puzzled. That's not to mention at times being kicked out to the main game and forced to go back, or new options appearing in the laboratory and study that weren't marked and I only found as I could find no other way to proceed than to back-track.

So, yeah . . .

Story? 10/10 and would read again.
Gameplay? A convoluted mess, to be honest.

Edit: I LOVE the art for this story, by the way! Is there a way to buy prints of FL's artwork?
edited by Robin Alexander on 3/29/2018

--
Robin Alexander - Main
Benjamin Parker - Gone North
Lucius Parker - Son of Benjamin Parker (Alt)

Open to all social actions.
+3 link
phryne
phryne
Posts: 971

26 days ago
Just want to say, I love the portrait! Looking forward to meeting Mr Murgatroyd's daughters smile

--
Active on the forums, but much less so in-game for now.
a Scarlet Sainta Monster-Huntera Memorya Raven?
List of useful thingsFavours & Renown GuideDestiny Guide
+5 link
Optimatum
Optimatum
Posts: 3103

26 days ago
So... as far as I can tell, the reward for finishing the story was one Personal Recommendation and one Sworn Statement. That seems just a little cheaper than the usual 62.5 echoes.

--
Optimatum, a ruthless and merciful gentleman. No plant battles or Affluent Photographer requests; all other social actions welcome.

Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how.

PM me for information enigmatic or Fated. Though the forum please, not FL itself.
+3 link
Nagaretsu
Nagaretsu
Posts: 11

26 days ago
I got a Bottle of Fourth City Airag and a Rattus Faber Rifle. I was confused too about forcing to give the moon-milk,but at least you can still save the day later on so it's ok...I guess. However I really liked this story,I hope the last will be marvelous as the first two.
edited by Nagaretsu on 3/29/2018

--
http://fallenlondon.storynexus.com/Profile/Nagaretsu

Valor Darkwood http://fallenlondon.storynexus.com/Profile/Valor%20Darkwood
+3 link
PSGarak
PSGarak
Posts: 492

26 days ago
I got a bottle of Airag ¯\(°_o)/¯.

I think FBG treats a few items as "worth" 60ish Echoes even if that's not their resale value to the Bazaar. Players on the forum treat Collections of Curiosities as basically worth 60ish echoes even though it takes some work to exchange them. A previous story granted a Whirring Contraption, which some players complained about but I thought was fine, because it can be converted to 70E of T3 items if you have a Newspaper. A Personal Recommendation, plus a Collection of Curiosities and 7 Society Favors, can be converted into 100ish Echoes and a sizeable pile of Making Waves, which makes it not great but at least better than the stupid useless Books of Hidden Bodies I've encountered.

Anyways...

I liked this one. Not quite my favorite, and not as good as last month (although better in some regards), but still very good. It felt like the story told everything it originally intended to, which was good. A few recent ones (including last month's) gave me the impression that more was planned but got left on the cutting-room floor. This story feels like it was executed close to its original ambition, and is better for it.

One of the things I judge an ES by is by how I react to the choices is brings up, and this one did exceptionally well by that metric: More than once, I had to stop playing and think for a bit, and my thoughts were focused first on my character and my thoughts of the story's characters, only secondly on the narrative impact (and not at all on material rewards). I also liked how it wasn't just one three-pronged decision, but a cascading multifaceted series of incremental decisions, building up based on how others react to the previous decisions. If felt like trying to thread my values through a needle, in a good way.

Regarding Robin Alexander's complaint about mechanic: I have noticed a recent trend to use "hidden" values as story trackers in ES mechanics. I can see the point: It makes the experience feel more like a story and less like a game, because it doesn't expose the guts of the implementation as much. I think the big problem is just that's not how the rest of Fallen London works. And it's nice to at least have clues that certain choices will be shut off at a later point, by the presence or absence of unlock qualities.
edited by PSGarak on 3/29/2018

--
http://fallenlondon.storynexus.com/Profile/PSGarak
+5 link
Hattington
Hattington
Posts: 82

26 days ago
I feel sorta the inverse of Robin Alexander's opinion up there: I actually enjoyed the ambiguity of some of the choices for the sense of intrigue they inspired, but the actual story itself was a bit of a slow burner for me-which wouldn't be a criticism outright normally, but I found myself not really caring about the characters until the second act. At first, I was content to spread just as much misery and woe as I could. Ironically around the time I started caring about any of them, I had done a complete 180 from wanting to drug the damn opening, set the sisters against each other and send Mr. M a volatile disaster. To keeping Harriet's confidence and setting her up for success, and reverse psychologying her sister into chasing her dreams. Which in hindsight, I belatedly realise was probably the best result for them.

Don't get me wrong, the overall ES' format isn't something I would recommend for future stories-and while a matter of personal taste, I was just a tad disappointed by the relative lack of intriguing lore it touched on-not helped by how underwhelmed I was by the lack of agency in the last Exceptional Season's ending. It was just a happy accident the execution fit the atmosphere of the story for me, for better and worse.

--
Dreaded and judged
+3 link
genesis
genesis
Posts: 872

25 days ago
PSGarak wrote:

Regarding Robin Alexander's complaint about mechanic: I have noticed a recent trend to use "hidden" values as story trackers in ES mechanics. I can see the point: It makes the experience feel more like a story and less like a game, because it doesn't expose the guts of the implementation as much. I think the big problem is just that's not how the rest of Fallen London works. And it's nice to at least have clues that certain choices will be shut off at a later point, by the presence or absence of unlock qualities.


It's very rare for me to agree with Robin but this is one of those instances. I just hate this new design direction. For a completely new game unburdened by years of expectations it might be fine. But Fallen London was established precisely on the basis of using quality-driven narrative to give the player a sense of agency and consequence. Seeing your qualities change and new options lock and unlock is precisely what gives you that sense. Otherwise it all starts looking like a Twine game.

--
http://fallenlondon.storynexus.com/Profile/mikey_thinkin

Keeping track of incomplete content and loose ends in Fallen London
+6 link
Shadowcthuhlu
Shadowcthuhlu
Posts: 1452

25 days ago
Dirae Erinyes wrecked some havoc, poisoned a lot of people with moon milk, and then sent both daughters off to chase their dreams. A productive but not too exceptional of days

--
http://fallenlondon.storynexus.com/Profile/Dirae%20Erinyes
0 link
Catherine Raymond
Catherine Raymond
Posts: 1979

25 days ago
I discovered both sisters' secrets, exposed said secrets to their father, ensured that Tabitha's potion went on the market, and encouraged both sisters to leave the family firm and pursue their dreams. And I only got a Rattus Faber rifle and a bottle of potion for my pains.

--
Cathy Raymond
http://fallenlondon.storynexus.com/Profile/cathyr19355

Catherine Raymond aka Mrs. Rykar Malkus http://fallenlondon.storynexus.com/Profile/Catherine%20Raymond (Gone NORTH)
+1 link
 Saklad
Saklad
Posts: 449

25 days ago
I really loved this story. I don’t think hidden qualities are that big a deal, and the writing and art was excellent. If the only consequences in a story are the visible ones, it makes it difficult to actually surprise the player. It should be assumed that all actions have consequences. This Exceptional Story was very fair, too: it made sure that the player was aware of the ramifications of their choices, insofar as it made sense to be.

I could totally see Tabitha as an Officer in Sunless Sea, by the way. The Cladery Heir and her could certainly swap stories. And I’m sure she’d get along quite well with the Tireless Engineer. Actually, since we have such a wonderful portrait, that could be a great mod. A quest chain where she came aboard as a passenger (like many other quests in Zubmariner) would also be awesome.

She’s also a bit insane: when she mentioned moon-milk I just stopped, stared, and repeated “NO” for a minute or two. I love when rational choices like reporting to the Constables appear, and I did so here. Sunlight is a vice, but red honey and moon-milk are dangerous and cruel abominations.

I got the impression Tabitha didn’t actually understand what moon-milk does, so I’ll give her a pass.

  • edited by Saklad5 on 3/29/2018

    --
    Saklad5, a man of many talents
  • +2 link
     Saklad
    Saklad
    Posts: 449

    25 days ago
    The only thing that could make this better is the ability to visit the apothecary and purchase that charisma formula. I get why that isn’t an option: having a readily-available Mood of sorts would be a ridiculous game breaker. But still, it’d be fun.

    --
    Saklad5, a man of many talents
    +2 link
    Robin Alexander
    Robin Alexander
    Posts: 585

    25 days ago
    Saklad wrote:
    I really loved this story. I don’t think hidden qualities are that big a deal, and the writing and art was excellent. If the only consequences in a story are the visible ones, it makes it difficult to actually surprise the player. It should be assumed that all actions have consequences. This Exceptional Story was very fair, too: it made sure that the player was aware of the ramifications of their choices, insofar as it made sense to be.


    Just wanted to say I think my original comment was vague . . .

    My issue wasn't wish hidden qualities, as such, but that when I clicked a choice often only the journal entry was visible. 99.5% of the time in "Fallen London", you have two boxes; the text of the story itself, then qualities or flavour text or airs changes, etc. Even if nothing changes, that box appears to let you know 'nothing has changed, but here is some flavour so you know that much'.

    I only saw the story text, even after siding with characters very early on, which felt like massive decisions . . . I wouldn't have cared about quirk changes or nothing happening or surprise results, but I felt like I needed to know something happened. I was literally confused whether the game/story was bugged or whether nothing happened . . . I shouldn't be left wondering: "okay, did something happen or nothing happen? if something happened then how/where can I find out what? have any of my quirks been affected"?

    I half-suspect it was a bug, but - if not - it does need to be tweaked.

    Edit: Unless that's what people are on about with the talk on hidden qualities, but I always assumed that referred to the decisions where we get the surprise quirk changes and things like that, or qualities that track progress in the background without telling us (like countdowns, days, time passed, points accrued, etc.) - again, I really don't mind those as such, but this was just a weird thing where clicking a choice would give me nothing in any way, shape, or form; I was left totally lost as to what having clicked any choice actually did.
    edited by Robin Alexander on 3/29/2018

    --
    Robin Alexander - Main
    Benjamin Parker - Gone North
    Lucius Parker - Son of Benjamin Parker (Alt)

    Open to all social actions.
    0 link
     Saklad
    Saklad
    Posts: 449

    25 days ago
    Oh, and I really don’t see why people complain about the action use. This is what the game is all about: there’s hardly better ways to use actions than story.

    Besides, I was able to complete the entire thing in one sitting when I woke up. 40 actions is plenty.

    Honestly, I only get annoyed with action use when I have no choice but to do something repeatedly. *cough* Poet-Laureate *cough* Even that wasn’t something I had to do, though. If I wanted to, I could have skipped getting that entirely. And there’s plenty of instances where I’m too busy to really play the game much. When that happened, I just dumped actions into that grind to avoid waste.

  • edited by Saklad5 on 3/29/2018

    --
    Saklad5, a man of many talents
  • +1 link
     Saklad
    Saklad
    Posts: 449

    25 days ago
    Robin Alexander wrote:
    Saklad wrote:
    I really loved this story. I don’t think hidden qualities are that big a deal, and the writing and art was excellent. If the only consequences in a story are the visible ones, it makes it difficult to actually surprise the player. It should be assumed that all actions have consequences. This Exceptional Story was very fair, too: it made sure that the player was aware of the ramifications of their choices, insofar as it made sense to be.


    Just wanted to say I think my original comment was vague . . .

    My issue wasn't wish hidden qualities, as such, but that when I clicked a choice often only the journal entry was visible. 99.5% of the time in "Fallen London", you have two boxes; the text of the story itself, then qualities or flavour text or airs changes, etc. Even if nothing changes, that box appears to let you know 'nothing has changed, but here is some flavour so you know that much'.

    I only saw the story text, even after siding with characters very early on, which felt like massive decisions . . . I wouldn't have cared about quirk changes or nothing happening or surprise results, but I felt like I needed to know something happened. I was literally confused whether the game/story was bugged or whether nothing happened . . . I shouldn't be left wondering: "okay, did something happen or nothing happen? if something happened then how/where can I find out what? have any of my quirks been affected"?

    I half-suspect it was a bug, but - if not - it does need to be tweaked.

    Edit: Unless that's what people are on about with the talk on hidden qualities, but I always assumed that referred to the decisions where we get the surprise quirk changes and things like that, or qualities that track progress in the background without telling us (like countdowns, days, time passed, points accrued, etc.) - again, I really don't mind those as such, but this was just a weird thing where clicking a choice would give me nothing in any way, shape, or form; I was left totally lost as to what having clicked any choice actually did.
    edited by Robin Alexander on 3/29/2018

    That’s what hidden qualities are, yes. They actually aren’t hidden in the iOS app, and this Exceptional Story seemed like it had over a dozen. And no, I don’t know why I even opened that thing. I switched back to the browser when I came to my senses. It even skipped text at some points.


  • --
    Saklad5, a man of many talents
  • 0 link
    Lidia
    Lidia
    Posts: 6

    25 days ago
    I just got half way the story (visited 1 daughter, busy talking to the other). Then I got a message, used "perhaps not" to g to my lodgings to write a letter with the idea to continue later. But I cannot find the storylet anywhere anymore. The "The Season of Adorations" card only has the "Feed the bats" storylet.
    Does anybody know what's going on? Where can I continue the Exception story?
    +2 link
    PSGarak
    PSGarak
    Posts: 492

    25 days ago
    Lidea wrote:
    I just got half way the story (visited 1 daughter, busy talking to the other). Then I got a message, used "perhaps not" to g to my lodgings to write a letter with the idea to continue later. But I cannot find the storylet anywhere anymore. The "The Season of Adorations" card only has the "Feed the bats" storylet.
    Does anybody know what's going on? Where can I continue the Exception story?

    Spite.

    --
    http://fallenlondon.storynexus.com/Profile/PSGarak
    +1 link
    Lidia
    Lidia
    Posts: 6

    25 days ago
    PSGarak wrote:
    Spite.
    Wouldn't you know. Checked all places but that one upset Thanks PSGarak!
    0 link




    Powered by Jitbit Forum 8.0.2.0 © 2006-2013 Jitbit Software