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August's Exceptional Story: The Attendants Messages in this topic - RSS

Absintheuse
Absintheuse
Posts: 348

7/27/2017
Delicious friends, the Exceptional Story for August is here!



Accept an invitation to a secret party from a mysterious acquaintance. Navigate a sinister game of hide and seek and survive the horrors of charades. Explore a manor hiding a greater half. Will you uncover the hidden history of the Second City?

The Attendants is the third and final story in the Season of Ruins, and was written by James Chew. This season, experience three stories involving the cities that fell before London. You can begin each from the Season of Ruins: Tormented Dreams card.

At the end of the season, players who have completed all three will take a step further, unlocking bonus content concerning the Manager of the Royal Bethlehem Hotel, and the thing that has taken roost in his oldest dreams.

Editing and QA: Cash Decuir, Olivia Wood, Lesleyann White and Chris Gardner.

Art by Paul Arendt.

EXCEPTIONAL FRIENDSHIP

In addition to a new, substantial, stand-alone story every month, Exceptional Friends enjoy:
  • Access to the House of Chimes: an exclusive private member's club on the Stolen River, packed with content
  • An expanded opportunity deck: of ten cards instead of six!
  • A second candle: Twice the actions! 40 at once!

Finishing all three stories in the Season of Ruins will make you eligible for an additional opportunity, to follow.

If you want to keep an Exceptional Story beyond the month it’s for, you must complete the related storylet in the current Season’s card throughout London. This will save it for you to return to another time.

edited by babelfishwars on 7/27/2017
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loredeluxe
loredeluxe
Posts: 106

7/27/2017
My favorite part of the story was passing the six gates and finding out what happened to the six daughters of the Pharoah of the Second City. Some of what I say below will be theory, but most will be factually correct based on what we as veteran players know already.

[spoiler]
The daughters, except the fifth, built a refuge from the Bazaar in Parabola after they kept it and the Masters imprisoned for a long time. The Masters were obviously pissed off and they had to flee their wrath and never made it back.

The first daughter fled to the Surface and died from being exposed to the Sun. My theory is that she did this to spite the Bazaar and go out on her own terms.

The second daughter fled to the Mountain of Light and hid beneath it. My theory is that she is involved with the Prison of Flint and the Thief-of-Faces somehow, but that is wild speculation on my part since we don't know mush else about the Mountain right now.

The third daughter is obviously the Duchess considering the symbol of sacrifice is a cat and her gate has a poison green indent referencing that she intentionally poisoned her husband to lure the Bazaar to the Second City. A surprising revelation here is that she is in fact the hostage of the Masters and not simply hiding from them like I thought she was. The Masters are likely keeping her hostage to spite her surviving older sisters and keep them from further interfering in the Bazaar's business.

The fourth daughter is the most vengeance driven of the sisters. My theory here is that she is hiding away as the head nun of the abbey you visit in Bag-A-Legend considering the picture used for the Gate of Vengeance. Her gate being called midnight black and midnight cruel makes me think the Vake/Mr Veils especially since he masterminded the doom of the Second City by negotiating with the God-Eaters.

The fifth daughter we meet in the story. She was a High Priestess and is building the temple in honor of sisters. I don't really get why the hollow in her gate is large and savage.

The sixth daughter is also dead. Though I'm not sure exactly how she died since I don't really know where the House of Feathers is from in the post below. Regardless, I still think she has some link to the Red Handed Queen due to the gate being "red as the death of queens" and her having an extremely powerful presence in Parabola. My theory is that her spirit became the Red-Handed Queen.
[/spoiler]

Discuss!
edited by loredeluxe on 7/27/2017
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Anchovies
Anchovies
Posts: 421

7/27/2017
[spoiler]The Obstinate Adoratrice is the last Adoratrice of Amun in the Second City. The real-world ushabti leads to a statue of "the last priestess of Amun in the city of the faithless". This is unambiguous confirmation that the Second City is/was Akhetaten, founded by Akenhaten as the seat of his monotheistic solar cult of Aten. Akenhaten prohibited anthropomorphic depictions of the Aten, commanding that the image of the sun disk be used instead. The Antiquarian's manor contains no images of anthropomorphic deities, and many images of the sun.

"When still on the Surface, she quarreled with her father and was banished." She insisted on continuing to revere Amun. Past pharaohs had claimed that they were descended from Amun; Akenhaten claimed to be not only the child of the Aten, but also a full incarnation of the Aten upon the earth.
"This Palace was to be a refuge, a place where the citizens of the Second City could walk beneath a new sun... She maintains this place even though she did not approve of its construction." The Palace was designed for and by the cult of Aten to be a place of sunlight.

What if the Palace is a prototype of the Dawn Machine?

What if the Aten, a sun-god created whole-cloth by its worshippers, is also the Dawn Machine, a sun-god created whole-cloth by its worshippers?

The Fulgent Impeller is built around an Element of Dawn and awakened with the sacrifice of a sage into its burning heart. What if the Dawn Machine was born in the same way? What if the original architect of the Dawn Machine, and perhaps the sage burning at its heart, is none other than the Pharaoh Akenhaten, his claims of solar divinity finally realized?[/spoiler]

--
Perhaps our role on this planet is not to worship God — but to create Him.
—Sir Arthur C Clarke

Lionel Anchovies. Character on indefinite hiatus.
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Diptych
Diptych
Administrator
Posts: 3493

7/27/2017
[spoiler]Personally, I thought it was silly for a group of capable scholars to give up their lives to build a dream of a reflection of a sun-temple to aid a three thousand-year-old priestess who doesn't even believe in it, in memory of her sisters, at least one of whom is alive and active in the real world anyway.

Nice to have my suspicion that the Duchess is the Masters' hostage confirmed, too.[/spoiler]

--
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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Pnakotic
Pnakotic
Posts: 266

8/1/2017
slickriptide wrote:
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!"



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]

--
J. Ward Dunn, Glassman

Book of All Hours 9:99: Journey's end in lover's meeting. Progress is ascendancy.
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dov
dov
Posts: 2580

8/2/2017
babelfishwars wrote:
(You actually *could* fail to persuade them. That so few people did is interesting - and suggests we should look at how we set the difficulty level.) Please don't consider this a 'well actually', but a 'this discussion is useful, thank you'.

Thanks for the clarification.

But please do note that even if this was a 50% chance for all players, the problem is still this:
  • Antiquarian: "I only want them to stay if they really want to. Please find out, since you're a neutral party."
  • Player character: Convince them all to leave.
  • Player: Huh?


--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how.
(Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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MidnightVoyager
MidnightVoyager
Posts: 858

8/2/2017
babelfishwars wrote:
slickriptide wrote:
Pnakotic wrote:
The overall intent seems really to be to probe their commitment in staying on to work on the Temple versus returning to their own lives.


Then the intention was a failure.

There were two options - Leave, or leave and take one or more people with you. There was zero chance of failure at doing the latter. The echoes provided in this thread make that clear. Exercising the option to "convince X to leave" did exactly that - it made the person leave. It didn't ask the person for his or her feelings about the Antiquarian, his or her career, family, things left behind, etc...


It was pretty much just, "You're leaving? Okay, I guess you know best. I'll go with you."

There was no way to actually do what the Antiquarian asked, which was to get an honest answer from the friends. It was all about imposing the player's own will on the conclusion and picking your own ending, so to speak.
edited by slickriptide on 8/1/2017


(You actually *could* fail to persuade them. That so few people did is interesting - and suggests we should look at how we set the difficulty level.) Please don't consider this a 'well actually', but a 'this discussion is useful, thank you'.


I would really like to just be able to ask them about their opinions on staying and then decide if I want to convince them otherwise or not. When choosing if I wanted my stat-maxed character to try to talk them out of it or not, I found myself with a complete lack of context and ended up just leaving with a weird unfinished feeling to the story.

--
Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
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Siankan
Siankan
Posts: 1048

8/2/2017
So I generally agree that we needed something here to guide our decision on whether or not to convince people to leave. Making other people's decisions for them seems to be an ES staple, and if I'm going to be put in such an awkward position, then I'd like to at least have enough information to go on.

Can I be honest, though? The thing I wish I had more than anything else was an opportunity to look around. I don't necessarily mean a Tanah-Chook-size location, but come on: it's a once-in-a-lifetime chance to explore a Second City palace in Parabola. Who wouldn't want to poke around some? Everyone else gets to wander about in awe, but all the PC gets to do is to conduct interviews. For an episode set in one of the most brilliant settings Fallen London has ever created, it's rather a letdown.

--
Prof. Sian Kan, at your service.
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slickriptide
slickriptide
Posts: 97

8/1/2017
Pnakotic wrote:
The overall intent seems really to be to probe their commitment in staying on to work on the Temple versus returning to their own lives.


Then the intention was a failure.

There were two options - Leave, or leave and take one or more people with you. There was zero chance of failure at doing the latter. The echoes provided in this thread make that clear. Exercising the option to "convince X to leave" did exactly that - it made the person leave. It didn't ask the person for his or her feelings about the Antiquarian, his or her career, family, things left behind, etc...


It was pretty much just, "You're leaving? Okay, I guess you know best. I'll go with you."

There was no way to actually do what the Antiquarian asked, which was to get an honest answer from the friends. It was all about imposing the player's own will on the conclusion and picking your own ending, so to speak.
edited by slickriptide on 8/1/2017

--
http://fallenlondon.storynexus.com/Profile/Slickriptide
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PSGarak
PSGarak
Posts: 834

8/2/2017
The resolution to this story gives me the impression that the story was originally longer, and some material was left on the cutting-room floor.

If that is in fact the case, I'm sure the decision was for the best. The three acts (dinner, hide-and-seek, and Parabola) are all mechanically interesting, the last two are quite rich with lore, and the pacing for the whole story is quite good. But the denouement seems to be relying on a set-up that wasn't delivered. I wonder if that set-up was originally planned (and possibly even written), but got removed because it made the story unwieldy.

I also think that the final conversations with the other attendees might have been better-structured as a player choice, rather than stat-checks. Aside from the fact that checks are inherently different to implement when the target audience could have persuasive anywhere between 25 and 250, it's not clear to me that convincing them to leave is "winning" the conversation. I was caught between the choice of wanting one outcome for my character, but as a player not wanting to miss out on text. I appreciate difficult decisions in Fallen London but that's a kind of meta-gaming decision that isn't what I'm looking for.

--
http://fallenlondon.com/Profile/PSGarak
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Fadewalker
Fadewalker
Posts: 136

7/27/2017
I love this story. The fate of the six daughters of Pharaoh and the reflections of a long-gone city. It reminds me of Calendar Code and Gift, for the use of deduction and speculation. A very delicious puzzle game with charming writing and tension-building mechanics. One of the most enjoyable stories for me.
(Is the menace of A Stiff Drink an entirely new thing? I haven't met or noticed it before. I kept drinking and drinking all the way during the party and throughout the squabbles, but nothing terrible happened except "A Stiff Drink has not changed from 6 because it's higher than 5". Just wonder if there is something hidden.)

Some speculations and questions:

[spoiler]
For the Pharaoh's daughters:
1 Meritaten
2 Meketaten
3 Ankhesenamun
4 Neferneferuaten Tasherit
5 Neferneferur
6 Setepenre


For the gates and stones:
1 Sacrifice - "woman at the head of six, walking alone into a dark temple", probably the FIRST daughter Meritaten.
2 Priestess - the one went to the back of mirrors, and explicitly the SECOND daughter Meketaten.
3 Vengeance - the third of sixth, Ankhesenamun? And "ridiculous trials", a hint of the Sisterhood?
4 Hostage - definitely our Duchess. If the signature in Calendar Code is true, she should be the SIXTH daughter Setepenre, but if we follow the sequence, she should be the FOURTH daughter Neferneferuaten Tasherit. Puzzling.
5 Pilgrim- "the fifth of six", Neferneferur.
6 Lost - the last chose to stay behind, which could not be found even behind the mirrors. Setepenre?? And the sixth is the only white linen covered stool. But I still prefer the theory where the Hostage (the Duchess) is Setepenre, because the signature evidence in CC is stronger and in Bag a Legend there was "Kept the youngest sister hostage while the rest of us ran for it". Any tricks or misinterpretation?

Descriptions of the sixth stones:


This is the sequence which I guess might be an inverted "sequence" and some of them have been proved in the texts:

[/spoiler]
edited by Fadewalker on 7/28/2017

--
A fervent supporter of the Council and the Masters.
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suinicide
suinicide
Posts: 2409

7/27/2017
I haven't finished this story yet, but so far it might actually be my favorite! It has nice new mechanics and actually gives something approaching the sense of being hunted.

Having finished it, I have to say everything except the final choice was phenomenal! This probably is my favorite ES, just everything about it is amazing. But the final choice seems strangely limited to me, I wanted to ask the other's opinions, or convince only a few to come back with me, not all or nothing. But that is a minor gripe in this story.
edited by suinicide on 7/27/2017

--
http://fallenlondon.storynexus.com/profile/sunnytime
A gentleman seeking the liberation of knowledge, with a penchant for violence.
RIP suinicide, stuck in a well. Still has it under control.
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dov
dov
Posts: 2580

7/27/2017
I'm still making progress in the story but I have to say that I absolutely loved the reaction to the Amateur's esoteric theories: "Of course the Second City wasn't stolen by cats!".

It's not often that a line in the game gets me to literally laugh out loud :-)

--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how.
(Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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dov
dov
Posts: 2580

7/28/2017
Pnakotic wrote:
In the end I think it's more a matter of probing their own feelings, as is the wish of the Antiquarian. Despite being tempted to just leave everyone to rebuild that nifty temple, I talked to everyone and all except the Courteous Assistant (who was just unreasonably piqued over my briefly binding a portion of her essence to a simulacrum) decided to leave with me.

This would have been nice, *had* the option been to talk to each of them and try to find what they really want.

Instead, we have to choose between leaving alone or convincing them to leave, too.

--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how.
(Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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slickriptide
slickriptide
Posts: 97

7/29/2017
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!"

--
http://fallenlondon.storynexus.com/Profile/Slickriptide
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dov
dov
Posts: 2580

7/29/2017
Jolanda Swan wrote:
Oh, let it be anticlimactic for once! Let all shall be well!

These are not mutually exclusive.

It's quite possible to have a story end with "all is well" and yet feel satisfying.

In this case, all that was needed was an option to discuss with each character what they want to do, and only then make the choice whether to convince them to leave it not.

--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how.
(Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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Lallinka
Lallinka
Posts: 138

7/30/2017
And with this I have finally caught up to the current Exceptional Story.

I loved the beginning of this - a mysterious note by an individual whose relationship to me I could define, an almost slasher-horror-ish feeling I had during the hide and seek part in the mansion and then meeting with the Priestess...it was great. Though I was left feeling a bit confused at the end.

I guess the situation was "they've decided to stay and you can choose to convince them otherwise or leave them behind". But I never really understood it from the story, nor did I have a chance to find out what all the other guests thought of the Doting Antiquarian's plan. All I know is they were "in awe".

In the end, I chose to leave alone, mostly because I didn't find a reason to want to ruin the Priestess or the Antiquarian's work, nor did it seem like a wrong thing to leave all the friends together. If anything, by convincing some to leave with me, I might be depriving them of something amazing.

So while the ending was a bit of a disappointment, I want to highlight the Hide and Seek portion of the story. It was superb. I was legitimately getting goosebumps as the Assistant kept closing in and eventually I got caught and then I did the whole thing all over again just to see if I can get away this time, even though I already had all the six keys. It was simply excellent and I loved it.
edited by Lallinka on 7/30/2017

--
Lallinka is accepting any social interactions as soon as my actions allow it. No Loitering and no Photographer, please. Available for interviews about Nemesis and a Midnighter for Orphanages.

Ragish is accepting everything, including Loitering and Photographer. Available for interviews about Heart's Desire and a Crooked-cross for Salons.

Pienkava is freshly out of prison and will need charity to survive in the harsh streets of London. Have pity, she is only fifteen.
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aegisaglow
aegisaglow
Posts: 202

7/30/2017
slickriptide wrote:
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.



This was a really good post, thank you.

The setup was so good that it's weird how the tension just completely evaporated in the last act, when it turned out that nothing was actually at stake. No one was going to be hurt or forced to stay, no one was particularly bothered by being taken behind the mirrors to a strange temple, and you could just walk away without doing anything. Which is the choice I wanted to make, but then I wouldn't get to see the content of talking with the other guests further. Which is...unsatisfying as far as dilemmas go.

Contrast the climax here with "The Final Curtain", where you have to balance the plant's livelihood against the audience's. It's a thrilling choice, and you have four distinct ways to make that decision, each of which gives you a full conclusion (ie, there's no sense you "missed" anything relative to the other choices). One depends on your skill to accomplish, and another means burning them both to death because a cat told you to.

Here, the guests aren't at stake, but the temple doesn't really need them either. You can sabotage it, but because it's not harming anyone there's no particular weight to that decision either. Even the option marked "this is not a nice thing to do" is temporary and more slightly unpleasant than anything.

--
Mx. Aglow. Glazier, hedonist, devil-teaser, Paramount Presence. Pursuing their Heart's Desire.

Ms. Lilian Leith. A lady of proper standing, which seems like an increasingly ludicrous thing to give a rat's ___ about. Known (to some) for her Light Fingers.
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Urthdigger
Urthdigger
Posts: 939

7/29/2017
dov wrote:
Jolanda Swan wrote:
Oh, let it be anticlimactic for once! Let all shall be well!

These are not mutually exclusive.

It's quite possible to have a story end with "all is well" and yet feel satisfying.

In this case, all that was needed was an option to discuss with each character what they want to do, and only then make the choice whether to convince them to leave it not.


Yes, yes, exactly this! I would have loved to talk with them some more about what was going on, what they intended to do here in Parabola, and other such stuff. Give them a farewell and wish them well, close the book on this story. Rather than just shrugging my shoulders and going "Welp, that was a thing that happened."

--
Looking for second chances to maximize your loot output from those troublesome storylets? Check out our handy gang of volunteers in this thread, or even volunteer yourself!

@Urthdigger on twitter
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Dungerson
Dungerson
Posts: 44

7/28/2017
Akernis wrote:
Jolanda Swan wrote:
If you got the Ushabti, you can force a ritual upon the Assistant.


I don't think you just need the ushabti. I am fairly sure that you also need to have been into the library before the dinner at the right airs combination to find the ritual that shows you how to do it.


I think I'm seconding this. I got the ushabti (EDIT: and unlocked all of the gates), but I wasn't even aware that the ritual is a thing until I'm checking this thread. Completely missed it, somehow. (I'm mildly disappointed, although thankfully the Courteous Assistant's translation isn't actually that bad after I compared echoes.)

Going off a tangent, from a story standpoint, [spoiler]helping the Adoratrice both feels like the nice and the cool thing to do to me. A place to hide and seek refuge if and when things go bad in London! The possibility to reunite her and the Duchess at a later date! (They don't secretly hate each other, do they?) A chance to tick off the Masters just from the sheer Egyptian past and aesthetics of this new city! I hope we get to find out what's happening to this place from time to time, even though progress is probably always going to be minuscule.[/spoiler]
edited by Dungerson on 7/28/2017

--
http://fallenlondon.storynexus.com/profile/Dungerson
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Diptych
Diptych
Administrator
Posts: 3493

7/27/2017
Gotta admit, I did not predict where this story was going.

[spoiler]With the dying Egyptologist apparently off being bandaged, the devoted friends being plied with food and wine, the talk of funerary rites, and the creepy servant trying to get everyone alone and off-guard, I figured I was in for a night of avoiding someone's attempts to have me mummified alive and bind me forever in service in the afterlife. The mirrors and princesses gradually made clear that there was more to it than that, and it turned out to be an excursion into deep lore of suns and pacts and dreams rather than a pure exercise in trad horror, but there were still some creepy sarcophagus scenes.[/spoiler]

--
Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
+6 link
dov
dov
Posts: 2580

8/1/2017
Pnakotic wrote:
I'd also note none of them were bound there by your leaving - the Adoratrice isn't intent on making anyone a prisoner against their will. The Antiquarian just thinks they're less likely to admit their true feelings to him, and will hang on out of loyalty rather than zeal for the project.

Indeed.


Which is why it's disappointing that instead of options to "Find out what XXX wants to do" we only get options to "Convince XXX to leave".

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dov
dov
Posts: 2580

8/30/2017
Aniline wrote:
The season's conclusion is in.

Oh, I just love sentences like this:

"The Manager unfurls the rope ladder that he has only just always been carrying."

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Plynkes
Plynkes
Posts: 631

12/22/2017
I am months out of date as far as Exceptional Stories go, so apologies for this bit of blatant necromancy.

dov wrote:

  • Antiquarian: "I only want them to stay if they really want to. Please find out, since you're a neutral party."
  • Player character: Convince them all to leave.
  • Player: Huh?


This for me was a terrible blunder in the writing. It spoiled a story which up to that point I was rather enjoying. A really stupid way to set it up. Ought to have been a conversation option where you find out what their feelings are, and then have a choice whether to persuade them or not. Not impressed.

--
"Then tell Wind and Fire where to stop, but don't tell me."
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Pnakotic
Pnakotic
Posts: 266

8/3/2017
dov wrote:
babelfishwars wrote:
(You actually *could* fail to persuade them. That so few people did is interesting - and suggests we should look at how we set the difficulty level.) Please don't consider this a 'well actually', but a 'this discussion is useful, thank you'.

Thanks for the clarification.

But please do note that even if this was a 50% chance for all players, the problem is still this:
  • Antiquarian: "I only want them to stay if they really want to. Please find out, since you're a neutral party."
  • Player character: Convince them all to leave.
  • Player: Huh?

Yeah, the wording is awkward. I really had to think about it for a while. If the choice was just "Speak with X person" I think it would have made more sense for the apparent narrative of the story

--
J. Ward Dunn, Glassman

Book of All Hours 9:99: Journey's end in lover's meeting. Progress is ascendancy.
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genesis
genesis
Posts: 924

8/7/2017
I haven't seen anyone discuss the new hieroglyph that appears in the art of story.

I am no Egyptology so I had to rely on Wikipedia to get even some sense of it. But I feel it's a major clue of *something*.

Ignoring the outer oval of the glyph, it consists of two elements. On the top is the sun glyph and on the bottom is the "butcher's block" glyph. Together they form the hieroglyph "Sun on block" which means "day time" or "course of the day". This would be quite a dull Easter egg as it might simply refer to the "The Slow Passage of Time" quality or just the overall theme of the story referring to trying to recapture sunlight and daytime in Parabola. So no secret messages there.

However, the fact that the hieroglyph appears inside an oval suggests that it is intended to be a cartouche (albeit without a horizontal bar), which would imply that it refers to a royal name.

If so, then there might be flexibility to attach different interpretations to the hieroglyph.

The sun glyph - This, quite obviously, can refer to the sun. It can also refer to some concept of time like a moment or an instant. Finally, and specifically in cartouches, it can refer refer to the sun god Ra. In Amarna Ra was equated with Aten.

The butcher's block glyph - the main meaning is the concept of "below" or "under". Perhaps, be-Neath? Alternatively, it can also have the following associations. It's a butcher's block so it can refer to something being butchered or segmented.

So what do we have overall? It can of course refer to "the sun in the Neath" - the idea of the Palace of the Rising. Or it could simply refer to the fall of Aten (as in Akhenaten/Amarna). Curiously, another entity that is associated with the phrase "The sun below" is "The sun below the sea" - Salt. I have no idea what that would have to do with this story but it's interesting to note. Finally, the Second City is also associated with Mr Eaten who was certainly butchered and segmented.

Anyway, I don't have any definitive theories but I thought it's a worthwhile angle to ponder.
edited by genesis on 8/7/2017

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Siankan
Siankan
Posts: 1048

8/2/2017
slickriptide wrote:
On a different note - While I was aware of Fallen London for some time, I came to the game as a player because of Sunless Sea. As a newish player, I'm a bit surprised that "mirror travel" appears to be so easy. I was under the impression that there was some effort involved, up to and including losing your mind.

"Up to and including losing your mind" is in the small print for most Fallen London endeavors, truth be told. Most of the time, of course, losing your mind is what causes movement through the mirror for the average London citizen. (For humans, at least; sorrow-spiders are another matter.) In this story, it seems pretty clear that the Assistant's ability as a Glassman (though she is not specifically described as such) and her familiarity with the palace are responsible for the transition through the mirrors. It is clearly not easy in and of itself; after all, the statement is made (was it on the mirror? I can't remember now) that after whatever disaster befell in the House of the Feather, those of the Second City searched for the Palace and could not find it, that she only found it because she was dangerously deep in honey-dreams, and that (in her opinion, anyway) she is the only one capable of opening the mirrors into the palace. All of this points to the party being a singular, well-orchestrated event, not a typical speculotransitive event.

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babelfishwars
babelfishwars
Administrator
Posts: 1152

8/2/2017
slickriptide wrote:
Pnakotic wrote:
The overall intent seems really to be to probe their commitment in staying on to work on the Temple versus returning to their own lives.


Then the intention was a failure.

There were two options - Leave, or leave and take one or more people with you. There was zero chance of failure at doing the latter. The echoes provided in this thread make that clear. Exercising the option to "convince X to leave" did exactly that - it made the person leave. It didn't ask the person for his or her feelings about the Antiquarian, his or her career, family, things left behind, etc...


It was pretty much just, "You're leaving? Okay, I guess you know best. I'll go with you."

There was no way to actually do what the Antiquarian asked, which was to get an honest answer from the friends. It was all about imposing the player's own will on the conclusion and picking your own ending, so to speak.
edited by slickriptide on 8/1/2017


(You actually *could* fail to persuade them. That so few people did is interesting - and suggests we should look at how we set the difficulty level.) Please don't consider this a 'well actually', but a 'this discussion is useful, thank you'.

--
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Akernis
Akernis
Posts: 255

7/28/2017
Jolanda Swan wrote:
If you got the Ushabti, you can force a ritual upon the Assistant.


I don't think you just need the ushabti. I am fairly sure that you also need to have been into the library before the dinner at the right airs combination to find the ritual that shows you how to do it.

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suinicide
suinicide
Posts: 2409

7/27/2017
If you get caught you will be dragged to the end of the story. You will miss anything in the mansion that you do not already have.

The ritual gives the most accurate and interesting translation (though I'm afraid I don't have a link) and the assistant gets her voice back in the end. Though she's rather upset with you.

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Akernis
Akernis
Posts: 255

7/28/2017
Amsfield wrote:
I was trying to guess the Assistant's agenda and what betrayal they had planned against me and possibly perpetrated against my former lover. I was a little disappointed that it was all relatively benign.

Yes, that was a small thing that disappointed me a little as well. (not a lot, I'm splitting hairs at this point.)

[spoiler]What was the point of the warning we got in the golden book? He said that the game was rigged and that we were not meant to win. But there seemed to be no tampering with the game, everything was fair if challenging. And even if you lose you are simply brought in alongside the others anyway. The Courteous Assistant are clearly displeased that you are in there, but it seems more like she is just a sore loser at games than that you were actually spoiling some sinister scheme of hers.[/spoiler]

Another thing I really liked about this story is how you could chose your relation to the Antiquarian and that it was noticed by the other guests, it gave another dimension of immersion to the story. The fact that I was investigating a mystery concerning a distant and slightly eccentric but fond cousin made my even more invested in the story.
.
edited by Akernis on 7/28/2017

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sorciechan
sorciechan
Posts: 25

7/28/2017
Just finished the story myself. I, too, loved it except for the end.

[spoiler] I had thought that I was just making sure whether or not everyone wanted to stay, not trying to make them leave. Honestly, if the Antiquarian hadn't asked, I would've left them there in Parabola. I saw no ill-intent from letting them stay. Not to mention, for my character, sticking it to the Masters would've been a bonus for her.[/spoiler]

I hope I did the spoiler tags right. I can't see in preview. >< If not, I'll edit.

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Sorcia Brewers

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Jolanda Swan
Jolanda Swan
Posts: 1783

7/29/2017
Oh, let it be anticlimactic for once! Let all shall be well! Too many times we have to go back in our lodgings searching the cupboards for absinthe - this time we just witnessed a groupf of friends do something dangerous and wonderful, and got back in time for dinner. I for one am fine with that.

--
Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
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 Saklad
Saklad
Posts: 528

7/29/2017
I decided to try convincing everyone to return, for one reason specifically: if I was successful, then they never really wanted it in the first place.

--
Saklad5, a man of many talents
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Urthdigger
Urthdigger
Posts: 939

7/29/2017
Like others in this thread, I have to say I was a bit disappointed in the ending. As a glassman and given my destiny (Or, at least, I recall a destiny leading folks into Parabola... doesn't seem to match the one I actually have. Did I dream that?), letting them remain behind the mirror is VERY much in character for me. They like it there, and get to survive whatever horrors happen in the Neath. And yet because of that, my ending is I just shrug and leave. It feels... anti-climactic.
edited by Urthdigger on 7/29/2017

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Pnakotic
Pnakotic
Posts: 266

8/1/2017
Urthdigger wrote:
Like others in this thread, I have to say I was a bit disappointed in the ending. As a glassman and given my destiny (Or, at least, I recall a destiny leading folks into Parabola... doesn't seem to match the one I actually have. Did I dream that?), letting them remain behind the mirror is VERY much in character for me. They like it there, and get to survive whatever horrors happen in the Neath. And yet because of that, my ending is I just shrug and leave. It feels... anti-climactic.
edited by Urthdigger on 7/29/2017

I think it may more be the case that every one of the guests had their reasons for leaving the field of archaeology. And as much nostalgia as they all had for the "good old days" a great deal of enthusiasm was couched in their admiration and friendship with the Antiquarian, to the extent of being rather jealous of his attentions.

I'd also note none of them were bound there by your leaving - the Adoratrice isn't intent on making anyone a prisoner against their will. The Antiquarian just thinks they're less likely to admit their true feelings to him, and will hang on out of loyalty rather than zeal for the project. Work will continue regardless of the decisions of the partygoers.

I'd also disagree that it was an anti-climactic ending. If anything, it made everyone confront who they really were, look at the past with clear eyes, and accept the choices they'd made. The Antiquarian as well had to accept his own mortality. And in the end that they were all bound together by their ties of friendship moreso than yen for adventure. The drama was just internal and interpersonal rather than external and flashy.

The ending was hardly a do-nothing, anyway. There was a very bittersweet parting of company at what was essentially a wake for an old friend. And I'm not entirely sure if it was a greater kindness than letting them all go chasing after their old long-abandoned dreams, even if they were a folly of youthful romanticism. It can be a hard thing to outlive your dreams, to feel youthful passions wither and fade away, and to let your heart harden to old hopes and yearnings. But sometimes that catharsis is needed to move on and forge a better future. The Temple made a rather acute allegory for living in the past versus living in the present.

--
J. Ward Dunn, Glassman

Book of All Hours 9:99: Journey's end in lover's meeting. Progress is ascendancy.
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Amsfield
Amsfield
Posts: 176

7/28/2017
I really enjoyed the first part of the story, with the party and the hunt. I thought it was well written and did a great job of making me feel something sinister was afoot. I was trying to guess the Assistant's agenda and what betrayal they had planned against me and possibly perpetrated against my former lover. I was a little disappointed that it was all relatively benign.

As to the fates I chose, I also saw no reason to sabotage, but I did convince everyone I could to leave. Mostly for selfish reasons, in that a few felt like potential lovers and to spite the assistant. I tried to get her to leave as well for the reason on the card- she seemed like too much of a threat to me to leave unsupervised.

--
Amsfield: http://fallenlondon.storynexus.com/Profile/Amsfield
A devotee of pleasures intellectual and fleshy. Always fabulously masked.
Honoria Kastern: http://fallenlondon.storynexus.com/Profile/Honoria%20Kastern
A hunter, a shooter and a fisher. Also a patriotic busy body. Mildly corrupted.
Maiser: http://fallenlondon.storynexus.com/Profile/Maiser
A young firebrand of obviously criminal intent.
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Not a nice person.
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Quiet, thoughtful and possibly mad. Excellent listener though. Favours grey.
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Anchovies
Anchovies
Posts: 421

7/28/2017
Akernis wrote:
Another thing I really liked about this story is how you could chose your relation to the Antiquarian and that it was noticed by the other guests, it gave another dimension of immersion to the story. The fact that I was investigating a mystery concerning a distant and slightly eccentric but fond cousin made my even more invested in the story.
I agree, this was definitely a nice touch. That, and the option to argue, mediate, or drink during dinner. Little story choices which allow for a bit of characterizing role-playing without concern for rewards or consequences.

--
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Lionel Anchovies. Character on indefinite hiatus.
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suinicide
suinicide
Posts: 2409

7/27/2017
As much as I love your theory, the oldest daughter died in the house of feathers, so she is not connected (probably) This also means the daughter under the mountain is still alive.

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A gentleman seeking the liberation of knowledge, with a penchant for violence.
RIP suinicide, stuck in a well. Still has it under control.
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a Nice Friend
a Nice Friend
Posts: 127

7/28/2017
Perhaps the ushabti is hidden under our qualities so the Masters won't find it.

--
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Jolanda Swan
Jolanda Swan
Posts: 1783

7/28/2017
If you got the Ushabti, you can force a ritual upon the Assistant. The translation will be both accurate and trustworthy - the servant is borrowing her voice to translate. She gets the voice back at the end, and is a bit pissed at you but otherwise fine. I have echoed the conversation if you are interested.

As for the scholars, I found no reason to persuade them otherwise either. They are obviously friends with each other and the Doting Antiquarian, and friends should stay together. They know exactly what they are choosing and given that they are denizens of dark, bat-infested Fallen London, I do not immediately see the flaw in their choice.

All in all, I am happy I did not have to make an impossible decision which is often the case in ES. Just enjoyed the writing, the lorefest and the new mechanics.
edited by Jolanda Swan on 7/28/2017

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Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
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Sir Joseph Marlen
Sir Joseph Marlen
Posts: 575

7/27/2017
Optimatum wrote:
There isn't any real reason for sabotage that I can think of, unless your character was particularly angry at the trickery. You might want to talk the guests out of staying because the Antiquarian wanted them to only stay if they really wanted to, I guess? And you might want to convince the Antiquarian for the same reason.

Scienceandponies wrote:
Or am I missing why convincing everyone to leave would be a clearly superior option instead of just kind of a dick move?

Along with just being pissed at this motley crew tricking you, some people don't like anything to do with Parabola due to how dangerous it's been for many cities and groups. With that and the base fear of "new crazy magic shenanigans! scary!", talk of a new sun may frighten players wary of replacement suns (I mean, the Dawn Machine wasn't exactly a good start for that concept). Other than those reasons that are stretching logic to rationalize it, yeah, it pretty much feels like a dick move for the sake of being a dick. Part of me wishes that they'd have given better reasoning for messing with the daughter's plans, even if they weren't great or concrete reasons, but I also like the idea of the options being "being evil for evil's sake VS being a decent person with no self-sacrifice required" in a game where those kind of options aren't always a constant.

You could make a better argument for convincing the members of the party to leave, but to me it just seemed like needlessly convincing people what they wanted wasn't in their best interest when they were already happy with the outcome. I think it was partly a tie-in to the fictional king's / the daughters' willingness to give up their lives to follow their dreams and desires, though I don't have much reason to think their aspirations are any less valuable as their usual lives. Still, though, it was a nice tie-in.

--
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Optimatum
Optimatum
Posts: 3666

7/27/2017
So apparently one of the daughters died in the House of the Feather, whatever that is. I found one reference to it though - in Sunless Skies, the House of the Feather will be one of the ports usable as a home base like London is in SSea.

Did anyone get echoes of the ending for convincing the friends to leave but not the Antiquarian?
a Nice Friend wrote:
I er... think I may have accidentally skipped a chunk of this story. Or just played it wrong (as much as you can play a story wrong)
When the choices came up to sabotage the project or talk the guests out of staying, I didn't even understand why I would want to.

I messed up somewhere.

There isn't any real reason for sabotage that I can think of, unless your character was particularly angry at the trickery. You might want to talk the guests out of staying because the Antiquarian wanted them to only stay if they really wanted to, I guess? And you might want to convince the Antiquarian for the same reason.
edited by Optimatum on 7/27/2017

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Vavakx Nonexus
Vavakx Nonexus
Posts: 892

7/27/2017
Very much enjoyed this month's ES.

All the new lore is delightful: The new rituals, the seance, the palace itself, the clues towards the fates of all the sisters. Seeing all the tricks the Assistant was able to pull was quite an education experience, as a fellow glassman.

The party at the start of the ES had a lot of good and funny writing - you can't overstate the fact that you can go through the whole ES drunk to high heavens - and exploring the Manor/Palace was also intensely satisfying.

Also: Shout out to the Antiquarian for probably being the only other person who has so many Ushabtiu in his house.

--
Amets Estibariz, the Moulting Eidolon: Cradled by a sun all their own.


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Charlotte and the Caretaker: A family?
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phryne
phryne
Posts: 1347

8/11/2017
Got round to playing this one earlier than expected and immensely enjoyed it - even for the exact reasons others found objectionable, it seems. Sorry in advance for the wall-of-text, but reading through this thread prompted some thoughts about ES writing in general.

I did not find the ending to be anticlimactic. In fact, I'd like to point out how much I appreciate the fact that my character could just leave¹, without being forced to talk to or try and persuade anyone. As someone above has pointed out, "making other people's decisions for them seems to be an ES staple". Of course, I can totally see why that's the case: it's pretty hard to write an engaging, meaningful story without giving the PC some power over NPC's actions. What the writers of ES should try to do as often as possible though is to leave it to the player whether to interfere at all - and I feel like The Attendants achieved exactly that.

Of course I'm not saying there should never be situations where you're given power over an NPC's fate. But these situations lose meaning when they happen all the time instead of just, say, once or twice throughout the story. I think one of the most unrealistic things that interactive fiction can do is put you into a setting where NPCs ask you to influence their course of action all the time. Because that's just not how life works.² I also feel that, in those instances where interfering is possible, the existence of an option not to interfere is incredibly important. Being able to remain passive makes those moments when my char does take action - or has to make decisions - all the more meaningful.

In this story, I was invited by someone I didn't know to a party where I didn't know anyone either. I got the opportunity to explore the host's very interesting abode, both before and after dinner. During dinner, I was able to concentrate on food and drink, and was even kindly provided with the option to be unspeakably rude to anyone trying to engage me in conversation. I wasn't forced to participate in the seance either. At the end, I got to make an even more interesting trip to Parabola, said my goodbyes, and left. For basically throughout this story I hardly had to do anything but explore and observe, and still hugely enjoyed myself and learnt a great deal of lore. I feel like that's as remarkable an achievement by the writer as, for example, the exciting showdown in Web of the Motherlings

I also don't think it's an example of bad writing that all the (seemingly) threatening hints about some sinister plan on behalf of the Assistant turned out to be just the PC being paranoid - in fact, that's extremely realistic! Just imagine the situation: you're in a strange place with people you do not know. The host never shows up, and his assistant makes it plain inviting you wasn't her idea. Of course you're likely to become slightly worried at every hint of possible threat coming from her, and start seeing things that aren't there. To have my expectations so thoroughly contradicted is, to me at least, delightful. I chuckle at the thought of my monster-hunter moving stealthily through the mansion, prepared at every turn to be attacked by something hideous, only to find out that it really was just a game of hide-and-seek after all.

If, by the end of the story, I had been in any way inclined to further interfere with these peoples' lives, the options to do so were there. Not being forced into taking any of them was delightful.

I had high expectations for the Season of Ruins, and so far they've been met. Can't wait for the concluding story!


¹ There have been one or two ES where I craved an option to do just that, since I couldn't see any reason for my char to be interested in interfering at all. The most egregious example was, of course, Our Lady of Pyres, as others have pointed out already.

² For me, the worst example here was The Heart, the Devil and the Zee where I was asked to advise an NPC on matters most private, concerning their family and even their love life. Aside from the fact that why my char would care for this stranger, or why they would be entrusted with these decisions, was never really addressed - having such absolute power over the NPC's life was just totally unbelievable. (The story's saving grace, however, was the wide variety of final options it provided.) Contrary to that, in All Things Must End's final choice the writers did a great job by subtly suggesting the Undertaker being so wracked with indecision, she would just go along with whatever the PC chose. Sometimes the whole plot's credibility depends on details like that.

³ Generally, what I expect above all of Exceptional Stories is probably that they provide some variety. Overall, I was always satisfied on that end and feel like the FB writers have become even better at it recently.
------
edited by phryne on 8/11/2017

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slickriptide
slickriptide
Posts: 97

8/4/2017
Any motivation at all would have helped. I'd have been perfectly happy with something like, "No more 'Felicity Beauchamp, Relic Hunter' novels? UNTHINKABLE!"

Sure, you don't want to dictate the player characters preferences, but the Garroulous Novelist could just as easily have asked, "Have you read one of my novels?" and let the player choose whether buxom, half-dressed archaeologists and ancient curses really are his or her cup of tea instead of assuming that the PC is above such things.

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Kukapetal
Kukapetal
Posts: 1449

8/4/2017
Exactly! I was certain my character had not only read all her novels, but had the Triple Platinum Collector's Set :P
edited by Kukapetal on 8/4/2017
edited by Kukapetal on 8/4/2017
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Dudebro Pyro
Dudebro Pyro
Posts: 755

8/3/2017
Pnakotic wrote:
I'm still curious about the the "Friendship of the Company" quality influences the story, if at all. Having the dialogues be quality-driven would have made a bit more sense than a simple persuasion check.

This. I didn't see it actually get used anywhere.
Same goes for your drunkenness tracker.

This seems to support the theory proposed above that some content was intended to be in the story, and was cut. If there was a more lengthy scene where you talked to each guest and got to know their opinions and attitudes, it would also make sense for your closeness to their clique to play a part in how much they open up to you, while being drunk would understandably make it harder to convince anyone either way.
If this had been the case, maybe they'd have had varying opinions, and you could get a more interesting/better ending by convincing everyone to stick together - whether it be leaving or staying. For instance, getting everyone to leave would let you drag the Antiquarian along (as it does now), while getting everyone to stay would net you some extra lore from the grateful princess - while having them split up would just leave you with "and then these went home with you while these stayed, the end" (in a similar vein to the current ending should you not attempt to convince anyone). Plus, if these checks were based on the Friendship and drunkenness, it would be stat-agnostic, and thus there would be no problem with scaling difficulty.

Of course, that entire wall of text is just pure wishful thinking of no practical value, but maybe it might provide some food for thought.

--
Dudebro Pyro, eccentric scholar

Spare Starveling Kitties always welcome. I collect them.
For that matter, send me your unwanted cat boxes too.
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Dudebro Pyro
Dudebro Pyro
Posts: 755

8/7/2017
Also worth adding that I started the story as a complete stranger to the Antiquarian (staying true to life, as I'd never seen him before in-game), which didn't actually end up affecting the story in any way except to make everything even more absurd - the text states that the Antiquarian invited you, the player, because you didn't know the other members, with strong hints that you are an old acquaintance of his and hence he could trust you. Yet in my case, he ended up inviting a completely random stranger for the purpose of an objective/detached judgement, which really seems quite extreme (in an amusing way).
It did, of course, make the last choice even more meaningless - ironically, I felt more attachment to the Princess than anybody else, and based my choice to let everyone stay off that.

--
Dudebro Pyro, eccentric scholar

Spare Starveling Kitties always welcome. I collect them.
For that matter, send me your unwanted cat boxes too.
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Mr. Secrets
Mr. Secrets
Posts: 101

8/13/2017
Well Amalgamate, the challenges should all be easy for a level 200. That would be the point, exceptional stories are meant for characters of all stat levels. For the most part, anyway. After all, wouldn't you be annoyed if as a low level character you paid real money for a story you cannot reasonably complete due to low stats?

Regardless of the ease of difficulty, which is found in pretty much every exceptional story, I had the same issues that others expressed. The game of hide and seek in the house was interesting, as was the conversation with the woman in the mirror. However, after that conversation I found myself rather confused.

The archeologist asked me to talk to folks and see if they were willing to stay...and then my only option for talking with them was to ask them to leave with me. Testing with the novelist, I found that there was no option to convince them back the other direction and it was simply a "take some, all, or none" situation. Which didn't sit right with me, there were so few opportunities to get information from or about the other characters. We did not even get a chance to talk to them about the temple/palace/place in the mirror. Heck, I only vaguely could tell the two male NPCs apart and it was mostly because of their pictures rather than their personalities. I had no idea if these folks had families or children to provide for that would lose them if they stayed on their side, or what kind of life awaited them if they stayed on the other side of the mirror. Convincing everyone to leave didn't make much sense, neither did sabatoging the project. I was given no reason to do either of these things, they were simply options that were available. Its like if the game had a button that said "I dare you to punch this puppy," why would I? They had done no harm to me, nor seemed as if they were going to do harm to anyone else, and everyone involved was basically a volunteer.

At the end, I get an enigma and then never see any of the characters ever again...no epilogue card, no word from the Duchess...nothing. I left, the novelist left, the novelist never contacted me, and I never found out what happened to the ones who remained. The story culminated into...nothing.

Meh, to be honest this is the first "mediocre" exceptional story I have run into and I'm not a fan.

--
Mr. Secrets - We Are In Our Ascendance. There Will Be Ten And Then All Shall Be Well And All Shall Be Well And All Manner of Things Shall Be Well.

The Straveling Solider - The Straveling Soldier, The Straveling Soldier hates and hates the beings Solar.
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slickriptide
slickriptide
Posts: 97

8/2/2017
Speaking for myself -

There were two things I needed: context and investment.

I think maybe the context was intended to be there but it was too subtle. For instance, in retrospect, seeing the Esoteric Amateur in the library sitting out the game because a game of Hide and Seek was "too much excitement" was maybe supposed to suggest to the player that he might not do well in a perpetual "in the field" environment; books were more his forte than actual archaeology, let alone a commitment to a kind of life-long anthropology.

I never even saw the other "hiders" except from a distance, so if there were similar cues about their personalities during the game, I didn't get a chance to read them.

Unfortunately, because the choice was presented as "convince him to leave", I was immediately asking myself, "why am I doing this?". If the choice had been "consider what you know about the Amateur", and a choice to engage in conversation where "convince him to leave" was one of two or three choices,then I might instead have gone back over my saved echoes and thought about what seemed best for him.

As to investment - there wasn't any, for me. I didn't know these people except possibly by reputation (given that the Garrulous Novelist is supposed to be semi-famous). Whether they stayed or returned to London was all the same to me. There was nothing at stake, which then made my determination to "convince them to leave" all the more inexplicable.

Heck, the Radical Archaeologist is, apparently, still an archaeologist even though he's no longer "in the field". What is he currently doing, then? Is that work more important than helping an Egyptian princess build a sanctuary for people to escape the next falling city that drops on their heads? Who knows?

And, honestly, there's still the issue that from the outset, the party appears to be more like something out of an Agatha Christie novel and that having it turn out to be something else entirely just makes the whole thing feel anti-climactic. And, of course, the Courteous Assistant who is not at all Courteous just adds to the whole "gotcha" feel of the story for me.

On a different note - While I was aware of Fallen London for some time, I came to the game as a player because of Sunless Sea. As a newish player, I'm a bit surprised that "mirror travel" appears to be so easy. I was under the impression that there was some effort involved, up to and including losing your mind.

--
http://fallenlondon.storynexus.com/Profile/Slickriptide
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dov
dov
Posts: 2580

7/27/2017
Scienceandponies wrote:
Or am I missing why convincing everyone to leave would be a clearly superior option instead of just kind of a dick move?

I'm at the same place. I see no reason why my character should interfere with these people's decision.

It would have been an interesting choice had there been more character development for them, through which we might have learned of things still important for them in London.

--
Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how.
(Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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a Nice Friend
a Nice Friend
Posts: 127

7/27/2017
dov wrote:
Scienceandponies wrote:
Or am I missing why convincing everyone to leave would be a clearly superior option instead of just kind of a dick move?

I'm at the same place. I see no reason why my character should interfere with these people's decision.

It would have been an interesting choice had there been more character development for them, through which we might have learned of things still important for them in London.


That's what led me to believe that I must have messed up or missed something.
These people are strangers to me and they seem extremely pleased with this place, so the option to sabotage the construction or talk them out of staying only makes sense to me if there was something especially sinister going on. And if there was, I couldn't see it.

I did enjoy the survival horror puzzle mansion and the option to get completely sauced while the guests bicker.
edited by a Nice Friend on 7/27/2017

--
Definitely a nice friend - http://fallenlondon.storynexus.com/Profile/a%20nice%20friend
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Reused NPC
Reused NPC
Posts: 259

7/27/2017
I have to say I enjoyed this. Honestly I'm here for the lore, not necessarily the "gameplay", so I really appreciate the story of Parabola. Seriously, important lore. Anyhow, is there a trophy item for this line? I'm back in London and I don't see anything... which is worrying considering how that's a usual thing for Exceptional Stories. But eh, maybe there's an epilogue. Also, I think we have the answer to one of our Mysteries here... But that's just me.

--
ReusedNPC, a d__ned lunatic.

Edmund Viric, a rather dreamy sort.

"I won't stay long, I shan't stay long! Tell me a secret."
--the Baldomerian
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ClearFavourite
ClearFavourite
Posts: 50

7/27/2017
What happens if you get caught?

--
The Boisterous Bounty-Hunter
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Jolanda Swan
Jolanda Swan
Posts: 1783

7/27/2017
Beautiful writing so far... and the "Eva Green in Penny Dreadful" art was a spooky surprise.
I think it is the one that drew me in the easiest, and I liked how it gave you a choice as to why you are embroiled in this particular escapade. Onwards to the rest!
edited by Jolanda Swan on 7/27/2017

--
Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
http://fallenlondon.com/profile/Jolanda%20Swan
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Scienceandponies
Scienceandponies
Posts: 247

7/28/2017
Sir Joseph Marlen wrote:
Optimatum wrote:
There isn't any real reason for sabotage that I can think of, unless your character was particularly angry at the trickery. You might want to talk the guests out of staying because the Antiquarian wanted them to only stay if they really wanted to, I guess? And you might want to convince the Antiquarian for the same reason.

Scienceandponies wrote:
Or am I missing why convincing everyone to leave would be a clearly superior option instead of just kind of a dick move?

Along with just being pissed at this motley crew tricking you, some people don't like anything to do with Parabola due to how dangerous it's been for many cities and groups. With that and the base fear of "new crazy magic shenanigans! scary!", talk of a new sun may frighten players wary of replacement suns (I mean, the Dawn Machine wasn't exactly a good start for that concept). Other than those reasons that are stretching logic to rationalize it, yeah, it pretty much feels like a dick move for the sake of being a dick. Part of me wishes that they'd have given better reasoning for messing with the daughter's plans, even if they weren't great or concrete reasons, but I also like the idea of the options being "being evil for evil's sake VS being a decent person with no self-sacrifice required" in a game where those kind of options aren't always a constant.

You could make a better argument for convincing the members of the party to leave, but to me it just seemed like needlessly convincing people what they wanted wasn't in their best interest when they were already happy with the outcome. I think it was partly a tie-in to the fictional king's / the daughters' willingness to give up their lives to follow their dreams and desires, though I don't have much reason to think their aspirations are any less valuable as their usual lives. Still, though, it was a nice tie-in.


It certainly does seem a bit of stretch. Sure it takes place in Parabola, but it's not like this involves anything from there trying to move London-side, and I don't smell even a whiff of fingerking involvement. Replacement suns are no big deal if kept on that side of the glass (Parabola is usually described as a pretty sunny place anyway). There's really no impression these characters are leaving anything terribly important behind, nor that their fates on this side will be particularly ominous.
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Hattington
Hattington
Posts: 210

7/29/2017
Sir Joseph Marlen wrote:
Optimatum wrote:
There isn't any real reason for sabotage that I can think of, unless your character was particularly angry at the trickery. You might want to talk the guests out of staying because the Antiquarian wanted them to only stay if they really wanted to, I guess? And you might want to convince the Antiquarian for the same reason.

Scienceandponies wrote:
Or am I missing why convincing everyone to leave would be a clearly superior option instead of just kind of a dick move?

Along with just being pissed at this motley crew tricking you, some people don't like anything to do with Parabola due to how dangerous it's been for many cities and groups. With that and the base fear of "new crazy magic shenanigans! scary!", talk of a new sun may frighten players wary of replacement suns (I mean, the Dawn Machine wasn't exactly a good start for that concept). Other than those reasons that are stretching logic to rationalize it, yeah, it pretty much feels like a dick move for the sake of being a dick. Part of me wishes that they'd have given better reasoning for messing with the daughter's plans, even if they weren't great or concrete reasons, but I also like the idea of the options being "being evil for evil's sake VS being a decent person with no self-sacrifice required" in a game where those kind of options aren't always a constant.

You could make a better argument for convincing the members of the party to leave, but to me it just seemed like needlessly convincing people what they wanted wasn't in their best interest when they were already happy with the outcome. I think it was partly a tie-in to the fictional king's / the daughters' willingness to give up their lives to follow their dreams and desires, though I don't have much reason to think their aspirations are any less valuable as their usual lives. Still, though, it was a nice tie-in.



  • This more or less mirrors, no pun intended, my thoughts exactly. I think the clincher is how goshdarned NICE all parties involved are about the whole thing: The partygoers genuinely seem more like bumbling dorks than the kind of people who'd deliberately try to get you too drunk to win the game, all things considered the Assistant is a good sport about having her voice nicked (admittedly my character has killed for less. Far, far less) and the woman behind it all? Is incredibly courteous and kind for someone whose dad was a solar god-king.

    Even if I didn't think raising artificial cute baby suns and terraforming Parabola was totally awesome, I can't help but think the sabotage option stood out as an RP-targetted thing. As a new player, I'd definitely consider this place as an option better than being squished under a new city.

    Anyway, as you probably figured-I did NOT behave like an awful, awful guest. Though I did talk the others out; maybe I chose to be an outsider to the Antiquarian but I didn't really feel invested in him, it more or less struck me as a whim since if they seemed like goofballs in every other area, i figured they probably hadn't thought through their decision to leave reality either.

    And pleasantly surprised things ended civilly with the Assistant! She was a bit of a tedious action sink, but I can respect dedication.

    --
    The Dawnburnt Vake-Rider: https://www.fallenlondon.com/Profile/Hattington
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    Fadewalker
    Fadewalker
    Posts: 136

    7/30/2017
    Questions and overthinking again:
    [spoiler]In the temple there are six stools and one throne. The throne and the sixth stool are covered with white linen. If the sixth stool was left for the youngest daughter perished on the Surface, who should sit on the throne? The answer seems to be explictly the King, but the first daughter perished in the House of the Feather and her stool is not covered.
    I think that temple might be a scene in memory of the first daughter, reproducing the situation which was just before she came into the dark temple and sacrificed. The sixth daughter probably died earlier. "Only five stools have been sat upon." Could that be a hint where the sixth never came to the Neath?

    (I simply can't reject the temptation to invent such a story: the fourth daughter our Duchess and the youngest daughter Setepenre, they traded their identities and made the youngest's life or love a mandatory thing in the contact, but the youngest left behind on the surface and perished, then the Masters defaulted in their contact... or made Bazaar defaulted in the "love story" between the scribe and the princess, because of mismatched identities...)
    [/spoiler]

    --
    A fervent supporter of the Council and the Masters.
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    alkemicVixen
    alkemicVixen
    Posts: 9

    7/31/2017
    I was also confused upon reaching the end of this story, for the same reasons. I didn't understand why I would want to sabotage the whole thing, I didn't understand why convincing everyone to leave was my only option to interact with them, and I didn't understand why the assistant's identity and motives weren't fleshed out more.

    --
    http://fallenlondon.com/Profile/alkemicVixen

    I accept all social interactions. Seeking Tournament of Lillies challengers.
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    Meradine Heidenreich
    Meradine Heidenreich
    Posts: 468

    7/31/2017
    I spent an inordinate amount of time on both layers of searching the house, both before and after dinner and believe I saw all the various options for the rooms. I didn't get caught (though clearly all the other guests did!), so missed any content there.
    The only aspect that failed to make sense for me was wrecking the temple just for the sake of it. More motivation needed there for that to be a feasible option.
    The key sentence in relation to whether or not to persuade people to leave came from the Obstinate Adoratrice, who says "I have seen their dreams". That convinced me, and I didn't try to talk anyone out of staying. Having the extra people clearly gives the place a chance of surviving. Actually, I would have liked to stay myself. Though if this was Parabola, there weren't nearly enough cats.

    --
    https://www.fallenlondon.com/profile/Meradine%20Heidenreich

    The Starveling kit
    Gobbled up the bit
    of cheese on my tray ..
    "O Weh!"

    No plant battles, please.
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    Sir Joseph Marlen
    Sir Joseph Marlen
    Posts: 575

    7/29/2017
    Jolanda Swan wrote:
    Oh, let it be anticlimactic for once! Let all shall be well! Too many times we have to go back in our lodgings searching the cupboards for absinthe - this time we just witnessed a group of friends do something dangerous and wonderful, and got back in time for dinner. I for one am fine with that.

    Everybody lives, Jolanda! Just this once, everybody lives!
    dov wrote:
    These are not mutually exclusive.

    It's quite possible to have a story end with "all is well" and yet feel satisfying.

    I like to think that, while the ending had some things to be desired in the development of its final choices, the fact that the story ended on a high note with a happy and hopeful ending for everyone involved was a pleasant surprise for the typical tragedy in the game. A nice change of pace, even if it took some weaker in-game decisions to get there.

    --
    Sir Joseph Marlen - The Romantic Sophist
    Alexus Harven - The Defiant Fatalist
    Rose Reinhelm - The Respectful Revolutionary
    Cappuccino - The Perfidious Spycraft


    Available for any and all social actions.
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    slickriptide
    slickriptide
    Posts: 97

    7/29/2017
    Frankly, I can think of a really good reason to help the Obstinate Adoratrice - She's building a sanctuary for people that are long gone, but Londoners may very well need such a sanctuary in the not-so-distant future.

    --
    http://fallenlondon.storynexus.com/Profile/Slickriptide
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    Sara Hysaro
    Sara Hysaro
    Moderator
    Posts: 4514

    7/30/2017
    It's not quite available yet. FBG should let us know when that goes live.

    --
    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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    snugglor
    snugglor
    Posts: 5

    7/31/2017
    My second ES and I really enjoyed it. While searching for the keys I played the Wagner piece that it says you can hear somewhere in the mansion and it really helped create an atmosphere that felt incredibly tense. I could feel my own heart thumping as I hid inside a sarcophagus while the assistant stalked the halls outside.

    I was surprised to see the other guests appear at the end, merely bound. I was convinced they were going to be flayed or eaten if they were caught.

    --
    https://www.fallenlondon.com/profile/snugglor

    Newly a POSI and flailing in the manner of an agitated Rubbery
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    dov
    dov
    Posts: 2580

    7/30/2017
    slickriptide wrote:
    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.

    Thank you for articulating this particular problem so clearly. I completely agree.

    --
    Want a sip of Hesperidean Cider? Send me a request in-game. Here's an_ocelot's guide how.
    (Most social actions are welcome. Please no requests to Loiter Suspiciously and no investigations of the Affluent Photographer)
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    Delta67
    Delta67
    Posts: 25

    7/29/2017
    Firstly the story is extraordinary. I didn't expect there're still other survivors from the Second City [spoiler]and the sun skin in Parabola is failing, I think this means much more than I can conclude now but I'll put it aside for now. I didn't interrupt her work. Probably she can finally finish it with in my character's lifespan.

    But his story also raised more questions about the true identity of Duchess. What I concluded from the evidences and OA's words contradicts with those from previous stores:

    Bag a Legend, Mother Superior: "Kept the youngest sister hostage while the rest of us ran for it. We ended up here." The hostage is said to be the youngest

    Calendar Code epilogue, the letter bears the signature of a sun disk above a tool. The sun disk being "Re" and the tool "Stp", with which the only match is Setepenre, the youngest daughter.

    From the two pieces above I concludes that the Duchess is the youngest daughter and the hostage. But from this ES, OA says the youngest one perished on Surface. This put the Duchess's identity into mystery again. A wild guess could be the sisters traded their identities secretly and they are still doing this way til today. But still OA's words are different from MS's, and both of them survived the second city so there's no way one of them know the identity trade but the other doesn't.

    And this time the hostage is the fourth daughter. The note came with the key of "into the vengence" said the "Perhaps this ought to go third", and later the doors also confirmed the guess. The third door bears a poisen-green indent, which likely refers to Cantigaster's poison, and since the order of doors is reversed, the Duchess is the fourth daughter.

    So who is the Duchess? It is either like OA is the lier (she knew so much that I can hardly think she doesn't know who the Duchess really is), or both the Duchess and MS (which then means OA is telling the truth and thus betraying her sisters)[/spoiler].
    edited by Delta67 on 7/29/2017
    edited by Delta67 on 7/29/2017

    --
    The reminiscence of a seeker. He was Delta67, He will not be again. Open for social activities, lethal sparring bouts preferred.

    And who's this? Freshly arrived at Neath? Also feel free to send social activities to my alt.
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    Optimatum
    Optimatum
    Posts: 3666

    7/28/2017
    Leaving immediately also gives an Enigma.

    --
    Optimatum, a ruthless and merciful gentleman. No plant battles, Affluent Photographer requests, or healing offers; all other social actions welcome.

    Want a sip of Cider? Just say hi!

    PM me for information enigmatic or Fated. Though the forum please, not FL itself.
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    Diptych
    Diptych
    Administrator
    Posts: 3493

    7/28/2017
    Rhysdux wrote:
    So I heard from the Bookseller...and that's it. Nothing is happening at the House of Chimes, and nothing is coming up on the Opportunity Cards. There doesn't seem to BE an event in my game.


    Season of Ruins storylet is where you want to look.

    --
    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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    Cthonius
    Cthonius
    Posts: 362

    7/28/2017
    So...the House of Feathers?

    --
    Cthonius, gone North. Gone.

    Oneiropompus, a Scarlet Saint, eager to help make your dreams realities. Accepting all social requests for now.
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    Optimatum
    Optimatum
    Posts: 3666

    7/28/2017
    The option that doesn't require decision flags is just you leaving on your own, though I'm not sure if you get different text if you convince some to leave then take that option.

    Dungerson wrote:
    Akernis wrote:
    Jolanda Swan wrote:
    If you got the Ushabti, you can force a ritual upon the Assistant.


    I don't think you just need the ushabti. I am fairly sure that you also need to have been into the library before the dinner at the right airs combination to find the ritual that shows you how to do it.


    I think I'm seconding this. I got the ushabti (EDIT: and unlocked all of the gates), but I wasn't even aware that the ritual is a thing until I'm checking this thread. Completely missed it, somehow. (I'm mildly disappointed, although thankfully the Courteous Assistant's translation isn't actually that bad after I compared echoes.)

    I had the Ushabti and had been into the library before dinner but there wasn't a ritual option for me. I think I got an alternate success when exploring the drawing room (or maybe it was the bedroom?) so maybe there were alt successes for every room? (Though I don't recall ones for other rooms despite being forced to spend ~15 actions before getting the right Airs for the last room.) Maybe you need to have the Ushabti and have visited the library before dinner and gotten the alt success?

    --
    Optimatum, a ruthless and merciful gentleman. No plant battles, Affluent Photographer requests, or healing offers; all other social actions welcome.

    Want a sip of Cider? Just say hi!

    PM me for information enigmatic or Fated. Though the forum please, not FL itself.
    +2 link
    Skinnyman
    Skinnyman
    Posts: 2133

    7/27/2017
    Jolanda Swan wrote:
    Beautiful writing so far... and the "Eva Green in Penny Dreadful" art was a spooky surprise.
    I think it is the one that drew me in the easiest, and I liked how it gave you a choice as to why you are embroiled in this particular escapade. Onwards to the rest!
    edited by Jolanda Swan on 7/27/2017

    Aaaah, c'mon! I decided to go with SMEN and use the Winking preparation part after the Feast as I have to many Tears which will be used for the Noman tattoo. This all means that it'll be best to stay away from ES so I won't lose more items (hoarder here)!
    But that beginning sentence...! upset Big Grin

    --
    ESs items and quality requirements sheet. Please check if there are errors or if something is missing
    Achievement list if you're feeling bored!
    I am accepting Plant battles, Neath's Mysteries card, Starveling Cats and boxed cats.
    No suppers, no second chances gain and no need to cure my menaces!
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    Jules Asimov
    Jules Asimov
    Posts: 95

    7/27/2017
    What are the exact consequences of doing the ritual on her versus not doing it?
    edited by Jules Asimov on 7/27/2017

    --
    https://www.fallenlondon.com/profile/Jules%20Asimov
    +2 link
    Akernis
    Akernis
    Posts: 255

    7/27/2017
    I thoroughly enjoyed this story. The writing was excellent and the mysteries great. I do love to get more knowledge about the previous cities. My favourite part was easily the search for clue during the hide-and-seek, it was very atmospheric and I loved how tens it felt even though it was merely a game.
    I too was reminded of the Calendar Code by the set up of this and I really loved that one too. This easily makes my a spot amongst my favourite stories.

    --
    Vena's profile - http://fallenlondon.com/Profile/Akernis
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    trajing
    trajing
    Posts: 24

    7/27/2017
    loredeluxe wrote:
    My favorite part of the story was passing the six gates and finding out what happened to the six daughters of the Pharoah of the Second City. Some of what I say below will be theory, but most will be factually correct based on what we as veteran players know already.

    [snip, theories, etc]

    Discuss!
    edited by loredeluxe on 7/27/2017


    [spoiler]Why would you say that we meet the fifth daughter, when (according to the Antiquarian, at any rate) she is "the second of six daughters"? Are the gates, perhaps, in reverse order?[/spoiler]
    edited by trajing on 7/27/2017

    --
    Adam Sanzelwicky - http://fallenlondon.storynexus.com/Profile/Adam%20Sanzelwicky
    +2 link
    Akernis
    Akernis
    Posts: 255

    7/27/2017
    trajing wrote:

    *spoilers*


    [spoiler] Yes, the gates are almost certainly in reverse order, since the first gate we go through is the one depicting the sun and we are explicitly told that the last daughter was the one who stayed to die in the sunlight. The rest also makes sense with who is who if the order is reversed. [/spoiler]
    .
    edited by Akernis on 7/27/2017

    --
    Vena's profile - http://fallenlondon.com/Profile/Akernis
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    a Nice Friend
    a Nice Friend
    Posts: 127

    7/27/2017
    I er... think I may have accidentally skipped a chunk of this story. Or just played it wrong (as much as you can play a story wrong)
    When the choices came up to sabotage the project or talk the guests out of staying, I didn't even understand why I would want to.

    I messed up somewhere.

    --
    Definitely a nice friend - http://fallenlondon.storynexus.com/Profile/a%20nice%20friend
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    Dudebro Pyro
    Dudebro Pyro
    Posts: 755

    8/3/2017
    So is there any interesting mechanical or lore benefit to getting everyone to leave?

    I already made the mistake once before of taking the more mechanically interesting path for "additional content" only to end up with nothing special to show for it, and a completely out-of-character decision taken. I don't want to do it again, but on the other hand, if there is interesting stuff, I don't really want to miss out on a whole chunk of story just like that.

    --
    Dudebro Pyro, eccentric scholar

    Spare Starveling Kitties always welcome. I collect them.
    For that matter, send me your unwanted cat boxes too.
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    suinicide
    suinicide
    Posts: 2409

    8/3/2017
    There does not seem to be.

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
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    Felicity Anne Stratford
    Felicity Anne Stratford
    Posts: 63

    8/3/2017
    Adding my two cents after playing the story this week. I had much the same reaction as many on here that the choices at the end were not related to the actual story. I waited after playing to see if my feeling about it changed, but it didn't. It does sometimes feel like a method of mechanically doing things gets in the way of the wonderful stories that we get every month. I do understand that this is a game, but maybe a little less game might be nice for these stories sometimes.

    I say this because I like the story ideas quite a lot! So maybe a little less getting them to fit into particular mechanisms and we can all just have a cup of tea and enjoy some new lore and new characters! And in case it isn't obvious, I do look forward to these stories and I really appreciate all the work - just offering my viewpoint on what makes them good! Thanks! --Becca aka Felicity Anne Stratford

    --
    Looking for a roleplay partner with potential for Simone and maybe for Felicity. All genders considered.

    Felicity Anne Stratford is a Correspondent and delighted to visit Orphanages or Salons or be interviewed! Scientific correspondence greatly appreciated. Please no Seeking or Photographer.


    Simone Beaufort is a Midnighter and pleased to visit Orphanages or Salons or be interviewed! No Seeking or Photographer.
    +2 link
    annalibertas
    annalibertas
    Posts: 161

    8/13/2017
    phryne wrote:
    I also don't think it's an example of bad writing that all the (seemingly) threatening hints about some sinister plan on behalf of the Assistant turned out to be just the PC being paranoid - in fact, that's extremely realistic! Just imagine the situation: you're in a strange place with people you do not know. The host never shows up, and his assistant makes it plain inviting you wasn't her idea. Of course you're likely to become slightly worried at every hint of possible threat coming from her, and start seeing things that aren't there. To have my expectations so thoroughly contradicted is, to me at least, delightful. I chuckle at the thought of my monster-hunter moving stealthily through the mansion, prepared at every turn to be attacked by something hideous, only to find out that it really was just a game of hide-and-seek after all.

    If, by the end of the story, I had been in any way inclined to further interfere with these peoples' lives, the options to do so were there. Not being forced into taking any of them was delightful.


    For the most part i agree with you on this one, being able to get sloshed instead of interfering was delightful (though I felt like it maybe could have made the occasional check harder in hide and seek? i maxed the quality and the assistant, as far as im aware, was completely sober) and the majority of the story was interesting and had some fun implications lore wise.

    Like a lot of other people in this thread though, I did find it annoying that i couldn't try to find out the other guests views on staying, only convince them to leave which I hadn't been given any reason to do so I found that kind of jarring

    --
    https://www.fallenlondon.com/profile/Anna%20Libertas
    Accepting all social actions & boxed cats

    https://www.fallenlondon.com/profile/Julliah%20Randolph
    Alt, will accept all social actions whenever I log on
    +2 link
    alekth
    alekth
    Posts: 80

    8/7/2017
    It definitely felt disconnected at the end, without any investment in either side. I ended up leaving everyone behind with the reasoning that since I'd started the story as the Antiquarian's ex-lover, I'd leave him some company for old times' sake.

    --
    Ray Trevelyan
    Josephine Montilyet
    Aileas Amell - NORTH
    +2 link
    suinicide
    suinicide
    Posts: 2409

    8/4/2017
    My understanding was that drunkenness made challenges harder, while the friendship quality made it easier to persuade people to leave.

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
    +1 link
    Addis Rook
    Addis Rook
    Posts: 125

    8/18/2017
    You have fallen from grace.

    proceeds to play hide and seek while absolutely smashed

    for some reason I loved this story way more than I thought I would... just good feelings all around. We need more of those types of stories, the warm and charming side of Fallen London.
    edited by Addis Rook on 8/18/2017
    +1 link
    ValentinV
    ValentinV
    Posts: 15

    8/20/2017
    I think it was a fine story, the writing was good and I definitely liked the contributions to the lore, the hunt mechanics also did a decent job of making the search for keys more interesting. I will say the story did not engage me on a personal level the way All Things Must End did but I don't think that was its point and it's fine.

    Now for some late spoilers [spoiler]I did miss out on the ritual. I thought I did a fairly thorough job of searching the place but apparently not. Assuming it was indeed tied to airs... on the one hand far as I understand it didn't make a major difference, on the other if it was tied to airs I have mixed feelings on that as a gameplay mechanic. Like most people around here I saw no reason to interfere with the construction or to convince the guests to leave, maybe a bit more of a build-up on their character would make me more invested in this (that or if I was more in league with the Masters and wanted to make them happy by screwing the 2nd city people as much as possible).[/spoiler]

    Oh and I really liked the artwork on the Assistant.
    edited by SleepingD on 8/20/2017
    +1 link
    Lavaeolus
    Lavaeolus
    Posts: 23

    8/30/2017
    My choice and its results, if anyone's curious:

    [spoiler]I fed the snake false-dreams. In return I got a Dreadful Surmise, and my Nightmares were reduced to 0 -- but they were only at 2 to begin with, so I don't really know how much it wipes.[/spoiler]
    edited by Lavaeolus on 8/30/2017

    --
    My profile: http://fallenlondon.com/Profile/Lavaeolus

    Happy to help with any menaces or whatever else you need. Can serve as a Correspondent for Orphanages. Currently a Person of Legendary Charisma, accepting Protégés.

    Currently challenging everyone in London to chess.
    +1 link
    Reused NPC
    Reused NPC
    Posts: 259

    8/30/2017
    It seems that killing the snake gives an Intriguer's Compendium, feeding the snake false stories gives a Dreadful Surmise, and feeding the snake your own dreams gives a Vial of Tears of the Bazaar. Between these, the Vial of Tears is probably of the most use, but you're not going to pick based on material rewards, are you?

    (As a side note, I'm starting to get a bit antsy trying to wait for the next ES.)


    Also, I really wish I journaled that line about the rope ladder he only just now has always been carrying.
    edited by ReusedNPC on 8/30/2017

    --
    ReusedNPC, a d__ned lunatic.

    Edmund Viric, a rather dreamy sort.

    "I won't stay long, I shan't stay long! Tell me a secret."
    --the Baldomerian
    +1 link
    Pnakotic
    Pnakotic
    Posts: 266

    8/3/2017
    babelfishwars wrote:
    slickriptide wrote:
    Pnakotic wrote:
    The overall intent seems really to be to probe their commitment in staying on to work on the Temple versus returning to their own lives.


    Then the intention was a failure.

    There were two options - Leave, or leave and take one or more people with you. There was zero chance of failure at doing the latter. The echoes provided in this thread make that clear. Exercising the option to "convince X to leave" did exactly that - it made the person leave. It didn't ask the person for his or her feelings about the Antiquarian, his or her career, family, things left behind, etc...


    It was pretty much just, "You're leaving? Okay, I guess you know best. I'll go with you."

    There was no way to actually do what the Antiquarian asked, which was to get an honest answer from the friends. It was all about imposing the player's own will on the conclusion and picking your own ending, so to speak.
    edited by slickriptide on 8/1/2017


    (You actually *could* fail to persuade them. That so few people did is interesting - and suggests we should look at how we set the difficulty level.) Please don't consider this a 'well actually', but a 'this discussion is useful, thank you'.

    I wonder to some degree if that is a reflection of a high ratio of POSI participating in the exceptional stories. They are designed to be playable by all levels, though.

    I'm still curious about the the "Friendship of the Company" quality influences the story, if at all. Having the dialogues be quality-driven would have made a bit more sense than a simple persuasion check.

    --
    J. Ward Dunn, Glassman

    Book of All Hours 9:99: Journey's end in lover's meeting. Progress is ascendancy.
    +1 link
    Gul al-Ahlaam
    Gul al-Ahlaam
    Posts: 225

    8/2/2017
    A beautiful, sweet. sentimental story, full of romance and love and compassion. I love it. The characters are warm and delightful, the hints of backstory are fascinating (puzzling out the identities of the princesses was a lot of fun), and the ending is thoroughly satisfying. I feel like there was strong motivation for my character do do everything they did, and their own personality developed quite a bit as well over the course of the evening. I hope to see the Adoratrice again in the future. ^_~

  • edited by Gul al-Ahlaam on 8/2/2017

    --
    The Uncanny Hierophant.
    The Jewel-Eyed Prince.
  • +1 link
    Fadewalker
    Fadewalker
    Posts: 136

    8/3/2017
    Jack Blackstone wrote:
    Can someone tell me the identities of the statues? " One in supplication, one with a knife at her breast, one with a sword in her hand, another an ankh clasped in prayer, one with her eyes to the sun, and one looking to some further horizon."




    The statues I recognized with reducing confidence:
    [spoiler]
    Ankh - the symbol of life, the Pilgrim towards the Mountain;
    Eyes to the sun - the Lost, probably the one choose to stay in the lands of the true sun;
    Supplication - also religious, possibly the Sacrifice in the temple;
    Further horizon - maybe the Priestess, the second and the heroine of this story.

    So I tried to follow the order in that paragraph, it might be:
    1 Supplication, the 1st daughter the Sacrifice;
    2 Knife at breast, the 3rd daughter the Vengeance;
    3 Sword in hand, maybe the 4th daughter the Hostage (no reason except the sequence);
    4 Ankh, the 5th daughter the Pilgrim;
    5 Eyes to the sun, the 6th daughter the Lost;
    6 Further horizon, the 2nd the Prietess and the heroine of this story.
    [/spoiler]
    Just move the heroine to the last. I prefer this one only because I can't find another reasonable matching. Of course there can be other ways of matching and for the 4th daughter it is too far-fetched.
    edited by Fadewalker on 8/3/2017

    --
    A fervent supporter of the Council and the Masters.
    +1 link
    Pnakotic
    Pnakotic
    Posts: 266

    8/1/2017
    dov wrote:
    Pnakotic wrote:
    I'd also note none of them were bound there by your leaving - the Adoratrice isn't intent on making anyone a prisoner against their will. The Antiquarian just thinks they're less likely to admit their true feelings to him, and will hang on out of loyalty rather than zeal for the project.

    Indeed.


    Which is why it's disappointing that instead of options to "Find out what XXX wants to do" we only get options to "Convince XXX to leave".

    I agree that the wording is frustrating. The overall intent seems really to be to probe their commitment in staying on to work on the Temple versus returning to their own lives.

    --
    J. Ward Dunn, Glassman

    Book of All Hours 9:99: Journey's end in lover's meeting. Progress is ascendancy.
    +1 link
    suinicide
    suinicide
    Posts: 2409

    7/27/2017
    Constance Harrow wrote:
    What is the token for completing this? I assumed it would be the [spoiler]ushabti[/spoiler] but I don't see that, or anything else second city in my curiosities.


    The ushbati is in qualities, under the story tab, probably by mistake.

    --
    http://fallenlondon.storynexus.com/profile/sunnytime
    A gentleman seeking the liberation of knowledge, with a penchant for violence.
    RIP suinicide, stuck in a well. Still has it under control.
    +1 link
    Constance Harrow
    Constance Harrow
    Posts: 15

    7/28/2017
    suinicide wrote:
    Constance Harrow wrote:
    What is the token for completing this? I assumed it would be the [spoiler]ushabti[/spoiler] but I don't see that, or anything else second city in my curiosities.


    The ushbati is in qualities, under the story tab, probably by mistake.

    Blessings.
    +1 link
    Rhysdux
    Rhysdux
    Posts: 19

    7/28/2017
    So I heard from the Bookseller...and that's it. Nothing is happening at the House of Chimes, and nothing is coming up on the Opportunity Cards. There doesn't seem to BE an event in my game.
    +1 link
    Jolanda Swan
    Jolanda Swan
    Posts: 1783

    7/27/2017
    I am sending a PM since I cannot seem to find how to add a spoiler...

    --
    Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
    http://fallenlondon.com/profile/Jolanda%20Swan
    +1 link
    Jolanda Swan
    Jolanda Swan
    Posts: 1783

    7/27/2017
    Oh thanks!
    [spoiler]
    Nice to know!
    [/spoiler]

    --
    Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
    http://fallenlondon.com/profile/Jolanda%20Swan
    +1 link
    Skinnyman
    Skinnyman
    Posts: 2133

    7/27/2017
    Jolanda Swan wrote:
    **snip**

    I am not certain I follow! I have not lost any items so far - is Eva Green up to something particularly sinister that I am not aware of?

    PS Still loving the story and atmosphere!

    I'm talking about this SMEN step which means that if I carry on with ES all those lovely items will be lost. But your first sentence referred to Penny Dreadful (series) which I found it great!
    edited by Skinnyman on 7/27/2017

    --
    ESs items and quality requirements sheet. Please check if there are errors or if something is missing
    Achievement list if you're feeling bored!
    I am accepting Plant battles, Neath's Mysteries card, Starveling Cats and boxed cats.
    No suppers, no second chances gain and no need to cure my menaces!
    +1 link
    BlabberingMat
    BlabberingMat
    Posts: 385

    7/27/2017
    I ran out of actions just as I got to the end of hide and seek part. Slightly disappointed that the fact that I am absolutely hammered made no difference so far. Though my character always knew how to hold his liquor XD

    --
    Alt-Lana Loter
    Main-Always Drunk Slav

    "To see a world in a grain of sand, and Heaven in wild flowers.
    To hold an infinity in palm of hand and Eternity in an hour”


    Finally, I am Crooked Cross! Feel free to send invitations for Salon!
    As of June 5th, 1895, I am London's newest Legendary Charisma!

    The current progress in Mega Soul Grind: 53727/1 639 121 Souls
    +1 link
    Jolanda Swan
    Jolanda Swan
    Posts: 1783

    7/27/2017
    Thank you!

    --
    Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
    http://fallenlondon.com/profile/Jolanda%20Swan
    +1 link
    Jolanda Swan
    Jolanda Swan
    Posts: 1783

    7/27/2017
    Also, what happens if you perform the Ritual on the Assistant? I did not have it in me.

    --
    Lover of all things beautiful, secret admirer of ugly truths, fond of the Parabola Sun... and always delighted to role play.
    http://fallenlondon.com/profile/Jolanda%20Swan
    +1 link
    Pnakotic
    Pnakotic
    Posts: 266

    7/28/2017
    Scienceandponies wrote:
    Pnakotic wrote:
    Scienceandponies wrote:
    So, what happens if you do convince everyone to leave? And is there any appreciable difference between the leave option that requires all the decision flags and the one that doesn't require any? Can I talk someone back into staying if I convince them to leave?


    In the end I think it's more a matter of probing their own feelings, as is the wish of the Antiquarian. Despite being tempted to just leave everyone to rebuild that nifty temple, I talked to everyone and all except the Courteous Assistant (who was just unreasonably piqued over my briefly binding a portion of her essence to a simulacrum) decided to leave with me.

    [spoiler]In addition to having very high Persuasive, I also worked up to rank 10 in Friendship of the Company. Not sure if that was used for the final choices, but if it wasn't I have no idea what other purpose it served in this story![/spoiler]

    Anyway, here's the echos for anyone curious: http://fallenlondon.storynexus.com/Profile/J.%20Ward%20Dunn?fromEchoId=12189154
    edited by Pnakotic on 7/28/2017


    Thanks for the echo. It seems there's no appreciable difference. I decided to just leave without trying to convince anyone and the result was exactly the same, sans the very first sentence about not leaving alone. Now I'm just curious as to what that OTHER flag filled option was all about. I would think the regular leave option would be sufficient if you failed to convince everyone. Not sure what the point is of having another option for specifically failing to convince each person. Unless I misunderstood what those flags meant.


    I think the flags just mean everyone has decided, not that they've all chosen to leave. Each person you speak to gives you a decision quality with a numeric value, and the Courteous Assistant chose differently than the others. One option for leaving doesn't require any decisions, the other requires all of them. I think it might still be possible to leave via that second option without them all having decided to join you, just so long as they made their decision.

    --
    J. Ward Dunn, Glassman

    Book of All Hours 9:99: Journey's end in lover's meeting. Progress is ascendancy.
    +1 link
    maleclypse
    maleclypse
    Posts: 259

    7/28/2017
    So just so I'm clear. If I get a decision from one of them they will automatically leave? I'm happy to talk to them about the decision but I'd rather leave them here if talking to them makes them leave.

    --
    Maintaining a controlling interest in my soul requires a pretty constant negotiation between the various shareholder interests. Thankfully the Fingerkings 23% control makes a pretty good foil to unite the other factions enough to get to 51%.

    http://fallenlondon.storynexus.com/Profile/Maleclypse
    +1 link
    Reused NPC
    Reused NPC
    Posts: 259

    7/29/2017
    Temporis wrote:
    Small update: the Ubiquitous Ushabti item is now in the Curiosity section for me. It seems that the item issue for this story has been addressed.

    Can confirm this; the Ushabti is indeed back among its cocoon and tile kin. So that's that void filled.

    --
    ReusedNPC, a d__ned lunatic.

    Edmund Viric, a rather dreamy sort.

    "I won't stay long, I shan't stay long! Tell me a secret."
    --the Baldomerian
    +1 link
    Karwelas
    Karwelas
    Posts: 18

    7/28/2017
    In the end, I sabotaged her work and took all of them I could from the forgotten dream of the sun-filled temple. There are matter of love and matter of dreams, but the Masters cannot take city on their own. The City was sold, not stolen. They never are stolen.

    One day, for my people, I will swim among the stars and stab those who deserve it in the back. The inescapable shall devour him who hurt the one who has been kind. Prehaps we all have crimes we have to be judged for... no, not prehaps.

    But maybe, just maybe... if we will be together and take care of each other.

    Maybe in the end, all shall be well.
    +1 link
    Optimatum
    Optimatum
    Posts: 3666

    7/28/2017
    The ushabti isn't actually required. It's possible to be found and brought directly to the Adoratrice without having ever picked it up.

    --
    Optimatum, a ruthless and merciful gentleman. No plant battles, Affluent Photographer requests, or healing offers; all other social actions welcome.

    Want a sip of Cider? Just say hi!

    PM me for information enigmatic or Fated. Though the forum please, not FL itself.
    +1 link
    folklore364
    folklore364
    Posts: 136

    7/30/2017
    I think at least some of the more confrontational options could be motivated by dislike of the assistant. But outside of using the unpleasant rite that steal's her voice briefly, there isn't much reason.

    Theoretically I suppose sabotage could be justified, if someone is really really in favor of the masters and the bazaar, mostly as a form of retribution. Considering what the second city did to them.

    --
    A correspondent who hungers for knowledge. May have doomed london to war with Hell.
    http://fallenlondon.storynexus.com/Profile/folklore364
    +1 link
    Harlocke
    Harlocke
    Posts: 506

    7/29/2017
    I convinced everyone to leave, that I could, except for the Doting Antiquarian. The palace seemed like a fine enough place, but I don't think it's wise for people to abandon their entire lives to go live in dreams. For him, the choice was different. He was old, and the alternative was the tomb colonies. His life in London was over already.

    Does anyone have echoes of asking him to leave? And of sabotaging the project?

    Also, did anyone get caught playing hide and seek?

    --
    I welcome social actions, and can visit your salon as an author.

    http://fallenlondon.storynexus.com/Profile/Harlocke
    +1 link




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