May Exceptional Story: The Pentecost Predicament

[quote=Catherine Raymond]Found the Dining Room.

[spoiler] Met the Delightful Adventuress. Her text was not all that interesting, to me. I think this is it though it isn’t labeled &quotDining Room&quot in my Journal. Apologies if I’ve got the wrong bit.

&quot[i]The Delightful Adventuress crawls out from under a table, soaked in the splatter of thrown food and drink. ‘The b___dy monkeys!’ she screeches, almost as high-pitched as their most painful screeches. 'That is it! I will make it my life’s work to see that cursed place burned to the ground! Then the ground salted!’

She begins tugging at one of the heavy metal bars holding the windows shut, swearing under her breath as it refuses to give way. &quot[/i][/spoiler]
edited by cathyr19355 on 5/8/2016[/quote]

Thanks! I never found her myself or gained access to the Dining Room unfortunately, even though I locked myself back up and replayed the night 3 times to make sure it wasn’t a one off problem. I’ve contacted support to let them know because it’s probably a glitch.

My personal observation on the glitches were like this.

  1. I am having no issues whatsoever; some people are discussing the general feedback on this thread but no reports of the Smoking Room glitch

  2. Some days later Smoking Room glitch reports start coming up; nothing wrong on my end

  3. A few days later FBG seem to have rejigged the Smoking Room storylet, presumably in attempting to fix the reported glitch. The Domitian storylet is now pinned rather than redirected to.

  4. Simultaneously or very shortly afterwards, the Dining Room stops appearing for me and, according to this thread, for other people too.

So I don’t know what the original Smoking Room bug was but it wasn’t universal as it didn’t affect me. But whatever the fix for it was that seems to have triggered the new Dining Room bug.

I can go one better than that. I used my Pentecost Ape to deal with Lydia. ;)
(Tumblr post is still in my queue, but the image is: https://66.media.tumblr.com/ed87ba8093263a290b2375f1453527ce/tumblr_o71ofpzGnJ1sxed1ko1_540.png )
I particularly like the choice of reward item. :-p

Gonna get this bit out of the way and say I definitely agree with many of the people here. I saw two options, the latter being the Flash Lay, and so it took me a few days before all of my menaces were sufficiently low - only for me to find it was just a generic Flash Lay, with all the same text as last time around. Like, I don’t expect them to custom-design a separate flash lay every single time, but it was a bit of a let-down especially when I didn’t get to see what the result of the other action would have been.

Yeah, I thought the same. I wanted to help the Adventuress escape, but she just sat there shrieking about monkeys. Which I think is a little bit poignant, really, once you think about it. :-p Didn’t see the Zoologist again at all. Or the banker friend who got me started on this whole thing.

Also, I convinced the other ape to return to the Empire of Hands, but the epilogue had him captured and caged in the Labyrinth of Tigers. Considering I spent a bit of effort grinding actions to get my Knowledge of the Empire of Hands quality high enough to discuss it with him rather than punching him in the face, it was disappointing to see that my efforts were all for naught.
Also, one of the actions increased that quality by 3 instead of by 1. I assume it was a rare success, but I didn’t get to read the text because I was grinding that quality up to 25 and clicked too quickly. :-(

Overall, I really enjoyed this story - and the ‘Apes in Love’ result was perfect. The time mechanic not making me feel rushed was also very welcome (although I’m sure I missed a bunch of stuff, as I hadn’t considered that some events were time-specific), as was the ability to use my Pentecost Ape on two occasions.
But there were a lot of loose ends that never really got tidied up, and it went straight from me poisoning Vespasian & recovering 10 (regular) souls, to being immediately over. No going back and rescuing the family, no saving the banker, zoologist or adventuress, and even the Merchant Captain himself was entirely forgotten about. It just ended with Mr Inch showing up like some Deus Ex Machina to tidy it all up as he saw fit, and none of my choices felt like they mattered (aside from the one to NOT burn down the building, though it’s entirely possible the end result would have been similar.) :-(
It was also sadly amusing being threatened by a Pentecost Ape wielding a Spirifer’s Fork, considering I have my Very Own Infernal Contract, AND am carrying a Spirifer’s Fork of my own. Given that his fork is thoroughly useless against me, it would have been nice to have an option to intimidate him (or at least have my soullessness acknowledged in some way.)

I was about to say the same thing except about a stained soul, but then I remembered I lost my stains in Flint. If they didn’t account for soullessness though, I doubt they accounted for that.

(NGL, would love an in-character way to lose other trappings of Seeking in Exceptional stories.)

I just assumed that the ape was going to be very disappointed when he saw my stained soul. (I worked hard for those stains, I’m gonna keep them for now.)

Has anyone been able to trigger anything after the manor?

I assumed that there would have been an epilogue story with this being the third story in the cycle.

[quote=TeslaWalker]Has anyone been able to trigger anything after the manor?

I assumed that there would have been an epilogue story with this being the third story in the cycle.[/quote]

[color=#e53e00] All things come to those who… etc. We’re still doing the 3-story bonus storyette, but they don’t come at the same time as we publish the third story, but a little while after. It’s intended as a bonus tied to the season, rather than a continuation of the story, if that makes sense.[/color]

Remember to play this ES tomorrow, on real world Pentecost, for maximum enjoyment

[li]I’m currently pumping my Knowledge: The Empire of Hands up (at 33atm) before the final confrontation, just wanted to know if there is any point to doing so (and if so what is the appropriate level), would also be good to know if you retain the quality after leaving the mansion.
[li]Thanks!

[quote=Alfred_Bloodwine][li]I’m currently pumping my Knowledge: The Empire of Hands up (at 33atm) before the final confrontation, just wanted to know if there is any point to doing so (and if so what is the appropriate level), would also be good to know if you retain the quality after leaving the mansion.
[/li][li]Thanks![/quote]

[/li][li]I did the same thing, but found no use for it in the final confrontation and it does vanish at the end of the story with the other story-related items and conditions.[/li][li]

I was disappointed that I didn’t get to keep the berries. I really liked the description of how they came by their name.

You don’t keep the quality, and I can confirm that having 1000+ Knowledge gives no additional benefit.

Thank you for another special story.
The Pentecost apes, the Empire of Hands and the exciting thought of collecting many souls and putting inside ones body - this lore from beyond the zee is indeed delicious and disturbing. A well made choice. Would glad to play more EF stories of lore beyond the zee (Mutton Island!).
As many said before, Flash lay is getting quite exhausting and it feels like artificial story bulking.
I myself did not quite like the clock mechanics. I had stress to try and find it all, fearing I might miss chances and stories. I believe, that in the end, I managed to unlock every opportunity to end the story. So that means I had a lot of spare time - thank you for acknowledging the need to investigate back and froth and give spare time for that. Still, I did not like that kind of pressure. Knowing one could miss several actions on a Fate locked story is more distressing. I see many others DID enjoy this mechanism, so I guess I’m a minority on this issue.

Thank you for the Sunless Sea reference on Mistress A. Treadgold’s journal/book.

All in all - a satisfying and delicious story that was dampen by the stress mechanics.
Thank you for you time and effort!

I do not regret buying this story, but I don’t think I’ll ever replay it.

[quote=babelfishwars]
[color=#e53e00] All things come to those who… etc. We’re still doing the 3-story bonus storyette, but they don’t come at the same time as we publish the third story, but a little while after. It’s intended as a bonus tied to the season, rather than a continuation of the story, if that makes sense.[/color][/quote]

I hadn’t missed it yet, had I? Apparently, Summer Season 1st story starts today…

For anyone who hasn’t seen in the current ES thread, the bonus will be arriving next week.

Excellent! Something to look forward to after the (in the US, anyway) holiday weekend.

I finished this story last night, later than most people as is my wont. I loved it! The mansion was a very rich and complex self-contained environment and I spent a couple of days in there, exploring the various options. I’d never even heard of Pentecost Apes, so this aspect of the story was lost on me, but I didn’t sense something was missing from the narrative on those grounds. I assume the emphasis on itching is not a carry-over from previous content, but merely one of those universally understood horrors that make a story feel more visceral. I found it effective here.

I’ll agree with some fellow players that, although the Flash Lay fit the story in theory, it didn’t in practice. It certainly felt like padding for me at the time it came up, not only because it was generic but because there wasn’t much of an introduction to the mark. In &quotThe Frequently Deceased&quot there was extensive set-up woven throughout the story that prepared us for the establishment we were meant to target, thus making the Flash Lay feel like something of a culmination of one’s efforts; here, on the other hand, the Flash Lay was close to the beginning and there was perplexingly little content before it. When I reached the mansion and felt the story come into its own I began to enjoy myself more, though, and at that point I thought of the Flash Lay more charitably as something of a pacing mechanism, to stop people from going through the story too fast. In any case, I actually found the Flash Lay enjoyable in and of itself because I hadn’t played many of them lately and I thought it greatly improved since its introduction last year.

Generic spoilers follow.

I also appreciated the way that the body of the story, with content more or less common to all players, set up such an explosion of options and strategies at the endgame. I ended up having all of them open to me, so I was spoiled for choice (and was actually a tiny bit disappointed that I didn’t get to use the weapons I’d readied), but there were options for many types of player character that covered all sorts of discoveries in the game. The number of alternatives also mitigated what might otherwise have taken away from the narrative’s power: that important challenges seemed meaningless to me because they were geared towards players with low stats. The final conversation did strike me as being too short; we’d already learned a lot about the Empire of Hands, but I liked the character of Vespasian and might have preferred to spend some extra time with him.

Although all players saw the same content in the mansion, the experimentation with interactive storylet text continues. I found it very novel that the text now incorporated a quality (the clock); I think it was only with archaeological expeditions in the Forgotten Quarter that something similar was attempted before, and not nearly as elegantly. The problem from &quotThe Seven-Day Reign&quot hasn’t been solved, but it doesn’t actually matter here that the clock isn’t visible in the journal, and only in the Study’s recorded echo does a false time appear, which is also a clue in its way (Hark DeGaul got it right on page 2 of this thread). By the way, the choice to incorporate the time at the beginning of the text in the Study was brilliant, because it allows the time to be seen even in the mansion’s hallway (the general view), which is where the clock is supposed to be. Very effective use of the new mechanic.

And the clock really was put to good use. Although I was apprehensive in the soirée as far as the available time was concerned, I really liked how the time mechanic functioned at night, and how new options opened up occasionally. The overall atmosphere was beautiful, and the information about the apes and their origins was nicely spread around. (I even found two rare successes, which in itself is rare in Exceptional Stories; did anyone find more than two of them?) This attention to detail extended all the way to the little bits of colourful content given through the &quotTrespassing&quot quality. I understand it was an &quotAirs-style&quot quality that dictated when the two main threats in the mansion would appear; I kept checking it in the Myself page, though its purpose would have been clearer (at first, anyway) if it were placed under &quotRandomizer&quot rather than &quotStory&quot. (Even if it didn’t seem to be completely random, in that only certain numbers appeared to be available.)

Specific spoilers:

[spoiler]Playing a story four weeks late means one is being spared the occasional crippling bug, and the problem with the smoking room was therefore something I only read about. However, there were a few elements that didn’t make sense. For example, the mansion’s keys were always taken away from me when I returned to the cage and there was no apparent way to hold on to a key and use it to open my cage at the beginning of a night. The branch was there, but perfectly useless as far as I can tell. It didn’t matter to me because I was unlucky with the cage only once or twice in total, but others were not so fortunate and would have had more use for the key. Also, I was not forced into a loop after trying to talk to the child-butler, but I still had the option to &quottry again&quot, which didn’t feel right.

On another note, I expected a little more from the estimable Agatha Treadgold once I realised she was in the house. Her book did most of her talking for her, though, and perhaps it makes sense that she would be useless in person. I met her in Apis Meet for the first time, but I understand she has featured in another story before that. By the way, it is a common complaint that there is no more interconnection between different stories, and characters we’ve met before seem not to recognise us. I’m sure it’s a lot of work for the benefit of relatively few players, but it is very satisfying when it happens (as it did for the players who came into this story with a Pentecost Ape). The Delightful Adventuress didn’t recognise me at all here, and although this may actually be in-character for her (I don’t know), there have been similar cases in previous stories.

As for the ending, I went with persuading Vespasian to return to his homeland. I disliked the Captain and hadn’t wanted to give him the satisfaction of beating the apes, so I was pleased that he would suffer for his choices at the end, and it was also plausible on a character level that his family would turn away from him (though he clearly cared for them).
[/spoiler]

I never could figure out where to start this story… maybe I didn’t meet some kind of precondition. When the June story showed up near House of Chimes I was able to snag it right away.

The case of the missing Predicament!

Just finished this.

I don’t really have anything to say others have not said better already so I’ll simply note: I’m in the camp that really enjoyed the bits in the house and especially the clock, but I also stand with those who found the flash lay uninspiring due to it’s rather generic feel. But damn, loved the bits in the house.