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August’s Exceptional Story: Required Repairs Messages in this topic - RSS

Absintheuse
Absintheuse
Posts: 348

7/26/2018
Delicious friends, the Exceptional Story for August is here!



Calamity has fallen on your lodgings! Cracks and leaks, rats and holes! Uncover a sinister plot interfering with your plumbing and baffle the Borough Council.

Required Repairs is the third and final story in the Season of Embers, and was written by Gavin Inglis. This Season will consider how the Neath has changed the City, and the City the Neath. You can begin each from the Season of Embers card.

Editing, design and QA: James Chew and Olivia Wood.

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 members' 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 Embers 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.
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Jolanda Swan
Jolanda Swan
Posts: 1783

7/26/2018
Guys, remember this is a flashback. The whole season consists of stories we tell a reporter. We are not discussing our current residence, we are discussing something that happened a long time ago.
And given the quality of these lodgings, the story is perfectly plausible.

--
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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Mikarissa
Mikarissa
Posts: 60

7/26/2018
Haven't yet finished the story, but I just have to say, the premise is simply hilarious for almost anyone with 4 or 5 card Lodgings. The Brass Embassy is sinking into the sewer! One of the Bazaar's spires (covered in Correspondence, dare I remind you) is being trampled by a random Urchin and subsequently repaired by a random lady from Spite! No one cares!
Of course, the residents of the Royal Bethlehem probably haven't noticed anything amiss.
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Deathjack999
Deathjack999
Posts: 140

7/26/2018
"Sir you do realize that this is a retired tramp steamer, don't you? Rising damp is the least of my problems."

--
Send me anything social, My FL account has the same username as this one.

Ambition Status: Waiting for new content in Bag A Legend.
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Ixc
Ixc
Posts: 365

7/26/2018
As soon as I saw the art for this, I immediately decided to rob the guy.

And I was right.

--
Pleased to meet you. Ixc, spy and detective. Inventor of the Correspondence Cannon.
Are you a Paramount Presence? Record your name here. For posterity, of course.

Out of the night that covers me,
Black as the pit from pole to pole,
I thank whatever gods may be
For my unconquerable soul.
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Optimatum
Optimatum
Posts: 3666

7/26/2018
This story was decidedly lackluster. The premise is interesting but the reality just feels... bad.

Obviously, the key issue is the action sinks. Very little of the story feels like my actions are actually generating progress. Dealing with bats, talking with an urchin, and juggling water and gas leaks were just wasted time. None of those options helped repairs. Few of the options had compelling text. More options consumed resources than gave rewards. Hiring craftspeople was more interesting, but giving them extra money had no visible effect.

Then came the chase section. The text gave no sense of urgency, nor of progress locating my target. The worst part was the hidden progress quality—there was absolutely no indication of which options gave progress, how many confrontations were needed, or how long the whole process took. Now that I'm done, it just feels like I spent 20 actions wandering around the sewers catching snippets of conversation and coincidentally bumping into the one named character.

The preponderance of luck challenges and fake stat challenges was also very frustrating. Continually failing checks eats up even more actions. I spent ten actions failing to use fire against bats, before even getting the option to consult a plasterer. Then I failed every luck check during the water/gas crisis, so I can't even tell if some better outcome was possible.

As for the locked-difficulty stat checks? They're just glorified luck checks that break immersion outright. As an almost-Paramount Presence, I should not be failing basic stealth. I should not be unable to persuade a Council representative to pay for repairs. (I especially should not then lose random items instead of being told to try a different option.) It's just silly. I get that this is supposedly a flashback, but my stats have been at 200 for years—and if we're using some ancient version of my character, why are there quirk challenges? Why does my recent Daring gain guarantee successes when my Legendary Charisma doesn't exist?

This story just feels disjointed. First you dump actions into failing to solve problems, then wander aimlessly until the plot progresses. The actual plot is interesting, but most of the story feels entirely unrelated.

--
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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Mikarissa
Mikarissa
Posts: 60

7/26/2018
Jolanda Swan wrote:
Guys, remember this is a flashback. The whole season consists of stories we tell a reporter. We are not discussing our current residence, we are discussing something that happened a long time ago.
And given the quality of these lodgings, the story is perfectly plausible.



Oh god thank you. I somehow managed to forget about that. Everything is suddenly 100% more plausible.
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Reused NPC
Reused NPC
Posts: 259

7/26/2018
Good grief, how much worse can your day get than a hole in your wall, then in your ceiling, then your water and gas pipes, then your floor? This must have occurred on some cosmically unlucky day for London.

On a different note, though, I noticed all the stat-checks in this ES were stuck at 60, which, as someone with most of their stats up near 200, would be near impossible for earlier players if that chance was dynamic. So does that mean that ES-es are going to consistently have 60% chances? (This is new to this story, yes?) Time for second chances, then.

--
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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Jolanda Swan
Jolanda Swan
Posts: 1783

7/26/2018
Just a warning: at some point, without warning, you get 'trapped' in the storylet and cannot go backwards. I noticed because I wanted to use my Darkdrop coffee and could not. It makes sense storywise, but make sure you are stocked in moves before you start this one.

--
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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Barse
Barse
Posts: 706

7/27/2018
I thought this story was pretty fun, although I agree somewhat with the other comments about the slightly dreary padding of the chase. Conceptually, I'm in love, and the bits of the story that deliver plot progression are fabulous, it's just a little bit of a shame it didn't have a slightly more engaging frame/structure. I obviously had to do the bad thing on my main (which was awesome) but honestly I was more flabbergasted by the rewards for Assisting the Borough (one of the normal, no-requirements endings).


[spoiler]You've gained 4x Puzzle-Damask Scrap. You now have 1x Ratty Reliquary.

This is the first time that the Ratty Reliquary has been available outside of its ridiculously low drop rate from Sacks' Sack at Christmas! Which could be big news, if you're the kind of person who cares very deeply about rats (read: a normal FL player).[/spoiler]
edited by Barse on 7/27/2018

--
The Scorched Sailor, up for most social actions and RP. Not as scary as he looks.
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Arcanuse
Arcanuse
Posts: 89

7/26/2018
hrm. I'm not sure about this one. Enjoyed the start, neutral to the middle, vaguely annoyed with the end.
I did have a chuckle given my current place of residence.
[spoiler]Who knew the roof of a dripstone-snared third city sub-temple would be found by semi-random citizens? Or sink into the sewer, for that matter! Wish I could have seen what that looked like from the outside. [/spoiler]

--
https://www.fallenlondon.com/profile/Arcanuse
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a Nice Friend
a Nice Friend
Posts: 127

7/28/2018
Wow, an exciting new way to heck up your body!
You can now get yourself a nasty spider eye, a clay arm, a rubbery who-knows-what, you can lose your organs, remove your head and fill yourself with wax... who's going to go for the full Neathy makeover?

--
Definitely a nice friend - http://fallenlondon.storynexus.com/Profile/a%20nice%20friend
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Pnakotic
Pnakotic
Posts: 266

7/27/2018
Mikarissa wrote:
One of the Bazaar's spires (covered in Correspondence, dare I remind you) is being trampled by a random Urchin


That sounds about right for Fallen London, actually...

--
J. Ward Dunn, Glassman

Book of All Hours 9:99: Journey's end in lover's meeting. Progress is ascendancy.
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The Ambivalent Dynamo
The Ambivalent Dynamo
Posts: 41

7/26/2018
It can't be a coincidence that after I realized this morning how much of a mess my room is, this story pops up. When all things said and done and I finish this one, I might need to do a much needed sprin-summer cleaning wink.

--
https://www.fallenlondon.com/profile/The%20Ambivalent%20Dynamo Happy to take most social actions except plant-related ones. Don't hesitate to send one.
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Vavakx Nonexus
Vavakx Nonexus
Posts: 892

7/26/2018
Lovely story, I really enjoyed having a wide variety of options at the end - even people who weren't interested in the plan had a wide variety of options - to attack them outright, to simply fold up and walk away or to give word to somebody invested in the conflict and let what happens happen. The expanded list of options was a welcome sight.

Two complains, though:

1) The chase sequence gets really dull. I was burned out during the second part of the chance, and struggled through the third part going better 1 and 0 actions. I had no options I wanted to read the text for half of the chance. Felt like wasted time.

2) [spoiler]The Unwise Decision should be a hat, not a companion. After all, it occupies your eye, and it might never hatch. While there is an understandable sentiment to it being a companion, it feels weird having a part of your face classified as not belonging to your head but rather to your general vicinity - songs, glasses, talking hats and a living blemmigan riding around on top of your cranium are all in the Hat slot, after all. If the Unfinished Hat stops being considered a Hat and becomes a Companion when it can no longer safely be kept on top of your scalp, why is the reverse not true as well?[/spoiler]
edited by Vavakx Nonexus on 7/26/2018

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


Blabbing, the Hobo Everyone Knows: The One Who Pulls The Strings. A Clarity In The Darkness.


Charlotte and the Caretaker: A family?
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Hattington
Hattington
Posts: 210

7/27/2018
THE SPIDER THE SPIDER THE SPIDER THE SPIDER THE SPIDER THE SPIDER THE SPIDER THE SPIDER THE SPIDER THE SPIDER THE SPIDER THE SPIDER

--
The Dawnburnt Vake-Rider: https://www.fallenlondon.com/Profile/Hattington
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PSGarak
PSGarak
Posts: 834

8/4/2018
I would just like to say that the name Borough Councilman is probably my favorite piece of wordplay in Fallen London. That's up there with the Tiger Keeper.

--
http://fallenlondon.com/Profile/PSGarak
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phryne
phryne
Posts: 1347

8/12/2018
I seem to be one of few people who liked the chase sequence. I'm not looking for adrenaline when playing FL - indeed, the fact that I record every piece of ES text in a word doc means I play at snail's pace - so I didn't mind its sedate, labyrinthine manner. It felt appropriate, since my char wouldn't chase through these tunnels in a rage, but rather pick their way carefully through them. The result from the 'Sample the local fungi' storylet was hilarious, as was the option to make tea in the middle of your lodgings overflowing - probably the most British thing I've ever done in FL wink

For someone who's played every ES, this one won't achieve a top ranking, but it was fun and kept me entertained for an evening. No complaints, and looking forward to the Season ending! smile
edited by phryne on 11/14/2019

--
Accounts: Bag a LegendLight FingersHeart's DesireNemesisno ambition
Exceptional Stories, sorted by Season and by writerFavours & Renown Guide
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MidnightVoyager
MidnightVoyager
Posts: 858

7/26/2018
I'm fine with the item slot because [spoiler]it always bugs me when things are in the hat slot and they aren't things that would keep you from wearing a hat. My eyeball being different should not keep me from wearing a hat.[/spoiler]
edited by MidnightVoyager on 7/26/2018

--
Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
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Diptych
Diptych
Administrator
Posts: 3493

7/26/2018
'twas on a Monday morning the gas man came to call; the gas tap wouldn't turn; I wasn't getting gas at all...

--
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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Jolanda Swan
Jolanda Swan
Posts: 1783

7/26/2018
Ι... did not enjoy the story, despite the interesting premise.
The central idea and the skeletal plot were fine. I also loved the focus on (breathless and continuous) action, and the fact that there was finally some use for high Dangerous and Shadowy. But the chase was extremely repetitive, and it was greatly undermined by the available options. How could I possibly stop to rummage for treasure or sample mushrooms when I am chasing someone? Why on earth would I do that? You only do such things in Dungeon Crawls.
In comparison, the Prickfingers' Waste chase had exceptional writing and I do not even remember if I picked anything useful during my hike -probably not- because I was not there to loot. I was actually going somewhere. This chase though, failed to convince me for a minute.
Also, I was annoyed by the fact that during the Lodgings part I was always presented with choices and none of them did anything: you just had to try everything. Felt a lot like padding - topped by the action-sink in the sewers.

Maybe I would have been kinder in my critique if the culprit was a weasel council. Just saying.

--
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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Gul al-Ahlaam
Gul al-Ahlaam
Posts: 225

7/27/2018
The start of it was funny, the middle bit somewhat dull (for the amount of emphasis put on the Council Ties quality it really only tracked the answers to two questions), and the ending was delightful. I'm a huge sorrow spider fan, and more stories about them are always welcome. ^_^
EDIT: Also the tone reminded me enormously but nonspecifically of Neighbourhood Necromancer, which makes sense now that I've learned Gavin Inglis wrote it.
edited by Gul al-Ahlaam on 7/27/2018

--
The Uncanny Hierophant.
The Jewel-Eyed Prince.
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Arcengal
Arcengal
Posts: 196

7/26/2018
Doc Webb wrote:
Did that particular ending reduce any stats?


[spoiler]No, you don't lose any stats. You take 1 or 2 CP of wounds though.[/spoiler]

I DEFINITELY liked the sudden change from "this is very silly" to "**** just got real" in terms of writing, but I agree the chase sequence didn't really feel like I was getting anywhere until the very end. The initial part where everything was going wrong was hilarious.

One thing I'm curious about: what happens if you pretend there are no urchins when speaking to the roofer?
edited by Arcengal on 7/26/2018

--
https://www.fallenlondon.com/profile/Arcengal
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Mountrose
Mountrose
Posts: 9

7/30/2018
I'm a new player (barely POSI) and this was my first exceptional story, so it might color my opinion.


I immensely enjoyed the first part, Fallen London at its best (about to drown? let's make tea).


I liked the lore and atmosphere of the second part, but it felt a bit rushed to me. I thought "already? this was just getting good" when I was confronted with the final choice. Then again, being my first story, I didn't know what length to expect.


The post-ending lack of consequences was a bit disppointing. I chose to help the Council, and while I obviously didn't expect cataclysmic changes in the statu quo, I anticipated some kind of comically pyrotechnic flaw in the Council's plan. Oh well.
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Nudraxon
Nudraxon
Posts: 22

7/27/2018
I've played a few Exceptional Stories that have interesting premises and slowly draw me in with interesting characters and hints of lore, only to let me down with unsatisfying endings (i.e. The Bones of London). This one is kind of the opposite: I wasn't very interested in the premise initially, the characters weren't very interesting (except for the urchin, but it would take considerable effort to create an urchin whom I don't immediately like), but the story is redeemed somewhat by late lore revelations, and a final choice that felt quite meaningful, for me at least.

I can never resist taking the "bad" endings. However, I feel that the whole "This is a very bad idea. Do not do this" warning is becoming a bit overused. When it is used for options that are only bad from a narrative standpoint, it lessens the effect for truly bad choices which will permanently damage your character (i.e. Seeking).

[spoiler] Of course, there's the possibility the my eye will eventually "hatch", and it will be revealed that it was actually a really bad idea after all. [/spoiler]
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elderfleur
elderfleur
Posts: 77

8/21/2018
maylee henst wrote:
I'm still confused a bit about the lore, do sorrow spiders control their hosts?

They don't control people in a direct fashion, although I believe bad behaviour is groomed out with liberal nibbling. I think most cultists are just lonely enough that they're happy to have regular event nights with their new cult friends, even if it's Construction Night In The Sewers 9 times out of 10.

--
—Elderfleur
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dov
dov
Posts: 2580

8/28/2018
Deathjack999 wrote:
Why isn't there a Non-SMEN option to get rid of one of the keys to your lodgings in exchange for its going price at Penstocks?

Lots of players would have loved even the option to get rid of lodgings keys for free :-)

--
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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Dudebro Pyro
Dudebro Pyro
Posts: 755

8/1/2018
Nudraxon wrote:
I feel that the whole "This is a very bad idea. Do not do this" warning is becoming a bit overused. When it is used for options that are only bad from a narrative standpoint, it lessens the effect for truly bad choices which will permanently damage your character (i.e. Seeking).

I personally think consequences almost solely matter from a narrative standpoint. You pay material costs all the time, most people will go to the menace areas all the time, and it's easy to regrind almost anything (that isn't worth more than a few hundred echoes) or get back out of any menace area. Is gambling for a yacht a Bad Idea? It has severe and expensive material consequences, unless you get very lucky. In that sense, the entirety of Seeking can be viewed as just a storyline to "buy" the Knock, just as long as you turn around (not turning around might well be the one mechanical Bad Idea, and is certainly the only one I can think of). It's an expensive Knock - much, much more so than, say, the aforementioned Yacht - but that doesn't make it bad, just expensive.
So really, the only reason Seeking is considered "bad" is due to the narrative setting (and the option to literally render your character unplayable - but that's a clear choice, so from a purely mechanical standpoint doesn't matter when considering the rest of the storyline). Imagine if Seeking was framed as an epic and lengthy quest to obtain, I don't know, a Condensed Crystal of Mountain-Light from the Garden that grants you as much life as the Presbyter himself and mechanically is a +4 BDR item - would it still be considered a bad idea? All the menaces and item loss could be framed as a consequnce of the dangers of going after an extremely rare and highly guarded artefact. It could retain all of its character-draining potential (mechanically), with the exact same reward (mechanically), but without the narrative backing, it would be hailed as an epic quest for a rare prize rather than a Bad Idea.

One way I might consider something a Bad Idea mechanically is if it takes away a unique item you can't get back (or have to spend an inordinate amount of effort getting back - I wouldn't want to lose a Cider or a Knock, of course). And yet even then, every three months a storylet appears that takes away three completely unique items that are only re-obtainable through Fate, with the reward almost always being an ordinary tier 6 item (and some lore), and almost everybody waits for these storylets with impatience - because of the narrative framing playing it up as a Good Idea and a natural thing you're expected to play through.
edited by Dudebro Pyro on 8/1/2018

--
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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Flyingfly
Flyingfly
Posts: 5

8/5/2018
This is only my second exceptional story and I'm not a native English user, so the following is just some very personal opinion.
This story didn't appear satisfying to me. [spoiler]For the first part of repairing it was rather fun. I like the narrative about the urchin and the option of having tea. I chose to have tea the minute I saw the option though I knew there probably won't be any rewards. But it's just so London. I can't resist it. And now I'd say it's also my favourite part of this story. However, the new option system(?) was confusing. If I have to choose all the options, as I remember, to advance the story, then there are hardly any sense to make a choice. Maybe it can be changed like: The repairer is on their way. Using these options to make certain value reach certain number and the story will move on. I think players will tend to try all the options. And it'll at least be less weird. Above all, the first part is fine.
But the second part is just... exhausting. Exhausting is the word I would use. It's not that boring with all the information it gave, but wandering in the sewer round and round made me so tired. And there are no long narratives which I always enjoy reading. There are only sentences even shorter than snippets, which made it much more torturing to watch my candle being eaten, so as my patience. At last I kept clicking and clicking just trying to leave this story sooner as I could. I feel sorry for the writers but that's the fact. Maybe it'll be better to present more and longer texts, and to set a certain regularity to encounter the Councilman so the process won't be so desperate.[/spoiler]
But still, I like the way informations are given seperately in different passages, and how players can put them together gradually.
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Winthropx
Winthropx
Posts: 166

8/2/2018
annalibertas wrote:
Optimatum wrote:
How many "This is a very bad idea" warnings are there in Fallen London? I can only recall three off the top of my head: SMEN-related choices (in general), drinking from the Wound in Flint, and this. SMEN is obviously incredibly harmful both narratively and mechanically. Drinking is harmful mechanically, but rather mundane narratively. This is only notably harmful in narrative.

The issue, of course, is expectations. This choice is narratively unpleasant, and many players may be understandably disturbed by the content. But those of us with the context of other warnings expect something more graphically horrifying or mechanically risky. I think this needs something closer to the warning on the optional Jack of Smiles case content: this choice is not for everyone, but your character will remain mechanically intact.

Sadly it's hard to just say "eye horror ahead, steer carefully" without lessening the emotional impact.

yeah the trade off between expectation and suspense is difficult to manage. I think there's a few more 'this is a very bad idea' warnings in exceptional stories that function more the way this one did, maybe the rat catcher back in may?



I'm pretty sure the 12:15 from Molurch Street had one when you
[spoiler] choose to visit hell [/spoiler] had the warning too.
edited by Winthropx on 8/2/2018

--
Bishop Winthrop, a kind-hearted soul
A Paramount Presence
I accept all social actions
His Appearance
http://community.failbettergames.com/topic9363-your-characters-appearances.aspx?messageid=229809&Page=10#post#post229809
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Optimatum
Optimatum
Posts: 3666

8/2/2018
Now that I think of it, Where You and I Must Go and The Gift both have such warnings too.

--
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
dov
dov
Posts: 2580

8/2/2018
The concept was a really good one, and I'm intrigued at some of the larger lore implications. The execution was uneven, to say the least.

The first part was fun enough, though completely serial and straightforward. The second part was just tedious.

Nice touches:
  • The slow reveal spiders. I should have figured it out much sooner than I did.
  • The game remembering the character's past interaction with a Spider Council.
  • Includes challenged which aren't 100% straightforward for capped characters.
  • Unique item (the Eyeball) + very rare item (The Ratty Reliquary). Too bad that these are only for helping the Council.


Weak parts:
  • The chase scene was way too long and repetitive.
  • Hidden qualities to track progress don't convey a sense of progress. Why should I catch a bat 3 times before I can call someone to fix my wall? The same for all other cases, in all parts of the story.
  • As noted by others, the premise makes no sense given an advanced characters 4-5 cards lodgings. I know that the point is that the story is supposed to be a flashback to earlier times but this isn't communicated well.
  • I didn't like challenged being fixed at 60%. By all means, give us non-straightforward challenges, but let us try to make an impact on our odds using our equipped gear. Just include a few challenges based on a very high stat level, and craft it so that you can progress whether you win or lose (to no block newer characters), but with slightly different impacts/rewards.
  • No divergence at all to the story's progression. At a minimum, the story could have given us a choice of what to fix first at our lodgings.
  • The game gives you an incentive to either consistently get close to the Council or to consistently keep your distance. But the end result only really rewards getting close to them. If you consistently distance yourself, you can an additional option which is functionally the same as another existing option (which is actually even more anti-Council), with no special, unique, or even rare reward.


Overall, the story was OK.

Personal ranking of all Exceptional Stories:
[spoiler]
Excellent:
  • Lost in Reflections
  • Cut with Moonlight
  • Hojotoho!
  • The Frequently Deceased
  • The Waltz that Moved the World
  • Steeped in Honey
  • Flint
  • All Things Must End
  • Written In The Glim
  • The Century Exhibition
  • The Twelve-Fifteen From Moloch Street
  • The Persona Engine
  • Where You and I Must Go
  • The Sinking Synod
  • The Attendants
Good:
  • The Murgatroyd Formula
  • Lamentation Lock
  • The Web of the Motherlings
  • The Pentecost Predicament
  • The Calendar Code
  • The Rat-Catcher
  • The Art of Murder
  • The Chimney Pot Wars
  • The Final Curtain
  • The Bones of London
  • The Heart, the Devil and the Zee

OK:
  • Our Lady of Pyres
  • Required Repairs
  • The Clay Man's Arm
  • Five Minutes to Midday
  • Discernment
  • The Haunting at the Marsh House
  • The Pursuit of Moths
  • Factory of Favours
Meh:
  • Trial and Error
  • The Last Dog Society
  • The Seven-Day Reign
  • The Court of Cats
Terrible:
  • The Stone Guest
[/spoiler]
edited by dov on 8/5/2018

--
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)
+2 link
Dudebro Pyro
Dudebro Pyro
Posts: 755

8/2/2018
Regarding the 60% challenges - I appreciated that, as a flashback, current equipment might not necessarily influence the success chance. On the other hand, it does take away a lot of agency, and that left a bit of a sour taste. Perhaps having the challenges be based on the unmodified stats would have been better? This would have kept very roughly uniform scaling across character levels (since newer characters will also only have tiny bonuses to from equipment - I remeber being amazed by the +4 items from the Making your Name storylines - while end-game characters with maxed out stats will have access to +50 or +70 bonuses).

On the other hand, in stories that aren't explicitly flashbacks, I definitely agree that getting some more high-stat challenges would be nice. It can just be a different result text, maybe a trinket worth half an echo; or it can be a "shortcut" with other choices present such as paying a small few in items, or spending 2-3 extra actions. The latter especially would give a way for high-stat characters to feel like their stats matter, and they can get through situations using their own skill rather than having to pay or find a workaround (without feeling really cheap as happens the challenge is level 30 or so, which seems to be the general case). Meanwhile, newer characters will still have plenty of options and will suffer a minor inconvenience at best, and personally if I were a new character going through that I'd appreciate seeing the extremely hard challenge as a "teaser" of what I would be able to do after I'd progress in the game (just as long as it's done sparingly enough to not start to feel like you're having options cut off at every corner due to low stats, which might feel frutrating).

Lamentation Lock (I don't know if they were scaling or not) did this, and that was really nice - I (and others) actually felt like doing it for the sake of the challenge, instead of just thinking about the optimal decision for themselves knowing that the outcome is guaranteed. It really served to not cheapen the three leaders. I do hope FB adds more of these.

--
Dudebro Pyro, eccentric scholar

Spare Starveling Kitties always welcome. I collect them.
For that matter, send me your unwanted cat boxes too.
+2 link
Vega
Vega
Posts: 150

9/10/2018
I have now played this, and enjoyed it.

I echo the common sentiment that the start was whimsical and enjoyable, the chase under the lodgings was a bit of a drag in gameplay (it drained some impact out of the punchlines), but it still served the gradual revelation quite well. The ending was satisfying and I was happy with my choice.

What I appreciate most about Required Repairs is that it had a lighter, more comedic tone. Before this, I had played Written in the Glim and before that, a few of the ES that were on sale earlier (The Gift, Lost in Reflections, HOJOTOHO!) -- all of which had intense, even sombre tones. So this story was a nice change of pace, where the drama of your lodgings breaking down was cast in comedy -- I mean, monkey hair to repair the wall plaster! stuffing rats into the gas pipe! taking tea while your rooms flood!
So I think the randomness of the chase sequence, though tiresome in gameplay, was fitting for the tone of the game.

The revelation about the spider-council's plans was cleverly done on both a character and a meta level. I have an idea of FL's deep lore but don't follow the theorizing on the forums that much. I thought the spider-council's plan was a huge lore reveal, but so far-fetched that I didn't know how to place it in my current frames of reference for lore. As far as my character was concerned, it was a revelation too great for real comprehension. So, riding on the story's tone... it seemed most befitting to pick the whimsical choice and help with the excavations. I found it hilarious that my character co-opted the Council work crew to repair the floor of the lodgings. An apt comedic conclusion to a comedic story.

I think this ES is quite subtle overall. The game mechanics may not have been the best, but the atmosphere and structure was well made. And I thought the double-entendre of Borough Council was genius. I literally had a lightbulb moment partway through -- "oh, ohhhhh, it's that kind of council!"

I was satisfied. It doesn't have the drama and memorableness of some other ES, but it was a nice light-hearted caper.

--
The Jaunty Mystic, Taranlei, roams the streets of London, interviewing fellow citizens. Member of the Sanguine Ribbon Society and the Temple Club (happy to send invites). Accepting all Acquaintances, lethal duels, social interactions, and opportunities for casual roleplay.

The Shifty Spectre has departed on the final voyage. "I have gone down, down, my love..."
+2 link
Cooper
Cooper
Posts: 61

8/1/2018
When I saw what waited below my lodgings, my immediate thought was: "I want to set everything on fire."

Lo and behold, Failbetter read my mind. Fwoosh.

--
Padraig Cooper,
Remorseful Opportunist. https://www.fallenlondon.com/profile/Padraig%20Cooper
+2 link
Nudraxon
Nudraxon
Posts: 22

8/14/2018
Dudebro Pyro wrote:
Nudraxon wrote:
I feel that the whole "This is a very bad idea. Do not do this" warning is becoming a bit overused. When it is used for options that are only bad from a narrative standpoint, it lessens the effect for truly bad choices which will permanently damage your character (i.e. Seeking).

I personally think consequences almost solely matter from a narrative standpoint. You pay material costs all the time, most people will go to the menace areas all the time, and it's easy to regrind almost anything (that isn't worth more than a few hundred echoes) or get back out of any menace area. Is gambling for a yacht a Bad Idea? It has severe and expensive material consequences, unless you get very lucky. In that sense, the entirety of Seeking can be viewed as just a storyline to "buy" the Knock, just as long as you turn around (not turning around might well be the one mechanical Bad Idea, and is certainly the only one I can think of). It's an expensive Knock - much, much more so than, say, the aforementioned Yacht - but that doesn't make it bad, just expensive.
So really, the only reason Seeking is considered "bad" is due to the narrative setting (and the option to literally render your character unplayable - but that's a clear choice, so from a purely mechanical standpoint doesn't matter when considering the rest of the storyline). Imagine if Seeking was framed as an epic and lengthy quest to obtain, I don't know, a Condensed Crystal of Mountain-Light from the Garden that grants you as much life as the Presbyter himself and mechanically is a +4 BDR item - would it still be considered a bad idea? All the menaces and item loss could be framed as a consequnce of the dangers of going after an extremely rare and highly guarded artefact. It could retain all of its character-draining potential (mechanically), with the exact same reward (mechanically), but without the narrative backing, it would be hailed as an epic quest for a rare prize rather than a Bad Idea.

One way I might consider something a Bad Idea mechanically is if it takes away a unique item you can't get back (or have to spend an inordinate amount of effort getting back - I wouldn't want to lose a Cider or a Knock, of course). And yet even then, every three months a storylet appears that takes away three completely unique items that are only re-obtainable through Fate, with the reward almost always being an ordinary tier 6 item (and some lore), and almost everybody waits for these storylets with impatience - because of the narrative framing playing it up as a Good Idea and a natural thing you're expected to play through.
edited by Dudebro Pyro on 8/1/2018


I was thinking of the "bad idea" near the end of The Rat-Catcher, in which you can give up a valuable companion and damage all of your stats for exactly zero mechanical benefit. I picked that option, and don't regret it one bit. I loved it not just for the vague but intriguing lore it offered, but also because it gave the feeling of seeing something that I wasn't meant to see, which is very rare in a game where you know, on some level, that everything you are "discovering" was actually put there deliberately for you to find. This is what I think the "This is a bad idea" warning should be reserved for: choices which are a bad idea from both a narrative and mechanical standpoint, and provide no upside except to satisfy your own perverted curiosity. Which is also how I view Seeking (I don't plan on taking the Knock). In these cases the warning is just that, a warning for players who don't want to lose progress or for bad things to happen to their characters to stay away. (For example, there's that one option in SMEN that halves your watchful stat, with no guarantee of even advancing SMEN.)

By contrast, in this story, taking the "bad" ending gives you a pretty valuable companion, with the only downside being your potential revulsion at what has happened to you (and, to be clear, I loved this ending). I think for options such as this, it would be better to hint at the bad things to come in the regular text of the option, rather than using the fourth-wall-breaking bold and italics text to issue a warning.
+2 link
HarperMargrave
HarperMargrave
Posts: 23

7/26/2018
I enjoyed this story overall. I would agree that the chase got a little tedious, and that the second half of the story felt a little light as a result, especially as I was enjoying the potential of the tonal shift that occurs around the midpoint (which was well-executed, by the way). The first part was good fun, and I always enjoy the imagery associated with the (spoilers from the finale).

I was a little surprised by the 60% success chance at all the stat checks regardless of level. I theoretically like the idea of having challenges scale according to our particular progress, but a straight-up lock to 60% seems a little weird, especially when it meant the quirk checks were easier in most cases. At that point it's just a "pretty good odds" luck check under a different name.

That said, I haven't chosen an ending yet, as the options I have presented questions:
[spoiler]Given my low level of Council Ties, I have a choice to "wall everything up and walk away." The actual effect wouldn't seem to be all that different from "burn them out," though. Can anyone figure out what the plot difference is supposed to be?

Also, did anyone contact Mr Inch?[/spoiler]
edited by HarperMargrave on 7/26/2018

--
https://www.fallenlondon.com/Profile/Harper%20Margrave
Open to many social actions; please no Photographers, Loitering, or cats in boxes.
An investigative sort with a flair for danger and a dark, vengeful streak. Courier's Footprint, Poet-Laureate of the Neath, seeking their Nemesis.

https://www.fallenlondon.com/Profile/Bram%20Serranian
A skulker, cunning and guileful. Seeking...that which should not be Sought.
+2 link
Barse
Barse
Posts: 706

7/27/2018
Here it is!

--
The Scorched Sailor, up for most social actions and RP. Not as scary as he looks.
+2 link
Wilhelm Leibniz III
Wilhelm Leibniz III
Posts: 63

7/26/2018
I was thinking "This ones kind of stupid" That stopped at a certain point, you know what point, when I thought to myself "Well that escalated quickly."

--
Wilhelm Leibniz III, Glassman, Hearts Desire
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The Curious Watcher
The Curious Watcher
Posts: 263

7/26/2018
What happens if you take the "very bad" idea? I am working towards Paramount Presence, and I don't want to lose my overcapped stats.

--
The Thirteenth Master of the Bazaar:
https://www.fallenlondon.com/profile/The%20Thirteenth%20Master%20of%20the%20Bazaar
The Silent Vake Hunter: GONE NORTH
The Ravenous Wanderer:
https://www.fallenlondon.com/profile/The%20Ravenous%20Wanderer
The Melancholic End-Bringer:
https://www.fallenlondon.com/profile/The%20Melancholic%20End-Bringer
The Lethal Nightmare:
https://www.fallenlondon.com/profile/The%20Lethal%20Nightmare
+1 link
Winthropx
Winthropx
Posts: 166

7/27/2018
I kinda enjoyed this story. The beginning was a lot of just because I could imagine how exasperated I'd be with it and how comical it all seemed. The chase section did take a bit, but I mostly stuck with the quirk challenges and nonstat options, so it seemed like an actual chase to me.

[spoiler] I'm torn with how to end this story. I never really interacted with spider counsels before, and the last time I had the option to help them, with the 4th city artifacts and the spider weaver lady, I chose to give most of the artifacts back to their original owners. Though, I did tutor the lady in the house of Chimes in the Correspondence. It seems like it might come full circle now .Still, knowing my destiny, I like the idea of being a one-eyed master, or a master with a sorrow spider in my eye. The other masters would probably think even less of me then! [/spoiler]
edited by Winthropx on 7/27/2018

--
Bishop Winthrop, a kind-hearted soul
A Paramount Presence
I accept all social actions
His Appearance
http://community.failbettergames.com/topic9363-your-characters-appearances.aspx?messageid=229809&Page=10#post#post229809
+1 link
Diptych
Diptych
Administrator
Posts: 3493

7/27/2018
[spoiler]Basically, getting your Council Ties high enough gives you an extra option for helping the Council, and keeping it at minimum gives you an extra option for opposing them. All the other options are always available.[/spoiler]

--
Sir Frederick, the Libertarian Esotericist. Lord Hubris, the Bloody Baron.
Juniper Brown, the Ill-Fated Orphan. Esther Ellis-Hall, the Fashionable Fabian.
+1 link
The Stranger Man
The Stranger Man
Posts: 21

7/26/2018
Overall, a nice story with some technical issues. The endless action sink options plagued the entire exceptional story, and I feel they may have eaten into space for story-inclined actions. In particular, I felt the latter half of the story was a bit light on the plans of the Borough Council.
However, the first part of the story involving house repairs and demolitions was typical Fallen London and highly enjoyable for it. Certainly, I chose the option I did partially because I thought it might be the quickest way to repair my b____y house!
Spoilers for the ending:
[spoiler]I'm not sure why my (Spider Infested) Eyeball is a "constant companion". Yes, my eyes are my constantly on my person (barring certain eldritch occurrences) but I really think the item fits the hat slot more, and this is someone who's an avid collector of Pets/Constant Companions [/spoiler]
edited by The Stranger Man on 7/26/2018
edited by The Stranger Man on 7/26/2018
edited by The Stranger Man on 7/26/2018

--
When the strange things come a-knocking, hire someone Stranger.
+1 link
TheManicMan
TheManicMan
Posts: 3

7/27/2018
Optimatum wrote:
TheManicMan wrote:
Does anyone have an Echo for the choice to become one of the Elect? It seems like the most interesting ending, but seeing &quotThis is a very bad idea. Do not do this.&quot is somewhat off-putting.



Here you go. It's mostly a bad idea narratively; mechanically it just gives you a slight amount of Wounds.

Thank you. Since the choice didn’t seem to have much of an narrative effect, I chose to help the Council with their excavation work in the end, which sadly didn’t change much either. I know that permanent upheaval in Fallen London isn’t much of a thing due to obvious reasons, but I feel like it would’ve been great to hear about how the whole thing with the spider-judgment monstrosity went down instead of being left in the dark about it in seemingly all endings. So while I personally didn’t mind the adrenaline lacking chase sequence, I think the ending is just a tad disappointing.
edited by TheManicMan on 7/27/2018
+1 link
HarperMargrave
HarperMargrave
Posts: 23

7/26/2018
Arcengal wrote:
One thing I'm curious about: what happens if you pretend there are no urchins when speaking to the roofer?

[spoiler]Nothing of any real note; when she shows up and the urchin is still around, she huffs and refuses to work, and you have to pay the extra urchin fee anyway.[/spoiler]

--
https://www.fallenlondon.com/Profile/Harper%20Margrave
Open to many social actions; please no Photographers, Loitering, or cats in boxes.
An investigative sort with a flair for danger and a dark, vengeful streak. Courier's Footprint, Poet-Laureate of the Neath, seeking their Nemesis.

https://www.fallenlondon.com/Profile/Bram%20Serranian
A skulker, cunning and guileful. Seeking...that which should not be Sought.
+1 link
Optimatum
Optimatum
Posts: 3666

7/27/2018
TheManicMan wrote:
Does anyone have an Echo for the choice to become one of the Elect? It seems like the most interesting ending, but seeing "This is a very bad idea. Do not do this." is somewhat off-putting.



Here you go. It's mostly a bad idea narratively; mechanically it just gives you a slight amount of Wounds.

--
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
incerteza
incerteza
Posts: 103

7/27/2018
The Curious Watcher wrote:
There are lots of weird, insane revelations to have come from this story. [snipped because the forum does not allow two spoiler tags in one message]

I guess it might explain [spoiler]that map of London with a web-like pattern in the Calendar Council's library.[/spoiler]
+1 link
datarama
datarama
Posts: 18

7/27/2018
Did anyone choose to wall them up and walk away?

(my character is a mad scientist with revolutionary leanings who means to bring down the judgments, but he hasn't yet seen an insane scheme he didn't want to be part of.)

--
Professor Anton Moebius, the Antidisciplinary Scientist
+1 link
0bsidian Fire
0bsidian Fire
Posts: 117

7/28/2018
Echo of you burning out the Spider Council: http://fallenlondon.storynexus.com/Profile/Kharagal%20Mierqid?fromEchoId=14500602

The reward is (fittingly) a Searing Enigma.

--
Kharagal Mierqid - Bohemian Correspondent who is obsessed with the Language of Stars...
+1 link
annalibertas
annalibertas
Posts: 161

8/1/2018
0bsidian Fire wrote:
Echo of you burning out the Spider Council: http://fallenlondon.storynexus.com/Profile/Kharagal%20Mierqid?fromEchoId=14500602

The reward is (fittingly) a Searing Enigma.

Thanks! smile

--
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
+1 link
Honeyaddict
Honeyaddict
Posts: 501

7/28/2018
While I did like the story, it got a laugh out of me how attacking the man wasn't a dangerous test.

And I'm unsure how the options of burning the council and walling them in would be different. Of course, one leads to death by suffocation and the other to death by burning.

Overall a nice story, but the chase lost it's interest after one or two runs through the sewer.

--
Honeyaddict, Scarlet Saint, Paramount Presence
pleasure to meet you.

Has some ideas the Masters won't approve of like some items and establishing a Colony in Parabola.

I will accept most social interactions (not duping). I do enjoy role playing as well.
Have some possibly still active codes!
+1 link
Lazaroth
Lazaroth
Posts: 67

8/17/2018
Having finally got to playing this, I have realized something.

[spoiler]The Blind Monks in the Observatory have very likely had their eyes replaced with spiders.[/spoiler]
edited by Lazaroth on 8/20/2018

--
The Perspicacious Romantic — When all the world is washed away by misery, something beautiful will still remain.
+1 link
suinicide
suinicide
Posts: 2409

8/17/2018
The entire observatory is in fact filled with spider worshipping, eye sacrificing, cultists.

--
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
Pan Tofel
Pan Tofel
Posts: 55

8/6/2018
I did enjoy the story overal, but the is one big BUT.

What was those fake atributes challenges meant to be? No matter how I modify my dangerous, the chance of succefuly going into the thickest webbing is always 60%. I'm sorry but this is, and there is no better expression, insulting my inteligence(whatever the state of it may be...).


I see why you have done it. You want both early and late game players feel like their stats matters in ESs, while of course true skill challenges are hard to use because the story needs to be accesible to everyone.

But his way you are just playing poorly covered trick on us.

--
Pan Tofel, the ever curious empiricist is accepting all kinds of social actions.

Chrchleater, who has a good heart and a terrible fate, is doing so as well. Strange sorts of pranks are to be directed here.
+1 link
Optimatum
Optimatum
Posts: 3666

8/1/2018
How many "This is a very bad idea" warnings are there in Fallen London? I can only recall three off the top of my head: SMEN-related choices (in general), drinking from the Wound in Flint, and this. SMEN is obviously incredibly harmful both narratively and mechanically. Drinking is harmful mechanically, but rather mundane narratively. This is only notably harmful in narrative.

The issue, of course, is expectations. This choice is narratively unpleasant, and many players may be understandably disturbed by the content. But those of us with the context of other warnings expect something more graphically horrifying or mechanically risky. I think this needs something closer to the warning on the optional Jack of Smiles case content: this choice is not for everyone, but your character will remain mechanically intact.

Sadly it's hard to just say "eye horror ahead, steer carefully" without lessening the emotional impact.

--
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




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