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July Exceptional Story: The Chimney Pot Wars Messages in this topic - RSS

Absintheuse
Absintheuse
Posts: 348

6/30/2016
Delicious friends, July's Exceptional Story is here!



War on the rooftops! London's urchin-gangs are at each others' throats, and chaos spills down to the streets! Who will win? And why are they fighting? Form alliances, lead an urchin-army of your own, and solve the riddle of The Chimney Pot Wars!

Play: An Exceptional Story: the Thing in the Pantry to begin, available throughout London.

The Chimney Pot Wars
is the second story in the Revolutions season, and was written by Chris Gardiner. Editing and QA: Adam Myers, Olivia Wood, Cash DeCuir and James Chew.

Art by Mark Penman, found on: Twitter @M_D_Penman.

This month we're excited to show you a time-lapse video of the creation of the poster:

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 Revolutions 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 House of Chimes. This will save it for you to return to another time.



BFW edits: 'fixing' the youtube
edited by babelfishwars on 7/1/2016
+11 link
Estelle Knoht
Estelle Knoht
Posts: 1751

7/2/2016
The war is a pretty neat mechanic, but the dispatch-and-equip bit isn't, since the benefits they provide aren't much and can be easily compensated by a few actions.

Minor nitpicking: none of the urchins that live with you (the Grubby / Winsome Dispossessed / Laconic Prodigy) have anything to say about it.

--
Estelle Knoht, a juvenile, unreliable and respectable lady.
I currently do not accept any catbox, cider, suppers, calling cards or proteges.
+10 link
Gilphon
Gilphon
Posts: 93

7/1/2016
So this was a pretty great story. Unique and fun mechanics, and it really fleshed out the Urchins as a factions- we got to see what various gangs are like and how they differ from each other, and some nicely tantalizing hints about whatever's going on between them and Storm.

  • edited by Gilphon on 7/1/2016

    --
    http://fallenlondon.storynexus.com/Profile/Gilphon
  • +8 link
    The Stranger Man
    The Stranger Man
    Posts: 21

    6/30/2016
    [spoiler]Pros -
    *Very interesting story overall, and without going over the top - it was large enough to be immersive, with little/no narrative filler.
    *Enjoyed interacting with all the different urchin gangs and seeing the different qualities they exhibited.
    *Loved the hints towards the Starved Men above London, near the end of the story.

    Cons -
    *There were too many fiddly qualities to keep track of. Way too many. The practical effects of this luckily were not too bad, but I could see how close this story was to being an overly-complex mess.
    *Y U NO GIB URCHIN COMPANION AS REWARD! Srsly doh, you had an urchin gang for each attribute with excellent artwork. We need more Marsh-Mansions, and less "Pseudo-Cash" rewards. If you have to cut some of the fiddly qualities to do that, then all the better.[/spoiler]

    Overall this was a very Exceptional Story, with a few minor sticking points. Good work!
    edited by The Stranger Man on 6/30/2016
    edited by The Stranger Man on 6/30/2016

    --
    When the strange things come a-knocking, hire someone Stranger.
    +8 link
    suinicide
    suinicide
    Posts: 2409

    6/30/2016
    I have a small army of children following me and its amazing.

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
    +7 link
    suinicide
    suinicide
    Posts: 2409

    7/1/2016
    [spoiler]
    The urchins watch, sullenly, as you drag the coffin away. A sulky crackle of thunder sounds from the roof of the Neath. Slivvy, the Stuttering Urchin with the liver-coloured birthmark, clutches his head.
    Back in the sanctuary of your home, you feast. The thing's flesh has a texture somewhere between jelly and squid, laced with stringy gristle. Wine helps it go down. The fingers are boneless, and easier to manage. Experimentally, you nibble on one of the intricately-jointed tarsal bones. It is porous, and crumbles chalkily. Deep within the ribs, though, your questing crimson fingers discover a human heart, a human spine. Did he (it was a he) wreak these changes on himself? Was it an act of sacrament, or survival? After a certain point, you suppose the difference is irrelevant.
    You wrap the innards in greaseproof paper, tie it with string, store them in your larder. Tomorrow you can have leftovers.


    SMEN +1
    [/spoiler]

    To prevent like 3 more pages of PM requests and such, here's the text, and the reward for the SMEN ending.

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
    +7 link
    Katistrophe
    Katistrophe
    Posts: 29

    7/4/2016
    Optimatum wrote:
    Robin Alexander wrote:
    PJ wrote:
    I liked the mini-game that played out across London. I did not like choosing between keeping my perfect 15 Steadfast or favoring my favorite Urchin gang. I'm sympathetic to the Fisher Kings' cause, but cleaning up the Velocipede Squad was a long, thankless job, and Steadfast is all I have to show for it.

    I guess it's fitting that I had to favor The Regiment, since I started with them.


    See - I have a feeling you may disagree - that's why I think they shouldn't have told us about the quirk changes . . .

    If you think of quirks as a product of our decisions, an element of role-playing, and a natural part of character development . . . telling us what quirks we'll gain/lose undoes all of that, turning the game into something purely mechanical, and people alter their decisions to get the 'best' result for them, instead of what choice feels most natural to them. I know it altered my choice; I was in two minds, but probably would have kept it, were it not for the game telling me 'psst, bad stuff will happen' . . . so I went with the Fisher-Kings instead.

    I know quirks are insanely important to some people, so this may be a way of stopping them from going 'you never said -!' or 'I worked hard for that and -!' . . . but - personally - I really dislike this new change, because I think it influences the role-play element of playing, as well as eliminates the surprise we get on seeing what our final choices bring. I love clicking and the suspense of waiting to see the results.

    That's probably just me, though.

    Several of the last Exceptional Stories had unannounced quirk changes at the end, and quite a few players objected to consequences that didn't always fit their character's intentions. While I agree that focusing on the mechanical side of quirks has issues, in this case it's better to let players choose in whichever manner they prefer, whether based on mechanics or roleplaying.

    I started out feeling a bit ambivalent about the quirk changes being announced, but in broad strokes I agree - with the urchin gangs being only mostly fleshed out in this story, it would have been a bit hard to tell what choice would result in what, and for someone not strongly decided on the issue it could've been an unpleasant surprise to lose a prized quirk. And I'm with you on the unintended consequences - a friend of mine took a Magnanimous hit on the whatwasit with the Stags due to misreading the option, and probably wouldn't have misread that if the Magnanimous hit had been hinted at.

    I don't think giving consequences might necessarily deter people from taking the more character-appropriate choice (might make it harder to decide, certainly, especially on choices you don't feel strongly about, but not impossible). In this story, the in-character option for me matched the one that gave the quirk I preferred, so there's a fortunate match there. Five Minutes to Midday, though... a friend who was surprised by the Steadfast hit one option gave warned me about it beforehand. Steadfast is the quirk I have the most in, and I'm quite attached to it. Except the one with the Steadfast hit was the only in-character option, so I bit the bullet, took the hit and acted in-character. So I guess the point I'm trying to make is that it doesn't have to become metagaming when the effect on quirks is known... I also kind of preferred knowing I'd take the hit beforehand - it was more "this is going to suck, my poor quirk" than "WAIT WHAT WHAT THE HOW COULD YOU", but that might be an individual thing.
    edited by Katistrophe on 7/4/2016
    edited by Katistrophe on 7/4/2016
    edited by Katistrophe on 7/4/2016
    +6 link
    Edward Warren
    Edward Warren
    Posts: 120

    7/24/2016
    Kukapetal wrote:
    So I'm a little confused by the ending. What exactly was that creature we were fighting over? I assumed it was one of the false stars (the creatures that drop the glim) but the comments here on the forum lead me to believe it's something else. Is there more than one race of creatures that live on the cavern roof?

    Confusing ending aside, this story was cute and hilarious and very fun. Great job, writers!

    The Neath is full of weirdness, but the creatures that dwell on the roof are among the parts of the lore rarely touched upon, so it's understandable some people don't understand what they are.
    [spoiler] It's common knowledge the roof of the Neath is lined with glowing "false stars", creating the illusion of a night's sky over London. But the truth is these "stars" are actually giant luminescent insects called Moon Misers. They are not pleasant to look at, as they are made entirely of legs. Thankfully they don't often venture down to London as they (presumably) can't handle the fog and atmosphere. Occasionally they do slip and fall down to earth, and can even be kept alive in certain conditions, such as being locked in a certain Box...

    While they are unspeakably creepy, they are also insanely valuable as they are literally made of glim (glim pieces are actually tiny flakes of their glowing carapaces that flake off and fall down to London). Their secretions are also worth a lot if you know the right buyer. You can drink "Moonish Water" in-game, and it gives you crazy hallucinations.

    But even less talked about are the Starved Men, a mysterious race of humanoid creatures that choose to live on the roof. What makes the Starved Men particularly interesting among the fauna of the Neath is the fact they practice the arts of Flesh-Shaping, like the Rubberies. It's the body of one of these creatures that falls down to London, that's why the body looks boiled and deformed. It's currently unknown what connection Storm shares with them. [/spoiler]

    --
    WHAT IS BELOW CANNOT ESCAPE WHAT IS ABOVE
    +6 link
    Optimatum
    Optimatum
    Posts: 3666

    7/2/2016
    Robin Alexander wrote:
    PJ wrote:
    I liked the mini-game that played out across London. I did not like choosing between keeping my perfect 15 Steadfast or favoring my favorite Urchin gang. I'm sympathetic to the Fisher Kings' cause, but cleaning up the Velocipede Squad was a long, thankless job, and Steadfast is all I have to show for it.

    I guess it's fitting that I had to favor The Regiment, since I started with them.


    See - I have a feeling you may disagree - that's why I think they shouldn't have told us about the quirk changes . . .

    If you think of quirks as a product of our decisions, an element of role-playing, and a natural part of character development . . . telling us what quirks we'll gain/lose undoes all of that, turning the game into something purely mechanical, and people alter their decisions to get the 'best' result for them, instead of what choice feels most natural to them. I know it altered my choice; I was in two minds, but probably would have kept it, were it not for the game telling me 'psst, bad stuff will happen' . . . so I went with the Fisher-Kings instead.

    I know quirks are insanely important to some people, so this may be a way of stopping them from going 'you never said -!' or 'I worked hard for that and -!' . . . but - personally - I really dislike this new change, because I think it influences the role-play element of playing, as well as eliminates the surprise we get on seeing what our final choices bring. I love clicking and the suspense of waiting to see the results.

    That's probably just me, though.

    Several of the last Exceptional Stories had unannounced quirk changes at the end, and quite a few players objected to consequences that didn't always fit their character's intentions. While I agree that focusing on the mechanical side of quirks has issues, in this case it's better to let players choose in whichever manner they prefer, whether based on mechanics or roleplaying.

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

    Want a sip of Cider? Just say hi!

    PM me for information enigmatic or Fated. Though the forum please, not FL itself.
    +5 link
    suinicide
    suinicide
    Posts: 2409

    7/3/2016
    Maybe the spoilers were only there for this specific choice? I mean, I didn't really feel like any of the options should be changing my quirks. Why would this urchin gamg make me forceful and this one make me steadfast? But in other cases, its usually pretty obvious that a choice will change your quirks, or understandable in hindsight if not that.

    (Which brings me to: why does every ES need a quirk change in it?)
    edited by suinicide on 7/3/2016

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
    +5 link
    Mordaine Barimen
    Mordaine Barimen
    Posts: 670

    7/3/2016
    Because they seem to have decided that the ES are where big choices that can move Quirks past the 10 cap should be.

    They don't advertise it as such, however. (Because it seems too mercenary?) The fact that these stories only come once a month, but any given day will have a handful of cards that could lower that same Quirk and render it meaningless. This is an unusual design choice in my eyes, but I can only guess as to what is going on and why from the outside.

    I do, however, appreciate the clearer signalling of what the choices will do, having been tripped up by actions in prior Exceptional Stories that hurt an unexpected Quirk. Such signalling is normally done more subtly in the text, but perhaps they had trouble making it sufficiently clear in test runs of the text and didn't want to leave people surprised by the results when it went live.

    On the other tentacle, we got some interesting info about the different Urchin gangs and a touch about some more...unearthly...residents. The war system was interesting, but honestly felt like it needed to be more drawn out in scale for the planning and special units uses to make a worthwhile difference. The Big Rat storyline and this one could probably swap their lengths and mechanical complexities to suit one another well...

    --
    I'm sorry, but due to policy clarifications, I will no longer be giving detailed mechanics advice on the forums.

    If you still need help, try the IRC channel.
    +5 link
    phryne
    phryne
    Posts: 1351

    7/3/2016
    Well, it's no surprise I loved this one, since Urchins are my favourite people in the game and my Closest To faction...

    ...Which, of course, means I'm never going to finish this story. No, I'm going to keep my Urchin gang companions instead! smile



    Therefore, I would ask for a PM linking to all possible endings, please. Not interested in rewards or quirk changes - I'm only in it for the words! wink

    By the way, I didn't mind the fiddly mechanics at all!

    Apropos something else, I decided to archive the two randomizer qualities. This is what I can confirm:
    [spoiler]
    Airs of Mischief: The Urchins are at war, and all of London is their battlefield.
    2-6 - A knot of spidery legs lands on the cobbles with a squelch. Somewhere, urchins are experimenting with a sorrow-spider catapult.
    17-23 - A troop of urchins race by, bellowing a war song. The language is terrible. The key is worse.
    30 - Constables cordon off an alley where urchins have daubed a dangerous Correspondence-symbol. Bystanders avert their eyes.
    38 - Constables puff, pointlessly, in pursuit of fleet-footed urchins.
    44-47 - Urchins gather on opposing rooftops. An exchange of catapult fire! Citizens scurry for shelter.
    68-69 - A sudden wind - dry as bone - rattles the windows.
    78-84 - Two streets away a shriek as shrill as a train-whistle rises. A hansom's horse brays in panic.
    94-100 - Feet hammer on the rooftop. Roof tiles shatter on the cobbles.

    Reports from the Front: The tides of war are ever-shifting.
    1-19 - All is quiet. The enemy are regrouping.
    20-39 - A Shrill Scout returns with a thorough, if squeaky, report of enemy movements.
    40-59 - Running feet in the street outside - civilians fleeing a rival gang's soldiers.
    60-79 - No news, today. Your troops have worked out how to get the lid off the marmalade again.
    80-100 - Your sentries have spotted movement on neighbouring rooftops.
    [/spoiler]
    I think I'm missing at least one level description from Airs of Mischief. If someone has that, please post here or PM me...

    --
    Accounts: Bag a LegendLight FingersHeart's DesireNemesisno ambition
    Exceptional Stories, sorted by Season and by writerFavours & Renown Guide
    +5 link
    Mr Sables
    Mr Sables
    Posts: 597

    7/2/2016
    PJ wrote:
    I liked the mini-game that played out across London. I did not like choosing between keeping my perfect 15 Steadfast or favoring my favorite Urchin gang. I'm sympathetic to the Fisher Kings' cause, but cleaning up the Velocipede Squad was a long, thankless job, and Steadfast is all I have to show for it.

    I guess it's fitting that I had to favor The Regiment, since I started with them.


    See - I have a feeling you may disagree - that's why I think they shouldn't have told us about the quirk changes . . .

    If you think of quirks as a product of our decisions, an element of role-playing, and a natural part of character development . . . telling us what quirks we'll gain/lose undoes all of that, turning the game into something purely mechanical, and people alter their decisions to get the 'best' result for them, instead of what choice feels most natural to them. I know it altered my choice; I was in two minds, but probably would have kept it, were it not for the game telling me 'psst, bad stuff will happen' . . . so I went with the Fisher-Kings instead.

    I know quirks are insanely important to some people, so this may be a way of stopping them from going 'you never said -!' or 'I worked hard for that and -!' . . . but - personally - I really dislike this new change, because I think it influences the role-play element of playing, as well as eliminates the surprise we get on seeing what our final choices bring. I love clicking and the suspense of waiting to see the results.

    That's probably just me, though.
    +5 link
    Stygota
    Stygota
    Posts: 64

    6/30/2016
    The spoiler below relates to one particular ending, and also contains a link to a journal fragment.

    [spoiler]Did anyone else here partake of a red feast? The text was expected if you're familiar with the lore, but it's always nice to know more about those fellows who practice the Red Science up above.[/spoiler]
    edited by Stygota on 6/30/2016

    --
    A once hungry, now sated Hunter with a silver tongue: http://fallenlondon.storynexus.com/Profile/Stygota
    +5 link
    Mordaine Barimen
    Mordaine Barimen
    Posts: 670

    7/1/2016
    "]An expanded opportunity deck: of ten cards instead of six!"

    Might want to get that stray piece of typography before it slithers off somewhere to breed.

    --
    I'm sorry, but due to policy clarifications, I will no longer be giving detailed mechanics advice on the forums.

    If you still need help, try the IRC channel.
    +5 link
    Dominitus
    Dominitus
    Posts: 14

    6/30/2016
    "It's all fun and games until someone loses an eye."

    Hah! Nice. smile

    --
    http://fallenlondon.storynexus.com/Profile/Dominitus
    +5 link
    RandomWalker
    RandomWalker
    Posts: 948

    6/30/2016
    Loved this one. Just wish my new friends (okay, temporary allies) had stuck around. This one in particular felt that I'd come away from the whole experience with very little to show for it.

    I mean, a couple of 62.5 echo items are nice, but in terms of EPA, and considering the cost of some options, I was hoping for something more. An otherwise unobtainable companion, or a permanent addition to an opportunity card, or something. Oh well. Still loved the story.
    +5 link
    Art Shrival
    Art Shrival
    Posts: 51

    6/30/2016
    This is a fantastic story. The player involvement, the precious characters, and the story mechanic--it's all wonderful. The writing lends a great sense of atmosphere and the poster is lovely! My character and I are both having a grand time of this story.
    +4 link
    Diptych
    Diptych
    Administrator
    Posts: 3493

    6/30/2016
    Oh my goodness but that was a fun story. I'm only sorry all my new friends left in such a hurry. How did others finish it off? And were we ever properly introduced to the young scamp with the centre-parting and the spyglass? I gather they're with the Socks but I'm not sure I caught their name.

    --
    Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
    Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
    +4 link
    Professor Strix
    Professor Strix
    Posts: 616

    6/30/2016
    I loved the story so much. Possible spoilers(?):

    [spoiler]I have always liked the Fisher-Kings more than other gangs, and I gave them the Thing. No regrets. It suited my character and it was a cool ending. Yet, it left me with an ominous feeling, and that nagging sensation that you might have broken something important when you shuffled the machine. Loved it. (I was a bit sad with the steadfast drop, but the other gains were worth it.)[/spoiler]

    I will miss having the gangs with me, but urchins are meant to be free. I do hope we see more of them later.

    --
    The Inescapable Professor, London's Most Academic Detective. Open to consultation from Mondays to Fridays, above the Silver Binding bookshop, Veilgarden. Half the payment in advance, half after closing the case. No refunds.

    "THIS SATURDAY, in MAHOGANY HALL, delight your eyes with the DARING FEATS of the DAPPER ESCAPIST. Gape at his CHARM and WIT and his CLEVER TRICKS OF ILLUSIONISM. No mirrors used."
    ---------
    Social actions welcomed. Will take menaces if not currently grinding that one stat. Send them and cross your fingers.
    http://fallenlondon.storynexus.com/Profile/Professor%20Strix
    My alt loiters suspiciously if you want to:
    http://fallenlondon.storynexus.com/Profile/Derek%20Davis
    +4 link
    Alistair Cray
    Alistair Cray
    Posts: 114

    6/30/2016
    Perfect reporting opportunity for my newspaper, The Chimney Times. Off to grind for a contraption to restart the presses!

    --
    Fallen London profile
    My browser extensions:
    Chandlery | Playing Favourites
    +4 link
    Estelle Knoht
    Estelle Knoht
    Posts: 1751

    6/30/2016
    LOVE YOU ALL AND THE POSTER, TOPPLING THE TIGER WAS THE RIGHT DIRECTION

    (Cricket boy looks like a JRPG Protagonist)

    --
    Estelle Knoht, a juvenile, unreliable and respectable lady.
    I currently do not accept any catbox, cider, suppers, calling cards or proteges.
    +4 link
    PJ
    PJ
    Posts: 210

    7/2/2016
    The part I really didn't like was that none of the choices were actually un-steadfast, except for being arbitrarily labeled as lowering Steadfast. I got to 15 Steadfast because of RP decisions; I wouldn't have wanted to make any choices that were really anti-steadfast.

    --
    https://www.fallenlondon.com/profile/Peter%20James
    +4 link
    ClearFavourite
    ClearFavourite
    Posts: 50

    7/2/2016
    You could argue the Fisher-Kings reducing Steadfast is because they're breaking their bond with Storm for good.

    --
    The Boisterous Bounty-Hunter
    +4 link
    Bertrand Leonidas Poole
    Bertrand Leonidas Poole
    Posts: 335

    7/1/2016
    Mordaine Barimen wrote:
    "]An expanded opportunity deck: of ten cards instead of six!"

    Might want to get that stray piece of typography before it slithers off somewhere to breed.



    Pieces of typography slithering off to amalgamate is where we got the noble interrobang, however.
    +4 link
    Ember
    Ember
    Posts: 52

    7/1/2016
    I was a little bemused about taking -Magnanimous for turning the thing over to the Rubbery Men, which I would have done even if they'd asked me for it without offering payment, as it seems like an artifact of more cultural and scientific importance to them than it could ever be to the urchins. It does sort of make sense since they were the only ones who were offering to pay in the choice descriptions, but it seems even more arbitrary if you actually do get comparable monetary rewards for siding with an urchin faction. -Steadfast would have made more sense.

    Note that I don't actually care about quirk grinding, I just think it's interesting when a story seems to be making assumptions about its readers' reaction to it that don't pan out. In this case, that siding with the Rubberies is seen as a selfish action seems to imply that no one is expected to be primarily concerned with the Rubberies' stake in anything concerning the Red Science, or to side with them over the human urchins for their sake rather than for profit.
    edited by Ember on 7/1/2016
    edited by Ember on 7/1/2016

    --
    http://fallenlondon.storynexus.com/Profile/Ember~Keelty
    +4 link
    Kade Carrion (an_ocelot)
    Kade Carrion (an_ocelot)
    Posts: 1372

    7/1/2016
    This was fun! I enjoyed the humor and the low stakes. It was a bit mechanically complicated but I am running at about 50% capacity right now and I didn't have too much trouble keeping track of things.

    (I did take the Seeking option. I'm sorry.)

    --
    Social Actions: send them to Kade Carrion (she/her; no Tournament of Lilies, please). an_ocelot has gone NORTH and cannot benefit from social actions!

    Possibly-Useful Things: Spreadsheets and hints and link collections, oh my.
    +3 link
    Shadowcthuhlu
    Shadowcthuhlu
    Posts: 1557

    6/30/2016
    If I can have a criminal gang, and rat gang, why can't I have at least one urchin gang? Or even better all of them? (I had made alliances with all of them, hoping that I could merge them into one big urchin gang.)

    --
    https://www.fallenlondon.com/profile/Dirae%20Erinyes. Closed to calling cards, but open for all other social action. I also love to roleplay.
    +3 link
    Blaine Davidson
    Blaine Davidson
    Posts: 388

    7/1/2016
    I generally don't care for the Urchins, or most children actually. But the gangs were fairly endearing, perhaps they were appealing to some unknown maternal instinct, buried deep in me.

    It was sad to see them go at the end. I wish there were more opportunities to keep them. There's something to be treasured about being able to send bands of children to do your bidding.

    --
    Blaine Davidson, a reserved and sensible woman with a fondness of collecting rarities.
    +3 link
    Harlocke
    Harlocke
    Posts: 506

    7/2/2016
    Cthonius wrote:

    And while the mechanics were interesting, as I said they were too jumbled and honestly it was easier to just 'Do Action That Gets Planning or whatever it was called,' 'Do Action to Reduce Mischief,' 'Do Action to Reduce Moral,' 'Repeat.' I only sent out orphans early on to see what that would do, and otherwise ignored both sending them and using them as companions.
    edited by Cthonius on 7/1/2016


    Yeah, I also didn't need the urchin companions to accomplish anything. I equipped the knotted sock since they do extra damage to morale, but it didn't seem to really matter. However, I have stats in the 150-200ish range. In many exceptional stories I find myself able to breeze through skill checks with 100% odds, and I assume that's because the difficulty is made with newer players in mind, so it's possible to play exceptional stories without leveling up for months first. At lower levels, perhaps you need to rely on your urchins or otherwise fail a lot of actions.

    --
    I welcome social actions, and can visit your salon as an author.

    http://fallenlondon.storynexus.com/Profile/Harlocke
    +3 link
    Om
    Om
    Posts: 1

    7/3/2016
    My favorite parts of the story were the explorations of the times the urchins acted like children, even though they were in a serious situation, especially
    [spoiler]When the knotted sock use a knife on the regiment's commander "to show them we mean business" and for a few horrified storylets you're carrying around this matchbox containing something that will make the regiment *have* to surrender and it finally turns out they just shaved off his moustache.[/spoiler]

    --
    http://fallenlondon.storynexus.com/Profile/Om Looking to start the tournament of lilies. Usually open to scandal dupes.
    +3 link
    Diptych
    Diptych
    Administrator
    Posts: 3493

    6/30/2016
    Oh, bother - I got mixed up and asked the Regiment about the cause of the war instead of the Knotted Sock. I'm annoyed about that. Oh well - I don't think it has any practical effect, and the important thing is that this story is so charming I've already laughed out loud!

    --
    Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
    Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
    +3 link
    Eglantine-Fox
    Eglantine-Fox
    Posts: 872

    6/30/2016
    That was amazingly fun. I love that I got a look at all those different urchin groups.

    --
    Eglantine Fox, the charming and androgynous Correspondent, teetering between hobbies of seduction and self-destruction.

    Siobhan O'Malley, Irish patriot (or 'bl__dy Fenian' if you're impolite).

    Isidore Day, an up-and-coming London gentleman. All allegations of wrongdoing are categorically denied.
    +3 link
    Koenig
    Koenig
    Posts: 466

    6/30/2016
    I have not been able to play many of the exceptional stories since I hit harder time, but I have to say that the premise sounds very fun. The urchins are one of the more interesting factions in London.

    --

    Koenig: Extraordinary. Invisible. Shattering. Legendary.

    +3 link
    John Moose
    John Moose
    Posts: 276

    6/30/2016
    This was probably my favourite ES since I started exceptionality with the Stags. Something about the urchins is just so endearing I found myself smiling all through the story, and I would love to see them explored more. The art is marvellous and definitely played a big part in giving a concrete feel of differences between the gangs.

    I find myself desiring a "Chimney Pot Wars" RTS.
    +3 link
    Professor Strix
    Professor Strix
    Posts: 616

    6/30/2016
    I'm still in the middle, but enjoying it so far~ I have a soft spot for those mischievous children since I started playing FL. I like how they are mischievous, but at the same time... children.

    --
    The Inescapable Professor, London's Most Academic Detective. Open to consultation from Mondays to Fridays, above the Silver Binding bookshop, Veilgarden. Half the payment in advance, half after closing the case. No refunds.

    "THIS SATURDAY, in MAHOGANY HALL, delight your eyes with the DARING FEATS of the DAPPER ESCAPIST. Gape at his CHARM and WIT and his CLEVER TRICKS OF ILLUSIONISM. No mirrors used."
    ---------
    Social actions welcomed. Will take menaces if not currently grinding that one stat. Send them and cross your fingers.
    http://fallenlondon.storynexus.com/Profile/Professor%20Strix
    My alt loiters suspiciously if you want to:
    http://fallenlondon.storynexus.com/Profile/Derek%20Davis
    +3 link
    Optimatum
    Optimatum
    Posts: 3666

    6/30/2016
    For some reason, taking a respite doesn't consume an action (though it displays as a regular one-action option) but then the actions in the branch past it consume two actions.

    I would like a PM as well as to the item reward. Perhaps someone should just post it in a spoiler instead of everyone needing messages...
    edited by Optimatum on 6/30/2016

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

    Want a sip of Cider? Just say hi!

    PM me for information enigmatic or Fated. Though the forum please, not FL itself.
    +3 link
    Barse
    Barse
    Posts: 706

    7/21/2016
    dragonridingsorceress wrote:
    I don't recall getting an Ear. Which category would it be under?



    It's a Curiosity! You get it in a storylet after the "final" choice.

    --
    The Scorched Sailor, up for most social actions and RP. Not as scary as he looks.
    +3 link
    Herbal Tea
    Herbal Tea
    Posts: 23

    7/7/2016
    Just finished the story! To me it was a bit more enjoyable than the last one, and I really enjoyed the randomization for airs of mischief, though I wished we could keep our urchin companions.
    [spoiler]What could Storm possibly gain from obtaining a Starved Man's corpse? I'm sure he can have as many as he want up there. Is it because he wants to prevent others from getting their hands on the remains?
    That being said, what can be gained from consuming the flesh? Both the player and the Bazaar seemed pretty happy to eat it, but I doubt the Bazaar could profit much from it. [/spoiler]
    +2 link
    Pnakotic
    Pnakotic
    Posts: 266

    7/19/2016
    I enjoyed the storyline quite a bit - not as long as some, but I enjoyed seeing the various urchin gangs better fleshed out at long last! The mechanics were somewhat interesting too.

    I was a little disappointed that the choice made at the end didn't unlock any meta-qualities for dealing with the urchins, though.

    [edit] Maybe I spoke too soon. Looks like there is a recorded quality...

    [spoiler]I just don't know what, if anything, it does yet.

    [/spoiler]
    edited by Pnakotic on 7/19/2016

    --
    J. Ward Dunn, Glassman

    Book of All Hours 9:99: Journey's end in lover's meeting. Progress is ascendancy.
    +2 link
    Mr Sables
    Mr Sables
    Posts: 597

    6/30/2016
    Quite a good story smile

    I enjoyed the mechanics greatly; there was a bit in the middle that confused me a little, but luckily the members here are fantastic and helped point me in the right direction. I found the new qualities, the warring, and the temporary companions to be amazingly inventive and great fun! It's always nice to try something new in gameplay. I was just devastated it wasn't an option to keep one of them at the end (perhaps when we make our choice what to do with a certain object). Seriously, the mechanics of this one really made it stand out for all the right reasons smile

    The story felt a little more linear, with little choice, but it was nice in a way (as it provided a nice break from more choice-orientated pieces, as well as giving great insight into a well-liked faction).

    I was just a bit put-off by the game telling me exactly what quirks and prizes I would get at the end; I was on the fence about two options, but the game telling me what would be gained/lost swayed me, which I think defeats the purpose somewhat in FL being a game of consequence (as that consequence is diminished when you already know what will happen and can avoid anything 'bad' for your character).

    All in all, 4/5 smile Great story!
    +2 link
    Optimatum
    Optimatum
    Posts: 3666

    7/1/2016
    Anyone know what the different rewards are from each ending? I don't want to choose until I know all the options.

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

    Want a sip of Cider? Just say hi!

    PM me for information enigmatic or Fated. Though the forum please, not FL itself.
    +2 link
    Mr. Secrets
    Mr. Secrets
    Posts: 101

    7/1/2016
    This is a really tough choice, I favor both the Bazaar and Storm. Picking between the two is difficult.

    --
    Mr. Secrets - We Are In Our Ascendance. There Will Be Ten And Then All Shall Be Well And All Shall Be Well And All Manner of Things Shall Be Well.

    The Straveling Solider - The Straveling Soldier, The Straveling Soldier hates and hates the beings Solar.
    +2 link
    Skinnyman
    Skinnyman
    Posts: 2133

    6/30/2016
    Yay, Urchin story!
    Cheers and good luck to everyone!

    --
    ESs items and quality requirements sheet. Please check if there are errors or if something is missing
    Achievement list if you're feeling bored!
    I am accepting Plant battles, Neath's Mysteries card, Starveling Cats and boxed cats.
    No suppers, no second chances gain and no need to cure my menaces!
    +2 link
    Luminen Walker
    Luminen Walker
    Posts: 172

    7/4/2016
    I think that they forgot to update the advertisement banner this month.

    --
    1 - Cpt. Martin Walker, a Paramount and Marvellous Dreamer.
    2 - Ariana Crivelli, a silent and sagacious lady.
    +2 link
    Mordaine Barimen
    Mordaine Barimen
    Posts: 670

    7/5/2016
    Have you gone far enough in the House of Chimes for it to tell you that it is unlocked to play at your leisure? If so, it will remain until you finish it.

    If you haven't gotten that far, it will go away in a month when the new ES arrives.

    --
    I'm sorry, but due to policy clarifications, I will no longer be giving detailed mechanics advice on the forums.

    If you still need help, try the IRC channel.
    +2 link
    Anne Auclair
    Anne Auclair
    Posts: 2215

    7/1/2016
    Sometimes the oldies are the besties. In a lot of ways this was an updated version of the L.B. infestation war you wage early on, just with additional characters and mechanics. I found it all incredibly fun and am really liking this Season of Revolutions. Can't wait for the third story.

    I also loved all the new details about the urchin gangs. Like, I knew the Knotted-Socks used knotted-socks to brain people, I knew the Regiment had a military theme (and a b_____y cannon!), and I knew the Fisherkings didn't touch the ground, but I didn't have much of a picture beyond that. They all just kind of blended together into a sort of ubiquitous urchin mob, you know? This story did a great job in giving each of the gangs their own very unique character. So now, whenever I see a Knotted-Sock or a Fisherking, I'll have a very definite picture of what they're like.
    edited by Anne Auclair on 7/1/2016

    --
    http://fallenlondon.storynexus.com/Profile/Anne%20Auclair
    +2 link
    Estelle Knoht
    Estelle Knoht
    Posts: 1751

    7/1/2016
    Nope, it is just lore hints. Mechanically, you lose some penny, but get a little Whispered Hints to partially recover that cost.

    --
    Estelle Knoht, a juvenile, unreliable and respectable lady.
    I currently do not accept any catbox, cider, suppers, calling cards or proteges.
    +2 link
    Addis Rook
    Addis Rook
    Posts: 125

    7/1/2016
    I loved the story. rewards were definitely lackluster considering you can't get a special urchin companion which this was just screaming to have as a reward, but the story was a lot better than last month's, imo. 4/5, would be 5/5 if the rewards were interesting.
    +2 link
    Sir Joseph Marlen
    Sir Joseph Marlen
    Posts: 575

    7/1/2016
    Optimatum wrote:
    You can have a truce with every gang at once; there's no reason mechanically to avoid any of them.

    By "side", I'm referring to the ending and who I should favor over the others. There are options that don't hold one particular gang above the rest but, well, none of those really end well for the adorable little troublemakers.

    I'm leaning more towards the Bazaar at this point, but then again I don't want to get the urchins in trouble with their boss. Or maybe that'd be an improvement in leadership. Ugh, decisions decisions decisions...

    --
    Sir Joseph Marlen - The Romantic Sophist
    Alexus Harven - The Defiant Fatalist
    Rose Reinhelm - The Respectful Revolutionary
    Cappuccino - The Perfidious Spycraft


    Available for any and all social actions.
    +2 link
     Saklad
    Saklad
    Posts: 528

    7/1/2016
    This has probably been one of the greatest Exceptional Stories yet, speaking as someone who started with the Governess. I loved the urban warfare aspect, the many connections with the rest of the lore, the incredible atmosphere, and the strategy aspects (Do I send an urchin troop out and risk having to go get them later?). I feel rewards aren’t the real point of Fallen London, although I agree that unique items like the Blemmigan Hat are a nice memento to have. It doesn’t really affect my enjoyment of this story.

    --
    Saklad5, a man of many talents
    +2 link
    Mr. Mercutio
    Mr. Mercutio
    Posts: 133

    7/1/2016
    I quite enjoyed this story, though I wish I could have kept all my new Urchin companions. I was growing rather fond of them.

    --
    Mr. Mercutio
    Immortal. Rich. Only moderately insane.

    Want a taste of immortality? Reach out to me in-game to ask for a sip of Hesperidean Cider. Please follow Ocelot's guide to asking here.

    New to our dark city? Send me a message in-game and I will respond when I can with a welcome gift!

    I welcome most social actions, so feel free to send them to me. Just please don't ask me to Loiter Suspiciously or to help with the Affluent Photographer. I have disavowed all knowledge of her.

    Galatea LaChance
    She has gone North, and none shall know what she found there.
    +2 link
    Mr Sables
    Mr Sables
    Posts: 597

    7/1/2016
    Mr. Mercutio wrote:
    I quite enjoyed this story, though I wish I could have kept all my new Urchin companions. I was growing rather fond of them.



    Yeah, I still maintain that could have been the perfect reward at the end . . . like, when we pick one of the five/six endings, four of those are somewhat aligned with the companions we collected, so we could have been allocated one of them in accordance to the choice we made smile I would have absolutely have loved that to happen, and it did seem like it was setting itself up for that . . .

    . . . still, I can understand not wanting to hand out companions (especially as it'd require changing their qualities, as the qualities they currently have only make sense for the one story and not for all in-game usages). I'm still a little sad about it, though XD
    +2 link
    suinicide
    suinicide
    Posts: 2409

    7/1/2016
    Ian Hart wrote:
    Can I also get a reward spoiler? I want to know if the Seeking option will significantly advance my SMEN, or if I should take the Searing Enigma to help get Candle A.


    PM sent

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
    +1 link
    SarahTheEntwife
    SarahTheEntwife
    Posts: 50

    7/1/2016
    This is my second Exceptional Story and I'm really enjoying it! I'm...I suspect about 3/4 of the way through the plot and will probably have more comments once I'm done.

    Tangential question -- there's a chance my Exceptional Friendship will expire before I finish the story. This won't affect my ability to keep playing it, right? (I'm going on a trip and figured I'll just re-up when I get back since I doubt I'll be playing much while abroad).

    --
    http://fallenlondon.storynexus.com/Profile/Strel Retired zee-captain turned scholar. Open to social interactions of various sorts.

    http://fallenlondon.storynexus.com/Profile/Winona~Tintenfisch Winona Tintenfisch, aspiring street urchin. Would definitely be up for some fisticuffs or loitering.
    +1 link
    SarahTheEntwife
    SarahTheEntwife
    Posts: 50

    7/1/2016
    Robin Alexander wrote:
    Mr. Mercutio wrote:
    I quite enjoyed this story, though I wish I could have kept all my new Urchin companions. I was growing rather fond of them.



    Yeah, I still maintain that could have been the perfect reward at the end . . . like, when we pick one of the five/six endings, four of those are somewhat aligned with the companions we collected, so we could have been allocated one of them in accordance to the choice we made smile I would have absolutely have loved that to happen, and it did seem like it was setting itself up for that . . .

    . . . still, I can understand not wanting to hand out companions (especially as it'd require changing their qualities, as the qualities they currently have only make sense for the one story and not for all in-game usages). I'm still a little sad about it, though XD


    Agree! Heck, I'd be happy to keep them even as just window-dressing souvenirs of the story with no powers in themselves.

    --
    http://fallenlondon.storynexus.com/Profile/Strel Retired zee-captain turned scholar. Open to social interactions of various sorts.

    http://fallenlondon.storynexus.com/Profile/Winona~Tintenfisch Winona Tintenfisch, aspiring street urchin. Would definitely be up for some fisticuffs or loitering.
    +1 link
    suinicide
    suinicide
    Posts: 2409

    7/1/2016
    SarahTheEntwife wrote:
    This is my second Exceptional Story and I'm really enjoying it! I'm...I suspect about 3/4 of the way through the plot and will probably have more comments once I'm done.

    Tangential question -- there's a chance my Exceptional Friendship will expire before I finish the story. This won't affect my ability to keep playing it, right? (I'm going on a trip and figured I'll just re-up when I get back since I doubt I'll be playing much while abroad).


    Once you've started a story, its there until you finish it.

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
    +1 link
    Vavakx Nonexus
    Vavakx Nonexus
    Posts: 892

    7/1/2016
    Defeating the Fisher-Kings allows you to get the item Strix mentioned, and giving the end reward to them would yield what Alexander has covered with a spoiler tag.

    --
    Amets Estibariz, the Moulting Eidolon: Cradled by a sun all their own.


    Blabbing, the Hobo Everyone Knows: The One Who Pulls The Strings. A Clarity In The Darkness.


    Charlotte and the Caretaker: A family?
    +1 link
     Saklad
    Saklad
    Posts: 528

    7/1/2016
    RandomWalker wrote:
    Loved this one. Just wish my new friends (okay, temporary allies) had stuck around. This one in particular felt that I'd come away from the whole experience with very little to show for it.

    I mean, a couple of 62.5 echo items are nice, but in terms of EPA, and considering the cost of some options, I was hoping for something more. An otherwise unobtainable companion, or a permanent addition to an opportunity card, or something. Oh well. Still loved the story.

    What exactly is the point of Fallen London if not story? You shouldn’t start thinking about EPA until you’ve already done the storylets in question.


  • --
    Saklad5, a man of many talents
  • +1 link
     Saklad
    Saklad
    Posts: 528

    7/1/2016
    Professor Strix wrote:
    I loved the story so much. Possible spoilers(?):

    [If this forum had the capacity for multiple spoilers, you’d see one here.]

    I will miss having the gangs with me, but urchins are meant to be free. I do hope we see more of them later.


    [spoiler]I decided to give it to the Fisher-Kings because the alternatives seemed to be giving it to Storm or the Rubbery Men (not that I dislike the Rubbery Men, but they almost certainly already have Starved Men corpses). Storm is an angry asshole who keeps driving my zee-captain’s crew insane and distracting my spies in Port Carnelian, so the Fisher-Kings were the natural choice. Besides, the Bazaar could use some love (literally). Even most of the Masters have given up on it.[/spoiler]


  • --
    Saklad5, a man of many talents
  • +1 link
    Stygota
    Stygota
    Posts: 64

    7/1/2016
    I linked to the echo concerning the Seeking ending in my first post in the thread. It's behind the spoiler cut, on the first page about 2-3 up from the bottom. ;P

    --
    A once hungry, now sated Hunter with a silver tongue: http://fallenlondon.storynexus.com/Profile/Stygota
    +1 link
    plasmid
    plasmid
    Posts: 21

    7/1/2016
    i have just a small question about the last choice
    [spoiler]did anyone went with the knotted sock in their end? if so, can you tell me what rewards did you get? i did, and all i got was a bit of urchin connections and one whisper-satin scrap, as far as i remember, which seems a bit odd as a reward, from both the value and the story standpoint. [/spoiler]

    --
    Key P miskatonic- an persuasive, watchful and dangerous individual of mysterious gender, with a divine amount of serpents following him:
    http://fallenlondon.storynexus.com/Profile/Key~P~Miskatonic~
    bells_book- letal and sinister gentleman with a love of music
    http://fallenlondon.storynexus.com/Profile/Bells_book
    +1 link
    BlabberingMat
    BlabberingMat
    Posts: 385

    7/1/2016
    Beau Mercy wrote:
    I went with the Naughts and Crosses and got...

    [spoiler]..."What is Perhaps an Ear."[/spoiler]

    I went with Knotted Socks and got the same. I don't think that final item changes.

    --
    Alt-Lana Loter
    Main-Always Drunk Slav

    "To see a world in a grain of sand, and Heaven in wild flowers.
    To hold an infinity in palm of hand and Eternity in an hour”


    Finally, I am Crooked Cross! Feel free to send invitations for Salon!
    As of June 5th, 1895, I am London's newest Legendary Charisma!

    The current progress in Mega Soul Grind: 53727/1 639 121 Souls
    +1 link
    BlabberingMat
    BlabberingMat
    Posts: 385

    7/1/2016
    What I am wondering is
    [spoiler] the choice to examine the thing before you handle it to urchins. Is there any difference between choosing to do it and not doing it? [/spoiler]

    --
    Alt-Lana Loter
    Main-Always Drunk Slav

    "To see a world in a grain of sand, and Heaven in wild flowers.
    To hold an infinity in palm of hand and Eternity in an hour”


    Finally, I am Crooked Cross! Feel free to send invitations for Salon!
    As of June 5th, 1895, I am London's newest Legendary Charisma!

    The current progress in Mega Soul Grind: 53727/1 639 121 Souls
    +1 link
    PJ
    PJ
    Posts: 210

    7/2/2016
    I liked the mini-game that played out across London. I did not like choosing between keeping my perfect 15 Steadfast or favoring my favorite Urchin gang. I'm sympathetic to the Fisher Kings' cause, but cleaning up the Velocipede Squad was a long, thankless job, and Steadfast is all I have to show for it.

    I guess it's fitting that I had to favor The Regiment, since I started with them.

    --
    https://www.fallenlondon.com/profile/Peter%20James
    +1 link
    Ian Hart
    Ian Hart
    Posts: 437

    7/6/2016
    PersephoneRavenwing wrote:
    Is there a way to clear this story off once I've started it, or will it stay there forever until I finish it?

  • If your question is "can I get rid of the pinned storylets without finishing the story?" then the answer is no.

    --
    http://fallenlondon.storynexus.com/Profile/Antifinity
    +1 link
    Mr Sables
    Mr Sables
    Posts: 597

    7/3/2016
    Several of the last Exceptional Stories had unannounced quirk changes at the end, and quite a few players objected to consequences that didn't always fit their character's intentions. While I agree that focusing on the mechanical side of quirks has issues, in this case it's better to let players choose in whichever manner they prefer, whether based on mechanics or roleplaying.



    I can understand that to an extent . . .

    Personally, it still feels odd, as I can't recall any other game doing this. There are many RPG style games that rely on skill counters, or quirks, or levels, or that give random 'rewards' or 'materials' on defeating a boss or a monster, but . . . I have never seen one that says "this is the result of the battle" or "this is the result of your choice" (with perhaps the exception of one, but that only told you whether you're likely to win/lose, not what the result would be).

    I guess my upset with this new system is that once you've read it that you can't unread it; I'm wondering whether there could be a compromise? Example, the 'result' text could be the same colour as the background, requiring one to highlight it to see it . . . or maybe it could be in a spoiler box, so people need to click to see it. That way, those that focus on the mechanics and quirks can still know what they're getting themselves in for, but the rest of us can focus solely on role-playing without the distraction of 'oh, I didn't realise I'd lose x' or 'but that would gain me y' . . . because it wouldn't just be there for you to see, whether you want to or not, but something you'd have to click to uncover.
    +1 link
    BlabberingMat
    BlabberingMat
    Posts: 385

    6/30/2016
    Just started it, and it looks like it will be bloody fun! Love the fact that you basically have to run from one end of London to another. It really captures the spirit of Urchins, always moving across the roofs and never being still. Oh, and poster is perfect!

    --
    Alt-Lana Loter
    Main-Always Drunk Slav

    "To see a world in a grain of sand, and Heaven in wild flowers.
    To hold an infinity in palm of hand and Eternity in an hour”


    Finally, I am Crooked Cross! Feel free to send invitations for Salon!
    As of June 5th, 1895, I am London's newest Legendary Charisma!

    The current progress in Mega Soul Grind: 53727/1 639 121 Souls
    +1 link
    Kylestien
    Kylestien
    Posts: 749

    6/30/2016
    ...Is it bad I'm using the "Today's Headline: The Cimy Pot Wars" option to grind Journals Of Infamy since I never seem to have any and would like some for Figiting writer? Same reason I still have not finished the Cut With Moonlight story.

    --
    I will accept all actions, though I hold the right to refuse for my own reasons. However, if you explain WHY you send me a harmful action like Loitering or Dantes,And I feel the reason good, I will consider it more. http://fallenlondon.storynexus.com/Profile/Kylestien

    Persuasive patron. You want a lesson, send me a message asking for one.
    +1 link
    Estelle Knoht
    Estelle Knoht
    Posts: 1751

    6/30/2016
    Robin Alexander wrote:
    I'm enjoying it; very well-written, a lot of fun, but I'm also kind of . . . stuck?

    If anyone can help:

    [spoiler]I've caused an initial truce between the Regiment and Socks, but now the Fisher-Kings and Noughts/Crosses are at war . . . only it doesn't matter how much Plan I get, how low my Mischief is, I can't seem to move forward? I need 'Dealing With -' 50 to proceed on certain options, which I can't find at all, and I've lost a massive amount of Morale, which I can find no means to recoup . . . what am I missing?[/spoiler]


    You can't ally with people until you defeat them. So basically you need to wreck them until their Morale is 0 so they are defeated, then ally with them.

    --
    Estelle Knoht, a juvenile, unreliable and respectable lady.
    I currently do not accept any catbox, cider, suppers, calling cards or proteges.
    +1 link
    Mr Sables
    Mr Sables
    Posts: 597

    6/30/2016
    Estelle Knoht wrote:
    Robin Alexander wrote:
    I'm enjoying it; very well-written, a lot of fun, but I'm also kind of . . . stuck?

    If anyone can help:

    [spoiler]I've caused an initial truce between the Regiment and Socks, but now the Fisher-Kings and Noughts/Crosses are at war . . . only it doesn't matter how much Plan I get, how low my Mischief is, I can't seem to move forward? I need 'Dealing With -' 50 to proceed on certain options, which I can't find at all, and I've lost a massive amount of Morale, which I can find no means to recoup . . . what am I missing?[/spoiler]


    You can't ally with people until you defeat them. So basically you need to wreck them until their Morale is 0 so they are defeated, then ally with them.



    Thank you smile I'll grind more action points then try that.

    I was worried losing too much morale or defeating one would lock those options off, as it only lists 'dealing with' of a requirement, so I assumed without morale (or them still standing) I'd lose the ability to get 'dealing with' . . . good to know that's not the case smile

    Edit: Sorry, for some reason I keep referring to 'dealing with' as 'knowledge' :-S
    edited by Robin Alexander on 6/30/2016
    +1 link
    ExcArc
    ExcArc
    Posts: 44

    6/30/2016
    Given by natural proclivity for Urchins this has been a perfect storyline, and I have enjoyed it imensely this far. The mechanics are a bit obscure, but once I figured it out of made plenty of sense and I look forward to the conclusion!
    +1 link
    Stygota
    Stygota
    Posts: 64

    6/30/2016
    WereWind wrote:
    If anyone has already taken the *worst* possible ending option, can you PM me what you got from it?

    Anyway, the story was great - a breath of fresh air compared to the previous two. And I loved the little tidbits of information about the Urchins, since it was so scarce n the game proper


    There is nothing. There will be nothing.

    I sent you a PM.

    --
    A once hungry, now sated Hunter with a silver tongue: http://fallenlondon.storynexus.com/Profile/Stygota
    +1 link
    suinicide
    suinicide
    Posts: 2409

    6/30/2016
    All aboard the PM train! (Please and thank you)

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
    +1 link
    Beau Mercy
    Beau Mercy
    Posts: 76

    7/1/2016
    I only saw vague references to Storm in the story. Did I miss a more involved explanation, or is there more information about Storm elsewhere? I haven't followed many Urchin centered plot lines yet.

    --
    Monster Hunter Beau Mercy, Friend of the Church, A Blood-Cousin to Predators, Straw-haired Tomcat
    +1 link
    Diptych
    Diptych
    Administrator
    Posts: 3493

    7/1/2016
    Beau Mercy wrote:
    I only saw vague references to Storm in the story. Did I miss a more involved explanation, or is there more information about Storm elsewhere? I haven't followed many Urchin centered plot lines yet.


    The two best places to learn about Storm are Sunless Sea and the What The Thunder Said dreams. Even then, Storm is rather mysterious.

    --
    Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
    Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
    +1 link
    Lamia Lawless
    Lamia Lawless
    Posts: 604

    6/30/2016
    I seem to be stuck.

    [spoiler]

    I got the thing from the roof and defeated everyone except the Fisher-Kings. But then the Fisher-Kings disappeared from Ladybones road. I wandered around the city a bit looking for them, but no, they're really gone. So I went back to my lodgings to try to reduce their morale through the Back at Headquarters thing. I got my plan of attack up to 10, and I reduced the Fisher-Kings' morale to 0. But I still can't find a way to end this story.[

    Update: Nevermind, I found them in Veilgarden. They're the fancy urchins, apparently. [/spoiler]
    edited by Lamia Lawless on 6/30/2016

    --
    The Harmonic Hellfarer
    +1 link
    Sir Joseph Marlen
    Sir Joseph Marlen
    Posts: 575

    7/1/2016
    Optimatum wrote:
    Anyone know what the different rewards are from each ending? I don't want to choose until I know all the options.

    Oh lord, choices with no middle ground. My only weakness. Knowing the rewards could really help. Also, does anyone know of a good reason to side with any particular group?

    --
    Sir Joseph Marlen - The Romantic Sophist
    Alexus Harven - The Defiant Fatalist
    Rose Reinhelm - The Respectful Revolutionary
    Cappuccino - The Perfidious Spycraft


    Available for any and all social actions.
    +1 link
    Optimatum
    Optimatum
    Posts: 3666

    7/1/2016
    You can have a truce with every gang at once; there's no reason mechanically to avoid any of them.

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

    Want a sip of Cider? Just say hi!

    PM me for information enigmatic or Fated. Though the forum please, not FL itself.
    +1 link
    MidnightVoyager
    MidnightVoyager
    Posts: 858

    6/30/2016
    Anything unique for any of these choices?

    --
    Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
    +1 link
    Hark DeGaul
    Hark DeGaul
    Posts: 208

    6/30/2016
    Really enjoying the story so far! Haven't quite reached the end but it's one of those plots where, despite the multiple choice nature of Fallen London, your decisions feel like they actually have weight. I also really enjoy the flavour text.
    edited by Hark DeGaul on 6/30/2016

    --
    The Dawn-Eyed Optician: http://fallenlondon.storynexus.com/Profile/Hark%20DeGaul

    That Vicar Who Ruined the Royal Wedding for Everyone (including himself): http://fallenlondon.storynexus.com/Profile/Hebediah%20Fix

    The Dreaded Relative: http://fallenlondon.storynexus.com/Profile/Your%20Aunt
    +1 link
    theonie
    theonie
    Posts: 77

    7/22/2016
    May I ask of anyone who chose in favour of the Rubberies, was the promised "regard" Favours or Renown?

    --
    theonie, an inescapable, midnight, terrifying, and irresistible lady. All social actions except Affluent Photographer welcome. As a Midnighter, will gladly accept all invitations to Orphanages.
    +1 link
    Kukapetal
    Kukapetal
    Posts: 1449

    7/23/2016
    So I'm a little confused by the ending. What exactly was that creature we were fighting over? I assumed it was one of the false stars (the creatures that drop the glim) but the comments here on the forum lead me to believe it's something else. Is there more than one race of creatures that live on the cavern roof?

    Confusing ending aside, this story was cute and hilarious and very fun. Great job, writers!
    +1 link
    Professor Strix
    Professor Strix
    Posts: 616

    7/23/2016
    Kukapetal wrote:
    So I'm a little confused by the ending. What exactly was that creature we were fighting over? I assumed it was one of the false stars (the creatures that drop the glim) but the comments here on the forum lead me to believe it's something else. Is there more than one race of creatures that live on the cavern roof?

    You find a false-star in game, in the end of the
    [spoiler]Affair of the Box[/spoiler]

    It's definitely nothing like the thing that fell from the roof in this story. If you have the stomach to read the SMEN ending, you see that this thing is at least partially human.

    --
    The Inescapable Professor, London's Most Academic Detective. Open to consultation from Mondays to Fridays, above the Silver Binding bookshop, Veilgarden. Half the payment in advance, half after closing the case. No refunds.

    "THIS SATURDAY, in MAHOGANY HALL, delight your eyes with the DARING FEATS of the DAPPER ESCAPIST. Gape at his CHARM and WIT and his CLEVER TRICKS OF ILLUSIONISM. No mirrors used."
    ---------
    Social actions welcomed. Will take menaces if not currently grinding that one stat. Send them and cross your fingers.
    http://fallenlondon.storynexus.com/Profile/Professor%20Strix
    My alt loiters suspiciously if you want to:
    http://fallenlondon.storynexus.com/Profile/Derek%20Davis
    +1 link
    DeserterKalak
    DeserterKalak
    Posts: 94

    7/24/2016
    I would appreciate award spoilers, too. I kind of want to give it to the bazaar rather than storm, seems like it would treat them better, but the bazaar takes enough already.

    --
    https://www.fallenlondon.com/profile/DeserterKalak
    +1 link
    JimmyTMalice
    JimmyTMalice
    Posts: 237

    7/25/2016
    If anyone's interested in the Seeking Mr Eaten's Name option for the ending, here's the echo.

    As promised, no rewards were gained, but I did receive one point of Seeking Mr Eaten's Name (I assume it's uncapped, as I was at 18 beforehand). Whether you consider that a reward or not is entirely up to you.

    [spoiler]More than anything, it confirms what we learn from the depths of Godsfall in Sunless Sea: The Starved Men were once human, but now they shape their flesh as the Rubbery Men do. Other than that, it was certainly a delicious snack, and there were even leftovers.[/spoiler]

    --
    Gideon Stormstrider, the Esoteric Gadgeteer
    Jimmy T. Malice, gone.

    A Tale of Two Suns - Meeting Your Maker - A Squid in the Polls
    +1 link
    Absintheuse
    Absintheuse
    Posts: 348

    12/13/2016
    The Chimney Pot Wars is now available for Fate!
    +1 link
    Televangelist
    Televangelist
    Posts: 109

    9/14/2018
    Trilby wrote:
    Well, anyone know if that SotC increase is capped?



    I had Courier's Footprint when I completed the story, and it "couldn't increase because it was higher than 20."
    +1 link




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