First of all: great post. You’re one of the first people to openly acknowledge the negative consequences of this seemingly profitable enterprise in such detail: Sunless Sea is full of such situations where you have "safe" trades that don’t yield much money, explorative opportunities that are profitable-but-inconsistent, and than the "too good to be true" opportunities that seem like easy money-makers but often have dangerous hidden costs, like getting curses, menaces, or other negative effects. Trading sunlight, for example, gets riskier as you build up the "Sunlight" menace, and choosing the more lucrative trades with the Salt Lions can have disastrous effects on Fallen London itself.
In the cases of many of these situations, Fallen London refers to an age-old gaming concept: make the player have to choose their level of risk by determining how much is too much, and how much is too little. For example, selling [i]some [/i]Sunlight is a good thing -- it's free money with relatively low risk if you don't abuse it, but [i]Sunless Sea[/i] is all about having to determine just how much risk you're willing to take -- do you just go the safe route and save money the hard way, or do you go just a [i]little[/i] bit more risky, or just throw up your hands and take a huge risk for the excitement of a huge reward... or certain death?
Indeed, part of the fun of most games is in this decision making process – it’s a step up from the old "memorize patterns" or "trial and error" style games of previous generations. By making the Unterzee so dangerous, Sunless Sea makes a fun experience by giving you literally super-lucrative opportunities in exchange for high amounts of terror, menaces, or other bizarre (and often hilarious) consequences that, even in death, can result in improving your next character. Game choices that result in you killing your captain, sinking your vessel, or even inadvertently destroying London are all meant to get a funny reaction out of players or have them swapping war stories about the bizarre things they’ve done in the game.
Blemigans themselves operate the same way: if you propagate seven of them, you get a small (but substantial enough) reward for the Curator quest. If you propagate more your reward gets greater -- you can give more to the Alarming Scholar, trade the Cinder at the Empire of Hands, or even complete the Father's Bones ambition which is often requires you to take slightly more risks. However, if you propagate them recklessly, you're going to start seeing negative repercussions just as you do with sunlight -- negative consequences that creep up on you anytime you go overboard with easy-money-making opportunities.
Personally, I loved the crazy Blemigan stories – but if you look at some of the foreshadowing (which the writers are wonderful at) you’re going to see some early signs that propagating them too much might just not be a good idea. ;)
[li]
edited by SouthSea Rutherby on 4/30/2015