 Katistrophe Posts: 29
8/17/2015
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I'm sorry for warming this up so late, I just want to ask around about a thing that's been bothering me about the early-game content overhaul and if it's been bothering anyone else.
For a game with "a thousand choices", it seems like suddenly a broad range of characters became completely impossible.
For example, take my character. He’s an extremely principled, Lawful Neutral police officer (Watcher on the Constables' payroll, Velocipede Squad member). He’d break before he broke a law. With the overhaul? It sounds extremely unlikely he could advance past the first few steps of the Shadowy content. There’s higher-tier Shadowy content that would be interesting for him to do, but with the new system it sounds like he won’t be able to reach it, because that would require him to commit crimes. And he never will, because that's a core part of his character, which so far I could play as such (and though it wasn't the easiest, it was easier than in other games. Which I thought was awesome since he's a rather extreme character in that respect. ...we'll ignore the prison break, there was a paperwork mixup...). He is also an aromantic asexual. So far, he’s managed to avoid being forced into a relationship. With the overhaul? Impossible, if he’d started now. If I’ve understood the text to go with the choices correctly, he’d be stuck in the very first tier of Persuasive content, even, because progressing would require entering a romantic relationship. Which he would never willingly do. (I made contingency plans, initially, but they were seven shades of awful and I would not want to do that to him.) (To add to that, I am aro-ace, and would appreciate not having romance and sex shoved down my throat if I had the choice. Which until recently Fallen London was better about. It irks me especially since it seems you can be any sort of sexual orientation except asexual. Why is what we're not doing breaking the game?) Is there anyone else affected similarly - any characters that couldn’t exist under the new approach? I've already written feedback, I just want to have a rough feel of if it's just me shaking my fist at clouds or if it's a genuine concern... edited by Katistrophe on 8/17/2015 edited by Katistrophe on 8/17/2015
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 Diptych Administrator Posts: 3493
8/17/2015
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Well, we've seen that the Bazaar equally interested in stories of romantic love, or familial love, or intellectual love, or any combination of the above at once!
-- Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron. Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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 metasynthie Posts: 645
8/17/2015
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Setting aside the asexual / aromantic question for a moment, since I think it could be dealt with differently -- the new Persuasive tracker content has seven levels, each with a chunk of story attached. The Shadowy tracker would presumably be similar, and it'll be about the story of a specific criminal career -- one that probably involves area-diving early on, then following the Affair of the Box to the Flit, maybe pulling off a Heist, going on to Mahogany Hall to worm your way into the Kashmiri Princess' dressing room, and maybe eventually starting your own newspaper in the aftermath of the Box affair.
There would be a couple options to handle "law-abiding" characters in this kind of story:
- add law-abiding choices throughout, which would probably look something like "the constables approach you to go undercover for them and area-dive / heist." Notably, the beginning of Affair of the Box already has something like this -- where you refuse to do a crime, and end up snarled in an intrigue anyway. This is probably an extra couple storylets per section -- but it does present some further narrative problems in that the character of the Shadowy tracker, as it continues to extend, has to be assumed to be EITHER a criminal OR a mole. It's not double the work, but it's a harder story to write. You can replace "mole for the Constables" with something else, I guess -- "associate of criminals who refuses to ever get her hands dirty" I suppose? But that's the same level of writing snarl with less drama.
- just leave it as-is, and if law-abiding characters don't want to do a crime, then they never advance in the story; they miss out on six out of those seven chunks of story. This isn't that different than if you choose to roleplay a character in Skyrim who has zero desire to become the Dovahkiin or wants nothing at all to do with fighting dragons, getting powers from mysterious monks, etc. You can still play the rest of the game; you could make an alt who you do play as a dragonborn-dragonslayer; there's plenty of other stuff to do, but you don't see the rest of that storyline with that particular character because you're just not the Dovahkiin, unlike most other player characters. Or similarly, some FL characters (mine included, for 5+ years of existence) have never gotten exiled from Court, perhaps because they don't trust that oily Privy Counselor or don't find any of the reasons (in http://fallenlondon.wikia.com/wiki/Why_are_you_doing_this%3F) compelling enough. And that keeps you out of Foreign Office and Carnelian Coast, unless you change your mind. Note that even with the Persuasive tracker, there are plenty of ways to raise your Persuasive... but you can't ever get into the Shuttered Palace if you play someone who refuses to ever toady up to Society snobs. That was true even before the tracker was added, and was a tricky choice to rationalize for my own character way back when. But you can roleplay all sorts of things if you don't mind the game not acknowledging them. An argument can be made that this is what one essence of roleplaying actually consists of -- making decisions for your character that are not pre-packaged by a gamemaster or game designer, and therefore may not be acknowledged in a satisfying way, but you do it anyway.
- I suppose there's a third in-between way to add a "moment of truth" choice in the first real criminal activity ("ok, you've earned their trust, but now you actually have to cosh the night watchman and break in, and they're looking expectantly at you -- can you do it?") where law-abiding players can make that huge decision NOT to be a criminal, and maybe betray criminals to the constables instead, ending the story early and sealing the rest of the Shadowy tracker. (Unless you redo the story and change your ways for the worse.) This acknowledges roleplaying, and points out "not being criminal" as an option, but doesn't try to accommodate both criminals and law-abiders in the Shadowy tracker story.
Now, the aro/asexual stuff, on the other hand, I think could be addressed with some language tweaks. There's nothing mandatory in the current Fascinating... content that implies you've ever done anything sexually with any of the people involved, for instance. You can break off your relationship with the Barbed Wit or the Acclaimed Beauty after they fall in love with you by chastely revealing that no, you're not actually interested in them that way. And that bumps the Persuasive tracker to the next level. I think this might satisfy the roleplaying requirements of an aro/asexual character, as long as you're willing to play the Persuasive game by being fascinating and charming enough to fall in love with?
If that's not your character -- you don't either pursue romantic passion OR ever risk toying with others' affections, intentionally or not -- then well, you are not the Dovahkiin of this story, which is about social-climbing, charm, and manipulating personal relationships for gain. There are a few places where I think the Persuasive tracker COULD use some language tweaks, though; the bridge of the Seduction: Honey-Sipper arc where you cash in your Fascinating... to continue implies that you are actually dating your Honey-Sipper for a few weeks, then breaking up. It's a rather odd story-beat anyway, and I don't think it even made sense to me until a close re-reading just now, but I think it could be massaged similarly: you're fascinating this person (maybe not seducing them, since that implies more) and then you're either keeping them on a string, declaring your undying love and proposing marriage (a current choice for the jewel-thief) or ditching them (which does happen in several of the subsequent storylets, and bumps the tracker to the next level). edited by metasynthie on 8/17/2015
-- Positively antique http://fallenlondon.storynexus.com/Profile/metasynthie
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 Kade Carrion (an_ocelot) Posts: 1372
8/17/2015
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Count me in as one of the people who (a) likes that FL's romance options are gender-neutral (no bisexual invisibility in FL!) and (b) would like it if asexual and aromantic folks could have the options to see their identities reflected in their character.
-- Social Actions: send them to Kade Carrion (she/her; no Tournament of Lilies, please). an_ocelot has gone NORTH and cannot benefit from social actions!
Possibly-Useful Things: Spreadsheets and hints and link collections, oh my.
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 Diptych Administrator Posts: 3493
8/17/2015
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I like the new approach in broad strokes - giving each character a series of necessary choices, representing particular story beats in a deliberate narrative arc - but I agree that it would be nice to have some more room for defining our characters' motives and personalities with that arc. We've got all these Quirks, after all - we could have romances end with an Austere option, to have the relationship represent a deep intellectual connection, and a Hedonist option, to have the relationship be rather more physically intimate. Or, take the Area-diving heist, that ends with our characters finding a stash of salacious material, and having the option to keep it, use it for blackmail, turn it in to the authorities, etc. If there were a choice like that at the end of every major story, I dare say almost everyone could find a path through the defined stories to suit their characters. Of course, I say this as if it weren't a tremendous amount of work to implement, and quite possibly contrary to Failbetter's design goals in the first place. Idle speculation is cheap, if you'll pardon my mixed idiom!
-- Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron. Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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 Sara Hysaro Moderator Posts: 4514
8/17/2015
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Sir Frederick Tanah-Chook wrote:
I like the new approach in broad strokes - giving each character a series of necessary choices, representing particular story beats in a deliberate narrative arc - but I agree that it would be nice to have some more room for defining our characters' motives and personalities with that arc. We've got all these Quirks, after all - we could have romances end with an Austere option, to have the relationship represent a deep intellectual connection, and a Hedonist option, to have the relationship be rather more physically intimate. Or, take the Area-diving heist, that ends with our characters finding a stash of salacious material, and having the option to keep it, use it for blackmail, turn it in to the authorities, etc. If there were a choice like that at the end of every major story, I dare say almost everyone could find a path through the defined stories to suit their characters. Of course, I say this as if it weren't a tremendous amount of work to implement, and quite possibly contrary to Failbetter's design goals in the first place. Idle speculation is cheap, if you'll pardon my mixed idiom!
I personally think it'd be great to support aromantic asexual characters, though given that love is at the heart of the game I'm not sure how well that would work in the long run of FBG's intentions.
-- http://fallenlondon.storynexus.com/Profile/Sara%20Hysaro Please do not send SMEN, cat boxes, or Affluent Reporter requests. All other social actions are welcome.
Are you a Scarlet Saint? Send a message my way to be added to the list.
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 Diptych Administrator Posts: 3493
8/17/2015
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Estelle Knoht wrote:
Think of it this way - even in, say, action movies, the heroes inevitably ends up needing to break the law because of injustice and some such, if only for a bit. If they make the earlier, petty thefts justifiable for players more concerned about the law, then they don't really have to touch the later contents beyond the early game.
Given we start the game as homeless, penniless fugitives in a society where "social welfare system" is a four-letter word, a little light larceny almost seems unavoidable - the proverbial crust of bread to keep from starving, if you will. At the same time, there's always been nice ways to make our moral mark - like that one early card with the lost old gentleman, and the options to "help" him or to actually help him. And by late game, almost everything we do is respectable - Shadowy content turns from crime to espionage and even business management (Mahogany Hall, Doubt Street.)
-- Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron. Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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 Estelle Knoht Posts: 1751
8/17/2015
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Sir Frederick Tanah-Chook wrote:
Given we start the game as homeless, penniless fugitives in a society where "social welfare system" is a four-letter word, a little light larceny almost seems unavoidable - the proverbial crust of bread to keep from starving, if you will. At the same time, there's always been nice ways to make our moral mark - like that one early card with the lost old gentleman, and the options to "help" him or to actually help him. And by late game, almost everything we do is respectable - Shadowy content turns from crime to espionage and even business management (Mahogany Hall, Doubt Street.)
The welfare in London is indeed awesome.
The very very very early start of the Shadowy content involves not particularly criminal activities such as:
a) eavesdropping random people like a creep b) chasing cats like a creep c) helping a journalist d) robbing a drunk (with particularly callous description)
With the exception of robbing a sad poor drunk, they are not too unpalatable compared to the other three stats at first. Comparable income, too. It is only that after 20 Shadowy or so, suddenly it is all about robbing people when the other three stats don't change much. edited by Estelle Knoht on 8/17/2015
-- Estelle Knoht, a juvenile, unreliable and respectable lady. I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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 Estelle Knoht Posts: 1751
8/17/2015
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Breaking the law and general violence are pretty unavoidable though - all Ambitions involve murder or theft, from Heart's Desire (stealing stuff from the Palace), Nemesis (kill stab stab), Bag a Legend (kill stab stab), to Light Fingers (why did you pick this if you want a no-crime run!?).
At the Filt, you steal, rob, burgle, with a bit of courier work at the lower levels. You can grind up Casing and sell information to the Constables.
But discounting that, you have the Affair of the Box and Wilmot's End, which are both vague enough to not be explicitly illegal.
So!
At lower levels: Eavesdrop / Cat-chasing / Courier work Infinite Loitering to boost Shadowy (because 20+ Shadowy involves smuggling and burglary and little else)
Mid-game: Courier work at the Flit (Revolutionary courier though, so probably illegal?) Entertain the Topsy King (Consorting with criminals?) Grind Casing, and then sell information to the Constables (Very much legal) (War of Illusion, beyond intercepting messages, are generally not okay because fleecing people is still illegal. Also involve a mandatory step of stealing Rabbits / Tarot Cards depending on faciton.)
Mahogany Hall: Shadowy content are no-go, can't think of anything that isn't fraud / scam / copyright infringement / sabotage / burglary / arson / non-criminal. Some Persuasive content involve bribing officials, too.
You can progress parts of the Affairs of the Box here legally, though, if you sticks to gifts and double-cross Jasper and Frank.
End-game: Affairs of the Box (vague intrigue) Wilmot's End (vague spywork)
-- Estelle Knoht, a juvenile, unreliable and respectable lady. I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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 TheThirdPolice Posts: 609
8/18/2015
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an_ocelot wrote:
Count me in as one of the people who (...) would like it if asexual and aromantic folks could have the options to see their identities reflected in their character.
You can play a large majority of the game's content as an asexual, aromantic character, including clicking buttons to make explicit "I'm not interested" decisions. I currently play one, and am impressed at the thorough and thoughtful approach of the writers. You are never forced into a different mold. You just can't access every piece of content, which is a truism when you've imposed a self-restriction on your options.
Some of that blocked content is enjoyable and doesn't involve sex or romance, and we can make polite suggestions on how it might be made more reachable. But if it remains blocked, it will not be a mangling of anyone's identity.
-- Excessive Corpse & Tender to Irreal Ravens
Lover of Flawed Souls
And with especial pride, Worst Screwup of the Decade!
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 TheThirdPolice Posts: 609
8/18/2015
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And as that it's fine, but I think a solution needs to be found for players like these as well. And there used to be one. It might have bothered me less if the option to get through Persuasive content without romance or heavily romantic-coded relationships had been impossible from the start. But it was possible, you could get through with art or honey-dreams or whatever you wanted.
Well, the old system had its own problems. It's not going to return.
I would love to see more alternate paths through storylets — everyone would, it's more content! — but this solution involves the most work for the devs. They would also have to play a guessing game: which options are worth supporting? How many players would appreciate a rehaul that acknowledges Chinese culture? Even if players clamor for an alternative to court exile, is it worth reading every word unlocked by that quality, to check for assumptions that may no longer be true? I understand why people are disappointed by the Alexis quote on page 1, but there's no alternative. You have to scope out a border somewhere. It's good to give the devs feedback for this, but logistics alone mean that these updates would happen slowly and sparingly.
So the challenge is to find solutions that open up the edges of the content, letting people sneak in their own interpretations without requiring much dev effort. Your idea of tweaking the wording in a few isolated instances is a good one. (This would bring those instances more in line with the general Fallen London approach, in fact.) Another idea could be a new option that lets you bypass a tier if you have a much higher value in the relevant attribute; basically a version of the old system that's opt-in and easy to implement.
-- Excessive Corpse & Tender to Irreal Ravens
Lover of Flawed Souls
And with especial pride, Worst Screwup of the Decade!
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 Katistrophe Posts: 29
8/18/2015
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TheThirdPolice wrote:
Another idea could be a new option that lets you bypass a tier if you have a much higher value in the relevant attribute; basically a version of the old system that's opt-in and easy to implement. That sounds like the best of both worlds to me - you'd have the guideline, but you'd also have the option to take the harder path and grind past a certain level to bypass whatever you don't want to do. Leading to more varied character possibilities again and the option to go for the coherent guideline path, which sounds like a win-win to me. Of course, I've got no idea how hard or easy it would be to implement...
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 Alex Churchill Posts: 5
8/18/2015
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My character also absolutely refuses to break the law. He's happy to hang around with people of whatever character, just as Jesus hung around with extortionists and prostitutes, but he won't bribe or steal. I was able to advance Shadowy to PoSI levels, just about, mainly by practicing free-running and entertainment-only sleight-of-hand in the Flit. Eventually I sold the location of the Nadir to afford some Lenguals and suchlike to push me up to 100.
He's not able to progress Mahogany Hall at all because not just the Shadowy options but also the Persuasive ones are distinctly immoral. That doesn't bother him very much; he can't get started on the Affair of the Box, but doesn't really need to.
Certain Unfinished Business items are off-bounds to him, too. I was delighted when I realised that Pygmalion teaching Lyme is a viable alternate source of Glim, as there was no way I was going to rob glim-couriers. He utterly refuses to buy or sell souls at the Bazaar, but is happy to plunder them from spirifers in Ladybones Road. And so on.
He also refuses to do any blackmail. This is particularly annoying because having got kicked out of the university for following his principles, now every single location in London has "A Sneering Gentleman" (a valet of His Amused Lordship) who will only go away if I start blackmailing him. That's never going to happen, so my character has got used to being Sneered at wherever he goes.
This is all fine. This kind of self-restriction is exactly what roleplaying is about. Deliberately passing up easy choices for harder ones.
But the problem is that the new model completely prevents that. If you're not going to steal? No chance of Shadowy content beyond tier 1. What bugs me is the removal of character interpretations that were possible before. Katistrophe wrote:
TheThirdPolice wrote:
Another idea could be a new option that lets you bypass a tier if you have a much higher value in the relevant attribute; basically a version of the old system that's opt-in and easy to implement. That sounds like the best of both worlds to me - you'd have the guideline, but you'd also have the option to take the harder path and grind past a certain level to bypass whatever you don't want to do. Leading to more varied character possibilities again and the option to go for the coherent guideline path, which sounds like a win-win to me. This does sound like a really great plan. Just some way for characters to skip a tier if it's something the player is sufficiently dedicated to avoiding that they can grind it up with other actions.
What bothers me the most, though, is Alexis's comment that Failbetter have never intended to allow this kind of roleplaying, and although they're happy it exists, they have no interest in supporting it, or avoiding changes that break it. That's rather worrying. edited by AlexTFish on 8/18/2015
-- http://fallenlondon.storynexus.com/Profile/AlexTFish
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 Munk Posts: 41
8/17/2015
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Sir Frederick Tanah-Chook wrote:
I like the new approach in broad strokes - giving each character a series of necessary choices, representing particular story beats in a deliberate narrative arc - but I agree that it would be nice to have some more room for defining our characters' motives and personalities with that arc. We've got all these Quirks, after all - we could have romances end with an Austere option, to have the relationship represent a deep intellectual connection, and a Hedonist option, to have the relationship be rather more physically intimate. Or, take the Area-diving heist, that ends with our characters finding a stash of salacious material, and having the option to keep it, use it for blackmail, turn it in to the authorities, etc. If there were a choice like that at the end of every major story, I dare say almost everyone could find a path through the defined stories to suit their characters. Of course, I say this as if it weren't a tremendous amount of work to implement, and quite possibly contrary to Failbetter's design goals in the first place. Idle speculation is cheap, if you'll pardon my mixed idiom!
I think this is a brilliant suggestion. That's the kind of additions I'd absolutely love to see to the game, although as you say it will probably take a large amount of work to make all the ends meet.
Design philosophy or not, I reckon that the reason they chose to set things up as they did was mostly to avoid over-burdening the writers. I see no real way in which adding choices such as these could make Fallen London a worse experience, the only downside being the added workload. That is a very real downside though, unfortunately.
-- London's greatest thief (until further notice).
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 Estelle Knoht Posts: 1751
8/17/2015
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Hopefully there are alternatives in the coming revamps for Shadowy and Dangerous - I imagine the Great Game, generally spying and cat-catching and some such would make decent alternative activities, or at least some alternative motive to picking pockets.
Courier works are particularly great since they already exists as low level shadowy content and, well, Nuncio and Bazaar, and there is no reason why they can't be extended further.
Still, I think Shadowy would be a lot more palatable if the player get some motivation to take the plunge and start breaking the law - from pure greed to something like tracking down a minor nemesis for the relucant.
I imagine most people don't enjoy the thought of their characters engaging in petty theft, especially when they have other choices (which they do, at the start of the game, from writing crappy poems to gardening, which pays as much). Most people hear "burglary" and think "this is actually dangerous and risky", after all - while they very probably doesn't worry about being bitten to death by mushrooms in Watchmaker's Hill.
....And they just got out of prison, too.
edited by Estelle Knoht on 8/17/2015 edited by Estelle Knoht on 8/17/2015
-- Estelle Knoht, a juvenile, unreliable and respectable lady. I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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 Katistrophe Posts: 29
8/17/2015
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Sara Hysaro wrote:
It's very much intentional:
Alexis Kennedy wrote:
dov wrote:
s not the case, because this will make Fallen London a single track story common for all characters, despite appearances of being an Open World RPG based on player choices. Design notes. This is and has always been intentional. If you don't like violence, it's very hard to advance Dangerous; if you don't like criminal activities, that rules out most Shadowy; if you don't like sex, drugs and poetry, Persuasive is a bust. People will always find ways to break the system for their own purposes, and that is not only fine but great, but we don't go out of our way to support it. Fallen London isn't an 'open world RPG' - it's a linked cycle of non-linear stories with strong elements of exploration and a lot of choice-based outcomes.
But even if it were - any 'open-world RPG' I can think of offers way less choice about character activities than Fallen London. The Witcher 3 and Skyrim are superb, but try playing a poet or a cat-burglar in either. Ultimately, any pre-written game will rule out the vast majority of roleplaying options. We can't be responsible for what characters players choose - we rule out a hundred billion options so we can focus on a hundred.
Quoted from this thread. Even in Skyrim, though, one has the choice not to, say, join the Dark Brotherhood or the Thieves' Guild, one can even destroy the former. And there's no obligatory sexual encounters. If a key part of Skyrim's plot was blocked to me for not sleeping with somebody, I wouldn't have bought it or enjoyed it.
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 Munk Posts: 41
8/17/2015
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Sara Hysaro wrote:
It's very much intentional:
Alexis Kennedy wrote:
dov wrote:
s not the case, because this will make Fallen London a single track story common for all characters, despite appearances of being an Open World RPG based on player choices. Design notes. This is and has always been intentional. If you don't like violence, it's very hard to advance Dangerous; if you don't like criminal activities, that rules out most Shadowy; if you don't like sex, drugs and poetry, Persuasive is a bust. People will always find ways to break the system for their own purposes, and that is not only fine but great, but we don't go out of our way to support it. Fallen London isn't an 'open world RPG' - it's a linked cycle of non-linear stories with strong elements of exploration and a lot of choice-based outcomes.
But even if it were - any 'open-world RPG' I can think of offers way less choice about character activities than Fallen London. The Witcher 3 and Skyrim are superb, but try playing a poet or a cat-burglar in either. Ultimately, any pre-written game will rule out the vast majority of roleplaying options. We can't be responsible for what characters players choose - we rule out a hundred billion options so we can focus on a hundred.
Quoted from this thread.
Ouch, I find that to be a great shame. Perhaps their stance on this might change in the future if they ever come into a position with more time and resources to spend.
Thanks for the quote, o' well-informed one!
EDIT: Also, calling out Alexis on that cat burglar one. That is quite possible in Skyrim. EDIT2: Editing my edit for improved comedic timing. edited by Munk on 8/17/2015
-- London's greatest thief (until further notice).
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 Munk Posts: 41
8/17/2015
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Sir Frederick Tanah-Chook wrote:
Regarding Shadowy progression, well, even Sherlock Holmes and the other great detectives were known to practice a burglary or two in the pursuit of the law - whether to infiltrate the criminal fraternity, or to secure evidence hidden in the lock-box of a villain. The Velocipede Squad do worse every day in the name of justice. That doesn't necessarily provide a path through -all- Shadowy content, but I wouldn't trouble my conscience about conducting heists against the likes of the Brass Embassy or Stainrod and Leadbeater - the less money and power in their hands, the better for the city, I say.
Well, the way I see it Katistrophe's got a point. This game is all about shaping your character, building a persona which you add to as you advance and grow. In his case he's chosen that he will, under no circumstances, break the law. I have not experienced the game's new content nor I have not gone through the game keeping this kind of thing in mind, so I can't tell how big the problem is, but the kind of playstyle Katistrophe has chosen should most definitely be supported in a story and character-driven game like Fallen London.
It is true that many criminal acts are committed in a way which may contribute to a greater good (or a net-gain good, at any rate), but this is irrellevant for Katistrophe's character. He has chosen that he will not commit crimes, and that's something he should be fully able to do. Whether the alternative is morally justified or not isn't what matters.
That the majority of shadowy content revolves around illegal activities is understandable, but having options to avoid breaking the law or even entire storylines of shadowy content which never enter the realms of crime is something I can imagine would be great for the game as a whole. Shadowy is a measurement of how good a character is at utilizing stealth, subtlety and cunning, not necessarily an indication of lifestyle or personality. The shadowy stat could easily be used for stuff like thwarting crime or vigilante work (although that could technically end up being illegal), and having this as an option would be great! Knowing Failbetter, they could make some absolutely amazing content from this premise.
As an invisible eminence I am all for the idea of new players being able to go the way of the honest shadow. While this kind of content may not be a first priority, I agree with Katistrophe that Failbetter should keep it in mind. edited by Munk on 8/17/2015
-- London's greatest thief (until further notice).
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 Estelle Knoht Posts: 1751
8/17/2015
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Munk wrote:
I think this is a brilliant suggestion. That's the kind of additions I'd absolutely love to see to the game, although as you say it will probably take a large amount of work to make all the ends meet.
Design philosophy or not, I reckon that the reason they chose to set things up as they did was mostly to avoid over-burdening the writers. I see no real way in which adding choices such as these could make Fallen London a worse experience, the only downside being the added workload. That is a very real downside though, unfortunately.
Think of it this way - even in, say, action movies, the heroes inevitably ends up needing to break the law because of injustice and some such, if only for a bit. If they make the earlier, petty thefts justifiable for players more concerned about the law, then they don't really have to touch the later contents beyond the early game.
-- Estelle Knoht, a juvenile, unreliable and respectable lady. I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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 Munk Posts: 41
8/17/2015
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Estelle Knoht wrote:
Think of it this way - even in, say, action movies, the heroes inevitably ends up needing to break the law because of injustice and some such, if only for a bit. If they make the earlier, petty thefts justifiable for players more concerned about the law, then they don't really have to touch the later contents beyond the early game.
But not all. Some protagonists, and even some antagonists, might go to agonizing lengths to avoid breaking the law. And personally, I find those kinds of characters rather interesting when written well. Sure, that brilliant detective could have caught the criminals if he'd only been willing to bend the law a little, but he wasn't. He wasn't, and he still isn't. He refuses to do so, for whatever reasons he might have.
The way I understand it the topic at hand isn't about whether the early-game crimes are justifiable or not, it's about allowing people to make a diffirent choice and write more varied stories. I don't believe there was any argument made that the crimes were hard to justify. edited by Munk on 8/17/2015
-- London's greatest thief (until further notice).
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 Katistrophe Posts: 29
8/17/2015
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Ha, my character would have some opinions about stealing a loaf of bread to keep from starving... ("YOU WILL STARVE AGAIN, UNLESS YOU LEARN THE MEANING OF THE LAW" or something of the kind...) But I get what you mean, and as I said, in that respect my character's a rather extreme case.
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 Danko Posts: 142
8/17/2015
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I must say I mostly agree with the point in the first post. This new approach is a role-playing nightmare.
We are being forced to do things that could be extremely out of character in order to gain access to further content. While this has been the case before as well, now it's a straight "block all persuasive stories until you engage in a romance" kind of thing, which is way worse.
Frankly I've mostly given up on serious role-playing in Fallen London long ago, when I discovered you have to be all the things at once (aka murderous lustful cleptomanic artist-scientist) if you want to advance in the game.
I've accepted this as a design decision and I'm mostly just enjoying things without thinking of them too personal. Now if I have to kill and steal to advance I just close my eyes and think "this is not me, this is just pushing buttons" and go on playing (which is kind of psychotic, if you think about it!). Breaks immersion? Yes. But does not break enjoyment, at least.
-- http://fallenlondon.storynexus.com/Profile/Danko
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 Pingcode Posts: 2
8/18/2015
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Well, if it's any consolation most of the romances before POSI aren't terribly romantic, as it were. Your FL hero is a bit of a cad, really, when it comes down to it - pretty much every seduction venture in the game also suggests that your character is actually doing it for one ulterior motive or another.
The artist/artist's model? Your character homes in on them because they think they've got secrets they can steal and/or has a sudden burning desire to have a useless hack of an artist knocking on their opportunity deck door at all hours looking for handouts.
The jewel thief/artist? They've got money, and if you seduce them maybe you can get them to spend some of it on you!
The beauty/wit? You need the waves drummed up by a 'romantic' relationship in the court to really make a splash for your artistic endeavours. (The barbed wit's 'ended affair chastely' response even calls this out - once you've gotten that far you can just say 'well I got what I needed' and walk away)
It's not perfect, perhaps, but your character is in general coded as a highly ambitious, fairly ruthless individual only too happy to trample on people to get their way. There's room for a character who might not be engaging in these activities for altogether romantic reasons, but, well, in the end, there's only so much that can be done in this field without compromising major themes of the game. edited by Pingcode on 8/18/2015
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 Katistrophe Posts: 29
8/17/2015
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Actually his Ambition is Nemesis, with the justification of chasing known criminal Scathewick from the Surface. The dead "daughter" is a protégée, killed when she went after Scathewick on her own, though he'd never admit he thought of her as the closest to a daughter he had. Granted, it might have made character sense just to grit my teeth and grind up to 100 on first-tier storylets, but that's an individual solution for a single character, and all this is getting overly specific. I may be to blame there, using my own character as illustration and allowing myself to get bogged down in details. The point I was trying to make is not him specifically, the point is characters who may not be into romance at all but very much so into art (and "affair" does in no way sound like they'll just be discussing art), or a character who is loyal to a Surface lover or whatever you can think of. Who would love to be Artist-in-Residence but get stuck on the first step because as it is now it's a romance. edited by Katistrophe on 8/17/2015 edited by Katistrophe on 8/17/2015
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 TheThirdPolice Posts: 609
8/17/2015
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Metasynthie's post is an excellent breakdown of the whole issue. A few factors in Fallen London add up to make it a keener problem than in other RPGs, though:
- The typical player only has one character. In most RPGs I can keep a save file for the righteous paladin and a save file for the cutthroat swashbuckler. I get to explore all my options (including mutually exclusive decisions) without breaking roleplay.
- The story never comes to an end. In most RPGs, the roleplayer crafts their story arc to a satisfying conclusion, ignoring quests that don't fit that arc. In FL, nothing tells her to stop playing, so she logs on daily to see a big blinking doorway saying "more content, but not for you."
- If the RP conflict happens to lock a large amount of gameplay behind it, it could represent weeks of real-life time (in short snippets of course), versus two or three evenings for most RPGs. The content quantity may be comparable, but the medium makes the loss seem larger.
Personally, due to these reasons, I think it's within Failbetter's interests to provide alternate paths through the early-to-mid stat questlines. I don't think it needs to be easy; in fact, a tough challenge can make the roleplay feel more relevant. It's also reasonable to put a limit at the mid-to-late game, in order to focus the story on its core aspects: e.g. Shadowy is about crime, and there's a limit to how far you can let a bobby get without weakening the narrative for everyone else.
I'm curious to see how many alternate pathways exist/will exist with the revamp. Maybe I'll make a new character and see how it goes. edited by TheThirdPolice on 8/17/2015
-- Excessive Corpse & Tender to Irreal Ravens
Lover of Flawed Souls
And with especial pride, Worst Screwup of the Decade!
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 Katistrophe Posts: 29
8/17/2015
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Estelle Knoht wrote:
Breaking the law and general violence are pretty unavoidable though - all Ambitions involve murder or theft, from Heart's Desire (stealing stuff from the Palace), Nemesis (kill stab stab), Bag a Legend (kill stab stab), to Light Fingers (why did you pick this if you want a no-crime run!?).
At the Filt, you steal, rob, burgle, with a bit of courier work at the lower levels. You can grind up Casing and sell information to the Constables.
But discounting that, you have the Affair of the Box and Wilmot's End, which are both vague enough to not be explicitly illegal.
So!
At lower levels: Eavesdrop / Cat-chasing / Courier work Infinite Loitering to boost Shadowy (because 20+ Shadowy involves smuggling and burglary and little else)
Mid-game: Courier work at the Flit (Revolutionary courier though, so probably illegal?) Entertain the Topsy King (Consorting with criminals?) Grind Casing, and then sell information to the Constables (Very much legal) (War of Illusion, beyond intercepting messages, are generally not okay because fleecing people is still illegal. Also involve a mandatory step of stealing Rabbits / Tarot Cards depending on faciton.)
Mahogany Hall: Shadowy content are no-go, can't think of anything that isn't fraud / scam / copyright infringement / sabotage / burglary / arson / non-criminal. Some Persuasive content involve bribing officials, too.
You can progress parts of the Affairs of the Box here legally, though, if you sticks to gifts and double-cross Jasper and Frank.
End-game: Affairs of the Box (vague intrigue) Wilmot's End (vague spywork) You can choose to let people live in Nemesis, at least, which is probably the main reason my character, despite being the type who'd turn his own parents in if they broke a law, has Magnanimous coming out of his ears.
...and of course getting to endgame Shadowy content on a no-crime run is only a possibility right now (and that it is at all is awesome). With the overhaul, might be you're stuck in early/mid-game on a no-crime run because advancing a tier requires some crime. (Also, that list would've been a life-saver for me a few months ago. Instead, my character did nothing but take walks in the Flit, with careful item juggling to make sure he was able to.) edited by Katistrophe on 8/17/2015
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 Katistrophe Posts: 29
8/17/2015
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Danko wrote:
I must say I mostly agree with the point in the first post. This new approach is a role-playing nightmare.
We are being forced to do things that could be extremely out of character in order to gain access to further content. While this has been the case before as well, now it's a straight "block all persuasive stories until you engage in a romance" kind of thing, which is way worse.
Frankly I've mostly given up on serious role-playing in Fallen London long ago, when I discovered you have to be all the things at once (aka murderous lustful cleptomanic artist-scientist) if you want to advance in the game.
I've accepted this as a design decision and I'm mostly just enjoying things without thinking of them too personal. Now if I have to kill and steal to advance I just close my eyes and think "this is not me, this is just pushing buttons" and go on playing (which is kind of psychotic, if you think about it!). Breaks immersion? Yes. But does not break enjoyment, at least.
Eh, it's not strictly impossible to advance without killing or stealing right now. Just very, very grindy. Although with the overhaul, I'd be reaching the point you're at, probably, since various OOC-but-necessary actions are tracked and have consequences, and eventually half of what happened would be OOC or a consequence of such an action...
metasynthie wrote:
Setting aside the asexual / aromantic question for a moment, since I think it could be dealt with differently -- the new Persuasive tracker content has seven levels, each with a chunk of story attached. The Shadowy tracker would presumably be similar, and it'll be about the story of a specific criminal career -- one that probably involves area-diving early on, then following the Affair of the Box to the Flit, maybe pulling off a Heist, going on to Mahogany Hall to worm your way into the Kashmiri Princess' dressing room, and maybe eventually starting your own newspaper in the aftermath of the Box affair.
There would be a couple options to handle "law-abiding" characters in this kind of story:
- add law-abiding choices throughout, which would probably look something like "the constables approach you to go undercover for them and area-dive / heist." Notably, the beginning of Affair of the Box already has something like this -- where you refuse to do a crime, and end up snarled in an intrigue anyway. This is probably an extra couple storylets per section -- but it does present some further narrative problems in that the character of the Shadowy tracker, as it continues to extend, has to be assumed to be EITHER a criminal OR a mole. It's not double the work, but it's a harder story to write. You can replace "mole for the Constables" with something else, I guess -- "associate of criminals who refuses to ever get her hands dirty" I suppose? But that's the same level of writing snarl with less drama.
- just leave it as-is, and if law-abiding characters don't want to do a crime, then they never advance in the story; they miss out on six out of those seven chunks of story. This isn't that different than if you choose to roleplay a character in Skyrim who has zero desire to become the Dovahkiin or wants nothing at all to do with fighting dragons, getting powers from mysterious monks, etc. You can still play the rest of the game; you could make an alt who you do play as a dragonborn-dragonslayer; there's plenty of other stuff to do, but you don't see the rest of that storyline with that particular character because you're just not the Dovahkiin, unlike most other player characters. Or similarly, some FL characters (mine included, for 5+ years of existence) have never gotten exiled from Court, perhaps because they don't trust that oily Privy Counselor or don't find any of the reasons (in http://fallenlondon.wikia.com/wiki/Why_are_you_doing_this%3F) compelling enough. And that keeps you out of Foreign Office and Carnelian Coast, unless you change your mind. Note that even with the Persuasive tracker, there are plenty of ways to raise your Persuasive... but you can't ever get into the Shuttered Palace if you play someone who refuses to ever toady up to Society snobs. That was true even before the tracker was added, and was a tricky choice to rationalize for my own character way back when. But you can roleplay all sorts of things if you don't mind the game not acknowledging them.
- I suppose there's a third in-between way to add a "moment of truth" choice in the first real criminal activity ("ok, you've earned their trust, but now you actually have to cosh the night watchman and break in, and they're looking expectantly at you -- can you do it?") where law-abiding players can make that huge decision NOT to be a criminal, and maybe betray criminals to the constables instead, ending the story early and sealing the rest of the Shadowy tracker. (Unless you redo the story and change your ways for the worse.) This acknowledges roleplaying, and points out "not being criminal" as an option, but doesn't try to accommodate both criminals and law-abiders in the Shadowy tracker story.
Now, the aro/asexual stuff, on the other hand, I think could be addressed with some language tweaks. There's nothing mandatory in the current Fascinating... content that implies you've ever done anything sexually with any of the people involved, for instance. You can break off your relationship with the Barbed Wit or the Acclaimed Beauty after they fall in love with you by chastely revealing that no, you're not actually interested in them that way. And that bumps the Persuasive tracker to the next level. I think this might satisfy the roleplaying requirements of an aro/asexual character, as long as you're willing to play the Persuasive game by being fascinating and charming enough to fall in love with?
If that's not your character -- you don't either pursue romantic passion OR ever risk toying with others' affections, intentionally or not -- then well, you are not the Dovahkiin of this story, which is about social-climbing, charm, and manipulating personal relationships for gain. There are a few places where I think the Persuasive tracker COULD use some language tweaks, though; the bridge of the Seduction: Honey-Sipper arc where you cash in your Fascinating... to continue implies that you are actually dating your Honey-Sipper for a few weeks, then breaking up. It's a rather odd story-beat anyway, and I don't think it even made sense to me until a close re-reading just now, but I think it could be massaged similarly: you're fascinating this person (maybe not seducing them, since that implies more) and then you're either keeping them on a string, declaring your undying love and proposing marriage (a current choice for the jewel-thief) or ditching them (which does happen in several of the subsequent storylets, and bumps the tracker to the next level). edited by metasynthie on 8/17/2015 Thing is it locks you out of a ton of content and lore (Affair of the Box, Wars of Illusion,...), and it'll make reaching PoSI without a crime awfully grindy (if you're a cheap cheapskate who doesn't want to pay Fate like me). (I'd probably do it if I still had to, though, because CHARACTER... but it would annoy me to be locked out of the later non-criminal espionage etc. options.)
Rewording stuff would be a good step too, yeah. Right now the honey-sipper stuff sounds like "you will have an affair and you will like it"... tweaking it so it's either possible to have a different relationship with them or to break it off without dating would help. edited by Katistrophe on 8/17/2015 edited by Katistrophe on 8/17/2015
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 metasynthie Posts: 645
8/17/2015
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Is it currently possible to get to Wars of Illusion 15 without stealing something for either the bats or the cats? If you won't steal, that in turn locks you out of most of Affair of the Box -- unless I'm missing some option for raising Embroiled in the Wars of Illusion.
I suppose when the Shadowy tracker goes in, alternate paths to some of the repeatable, not-heavily-story-based content could be added -- for instance, if you've made it into Wilmot's End, you could also unlock the Boxfuls of Intrigue grind in Spite, which doesn't really have much to do with the Shadowy storyline despite being thematically connected to the intrigues of the Masters. Being locked out of some content and lore is inevitable for any character, though -- you never get to face the Vake or learn about a particular order of nuns unless your characters really wants to Bag a Legend, for instance. The same might well be true of characters who never want to dabble on the wrong side of the law.
Keep in mind that even if Failbetter did not add story-expensive "you're a mole" options, you still *could* always roleplay an undercover cop. Your character can be like Chan in Infernal Affairs (https://en.wikipedia.org/wiki/Infernal_Affairs) -- never technically breaking the law due to acting on police orders, even though there's only one cop who's aware of his status. Of course, the game may never acknowledge that you're roleplaying this way -- but such is the nature of some roleplaying, and it'd provide further character motivation for say, trying to prevent killings and refusing to commit murder, much as happens in many stories of undercover work.
Being dedicated to roleplaying often requires extra work, clearly, done only for your own satisfaction; and there are often ways to bend the nature of a narrative towards your own ends. If you can't come up with a reason why your character is stealing something, you can a) close your eyes and pretend it's not happening; b) invest more effort and creativity into nuanced offstage-story roleplaying to understand why your character might be in such a position and choose to steal; c) refuse and avoid branches and unlocks. I'd recommend B for maximum enjoyment. Since FL's style generally hasn't -required- players to commit murder, or have sex, in order to proceed in a story, there's a fair amount of latitude. edited by metasynthie on 8/17/2015
-- Positively antique http://fallenlondon.storynexus.com/Profile/metasynthie
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 Talkes Posts: 90
8/17/2015
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As much as I'm uncomfortable with certain affairs my character has to deal with, the reason why he actually endures all of it is the Ambition. The reason why every character has descended to Fallen London (unless, of course, you do not start your Ambition at all), the ultimate purpose for which he is willing do to pretty much anything it takes, his core desire.
Another reason and justification for all those unavoidable moral disasters is that though the Fifth City is truly a magnificent place, it is by no means a nice place. It is decadent, sinful (literally so with devils walking around) and extremely dangerous, be that because of carnivorous fungi or masters' intrigues. It's not a place that will let you get whatever is it you want without occasional deal with conscience or a bout with public law.
Katistrophe wrote:
Eh, it's not strictly impossible to advance without killing or stealing right now. edited by Katistrophe on 8/17/2015 edited by Katistrophe on 8/17/2015
Alas, the law is not that shallow. Barring that first thing you do is jailbreak, you will have to break the law to become a PoSI, since you will need either to kill a person for good, steal from brass embassy or bazaar, commit what could be treated as a public offence to crown, leaving you banished from the court, or dig up thieves' caches, which is technically a possesion of stolen property. And there's always spirifadge, which is described as unlicensed trade in souls, not just unlicensed extraction, even if it is treated this way all the time, which leaves every person that ever traded a soul open for prosecution.
-- http://fallenlondon.storynexus.com/Profile/Talkes
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 Talkes Posts: 90
8/17/2015
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Then some plausible justifications for romances: you could treat affair with Jewel -Thief as a brief but amusing frinedship with inventive nightly passtimes being races on giant slugs in the marshes (or anything else legal, ridiculous and requiring significant amount of wine to come up with). Concerning the Barbed Wit, you can treat all the wooing as usual high society smalltalk and then break her heart, being utterly queless and unromantic.
The real question is: (going on a bit of a leap here) if your character is a stern, steadfast and lawful to the bone Vake-hunter (other ambitions don't really fit from their starting descriptions), isn't it OOC for him to strive to be Imperial Artist-in-Residence? And if he does, shouldn't it be compicated to become one, because, well, he doesn't fit the stereotype of a celebrated artist? And if FB now enforces these complications, isn't it actually good for your RP? edited by Talkes on 8/17/2015
-- http://fallenlondon.storynexus.com/Profile/Talkes
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 Katistrophe Posts: 29
8/18/2015
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And as that it's fine, but I think a solution needs to be found for players like these as well. And there used to be one. It might have bothered me less if the option to get through Persuasive content without romance or heavily romantic-coded relationships had been impossible from the start. But it was possible, you could get through with art or honey-dreams or whatever you wanted. edited by Katistrophe on 8/18/2015
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 Pingcode Posts: 2
8/18/2015
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Well, in fairness the Persuasive Track is pretty much all about Romance, even when it doesn't look like it. I don't think there's ever going to be a satisfactory way to go through Persuasive without dipping into romance. You could contrive it as 'going through the motions for the sake of appearances' (which your character actually does a fair bit of, thinking about it) but in a setting where romance is chief among the currencies of the bazaar, there's no real getting around it.
Asexuality, though, is fairly straightforward. The low level heiress/jewel thief seductions are sufficiently vague on what the 'weeks of bliss' are, and while the affairs in the palace conclude more unambiguously, you do have the option of breaking it off more chastely for the same result. The only persuasive endeavour I know of that obliges you to give up on asexuality is the Melancholy Curate storyline, which is completely optional and doesn't gate anything.
I've confidence that the Shadowy and Dangerous retools will allow the same sort of vague squint-and-tilt-your-head vagueness. Or possibly bring in new storylines to flesh it out from 'now that you're a skilled thief, you should turn your eyes towards stealing bigger things'.
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 Katistrophe Posts: 29
8/17/2015
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Sara Hysaro wrote:
I just came back in the middle of brushing my teeth to comment on that, actually! XD It came to me a few minutes after I submitted that and walked off. I see no reason why it couldn't be supported even if the player character's love becomes a big central theme. -- edited by Sara Hysaro on 8/17/2015 There's some sort of precedent for that, even, isn't there? The "loved one" your character loses in the Nemesis ambition can be a brother or a daughter (and who is to say that daughter isn't adopted?).
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 Sara Hysaro Moderator Posts: 4514
8/17/2015
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It's very much intentional:
Alexis Kennedy wrote:
dov wrote:
s not the case, because this will make Fallen London a single track story common for all characters, despite appearances of being an Open World RPG based on player choices. Design notes. This is and has always been intentional. If you don't like violence, it's very hard to advance Dangerous; if you don't like criminal activities, that rules out most Shadowy; if you don't like sex, drugs and poetry, Persuasive is a bust. People will always find ways to break the system for their own purposes, and that is not only fine but great, but we don't go out of our way to support it. Fallen London isn't an 'open world RPG' - it's a linked cycle of non-linear stories with strong elements of exploration and a lot of choice-based outcomes.
But even if it were - any 'open-world RPG' I can think of offers way less choice about character activities than Fallen London. The Witcher 3 and Skyrim are superb, but try playing a poet or a cat-burglar in either. Ultimately, any pre-written game will rule out the vast majority of roleplaying options. We can't be responsible for what characters players choose - we rule out a hundred billion options so we can focus on a hundred.
Quoted from this thread.
-- http://fallenlondon.storynexus.com/Profile/Sara%20Hysaro Please do not send SMEN, cat boxes, or Affluent Reporter requests. All other social actions are welcome.
Are you a Scarlet Saint? Send a message my way to be added to the list.
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 Katistrophe Posts: 29
8/17/2015
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Replying to Andrew: So far, yes. And thanks to the access code the Inspector managed to avoid it for good. But if I understand it correctly, romance is now unavoidable for advancing in Persuasive tiers, so had I joined NOW with the same character concept I would have been unable to progress. It's not just myself I'm thinking of, mind, or my character. It's that certain character concepts or even sexual/romantic orientations might be utterly impossible in the future, when they used to be possible without really "breaking" the game. edited by Katistrophe on 8/17/2015
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 Diptych Administrator Posts: 3493
8/17/2015
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Regarding Shadowy progression, well, even Sherlock Holmes and the other great detectives were known to practice a burglary or two in the pursuit of the law - whether to infiltrate the criminal fraternity, or to secure evidence hidden in the lock-box of a villain. The Velocipede Squad do worse every day in the name of justice. That doesn't necessarily provide a path through -all- Shadowy content, but I wouldn't trouble my conscience about conducting heists against the likes of the Brass Embassy or Stainrod and Leadbeater - the less money and power in their hands, the better for the city, I say.
-- Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron. Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
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 Andrew Astherson Posts: 118
8/17/2015
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My both characters are neutral-good, the more serious of them managed to reach his status without getting involved in any sort of romance (thankfully), while the other hasn't managed to take part in the more tempting London's leisures yet (regrettably). None of them weren't struggling to become one of those individuals whos charisma may be described as a legendary. So, personally I see no issues with a new gameplay architecture, and I am surprised of the fact that you met issues.
-- > Currently open for RP: Andrew Astherson - heavy-tempered, rapacious but reliable menace of slavonic-tatar origin. Clement "don't you call me Clem!" Mustela - merry and licentious to a stupid degree Irishman-detective > My lads appearances ; Astherson's short backstory
> Seeking for RP partner(s), are you ? This thread might be the right place.
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