Others have said my concerns and points re: "other ES having lasting effects" and "difficulty of adjusting the setting of Fallen London given sheer amount of text, number of ESes, and individual vs community gameplay" better than I could, so I won’t repeat those thoughts here. Overall, I do have mixed feelings - I like collecting Companions and items and the like, especially unusual or unique ones, so those are fun for me to obtain. And with some stories, it does feel like there could be more lasting effects or options that would serve as a reminder that I did the ES.[color=rgb(194, 194, 194)] [/color]Alternatively, it would be nice to keep the items you normally turn in at the end of season story - yes, they would take up inventory space, but why not create a section called "Trophies" or whatnot to serve as an enduring reminder of what you went through?
At the same time, it seems like OP is more getting at major gameplay or character-affecting story and setting changes depending on ES, and this I think is overall beyond the scope of what ESes are or should be. Take the three examples listed in OP’s statement:
"[color=rgb(194, 194, 194)] I apparently have a machine and a architect that I could use to become a new Moriarty or empower my allies… and it sits doing nothing in a basement. I braved the jungles of the Carnelian Coast and edged closer to the Mountain of Light then anyone has ever done before… and yet I am no closer to becoming a immortal god. I ensured that a marriage occurred between 2 monsters that was the talk of the town… and nothing has come of it. People don’t talk of it"
How do you express the ability to "become a new Moriarty or empower my allies" through the text-based gameplay of the Fallen London system? How would you implement "becoming [closer to] an immortal god?" There actually is a permanent storylet you can unlock after doing the last story, and while it woul[/color]d be nice to have more than 1 text result (technically 2, but unless you replay the story you’ll end up with only 1) for the post-story storylet it still reflects that something has come of your work. Additional storylets or options on cards seem the best way of doing this, and that’s what several stories have done in the past, because it allows for new text and a sense that your actions had weight.
Personally, what I would like best would be more purely textual rewards: having more choices where, given a variety of options, you can choose additional options based on past ESes you’ve played and the endings you chose. For example, see SPOILER NOTE 1 (spoilers for the Art of Murder). These can’t really affect the setting too much, because the setting is limited by the amount of text made to describe that setting and because otherwise players who regularly played a lot of ESes would end up inhabiting very different London’s than those who did not and of course what happens when you mix and match the effects of multiple ESes together and that’s when you get into RP to explore the ramifications of your actions. But it might help alleviate the sense that nothing you do in ESes matter.
Sidenote for Sinning Jenny’s Fate school story, see SPOILER NOTE 2.
[color=rgb(194, 194, 194)]So [spoiler][/color]SPOILER NOTE 1: in the Art of Murder, a story with a neat-sounding premise (the newest hottest trend in art is murder!) and a mildly disappointing conclusion (something about a snuffer and drawing out the Thief of Faces), two possible endings involve sparing the life of a snuffer rather than killing her. While you do get a reward that is basically like, 12.50 worth of items (eh), what if in a future story involving Elder Continent or snuffer lore where you had to do investigation there was an option unlocked by those two endings where you called upon the snuffer’s aid and they helped you progress? Or take the Persona Engine: you have a difficult cipher to crack, and normally the two options are pay someone to crack it for you or do it yourself with a mid-game Watchful check. But if you have the ending quality that marks you as preserving the Persona Engine, you have a third option where you use that to crack the cipher instead. SPOILER NOTE 2: So normally for the school you can grind for Bohemian, Church, Revolutionary, and Urchin favors relatively easily and Docks, Great Game, and Tomb-Colonist favors with more difficulty. If you played the Frequently Deceased, you unlock another character for grinding Society favors. This is a cool "reminder that these stories have consequences" thing in line with the thread topic. But why are Rubbery, Criminal, Constable, and Hell options not available? We could totally use additional stories or reworking old stories that unlock additional pupils for the school.[color=rgb(194, 194, 194)][/spoiler] Also, formatting these things is a pain. [/color]
edited by Hotshot Blackburn on 6/5/2018
edited by Hotshot Blackburn on 6/5/2018