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December’s Exceptional Story: Daylight Messages in this topic - RSS

Absintheuse
Absintheuse
Posts: 348

11/29/2018
December's Exceptional Story has arrived, delicious friends!



Join forces with a zailor and young rat to uncover the secrets of an abandoned model village. Journey to an island in the middle of the unterzee to uncover the painful legacy of an inventor's folly and confront the horror that lingers there still.

Daylight is the first story in the Season of Hobbies, and was written by Ash McAllan. This season will give you the opportunity to spend time with Londoners at their leisure. You can begin each from the Season of Hobbies card.

Editing, design and QA: James Chew and Olivia Wood.

Art by Paul Arendt.

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 members’ 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 Hobbies 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.

edited by Absintheuse on 11/29/2018
+3 link
ClearFavourite
ClearFavourite
Posts: 50

11/29/2018
halogenlamp wrote:
Isaac Gates wrote:
Huh...

Y'know, it's more than a little odd to me that in game lore clearly states that women are very much still on the margins of society, and yet homosexuality and the ambiguously gendered are accepted... in the 1890s.


Yeah honestly I found that a little annoying this being a period game and all.


Most of the stuff about women being on the margins of society is legacy content by this point. Bare in mind this is the 1890s in a city that has been trapped underground for decades.


To quote the game itself, "there are individuals roaming the streets of Fallen London at this very moment with the faces of squid! Squid! Do you ask them their gender? And yet you waste our time asking me trifling and impertinent questions about mine? It is my own business, sir, and I bid you good day." It's a world with Clay Men; Rubberies; cats and tigers; snakes and mirrors; bats; Masters; immortality in stone; dead gods in the ceiling; urchins; and, of all things, talkative hats.


This is not a period game. This is a game set in a past- a past where Queen Victoria sold London to otherworldy beings.

--
The Boisterous Bounty-Hunter
+22 link
Azothi
Azothi
Posts: 586

11/29/2018
This "Farewell to Connected: The Orient" and "The Mysterious and Indistinct Art of Pronouns", as well as tangentially "SLIGHTLY BREAKING: same-sex marriage legal in Fallen London from Alexis Kennedy offers some insight into the way that Fallen London has approached the careful balance between its Victorian setting and its contemporary audience. The trend has essentially been towards (1) increased player choice and (2) greater equality in the setting.

To that extent, I just have a quick correction before I get back on topic:

Isaac Gates wrote:
It's why the "addressed as" quality for the ambiguously gendered is: 'si- er, mad- er, yes', which is pretty good estimation of what a polite reaction in setting would be
This used to be accurate about two to three years ago, but it's since been changed. The ambiguously gendered can be addressed by any option available in-game, including "Sir", "Madam", "Lord", "Lady", or any other gendered form of address, while gendered characters can be addressed as "Si- er, mad-er, yes" by refusing to give a form of address.

Anyway, that being said, the trend has essentially been towards (1) increased player choice and (2) greater equality in the setting.

For instance, the absence of women's suffrage was flavor text reflecting true Victorian conditions, but when the Election festival was implemented, it would be poor design to ban characters registered as "female" from participating in the festival, because Fallen London isn't built as a Victorian escapist fantasy. It's a modern 21st-century story borrowing Gothic and Victorian aesthetics, with influences drawn from throughout western history.

The Great Chain of Being? That's a Platonic and Neoplatonic idea. The Bazaar's love story and the Seventh Letter? Shakespeare and the Elizabethan Renaissance. The setting - the Neath, the Unterzee, and the High Wilderness - draws on significant Romantic influences (Coleridge, Shelley, etc.) and early science fiction and horror (Verne, Lovecraft, etc.), hence the Victorian setting, but even then, these Romantic influences exist in opposition to the oppression within Victorian society (alluded to in-game with the conflict between the Bohemians and Society, for instance). My point is that Fallen London is not a period game - it's the illusion of one.
That's what Daylight is - it draws far more from the horror genre than it does from Victorian society, and what symbolism it offers is at most a scathing indictment of the destruction of creativity such a society might offer. You are free to critique the decision to make the Inspiring Imaginator an ambiguously-gendered character, but it seems like such a trifling thing to talk about. The character is explicitly written as androgynous, and the other characters in setting adapt to this. It's not even the first time Failbetter has done this. Isery, the Cat's Chiefest Claw is explicitly "ambigiously gendered". The concept has been previously established in canon.

I'm just not sure how relevant this discussion is to the story. The point of the Inspiring Imaginator is that they're an ambiguous character - for much of the story, their life, motivations, and whereabouts are shrouded in mystery. This is just another facet of that.

--
Azoth I, the Emissary of Cardinals - A Paramount Presence (not currently accepting new Proteges)
Away to where the Chain cannot bind us.
Hesperidean.
+22 link
Optimatum
Optimatum
Posts: 3666

11/29/2018
One of the nice things about fictional settings is that one need not background elements that hurt readers. Unless the narrative is specifically about some form of bigotry relevant to today, leaving it out of the setting does not harm the writing. Fiction is a method of escapism; why remind people of realities they're trying to avoid if it has no narrative purpose?

--
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.
+20 link
Lady Karnstein
Lady Karnstein
Posts: 278

11/30/2018
Isaac Gates wrote:
Well congratulations, you get the satisfaction of knowing you did a good deed- the ultimate cop out reward. :P


Sometimes you see something and a whole lot of other things make sense.

--
Lady Caroline Karnstein, The Moral Hedonist (Description)
Infamous writer, artist, and courtesan. Unrepentant Invert. Hesperidean.
Paramount Presence, Correspondent, Nocturnal. Poet Laureate of the Neath, Ambassador to Arbor
+20 link
Chris Gardiner
Chris Gardiner
Administrator
Posts: 539

12/1/2018
Jolanda Swan wrote:
Have any ES NPCs become a staple of London, by the way? I know we have asked for a card from the priest in All the Saints, but this is very recent.
I love FL NPCs but after a few years of playing, I would not mind seeing new ones, taken from Exceptional Stories. I understand different people pick different fates for some of them, but for some their fate is a given, and they could very well stay with us. Think the man from the ministry, from the fireworks story. I would love to see them in cards, or shops, or storylets, if for no other reason then because it would be a waste for them to only appear once. They will enrich London and possibly entice players to find out more about them by buying older ES - I know I bought a couple for the exact same reason.

We’ve talked about this and would like to do it.

The tricky thing is using them in general FL content in a way that still works with the possibility that a player might have met them in an ES already, or might at any point buy that ES with Fate and interact with them. Since the events of an ES tend to be quite dramatic for the NPCs involved, it’s hard to write around.

We are looking at it, though. We love these characters deeply (cough cough deacon cough) and they all have more stories to tell.
+18 link
Azothi
Azothi
Posts: 586

11/29/2018
Isaac Gates wrote:
For the record, those links basically boil down to this:

"We fudged it, that may or may not make the setting anodyne. We did it because people complained."
Eh, we can agree to disagree on the standard for "complaining" here. To quote the Orient post:

Alexis Kennedy wrote:
To the second, I agree that we have lost some of the flavour of Victorian London. But we've never made a serious virtue of historical realism, and one too many people mailed me to say [I paraphrase] 'look, I like your game, but when I see that word used in that way, it makes me feel like I don't belong here.' In the end, that's the important thing.
Remember, Failbetter is a company and we are its market. They sacrifice a piece of Victorian London - a minor part of the aesthetic - to allow some people to take more joy in Fallen London, potentially expanding their market by spreading the word and potentially investing real money into the game. Is this complaining, or is it criticism? It's always seemed like the difference between criticism and complaining is how much you agree with the critique. I mean, what's this?

Isaac Gates wrote:
Y'know, it's more than a little odd to me that in game lore clearly states that women are very much still on the margins of society, and yet homosexuality and the ambiguously gendered are accepted... in the 1890s.
I'd argue it's an observation, albeit one tinged with critique. Someone else might see it as a complaint. Someone else might see it as a valid criticism. These classifications are subjective.

Some people care more about Victorian realism. Some people don't. Fallen London can't cater to everyone - it has to define itself as a game, and it's not defined itself as a Victorian escapist fantasy. Its primary market is not the subset of consumers who want to have an authentic Victorian experience.

Isaac Gates wrote:
And I can't speak for what "one" feels, I'm simply voicing my opinions. The fact that anything remotely contentious automatically provokes dozens of defensive replies and countless downvotes in this forum may or may not have anything to do with that anodyne quality mentioned earlier. Just a thought.
And I disagree about this as well. You must risk offending people to have free speech and an honest discussion. You're voicing your opinions. That's true enough. I'm voicing my opinions. They happen to be different than yours. I have to risk offending your beliefs in order to have this discussion. If I tried to be anodyne, I would be silent - I can't offend you if we never interact. I suspect it's the same for others in the discussion.

Of course, risking offense is not the same as actively seeking it. Are you offended by people disagreeing with you? I can't say for certain. I can't say you won't be either. We take precautions to minimize the risk of offense because it's difficult to work with offended audiences.

--
Azoth I, the Emissary of Cardinals - A Paramount Presence (not currently accepting new Proteges)
Away to where the Chain cannot bind us.
Hesperidean.
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Jolanda Swan
Jolanda Swan
Posts: 1789

11/29/2018
Another very Victorian thing: keeping things civil. People who enjoy FL tend to also enjoy diversity, cozy discourse and being friendly or at least polite. Now, no-one is forced to enjoy such things too, but going deliberately against them, knowing nobody will enjoy the ensuing discussion, is weird.

As for the Alexis Kennedy posts, he specifically said he used the terms knowing they are problematic, to make a point, and took them out as they made people feel not wanted, which he didn't want. He did not say he wanted them there and was forced to take them out because of the evil PC police going after him.
edited by Jolanda Swan on 11/29/2018

--
Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
http://fallenlondon.com/profile/Jolanda%20Swan
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Jolanda Swan
Jolanda Swan
Posts: 1789

11/29/2018
We run a creative writing workshop focused on speculative fiction. We use Fallen London as an example on how to be inclusive while maintaining a period atmosphere.
The setting explains perfectly why some norms have evolved and some have remained decidedly Victorian. And the contradictions that remained are much more glaring that the gender fluidity: you are advising a young lady to go into politics and make a difference for women, who supposedly are otherwise advised to stay at home... and then you get the Northbound Parliamentarian and Sinning Jenny as the first Mayor. I doubt this made anyone upset, given that this is obviously an alternate universe and suspension of disbelief is required to make sense of half the things happening there.
Frankly, given how abritrary most our norms are, the thought that they evolved differently in the Neath makes perfect sense; and so does the devs' decision not to exclude players.
edited by Jolanda Swan on 11/29/2018

--
Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
http://fallenlondon.com/profile/Jolanda%20Swan
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Optimatum
Optimatum
Posts: 3666

11/29/2018
Isaac Gates wrote:
I've kind already covered this: it's not in keeping with the tones and themes of the setting.

You've got a world where the height of sexual promiscuity is a kiss on the cheek, women being involved in scholarship is considered highly improper, people get exiled on a regular basis for violating the simplest of social norms- and yet somehow in less than 1 generation homosexuals and the transgender/intersex are unquestioningly accepted?

TL;DR: if you wanna make storylines about how stuffy and rigid Victorian life is, you kind of have to have the rest of the setting reflect that.



Not really. Fallen London is not historical fiction. It does not pretend to be historically accurate. Failbetter may have based their setting on real history, but they are under no obligation to adhere to it when it detracts from the intended experience. Its tones and themes are whatever they decide. They've decided that the presence of bigotry would detract more from player experience than anachronistic tolerance of differences does. This is a story that uses Victorian aesthetic, not a story about Victorian values, so the lack of accuracy is ultimately unimportant.

But yeah, as Azothi says, I'm not sure this discussion is particularly on-topic.

--
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.
+14 link
Loulou
Loulou
Posts: 51

11/29/2018
Isaac Gates wrote:
Huh...

Y'know, it's more than a little odd to me that in game lore clearly states that women are very much still on the margins of society, and yet homosexuality and the ambiguously gendered are accepted... in the 1890s.

(Somehow I have a hard time imagining a Victorian barkeep unironically using the word "themself" when referring to a patron.)


Honestly, no offense, but I like how we have a giant sentient space-crab shopping mall, devils and Hell itself right next door, and an entire city stolen beneath the earth by creepy giant alien bats, and this is the bit that bothers you.

--
Dr. Emmaline Anders, Open to most social actions, and accepting all calling cards.

Lieutenant Balzac Thibault, seldom seen in public and rarely (if ever) available for social actions.

Rest in love, Lady Ellia Stoneham, gone NORTH at last.

Open to PMs if you're looking for help with affairs 'enigmatic'.
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Tom Davidson
Tom Davidson
Posts: 107

11/29/2018
My character IS a card-carrying do-gooder prepared to cross the zee to save literally anyone, and what he's taking away from this is the satisfaction of having reunited a young rat with its dolly.

--
http://www.fallenlondon.com/Profile/Black%20Tom
+14 link
phryne
phryne
Posts: 1351

11/29/2018
Azothi wrote:
This "Farewell to Connected: The Orient" and "The Mysterious and Indistinct Art of Pronouns", as well as tangentially "SLIGHTLY BREAKING: same-sex marriage legal in Fallen London from Alexis Kennedy offers some insight into the way that Fallen London has approached the careful balance between its Victorian setting and its contemporary audience.
THANK YOU for posting those links. I was thinking about these very blog posts as soon as I read Isaac's complaint but was too tired to go look for them. I'll keep them saved for future use smile


@Isaac:
One can't help but feel like you're picking fights for the sake of it recently. That's all I'm going to say.
edited by phryne on 11/29/2018

--
Accounts: Bag a LegendLight FingersHeart's DesireNemesisno ambition
Exceptional Stories, sorted by Season and by writerFavours & Renown Guide
+13 link
ClearFavourite
ClearFavourite
Posts: 50

11/29/2018
I mean- half the point of Society interactions is about how arbitrary their rules are. Besides, FB have already changed aspects of the game fit more modern social standards- nobody uses the word "oriental" any more, for example.

--
The Boisterous Bounty-Hunter
+13 link
Ragnar Degenhand
Ragnar Degenhand
Posts: 197

12/2/2018
Isaac Zienfried wrote:
So of course I had to slog through the, ah, spectacle of the first two pages of this thread.


Commiserations to us all on that point. Along with some other players, I like to read people's notes and reactions to the ES before playing, and this time, the thread was really not that helpful, nor on point..

--
https://www.fallenlondon.com/profile/Ragnar%20Degenhand
+11 link
Hattington
Hattington
Posts: 210

11/30/2018
Absintheuse wrote:
December's Exceptional Story has arrived, delicious friends!



Join forces with a zailor and young rat to uncover the secrets of an abandoned model village. Journey to an island in the middle of the unterzee to uncover the painful legacy of an inventor's folly and confront the horror that lingers there still.

Daylight is the first story in the Season of Hobbies, and was written by Ash McAllan. This season will give you the opportunity to spend time with Londoners at their leisure. You can begin each from the Season of Hobbies card.

Editing, design and QA: James Chew and Olivia Wood.

Art by Paul Arendt.

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 members’ 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 Hobbies 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.

edited by Absintheuse on 11/29/2018



  • Gonna have to be honest: Not a fan of this one. The island itself was a massive action sink not helped with Dullness having no more interesting consequence than an obligation to go to a punch of parties back in London. What if I DON'T miss my creative facultires, huh?! What if I'm FINE with them drifting off into the Mirror-Marches for some Fingerking to nibble on?

    The plot itself-I almost forgot to bring the zailor with me, and I actually don't regret it. Because it might just be me having played too many ESes but I called it from the get-go he wouldn't find what he wanted, and the whole thing just feels pointless on realising it started with a sob story in a bar and no further plan than "go to the island, haul some daft git I miss back, never for one moment stop to think if a relationship should be built on more than artistic talents". It's not as if there was much of a chance to get to know either of them very well so the creator comes off as a bland twit high up his ivory tower even before having his creativity siphoned and the zailor comes off as a crybaby who never got over a cute boy.

    At least the rat kept Mr. Sock. That's a plus, I guess.

    --
    The Dawnburnt Vake-Rider: https://www.fallenlondon.com/Profile/Hattington
  • +9 link
    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    12/1/2018
    Have any ES NPCs become a staple of London, by the way? I know we have asked for a card from the priest in All the Saints, but this is very recent.
    I love FL NPCs but after a few years of playing, I would not mind seeing new ones, taken from Exceptional Stories. I understand different people pick different fates for some of them, but for some their fate is a given, and they could very well stay with us. Think the man from the ministry, from the fireworks story. I would love to see them in cards, or shops, or storylets, if for no other reason then because it would be a waste for them to only appear once. They will enrich London and possibly entice players to find out more about them by buying older ES - I know I bought a couple for the exact same reason.

    --
    Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
    http://fallenlondon.com/profile/Jolanda%20Swan
    +8 link
    Gul al-Ahlaam
    Gul al-Ahlaam
    Posts: 225

    12/28/2018
    ^ Daylight's brightness is explained, sort of. If you read the notes in the workshop, you find that there's an apparatus that mists the whole island in magnesium and granulated silvered glass every so often, which a light source (presumably located in the workshop, but maybe also from under the lake? I don't recall) reflects off of. Essentially, the whole island is a giant ambient mirror. This is also, presumably, how the Daylight Stalker gets around so fast. (Presumably, the Daylight Stalker is some kind of corrupted form of the Assistant, who is revealed to have been only an Ushabti.)

    --
    The Uncanny Hierophant.
    The Jewel-Eyed Prince.
    +8 link
    Monara
    Monara
    Posts: 162

    11/29/2018
    Jolanda Swan wrote:
    I love it already, but I stopped halfway because I'm not sure whether to take the ratling with me or not! I don't want to come back to London to a grieving rat mother. Can anyone PM me with info on how tragic this is going to get?


    Taking the ratling (small spoiler)

    [spoiler]offers a little more context on some of the locations later on. Nothing terrible will happen to it.[/spoiler]

    Just finished the story. I would have liked a little more background information. It feels like a followup about the place in Veilgarden is missing here. It feels wrong to just go home at the end and leave this unresolved.
    edited by Monara on 11/29/2018

    --
    https://www.fallenlondon.com/profile/Miranah
    +7 link
    loredeluxe
    loredeluxe
    Posts: 106

    11/29/2018
    The toy maker sure has a variety of...interesting toys.

    "There is a huge doll's house taking up much of the upper floor window. The name on the tag reads 'the Bishop's Barn'. There are a number of dolls that can be placed within, and a handle that must be turned."


    Oh dear...
    +6 link
    Azothi
    Azothi
    Posts: 586

    11/29/2018
    First, does anyone have an Echo of going to the Precocious Rat's house with the key? I've been unable to access the necessary storylets after defeating the Stalker, and I'm curious to see what flavor text comes with that.

    Otherwise, there are a couple of things that might be bugs:
    • If you return to the cliffside workshop after leaving the first time but before fighting the Stalker, it retriggers the Dark Conversation, even if you've already dismissed the Grieving Zailor.
    • After defeating the Stalker, the Airs quality disappears, preventing further exploration of the island.
    • Some travel options cost no actions, while some do. There's no discernable difference between them as far as I can tell.

    That being said, the atmosphere of Daylight is absolutely sublime, and I'm disappointed we'll not have the option to return. The Grieving Zailor, Inspiring Imaginator, and Precocious Rat (and family) are all excellent additions to Fallen London's corpus of good characters we'll never see again. Personally, despite the fact that I've probably spent at least a full candle's worth of actions moving from place to place and that I've not yet fully returned to London, this is still one of my favorites so far.

    My thoughts on the lore are below the spoiler tag:


    [spoiler]Daylight is a strange kind of place because it's not well-defined in space even when considering the Treachery of Maps. The fact that you can reach it with a rowboat implies that it's part of the Southern Archipelago near London, but the imagery and lighting recalls Parabola and the uttermost East. The rowboat reminds of Winking Isle, which would make the most sense altogether - Daylight is already essentially a physical representation of the Inspiring Imaginator's psyche, and the line between reality and dream blurs here.

    The Bauble of Ecstatic Repose is a Fingerking - I'm almost certain of it. The serpentine imagery, the parallels to Parabola, the loss of self of the Inspiring Imaginator - it all points to a deal gone wrong with the Fingerkings. The Stalker is more ambiguous - it's likely a nightmare creature of some sort. I'm pretty sure the Stalker is the assistant mentioned by the Inspiring Imaginator. Daylight might be an experiment by the Bauble to try to create a simulacrum of life that it can inhabit in order to manifest in reality.[/spoiler]

    --
    Azoth I, the Emissary of Cardinals - A Paramount Presence (not currently accepting new Proteges)
    Away to where the Chain cannot bind us.
    Hesperidean.
    +6 link
    PSGarak
    PSGarak
    Posts: 834

    12/3/2018
    The Fallen London setting is about secrets and mystery, and I recognize that giving a feeling of accomplishment while maintaining an air of mystery requires walking a very thin tightrope between explaining too little and explaining too much. I think this story wavered a little too far to the former. Not very far, but enough that the climax was a little unexciting.

    I think the mystery of what was happening to the island is shown-but-not-told well enough, but the antagonist and the stakes are unclear. What I did could be anywhere in-between saving one single dude from a psychic vampire, all the way up to saving the entire Neath from an incursion of (one of?) the Parabolan sun(s?). I also didn't feel a sense of personal danger until afterwards, when I returned to London and found myself incapable of doing anything but my taxes. That was actually a rather well-written and well-designed sense of the danger and consequences of the threat, but you don't find that out until after the treat is defeated.

    I must say I rather liked the second act of exploring the island. It had a very good sense of creepiness and hidden danger. I also like the use of the Airs mechanic to selectively hide and reveal the exploration options. It's perhaps a little inconvenient to explore everywhere because RNG, but I think it helps the atmosphere that I don't have the full list of places I can explore in front of me. The island as a whole gave me a Twin Peaks vibe. I'm honestly disappointed that it doesn't remain a permanent overzee destination, although I also don't know what the point of returning would be.

    Someone who is a better literary critic than myself can probably make some analysis on how blinding light serves the same purpose on this island that shrouding darkness usually serves in similar stories, and what that reversal means thematically. I think there's something of significance there, but it's a little out of my reach.

    --
    http://fallenlondon.com/Profile/PSGarak
    +6 link
     Saklad
    Saklad
    Posts: 528

    12/1/2018
    I want the Precocious Ratling in my life. If the Injurious Princess can make a reappearance, so can Mr Sock!

    --
    Saklad5, a man of many talents
    +6 link
    Isaac Zienfried
    Isaac Zienfried
    Posts: 364

    12/2/2018
    Catherine Raymond wrote:
    I just sent FBG a bug report because, after speaking with the Imaginator and getting him to come with me and the Zailor, I got a blank bar instead of the storylets tab. I can't choose any other storylets and thus can't complete the ES or get back to the rest of Fallen London. Anyone else seeing this kind of bug?

    No, but I made the silly mistake of starting the trip to Daylight on my phone, and then trying to pick it up on my PC, and that seems to have brought me back to my Lodgings and locked me out of the story. I'm about to send a bug report, but I wanted to see if anyone had encountered it and found a solution first. So of course I had to slog through the, ah, spectacle of the first two pages of this thread.

    --
    Isaac Zienfried, 'The Vacillating Belligerent.'
    A gentleman of complicated loyalties, complicated morality, and complicated goals.
    But really, it's hard to keep things simple down here!
    +5 link
    Azothi
    Azothi
    Posts: 586

    12/28/2018
    The Curious Watcher wrote:
    Can anyone tell me what is up with Daylight? I didn't take the Ratling or the zailor, so I don't know what is Mr Socks, the Stalker, and how it relates to Parabola. I don't know why the zailor is angry at me for blowing it up, and wht Daylight is so bright. Can anyone elaborate?
    Daylight is a question mark for the lore, but I'll try to answer as best I can.

    Mr Sock is the doll owned by the Precocious Ratling, resembling a snake. She was forced to leave it behind upon leaving the island. She mentions that if she had it with her, they could fight off the monster. That's not true, necessarily, but you can sacrifice the doll to avoid the Stalker.

    The Daylight Stalker is the monster. It drains creativity and creates Dullness. It can be killed via explosion or by the mirror-lake, apparently. It has some kind of a connection to the Bauble. The Bauble appears to be a Parabolan entity, as it makes a deal with the Imaginator in the honey-dens of Veilgarden. The serpentine imagery in Daylight implies that the Bauble is a Fingerking, as well as its name, which follows the naming convention used by most Fingerkings (the Orts is the exception that proves the rule).

    The zailor is angry, not because you blew up the Daylight Stalker, but because you blew up the Daylight Stalker. He irrationally thought that it was his fight and feels like you stole that from him.

    Daylight's brightness is never explained. My best guess is that it's the Skin of the Sun (or some variation thereof) in Parabola seeping through.

    --
    Azoth I, the Emissary of Cardinals - A Paramount Presence (not currently accepting new Proteges)
    Away to where the Chain cannot bind us.
    Hesperidean.
    +5 link
    silurica
    silurica
    Posts: 210

    11/29/2018
    Not exactly about the new ES, but can we have the Unsettling Toymaker's creations as home comfort items, please? I'm in love.

    --
    Meika Osborne, the Reckless Researcher
    Leonard West, the Scarlet Informant
    Chizuru Nishiooji, the Rueful Ex-Diplomat
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    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    11/29/2018
    I love it already, but I stopped halfway because I'm not sure whether to take the ratling with me or not! I don't want to come back to London to a grieving rat mother. Can anyone PM me with info on how tragic this is going to get?

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    Tom Davidson
    Tom Davidson
    Posts: 107

    11/30/2018
    It is not. The island setting is, IMO, the best thing about the story (besides Mr. Sock), so I won't elaborate yet.
    edited by Tom Davidson on 11/30/2018

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    Optimatum
    Optimatum
    Posts: 3666

    11/30/2018
    I finally finished the story, so: thoughts.

    [spoiler]
    • The beginning of the story felt very linear with little player agency. The narrative simply assumes my character will help the Zailor; there's no point at which my character's motivations are brought up. My character would definitely help out of altruism, or out of interest in the Imaginator's work, or curiosity once the details of Daylight come up... but I'm never given the chance to decide so.
    • The Zailor has very little characterization other than missing the Imaginator. At the end, he gets angry at me for killing the monster, when the story previously implied that letting him help against the monster might get him killed. That's it. This compounds the lack of player agency, as I have no investment in helping him even out of character.
    • There's not much characterization of the Imaginator either, which makes sense when we meet them in the present, but we know little about their past self either. They were very creative and that's it, apparently?
    • Really, the Ratling is the only character I found at all interesting, and she isn't significant enough to carry the story on her own. Not surprising, given you can leave her out entirely, but disappointing.
    • While exploring Daylight, there's little sense of progress. We have to obtain three qualities to reach the Imaginator, but there's no reason given for this. As such, we just wander aimlessly around the island until we stumble across what's needed to progress. We also randomly acquire and use other qualities, but these are often confusing. I haven't heard of anyone finding the rat key, nor was it ever clear what inspiration did, and we pick up items like Mr Sock just because. There's very little story impact in this section, and we do nothing to change the island's environment.
    • Wandering the island is an action sink. We have to spend an action every time we visit a new location, and without a clear sense of where to go, it adds up fast. Those travel options really need to be free. This is especially egregious when:
    • After fighting the Stalker, we can revisit areas freely, but there's nothing to do there. In fact, there's so little to do that all of the earlier options are gone! We just spend an action to see text we've already seen and get redirected back to the main island storylet. Absolutely nothing has changed, but we neither get to keep exploring in detail nor for our characters to examine old areas with fresh eyes and knowledge.
    • The Stalker is just... there. It's taken for granted. We learn from the rats that a monster exists, then it's ignored until it potentially attacks, at which point we just run away. After meeting the Imaginator, it attacks again and we destroy it, then its gone. Any learning about it is incidental—we destroy it without needing to figure out weaknesses, then never wonder about it again. Apparently it's an ushabti controlled by a Fingerking: although we have no idea where it came from, why an ushabti looks like that, or how on earth this can happen when we're not in Parabola. Our characters simply do not care.
    • Likewise, not only do we never find out how Daylight is illuminated, but we are never even invited to consider it. We get there, the island is bright, that's it. The writing never questions it.
    • There just weren't any narratively significant choices. We decide whether to bring the Ratling along, but her presence changes little. We wander an island, meet the Imaginator, then destroy a monster. We decide whether the reunited Zailor and Imaginator should return home, but there's no conflict between the two. We're given no reason to think the outcome will be any different. The player character exists to facilitate the plot, not to have any say in events.
    [/spoiler]

    TL;DR, the concept has potential but the execution is lacking. While playing this story I felt much like my character did, exploring an unchanging world of toys that bled creativity as we pressed on. As though I was playing a TV episode transposed into interactive fiction, but with little added choice. I did enjoy the whimsy of the setting, but it wasn't enough to sustain my interest on its own.

    This story isn't one of the outright bad ESes, but it's solidly in the underwhelming camp.

    Ridara wrote:
    silurica wrote:
    On the topic of queer romance, off the top of my head we have...


    Much obliged, friend, I'll be sure to keep an eye out for these people. <3



    There's also the Wilting Dandy's storyline, although his love interest is already deceased.
    edited by Optimatum on 11/30/2018

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    silurica
    silurica
    Posts: 210

    11/30/2018
    Ridara wrote:
    I'd like to say that I very much enjoyed seeing a queer NPC relationship. It fits thematically. If the Bazaar is looking for Love Stories, then wouldn't it welcome Love in all its forms? It seemed almost like an error that no NPCs were in LGBT relationships unless it was with a PC. As if the default was straight but by the Power of Player Choice, we have the opportunity to "turn" them gay. XD

    (I'm only a mid-tier player, so please forgive me if I missed some other queer couple or if I'm misunderstanding the Bazaar's motives.)

    On the topic of queer romance, off the top of my head we have...


    [spoiler]The Manager of Royal Bethlehem and the King of Hundred Hearts. I've also heard that the Bishop of Southwark is gay, but I'm not very sure where that came from since I haven't seen all monster breeding results and wasn't around when he was a mayoral candidate.[/spoiler]


    That said, I agree seeing them in ES is always nice. I hope we will get a happier relationship someday though...

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    Tom Davidson
    Tom Davidson
    Posts: 107

    11/29/2018
    Out of interest, did anyone actually find a key? That was the one piece of content I missed out on, and I can't help wondering if that contributed to the ending feeling more than a little incomplete.

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    Ixc
    Ixc
    Posts: 365

    11/29/2018
    I thought last month’s art was creepy (I was expecting a slasher theme going into Bonfire Night), but this one took the cake. And sweet Christ, I just realized we’re dealing with this madman for three months (a whole season dedicated to this guy).

    --
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    I thank whatever gods may be
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    Gul al-Ahlaam
    Gul al-Ahlaam
    Posts: 225

    12/24/2018
    Gul, wheezing through a throat full of magnesium dust, sprinting blindly over a diorama of some farmers with a baby rat in their pocket, smashing face first into the Daylight Stalker's cold sticky clay chest for the THIRD TIME: Coachella sucks this year.

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    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    12/4/2018
    Well, I was quite hesitant, but then I remembered all these Victorian adventure stories where children get involved on all kinds of dangerous travels and come out the wiser for it. It would be a harder thing to do in a contemporary game.
    To be honest, I still asked in the forums to make sure it doesn't meet with a horrible death.
    edited by Jolanda Swan on 12/4/2018

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    Isaac Zienfried
    Isaac Zienfried
    Posts: 364

    12/4/2018
    Raihan wrote:
    For those who care about such things, what were your reasons for taking the Precocious Ratling with you, motivation-wise? I feel like taking a young child with me to a place they had just escaped from because of some unseen danger is dangerously irresponsible, but then, I don't want to miss out on any great content because of that hang-up...


    Young rats are generally far more capable than young children. Well, 'cept the Regiment, I suppose...

    I generally agree with most here. The story did feel a little like too little was explained or even shown. I definitely get the direction that the writing seemed to intend, and I liked the sense of grim finality I felt when agreeing with the Zailor that yes, this... thing needs to die. But then the fight overall felt like it was sort of over in a flash. Though I've kind of felt that way with most of the pursuit dynamics I've been seeing lately: something is hunting you, lurking, oh no, it's real threatening... then one single action and boop, it's reset. It generally makes the big threats we're supposed to be afraid of... not that scary. Although part of that is my post-Shattering Force inhuman level of Dangerous. I guess if fighting off the Stalker was a 50-50 shot, it'd be far more tense. In that regard, I can't really complain, or else I'd be defeating the whole point of increasing stats. Clearly the time for an alt is fast approaching. I did take some Dullness at the end, trying to continue my previously successful attempts at giving the beast what-for.


    In all, the Stalker was actually pretty disturbing. Creativity-vampire is a novel idea, and a lovely portrayal of the less-nice aspects of Parabola's nature. Requiring time to "recuperate" afterward was also a cool idea, although I feel I should be offended at the idea that balancing my finances and accounting records is "dull." I happen to find it exhilarating to achieve proper organization and cost-cutting in my-

    Ahem, to summarize, I like a lot of what this ES introduced, but felt like it didn't quite deliver as much meat as I'd like, and I sadly wonder if this will be the end of it, at least for the foreseeable future. The writing was good, as was the Stalker, but the conclusion wasn't the most satisfying and I feel that linking the threat to the usual pursuit-and-reset thing I've been seeing hobbled it just a little.
    edited by Isaac Zienfried on 12/4/2018

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    Phèdre Delaunay
    Phèdre Delaunay
    Posts: 25

    12/3/2018
    Nero Keller wrote:
    Azothi wrote:
    Tom Davidson wrote:
    Out of interest, did anyone actually find a key? That was the one piece of content I missed out on, and I can't help wondering if that contributed to the ending feeling more than a little incomplete.
    I didn't either, and I've been unable to return to the rat village to search more because raising the Hunted quality to 2 after finishing up in the workshop automatically triggers the Stalker fight. My best guess right now is that it's a rare success on searching the houses.



    If you defeat the monster, you're free to explore any part of the island you want without cycling Airs. I left without looking for another key, though. It might be related to a choice back in London, such as possibly if you didn't take the ratling with you. If anyone found a key themselves, please speak up.


    I can confirm that the Ratling's parents give you the key if you don't take her along. The key opens their miniature house, and you can see their portrait on the wall - nothing more.
    It made sense for me to not bring her along on a potentially dangerous journey, but I am sorry I missed her content, as she seems the only interesting character in here.

    I didn't like this story as much as the others, to be honest - the characters didn't feel compelling enough, and the monster - creepy as it was - went down really easily. I loved the "dullness" thing though; it made the stakes skyrocket for my bohemian (and aspiring poet laureate) character.

    I think there are many questions left unsolved, especially about the Bauble that gets mentioned a lot...

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    Monara
    Monara
    Posts: 162

    12/3/2018
    After the last few months of excellent stories, I found this one a little disappointing.
    The characters didn't do much for me, and there were no significant choices to be made.
    The island itself was fun to explore, but I was forced to just accept some aspects of it without questioning. Why/how is the monster there? Why is the island so bright? Why am I even doing this?
    In the end I anticlimactically shoved the monster back into wherever it came from, and the zailor got angry at me. I just tried to do the right thing by keeping him safe, but supposedly I should have let him finish it instead.
    Then we get a quick mention of the mysterious mastermind behind all this (apparently the zailor knew?), but nothing about its motivation. This thread is then left unresolved.
    The payoff is underwhelming too, as there is no final choice to be made that seems to significantly influence anything. After all this we are forced into this weird tacked on action sink to get rid of dullness.

    TL;DR I liked the setting of the island, but too much was left unexplained and the characters were underdeveloped.
    edited by Monara on 12/3/2018

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     Saklad
    Saklad
    Posts: 528

    12/1/2018
    I always saw social norms in Fallen London like so: by this point, most people have adjusted their social expectations. A minority hasn’t, and they are very unhappy. Those people are primarily society figures, along with a few academics. When you encounter things like that, you are dealing with that minority.

    What’s the timeline on contact with the Surface, anyway? It’s possible all the more conservative types just up and left after the Fall, rather than chumming around with devils.


    As for things like makeup and naked ankles, there’s no reason that has to change to be internally consistent.

    --
    Saklad5, a man of many talents
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     Saklad
    Saklad
    Posts: 528

    12/1/2018
    The writers have perfected the art of reliably inspiring raw terror: the trick is to ensure the player cannot comprehend the stakes.

    Wounds and such, I wouldn’t blink at. We all know there are ways to deal with that, even on the Unterzee. But “Dullness”? That’s novel, and therefore terrifying.

    And also hilarious, in the end. I still don’t understand what happened with the Jovial Contrarian.
    edited by Saklad5 on 12/1/2018

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    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    12/1/2018
    Chris Gardiner wrote:
    Jolanda Swan wrote:
    Have any ES NPCs become a staple of London, by the way? I know we have asked for a card from the priest in All the Saints, but this is very recent.
    I love FL NPCs but after a few years of playing, I would not mind seeing new ones, taken from Exceptional Stories. I understand different people pick different fates for some of them, but for some their fate is a given, and they could very well stay with us. Think the man from the ministry, from the fireworks story. I would love to see them in cards, or shops, or storylets, if for no other reason then because it would be a waste for them to only appear once. They will enrich London and possibly entice players to find out more about them by buying older ES - I know I bought a couple for the exact same reason.

    We’ve talked about this and would like to do it.

    The tricky thing is using them in general FL content in a way that still works with the possibility that a player might have met them in an ES already, or might at any point buy that ES with Fate and interact with them. Since the events of an ES tend to be quite dramatic for the NPCs involved, it’s hard to write around.


    We are looking at it, though. We love these characters deeply (cough cough deacon cough) and they all have more stories to tell.


    Thank you for answering! This is great news.
    If it helps at all, I know I 've played a lot of Fallen London content without realizing the significance of someone or something, then replayed it with renewed understanding (i.e. the Parliamentarian card, that changes meaning as you play through other content). Only thing that would bother me was if choices we made in an ES were outright ignored and that must be tough to work around, indeed.

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    Greg M
    Greg M
    Posts: 197

    12/1/2018
    So, I quite enjoyed this story. I think it's worth noting the 7 most recent Exceptional Stories have been AMAZING--we're coming off a run of three stories: For all the Saints, The Magician's Dream, and A Little Pandemonium--that will probably end up on most people's top 10 list. Not to mention The Ratcatcher in May. So Daylight suffers a little bit, but only in comparison.

    I'm continually impressed by FL's ability to incorporate different tones in the different stories, and this one had a nice weird, creepy feel to it--and the miniature houses were wonderfully done. The introduction of a brand-new menace--Dullness--was extremely creative and well handled, and I wouldn't mind seeing it introduced as a regular menace! (Then again, I'm a writer in real life, so it resonated.)

    I think the note about the player-character not having a choice of motivations is a good one for the future, and there was a little mechanical wonkiness--I chose an option in the battle that, to my surprise, resulted in me immediately winning the battle, and I would have preferred to keep the object in question… and then there was the question of the key, which I cannot remember if I found or not. But overall, "daylight" definitely makes the "Very Good" category, and I'm intrigued and impressed enough to play the writer's other games.
    edited by GregM on 12/1/2018

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    Phèdre Delaunay
    Phèdre Delaunay
    Posts: 25

    12/3/2018
    Greg M wrote:
    You were probably smart enough not to click the &amp;quotQUICK! THINK OF SOMETHING&amp;quot button, which, in delightful FL style, did not actually help you think of something. it might be my new favorite button. I *think* trying to run away also gave you Dullness?


    IIRC if you run, you just get to the Lake District, where you get the option of throwing the monster &quotthrough the glass&quot. I ended up using the bomb though, because I felt I might be making it a favour by allowing it to escape otherwise.

    Just out of curiosity: did anyone stand back and allow the Zailor to do all the fighting?
    (I sometimes let the NPCs do their own thing when the story's set up in such a way that it is really personal to them, but it usually ends badly - it certainly did for Moth's father, the Last Constable, and the priest from a couple months ago... so this time, I took it all into my own hands, but it felt anticlimatic somehow...)
    edited by Phèdre Delaunay on 12/3/2018

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    Ridara
    Ridara
    Posts: 6

    11/30/2018
    I'd like to say that I very much enjoyed seeing a queer NPC relationship. It fits thematically. If the Bazaar is looking for Love Stories, then wouldn't it welcome Love in all its forms? It seemed almost like an error that no NPCs were in LGBT relationships unless it was with a PC. As if the default was straight but by the Power of Player Choice, we have the opportunity to "turn" them gay. XD
    (I'm only a mid-tier player, so please forgive me if I missed some other queer couple or if I'm misunderstanding the Bazaar's motives.)

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    Jesiah Rothaich
    Jesiah Rothaich
    Posts: 2

    12/3/2018
    Jolanda Swan wrote:
    Have any ES NPCs become a staple of London, by the way?


    Depending on your choices you can get a really awesome option on an opportunity card after Hojotoho!, which helps make you feel like your decisions mattered and the people involved didn't immediately cease to exist once the story finished.
    +3 link
    Azothi
    Azothi
    Posts: 586

    12/4/2018
    Now that I've had time to reflect and allow the story to marinate in my mind, I would propose one change to try to improve the story structure, in my opinion: not introducing the Dark Bar until the story begins and featuring the Inspiring Imaginator (pre-Dullness) and the Rattus Faber in the preview.

    As it stands now, the preview is very atmospheric, introducing the Dark Bar and allowing us to choose from one of the three interestingly-shaped drinks, but it's separate from the rest of Daylight and the strongest part of the story, which is the haunting atmosphere of the island. Instead, it's essentially the opening lines of the story: you end the preview by having a drink at the Dark Bar and you begin the story by having a drink at the Dark Bar. This is especially notable when the Grieving Zailor is introduced, where you are told you order a drink without further detail.

    The Dark Bar wrote:
    When you order a drink, a scoff from the dark lets you know you're drinking with company.
    I would propose, then, that the choice between the three drinks - an essentially meaningless choice - be moved into the story proper, with the sequence of events where (1) you enter the Dark Bar, (2) you choose between the three drinks, and then (3) the Zailor offers a quick comment on your choice of drink, offering immediate pay-off for the choice and introducing the character (rather than broadly commenting that "You don't seem like the type for a place like this" regardless of whether your character is or not). This would not interrupt the current flow of the story, and it frees the opening for a new scene.

    This could be framed as a flashback, where the disappearance of the Inspiring Imaginator causes your character to recall a past interaction with them, who would have an early draft/model of Daylight on display to garner attention. The Imaginator should be very passionate in this scene, establishing their character and demonstrating how much Daylight changed them. The Rattus Faber family should also be present, excited at the possibilities Daylight offered. The choice could then be a question of how to proceed with Daylight's future. You could argue (1) you don't have time for this, (2) the art is the artist's work and should be kept as such, or (3) Daylight is built by many minds together and that it should welcome change made by outsiders settling in. This parallels the final choice of the story, where you encourage the Rattus Faber family to either return to Daylight now that the Stalker is gone or to remain in London, only the positions are reversed. The interaction between these two choices offers an interesting albeit simple question on subjective decision-making.

    The flashback could then end with the Imaginator referencing the Bauble (without context, implying that the Bauble is a MacGuffin rather than a Fingerking), and then the preview would end with a clue pointing to the Dark Bar and a zailor acquaintance of the Imaginator's. The rest of the story could play out much in the same way, but such a change addresses a couple of my personal issues with the narrative:
    • The Zailor is given too much narrative importance with respect to his role. He's supposed to be the former love interest of the Imaginator and the driving force of the story, but he's kept in the periphery. He's not even the one who can convince the Imaginator to leave Daylight - there's no chemistry left there, and I think that's potentially powerful - love fades, after all. It's just that there's not enough to characterize the Zailor in a way that he can carry the story. By giving players a more direct connection to the Imaginator, the importance of the Zailor is de-emphasized, allowing for a stronger core story.

    • The Rattus Faber are too peripheral. It says something that you even have the choice to not bring along the Precocious Ratling - if Daylight had no rats, the plot would not change significantly. Without making more substantial edits to the story, then, it would make sense to connect the Rattus Faber to the theme of waning creativity and depression by making them represent external creative force in a more benevolent sense than the external creativity offered by the Bauble.

    That all being said, this is still one of my favorite stories because the atmosphere and tone is marvellously crafted, and even traveling on Daylight was made enjoyable by that mood.

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    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    12/3/2018
    Oh, I kept punching the thing. So no dullness for me.
    ...and I took the ratling with me, so no key. Got it.

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    The Curious Watcher
    The Curious Watcher
    Posts: 263

    12/28/2018
    Was the deal between the Bauble and the Imaginator for some sort of inspiration? I thought it was strange that a person would have so much creativity, enough to make an entire model town by themself while the Stalker was allowed to be their assistant, even though it is obvious about what it does. I know from the Renown 40 item for Bohemians that the Fingerkings often make deals with artists that lead to their fame (with unexpected consequences), so is this one of them?

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    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    12/28/2018
    I'd say that yes, and it gave the artist enough creativity to conjure an elaborate sun drenched village in the Neath. The catch of course is the mirror it took to create the daylight.

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    Monara
    Monara
    Posts: 162

    11/29/2018
    When one of the rats first notices the picture, he says "it's the architect from on Daylight". This sounds weird to me, maybe a typo?
    Also when you get to the island, there is a missing icon /icons_small/island3.png

    Really curious what this is building up to. Concept art is great!

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    Azothi
    Azothi
    Posts: 586

    11/29/2018
    Tom Davidson wrote:
    Out of interest, did anyone actually find a key? That was the one piece of content I missed out on, and I can't help wondering if that contributed to the ending feeling more than a little incomplete.
    I didn't either, and I've been unable to return to the rat village to search more because raising the Hunted quality to 2 after finishing up in the workshop automatically triggers the Stalker fight. My best guess right now is that it's a rare success on searching the houses.

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    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    11/30/2018
    The one thing I disliked was the luck checks. They 're action sinks and I had to wait for the candles to reload for quite some time. I'm sure I missed content because I was not certain if I had succeeded somewhere or not, since hours had to pass between some checks. The idea was good, I liked the characters and the island a lot, and Mr Socks and the ratling were delightful - why was there even an option NOT to take them with you?

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    Lady Karnstein
    Lady Karnstein
    Posts: 278

    11/30/2018
    Isaac Gates wrote:
    A) It was a joke.


    B) How's the view from the other side of that pigeonhole?


    tickety boo
    edited by Lady Karnstein on 11/30/2018

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    Lady Caroline Karnstein, The Moral Hedonist (Description)
    Infamous writer, artist, and courtesan. Unrepentant Invert. Hesperidean.
    Paramount Presence, Correspondent, Nocturnal. Poet Laureate of the Neath, Ambassador to Arbor
    +3 link
    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    11/30/2018
    The Bishop's storyline comes from one ES, where he reminisces about loves lost in the war.

    --
    Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
    http://fallenlondon.com/profile/Jolanda%20Swan
    +2 link
    phryne
    phryne
    Posts: 1351

    11/30/2018
    I haven't played the story yet, but the description talks about rats and an island in the Unterzee - is this by any chance about Pigmote or Nuncio? Please tell me it is! smile

    --
    Accounts: Bag a LegendLight FingersHeart's DesireNemesisno ambition
    Exceptional Stories, sorted by Season and by writerFavours & Renown Guide
    +2 link
    Jolanda Swan
    Jolanda Swan
    Posts: 1789

    12/4/2018
    Perhaps the season will revolve around the same question? And the stories to follow will answer our questions (or hint an an answer?)

    --
    Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
    http://fallenlondon.com/profile/Jolanda%20Swan
    +2 link
    Winthropx
    Winthropx
    Posts: 166

    12/4/2018
    Jolanda Swan wrote:
    Have any ES NPCs become a staple of London, by the way? I know we have asked for a card from the priest in All the Saints, but this is very recent.
    I love FL NPCs but after a few years of playing, I would not mind seeing new ones, taken from Exceptional Stories. I understand different people pick different fates for some of them, but for some their fate is a given, and they could very well stay with us. Think the man from the ministry, from the fireworks story. I would love to see them in cards, or shops, or storylets, if for no other reason then because it would be a waste for them to only appear once. They will enrich London and possibly entice players to find out more about them by buying older ES - I know I bought a couple for the exact same reason.

    They may not have shown up in London, but [spoiler] some, at least, have show up in what I've played of Sunless Skies. [/spoiler]
    edited by Winthropx on 12/4/2018

    --
    Bishop Winthrop, a kind-hearted soul
    A Paramount Presence
    I accept all social actions
    His Appearance
    http://community.failbettergames.com/topic9363-your-characters-appearances.aspx?messageid=229809&Page=10#post#post229809
    +2 link
    Isaac Zienfried
    Isaac Zienfried
    Posts: 364

    12/3/2018
    Just popping in to express my gratitude at the swift and helpful solution to my aforementioned issue. I didn't want to reopen the ticket just to do so, and I already mentioned it here.

    ...I should have actual thoughts on the thread's topic shortly.

    --
    Isaac Zienfried, 'The Vacillating Belligerent.'
    A gentleman of complicated loyalties, complicated morality, and complicated goals.
    But really, it's hard to keep things simple down here!
    +2 link
    Lady Karnstein
    Lady Karnstein
    Posts: 278

    12/1/2018
    Jolanda Swan wrote:
    Have any ES NPCs become a staple of London, by the way? I know we have asked for a card from the priest in All the Saints, but this is very recent.

    I love FL NPCs but after a few years of playing, I would not mind seeing new ones, taken from Exceptional Stories. I understand different people pick different fates for some of them, but for some their fate is a given, and they could very well stay with us. Think the man from the ministry, from the fireworks story. I would love to see them in cards, or shops, or storylets, if for no other reason then because it would be a waste for them to only appear once. They will enrich London and possibly entice players to find out more about them by buying older ES - I know I bought a couple for the exact same reason.


    I just want to say I agree completely. There have been some much beloved characters for me in ESs

    --
    Lady Caroline Karnstein, The Moral Hedonist (Description)
    Infamous writer, artist, and courtesan. Unrepentant Invert. Hesperidean.
    Paramount Presence, Correspondent, Nocturnal. Poet Laureate of the Neath, Ambassador to Arbor
    +2 link
    Great Pigmeat
    Great Pigmeat
    Posts: 19

    12/1/2018
    Hi all, this question is not about this particular ES story but about being an Exceptional Friend in general - what is a Seasonal Reward? I’ve seen people talk about it and I understand you need to have played all 3 ES throughout a season to get it. However where do you find it?
    edited by Great Pigmeat on 12/1/2018
    +1 link
    Honeyaddict
    Honeyaddict
    Posts: 501

    12/3/2018
    I loved the island a lot, but find it somehow disappointing you cannot return to the location and build a city there... (much like I wanna do in Parabola)

    --
    Honeyaddict, Scarlet Saint, Paramount Presence
    pleasure to meet you.

    Has some ideas the Masters won't approve of like some items and establishing a Colony in Parabola.

    I will accept most social interactions (not duping). I do enjoy role playing as well.
    Have some possibly still active codes!
    +1 link
    Raihan
    Raihan
    Posts: 41

    12/4/2018
    For those who care about such things, what were your reasons for taking the Precocious Ratling with you, motivation-wise? I feel like taking a young child with me to a place they had just escaped from because of some unseen danger is dangerously irresponsible, but then, I don't want to miss out on any great content because of that hang-up...
    +1 link
    Winthropx
    Winthropx
    Posts: 166

    12/4/2018
    This one really didn't stand out much to me. I liked it, but it didn't draw me in like the past few.

    --
    Bishop Winthrop, a kind-hearted soul
    A Paramount Presence
    I accept all social actions
    His Appearance
    http://community.failbettergames.com/topic9363-your-characters-appearances.aspx?messageid=229809&Page=10#post#post229809
    +1 link
    Sir Joseph Marlen
    Sir Joseph Marlen
    Posts: 575

    12/11/2018
    [spoiler]I'm currently at the point in which the Zailor wishes to murder the monster. Is there any story impact on convincing him to stay save vs agreeing to let him fight?[/spoiler]

    --
    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
    DNA Cowboys
    DNA Cowboys
    Posts: 10

    12/13/2018
    [spoiler] The Zailor does comment on it later, if you don't allow him a chance at revenge.[/spoiler].
    edited by DNA Cowboys on 12/13/2018
    +1 link
    James Sinclair
    James Sinclair
    Posts: 253

    12/14/2018
    Overall, I enjoyed this Exceptional Story. As I've mentioned before, one of my favourite things in an ES is a new area to explore at my leisure, without some sort of ticking timer. In this case, it was at my leisure once I realized that I could repeatedly scare the Stalker away simply by punching it in the face. Having the available exploration storylets dependent on an Airs quality was an unusual choice which, I think, normally would be an irritation, but in this case worked well, given the odd properties of Daylight that hamper easy travel. I also enjoyed the investigation phase prior to leaving for the island.

    As others have said, the climax to this story seemed very abrupt. I ended up [spoiler]blowing the Stalker to smithereens with my makeshift steam grenade[/spoiler], and that was that, game over, time to go home. I sincerely hope that the mysterious Bauble shows up again in the other Exceptional Stories in this season -- it's far too intriguing a mystery to leave us with only vague hints about it.

    Oh, and the artwork for this story is legit terrifying (in the best possible way). That mouth...ye gods, that's right out of a Lovecraftian nightmare. Which I suppose is the idea.
    edited by James Sinclair on 12/14/2018

    --
    James Sinclair

    Curator of the Sanguine Ribbon Society 🗡

    A fully-fledged rêveur of The Night Circus.

    Wines is red
    Spices is yellow
    But old Jack-of-Smiles
    Is a murderous fellow
    +1 link
    Nudraxon
    Nudraxon
    Posts: 22

    12/23/2018
    So, for the reason why Daylight was so bright, my initial thought was that it was Aestival from Sunless Sea, but I think that would mean [spoiler] that anyone who had previously died would immediately be killed on arriving there [/spoiler] so I don't think that can be it.
    +1 link
    phryne
    phryne
    Posts: 1351

    1/1/2019
    I liked this one a lot! smile I sank probably 100 actions into exploring Daylight's every nook and cranny, it was fun.

    Many thanks to Gul al-Ahlaam for explaining above exactly how Daylight got its... daylight. :P I'm very bad at natural sciences, so wasn't able to understand the mechanics entirely just from reading the notes.

    Interesting that both stories in this Season so far ended up to be entangled with Parabola... one wonders if that's where the Unsettling Toymaker gets his ideas from, too?
    edited by phryne on 1/1/2019

    --
    Accounts: Bag a LegendLight FingersHeart's DesireNemesisno ambition
    Exceptional Stories, sorted by Season and by writerFavours & Renown Guide
    +1 link
    Jeremiah Oathes
    Jeremiah Oathes
    Posts: 73

    1/7/2019
    I've played it too now and I agree mostly to what was said before.
    The story has huge potential but the execution was somewhat lacking.

    The characters were shallow (except for the Ratling, she was gorgeous!) and the "after-care" was unsatisfying.

    On the other hand: Though exploring the island was an action sink, it was a good idea. Since the daylight was blinding you almost constantly, you were suffering from a certain degree of disorientation. I found that the mechanics were reflecting this factor very well.

    The monster however could have used much more teasing and more complex confrontations. It was foreshadowed heavily in the prelude as well as in the artwork and was a central point of the narrative. The idea of the final fight went in a good direction but felt unrewarding in the end. Dare more complex puzzles! Make the player THINK and wonder. Allow room for failure and recovery. Make fights longer so that they feel more important! Make them feel hard but winnable! (Annotation: One could look in the Dark Souls-Series for more abstract inspiration on how to design good fights. The challenges seem impossible hard at first but once you get it, they can be laughably easy.)

    I also liked the idea of not spelling out the lore aspects explicitly so that the player has to solve some puzzles as well. To make this work better, the text has to wrap around these puzzles better though. Or for example makes some NPC ask these questions ("Where did the daylight come from? What was this thing?"). Nobody seemed to care.

    (Also the Bauble needs some follow-up or its huge potential is wasted.)

    Addendum: I also liked the idea of leaving the Imaginator somewhat ambiguous. But especially in this case the other characters need much more shape and definition! An explicit gay romance would have been fine as well.


    --
    edited by Jeremiah Oathes on 1/7/2019

    --
    Dr Jeremiah Oathes - Natural Philosopher, Alchemist and Anatomist (part-time). Occasionally in Service to the Crown and the Bazaar. Would like to dissect a Master (for science and mad laughter).
    +1 link
    Six Handed Merchant
    Six Handed Merchant
    Posts: 141

    1/14/2019
    Azothi wrote:
    This "Farewell to Connected: The Orient" and "The Mysterious and Indistinct Art of Pronouns", as well as tangentially "SLIGHTLY BREAKING: same-sex marriage legal in Fallen London from Alexis Kennedy offers some insight into the way that Fallen London has approached the careful balance between its Victorian setting and its contemporary audience. The trend has essentially been towards (1) increased player choice and (2) greater equality in the setting.




    THANK YOU FOR THE LINKS! :-D

    For me, the whole point of Fallen London is that you CAN create a period-themed Victorian fiction without being an obstinate, insensitive hobgoblin about it.

    Thank you Failbetter Games for having a heart when it comes to this, and because you have been careful about it, a vibrant, accepting, and wonderfully creative community has grown around your work.

    And I for one think that is awesome!

    <3
    edited by Six Handed Merchant on 1/14/2019

    --
    The Six Handed Merchant: If it's the truth you seek, The Six Handed Merchant is the gentlemen-, er, lady-, er, detective you need! Just pay no heed to that Eradication Officer tailing Six: that poor fellow is simply out of his mind!

    Six's Mantlepiece (I am available for roleplaying and SAs. My schedule is pretty full, so please PM me first to work out the details.)
    +1 link
    Azothi
    Azothi
    Posts: 586

    12/27/2018
    phryne wrote:
    How much content do you miss if you don't take the Precocious Ratling with you?
    From my understanding, the story difference is that, if you don't bring the Precocious Ratling, her parents give you the key to their former home, which is otherwise locked. I'm not sure if not bringing the Precocious Ratling locks you out of rescuing Mr Sock (her puppet snake). Bringing the Precocious Ratling should also give some extra text in a couple of places.

    It also just occurs to me that Mr Sock probably symbolizes a Fingerking.

    --
    Azoth I, the Emissary of Cardinals - A Paramount Presence (not currently accepting new Proteges)
    Away to where the Chain cannot bind us.
    Hesperidean.
    +1 link
    The Curious Watcher
    The Curious Watcher
    Posts: 263

    12/27/2018
    Can anyone tell me what is up with Daylight? I didn't take the Ratling or the zailor, so I don't know what is Mr Socks, the Stalker, and how it relates to Parabola. I don't know why the zailor is angry at me for blowing it up, and wht Daylight is so bright. Can anyone elaborate?

    --
    The Thirteenth Master of the Bazaar:
    https://www.fallenlondon.com/profile/The%20Thirteenth%20Master%20of%20the%20Bazaar
    The Silent Vake Hunter: GONE NORTH
    The Ravenous Wanderer:
    https://www.fallenlondon.com/profile/The%20Ravenous%20Wanderer
    The Melancholic End-Bringer:
    https://www.fallenlondon.com/profile/The%20Melancholic%20End-Bringer
    The Lethal Nightmare:
    https://www.fallenlondon.com/profile/The%20Lethal%20Nightmare
    +1 link
    Lady Karnstein
    Lady Karnstein
    Posts: 278

    12/1/2018
    There was a lady in an earlier ES who had lost her wife, yes? The mapping one maybe?

    --
    Lady Caroline Karnstein, The Moral Hedonist (Description)
    Infamous writer, artist, and courtesan. Unrepentant Invert. Hesperidean.
    Paramount Presence, Correspondent, Nocturnal. Poet Laureate of the Neath, Ambassador to Arbor
    +1 link
    Azothi
    Azothi
    Posts: 586

    11/30/2018
    Nero Keller wrote:
    Azothi wrote:
    Tom Davidson wrote:
    Out of interest, did anyone actually find a key? That was the one piece of content I missed out on, and I can't help wondering if that contributed to the ending feeling more than a little incomplete.
    I didn't either, and I've been unable to return to the rat village to search more because raising the Hunted quality to 2 after finishing up in the workshop automatically triggers the Stalker fight. My best guess right now is that it's a rare success on searching the houses.



    If you defeat the monster, you're free to explore any part of the island you want without cycling Airs. I left without looking for another key, though. It might be related to a choice back in London, such as possibly if you didn't take the ratling with you. If anyone found a key themselves, please speak up.
    Took the ratling with me. I was only able to access a few places - the castle, the church, the workshop, the lake (redirected me back to On Daylight), the cove, and the forest, I think. I know I couldn't access the train.

    --
    Azoth I, the Emissary of Cardinals - A Paramount Presence (not currently accepting new Proteges)
    Away to where the Chain cannot bind us.
    Hesperidean.
    +1 link
    Lady Karnstein
    Lady Karnstein
    Posts: 278

    11/30/2018
    I fairly enjoyed the story. Perhaps not as much as the past few, but it was a bit less my thing than they were. It was a good, solid story with enough twists and turns to stay interesting, and the rat girl and zailor added some pathos. Caroline was decidedly not a fan of Daylight but all the little things to do and explore were quite interesting. Certainly a solid story.

    --
    Lady Caroline Karnstein, The Moral Hedonist (Description)
    Infamous writer, artist, and courtesan. Unrepentant Invert. Hesperidean.
    Paramount Presence, Correspondent, Nocturnal. Poet Laureate of the Neath, Ambassador to Arbor
    +1 link
    MidnightVoyager
    MidnightVoyager
    Posts: 858

    11/30/2018
    Two things I'd like to know: What happens if you let the zailor do his thing? and what happens if you use the engine?
    EDIT: Wait, also, throwing the toy, I'd like to see that one
    edited by MidnightVoyager on 11/30/2018

    --
    Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
    +1 link
    Skinnyman
    Skinnyman
    Posts: 2133

    11/29/2018
    Rats, zailors and zee?!

    Think I'll just jump into it and skip the 18+4 stories that I have not yet finished!

    silurica wrote:
    Not exactly about the new ES, but can we have the Unsettling Toymaker's creations as home comfort items, please? I'm in love.
    EDIT: Never mind, I miss read/miss understood, but it does sound amazing!
    edited by Skinnyman on 11/29/2018

    --
    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!
    +1 link
    The Ambivalent Dynamo
    The Ambivalent Dynamo
    Posts: 41

    11/29/2018
    Oh geez, I'm getting nightmare in christmas/venom vibes all over that art. Looking forward to finishing this tale in its entirety xD.
    edited by The Ambivalent Dynamo on 11/29/2018

    --
    https://www.fallenlondon.com/profile/The%20Ambivalent%20Dynamo Happy to take most social actions except plant-related ones. Don't hesitate to send one.
    +1 link
    dov
    dov
    Posts: 2580

    11/29/2018
    So, is the story officially called "Daylight" (as is written here), or "Visiting Daylight" (as is written in the game)?

    --
    Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how.
    (Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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