[quote=slickriptide]I really don’t understand the thrust of the narrative at all.
Not the plot - I get that.
What I don’t get is why it was presented as if it was one kind of story (a mystery) and it turned out to be… nothing at all.
The gathering at a party in a house full of artifacts and mirrors that lead to dreamworlds. A missing host. A seemingly sinister Assistant. A seance. A mysterious warning. Violence being done to the guests.
And in the end… it really was just a game of Hide and Seek with, apparently, an over-eager Seeker. It’s like someone thought it would be clever to flip the genre on its head or something.
To top it off, though, the closing narrative keeps presenting choices that seem to encourage the PC to interfere with the project. There’s a certain writing style in Fallen London where you have a "default" choice, and then you have a "be a wild card" choice, where the former is worded "do something" while the latter is worded "do something destructive. Maybe you don’t trust them, or maybe you’re just feeling evil today".
The choice to sabotage things is written as if it’s the "default" and the choice to let things proceed without interfering is written as if it’s the "Maybe you just feel nice today" choice; as if it’s the alternative that most people would not or should not choose.
Likewise, the opportunities to further sabotage the event by convincing everyone to leave - Even as a newish player with moderate persuasive stats, all of my opportunities were 100% success. There was no question at all whether my choice to sabotage the host’s goals would lead to everyone leaving.
The only question was - why do it? Especially since, despite the Assistant dragging them into the temple bound like prisoners and with a sour look on her face at my having got there before her, it turned out that nothing sinister was actually going on.
I guess, maybe, if I was strong on Connected To The Masters or something, maybe; but otherwise, I can’t see any reason why I’d choose to blow up the whole shebang except for the sheer joy of being chaotic.
In the end, it feels like the writers played a joke on me - "Look, you thought you were getting one kind of story and in the end it’s just a big prank! Surprise!"[/quote]
Sometimes a cigar is a just a cigar.
[spoiler]In this case, the dinner party is, in fact, just a dinner party. The clues and slightly sinister game of hide-and-seek were, in the end, just very elaborate parlor games. However, the overall intent of the party is still not what it seems, nor entirely innocent; every homey touch and every tantalizing mystery are meant to pique old feelings of nostalgia and enthusiasm for the final piece de resistance that is the Temple.
You were brought in because the Antiquarian was having second thoughts about manipulating his dearest old friends into helping him fulfill his hopes for immortality at the expense of their own liberty. Since you weren’t part of the original coterie your judgement won’t be clouded by sentimentality, and because he hasn’t told his Assistant about you she isn’t prepared to gull you into going along with the plan.
Not everything in the neath is a descent into darkness into deeper darkness down to the deepest dark grimdarkness. Not every adventure is a doomed lifeburg hunt, not every priory is the Chapel of Lights - if it were, the Chapel of Lights would become trite and meaningless.
While this story wasn’t especially dark, it still involved a good bit of skullduggery. It also held an interesting investigation and puzzle game, a complete curveball of a plot twist, and some very interesting lore reveals about the Second City and Parabola.
But ultimately this story is all about other people’s histories, and you are just and interloper passing through as a favor to an old friend. You aren’t the arbiter of their fates, and your final choice is whether you’re willing to follow through with your friend’s wishes and try to help everyone sort out their emotionally entangled histories or just blow that pop stand and leave them to sort out their own mess. You do get a choice as to whether or not you want to interfere with the construction of the Temple via that sabotage option, but you don’t get to make up anyone’s mind for them about staying. You’re just choosing whether to see it through and find out what they decide. And in a way I’m more comfortable with that than in some of the cases like HOJOTOHO! or The Heart, the Devil and the Zee where you had to pick someone’s future for them (or worse the particularly frustrating Our Lady of Pyres where you sort of get railroaded into doing so without realizing it). These characters are (at least in theory) independent persons, after all, who make decisions about their own lives just as I do about mine.[/spoiler]