A.E.Johnston Mon Aug 28 05:08:34 2023 General Chat
Hi everyone, just checking in and glad that’s the site is doing well. Just wanted to chime in regarding William Adam, as I have actually done a lot of detailed research on his life. I would Highly recommend “Samurai William” by Giles Milton, it’s an enjoyable read and covers most of Adam’s life, including how he later helped establish trade in Japan. I’ve actually thrown around some ideas for a gamebook with him as a main character ( and no coincidence that the name of the protagonist in my last gamebook was none other than a ‘William Adams’ :) )
One last thing: in 40 (and the previous ref), there is no check in case you have no gold on you whatsoever. They also do not bother with the Gold Brooch, though if you already went on this path, the Brooch appears useless anyway?
It doesn't really make any difference, but I changed it so that it now takes account of you having no gold. It's reasonable to infer from context: "Your money or your life" that the robbers are only after gold pieces, not all gold items in general, so the brooch doesn't need to be an issue.
87 "but without any really malice" + "wild out West, child" + " would want to be out in this weather" + "After a few hour's walk,"
89 "soothing the aches of your cuts and bruised."
93
"introducing you as a childhood friend comes to help." (who came to?) + "It was terrible" + "nowhere near enough to stop Tiemuraz's dastardly legions" + "although he's returned since then" + "a strong destiny ahead of you" (period.) + "bids you close your eyes." (to?)
95 "before starting awake" (startling?) + "are the Sun and the Moon" + "and you cannot fail" (period.) + " a small sharp edged" (sharp-edged?)
138 "Gioan the jovial fisherman's sun" + " For all you know his hoards may be nearby already."
143 " "You haven't changed" is his response." + "but we fear that the hoards are attacking" + "with an ebony black hilt" + "There are few houses which are still safe" + "a place to rest for the night" + "Agreeing that this sounds (like?) the best course of action"
148 "After an only an hour of travel," + "through the blasting rain as best you can,"
150 "Peacefully" is A BIT of a misnomer for that option. + "into the things needle-toothed mouth."
152 - weird paragraph break in the middle of a sentence?
161 "A long, whip thin shadow"
186 "You have lost your weapons.As you climb" + "I'm Grimoald" (punctuation).
218
"by the look of you" (punctuation) "And an able one by the look of it." (perhaps looks, in both cases?) + I can't offer it" + "damned be honest contract" (punctuation)
222 "Do you not understand? (missing quotation mark.)
233 "signs of a reason rockfall"
237 "Wedged into a lose space"
245
"The town Electors are beside themselves" (town's?)
"my companion, Yvet" (period.)
251 "will enter its final stage" + "be put to its purpose" + "to continue" + " and you see that, rather than pupils and irises, tiny starscapes peering at you from beneath his brows." (either "that" is unnecessary, or there's a word missing.) + "would be sad" + "to know"
253
" You affirm your determination to go (to?) the Shadnezzar ruins"
"does not commune with her worshippers lightly" + "must know you have a chance" + "get you out at dawn tomorrow" (periods.)
254 "you meet the things gaze" + "it lungs forward"
275
"his whip coiled around his waste,"
295 - another weird paragraph break.
320
"but their flesh... and its head"
353
"committed such an Evil," (is "an" necessary?)
+ "will know of the Sword of Dusk's location," (shouldn't it be present tense?) + although you must chose it" (period, and tense.)
""I am sorry, young warrior" + "I am sure he would be proud of you" + "a message I must carry to you" + "draw the evil-hearted to his side" + "none would come to dominate the world" + "the Sword of Night" + "tortured and barren" + "if Tiemuraz reunites all three blades" + is at stake" + "and he, too, will seek it out" (punctuation.)
366
"a large, cathedral like building." + "And the other, he is here?" (is he here?) + "Is this some sort of trap?" (a trap?) +"Now, chose a door" (choose?) + "The one you seek to destroy"
395
"a large hole turn out of its hull" (?)
425 Perhaps he will prove right in time. (be proven right?)
460 "you wipe their slimy grey blood of your sword" (besides the typo, there's also the matter of you potentially fighting this with a mace.
Now, proofreading. I must note that this gamebook has a strange tendency not to use any periods or commas at the end of any quotations. I checked some other gamebooks, and this seems to be the only one like that. The next set is only about the missing punctuation.
3
"We'll starve, soon" + "don't know how much longer Varna has left" + " out of sight of the gates" + "maybe together you can do something"
19
"while I work" + he'd not have tolerated this" + "I hope you enjoy the bracelet. (missing quotation mark.)
44
"they attack our engineers" + " no escape by sea either" + "you need some sleep" + "in your errand"
46
"It's free" he tells you + "everybody indoors"
49
"Champion of Evil/Good/Neutrality" + "be upon each of you" (punctuation for all)
55 "Glantanka's rays"
90 "to destroy him"
111 "nothing to you"
118 "just stay and chat"
124 "the Champion of Good" + " for The Test" + "the Sword of Dusk" + "blessings upon another"
126 "out of the path of the onrush of mud."
128
to this place" + "if so I chose" + "Take this"
144
"You will need it" she whispers
170 "I am sorry"
199
"of the Good within" + "the symbol of healing and fertility"
201 "Let the child in, Osvaldo" + "looking for a handout"
208 "the Sword of Dusk" + "three Blades" + "able to proceed" + "unless your need is great" + "they did not" + "for himself" + "in fact" + "will be destroyed"
212 "and ourselves"
289
"or as good as" + " a gift suitable to a defender" + "by the might of Kulak himself" + "a friend here in Varna"
305 "yet never forgotten"
318
"this way"
364
"thank Kulak" + the harbour side district"
365
"not without alerting the entire horde" + "some other gap in the wall" + "you will be successful"
368 ""Looks tough for a refugee" one remarks.
373
"call on the mercy of Vanyr"
389 "your fate"
393 "until he is dead"
399 "he who serves himself"
400 "brave warrior" + "awaits you"
401 "I only hope I have taught you enough" (both subsequent quotations in that ref as well)
There's always an interesting sense of history when you comment on an online work that is now two decades old.
When I first saw the title, I kept thinking of Midnight Special. Then I actually read the background and the first ref, and with a sigh, I realized this was going to be the Eragon of Fighting Fantasy Project. Unfortunately, my suspicions were proven correct later down the line as well, since several key plot beats are very obviously taken from far more famous works, with the kind of chutzpah most closely associated with Eragon. The internal narrative logic avoids some contradictions as glaring as in certain other gamebooks (i.e. ) but is hardly free of them.
SPOILER
If the three swords are meant to have similar power, how come the Sword of Night can draw thousands of followers to it, yet the Sword of Day didn't do much of anything until Tiemuraz took it? How come you fail to wake up when trying to enter the door of a wrong alignment, yet it's fine for Tiemuraz to wield blades of opposite alignments? Similarly, how come it drains you to have the Sword of Dusk, yet Tiemuraz has two swords at once, and suffers few consequences?
END SPOILER
For all that, I must say that the descriptions are good, and the final stretches are genuinely tense, which relatively few gamebooks manage to do. As long as you stick to the intended path, the writing is usually quite effective - and by intended path, I mean the route of Good, since there is just no real narrative logic to having the Good goddess speak directly to you, then pick one of the other two and THEN, if you succeed in stumbling onto the path they need, STILL undertake the trial as the Champion of Good. (For that matter, it feels like there's little narrative logic in the answer you must pick right before reaching the room of the final confrontation as well - it feels lifted out of a completely different kind of story.)
It's obvious that the Good route got by far the most attention and the encounters there are genuinely pretty impressive. You also get to fight with the Pike there, which might be the coolest weapon I have seen in these gamebooks. (Perhaps it is cool, even, as it doesn't actually seem to subtract 1 from your Skill.) Certainly much better than the mace (which I hoped would at least be of use vs. the stone war machine, but to no avail) or the battle axe. I gave up on searching for the Neutral token after finding out that you'll be the Champion of Good no matter what, but the evil path is obviously an afterthought. That whole double choice of doors is at best a bow towards conventions and at worst there to pad out the number of references.
Some other notes.
SPOILER
Weird that finding a coil of rope (probably the most powerful mundane item in the gamebook) is as uneventful as simply entering a random cave and finding it unattended with no real choice involved besides going on the right route.
Even the stealth skill does not actually allow you to sneak up on the two raiders, or bypass the sleeping one? It does not protect you at 81 either?
Hector comes across somewhat less grateful than one is likely to be after having been rescued from their likely fate.
In 353, the goddess is on a balcony, and presumably stands a floor above you, yet still manages to touch your chin from that position? Does she have freakishly long arms?
336 and 267 doesn't change if you had already learnt from the Tinker that Varna is under siege?
If you get killed fighting the Marluk Queen, you may not get "you have been killed in combat" message, just nothing at all between the dice rolls and the comment box. She also appears immune to the Pike's impalement: while that could be intentional, I don't see any ref explicitly mentioning that?
I was also hoping Woodsman could allow you to fix the Lantern.
317 is such an anticlimactic instakill, it balances somewhere between awful and brilliant.
I wonder if there's a use for things like the Wolf Pelt, Frying Pan, Fish Hook or the Pewter Statue? Perhaps I might have seen those if I tried taking more routes in the final stretch, but as it was, I found the acceptable one quite quickly. (I also briefly wondered if a Fish Hook + a Rope would let you pull away Tiemuraz's Sword of Day, but once the LOTR twist emerged, that appeared irrelevant.)
ARRIVAL: 2 "in the middle of hundreds or rioting football fans."
ASCENSION: 2
"from the bowl of soup that Angela has place before him"
BLOOD: 3 "The only thing else you find is a laminated card with the man's picture and the name "Neil Hampton" emblazoned underneath the letters DH."
BORDER: 4 "She's quite headstrong, aint she?"
CONSOLATION: 3
" "What a day," you breath(e?)"
CRYPTIC: 2 "is a stone stature of a winged woman"
DESTRUCTION: 3
"changed to an off-white hue.The pallor"
ENERGY: 2 "As he gets closer, you see that his is wearing a long leather jacket similar to your own."
FEAR: 2
"The fiend's claws rake your shoulder and you grunt in pain - lose 2 Life Points.However,"
GREED: 2
"by wondering why there need be" (?)
HUNTED: 2
"You keep you eyes peeled" + "a rapid increase in humidity; - but you don't notice anything unusual." + "are approaching in a "wing" formation- the leader"
IMPLORE: 1 "I believe that it just might case"
INFIRMARY: 4 "She covers the dolls "ears" "
KERNEL: 1 "although you notice several crushed autos on the street, no doubt accidents caused by panicked individuals running into traffic." (did crowds crush entire cars? Or should it be crushed BY autos?)
KERNEL: 3
"Here's flier with information" + "they're the gentleman attired in the red overcoats."
LUST: 3 "Drago reaches gown,"
MEMORY: 1 "and fells one of them" (?)
NIGHTSTALKER: 4 "a pair of marble statues depicting a youth and maiden" + "man in a business suit that (who?) doesn't seem"
OMNIPOTENT: 2 "You nod slowly to Angle."
OMNIPOTENT: 4
"This book came form the central library,"
ORPHIC: 1 You immediately begin thinking about possible ways to circumvent your next obstacle; as you do, the screech of an SN drifts down to you. Glancing up, you see its red form floating lazily against the sun; as it doesn't appear to be an immediate threat you are just about to turn back to the roadblock when something catches the corner of your eye,
QUARTER: 4 "a risky move for all concerned ?" (extra space).
QUELL: 4
"You list perilously low to port - indeed, your knee momentarily scrapes the ground- but then"
I suppose that another similarity between the two is that both are bombastic, featuring a lot of "badass" sequences of deeply variable plausibility, yet are tempered with some moral and socioeconomic insights as well. This one certainly goes much heavier on the former, often very clearly styled after a Hollywood action movie: Outsider! did have more than a few scenes where the right thing to do was the quiet one, which is all-but-unthinkable here - and here, even the wrong, or completely skippable sequences are quite exciting. (I.e. I had no idea the motorcycle chase was that good for most of my runs, since I usually just went in with the weapons which mopped them up quickly and obviated the need for that.)
On the other hand, the scenes of the election rally are fun, but nowhere near as extensive as paragraphs and paragraphs of Altgarten's socioeconomic development. (Or with Zamarra's own wry observations interleaved throughout, for that matter.) However, it does have an unexpected parallel on the true path
SPOILER
when the INFIRMARY: 4 scene and the sudden speech is quite reminiscent of the Defender's philosophy scenes in and around that tomb in Outsider!
END SPOILER
And while I'm not exactly enthused about noir-style protagonists having to have "Max Payne backstories", HELPLESS: 1 and the subsequent ref was genuinely well-done. While I hate the path you needed to take to get there, LOVE: 1 was also excellent, as are a few other "narrative" refs I can't quite name. On the other hand, Darkheart Enterprises is about on par with CabalCo from Blood: The Chosen, and along with the protagonist's name, it feels rather too much.
Here are some sorta-spoilery things I'll just describe as NARRATIVE LOGIC
SPOILER
* How come Drago's secretary immediately detects your weapons, even if it's just Glocks, but the crowd in the library does not mind them? How come you have the option to avoid surrendering the weapon in the nightclub, but not in VORTEX: 1, which doesn't seem to mention any security nearby (and one of the failure refs suggests more of them only got added later on.) Then again, they also don't bother to steal your completely unique weapons in spite of having every reason to, so there's that.
* How come you cannot just head back to the Doc right after you discovered that map under the table? It's such a frustrating thing, and for some time, I really thought some combination of starting stats/equipment had to allow you to protect the map, and this is what you would need to win.
* Machine gun fire from Ned Healy does not alert any guards in the library?
* KERNEL: 1 - Van Clank himself came up with those weapons, so why didn't he make one for himself?
* For HUNTED: 2, even max Awareness doesn't protect from failing to notice riders' approach? (Not that it seems to matter.) Plus it says riders have sunglasses, but then we can see the Leader's dark, impassive eyes?
* In REVIVAL: 1, it's funny that our Mark, who had fought SNs many times, and just recounted everything the doctor had done for him in JOY: 3, including having designed these hyper-advanced weapons, TWO OF WHICH ARE BASICALLY SUITCASE WMDs now rudely dismisses a different supernatural concept as "just speculation."
* It's also funny that he still considers it safe to return to his own home in spite of the little matter of the city's most powerful politician already after him.
* In INFIRMARY: 2, would the attendant's job really be boring after the events of the previous day? Also, interesting that according to REGENERATION: 1, Teneto has well-functioning universal healthcare?
* In INTERN: 3, why would mark be surprised that a rod which is as hard as metal is cool to the touch...exactly like any metal?
* YEARN: 1 "changes in the wave particles " ... even when taking quantum mechanics into account, that sentence seems rather dubious?
* "Centrenium is one of the oldest elements in the universe. Most scientists believe it is formed by a rare but naturally occurring process here on earth." - these two are mutually exclusive, since lots and lots of elements are billions of years older than the Earth. For that matter, nearly all heavy elements are predominantly of extraterrestrial origin as well?
* I am disappointed that plant killer doesn't seem to be usable on Rhodendra Azula?
* I am even more disappointed that the supposed ability of the Thompson to melt a wide path never appears to be used for anything, and that it doesn't rescue you in "QUIXOTIC: 3" , when that seemed obvious.
* For a while, I assumed that blowing up the lab would matter a lot more than it actually does. I even considered that blowing it up would draw away more of the guards from campaign headquarters, and so allow you to gun down the steed right there and still have a chance. It seemed more immediately logical than the true paths. Oh well.
END SPOILER
Altogether, still a cool experience, though personally less satisfying than it could have been.
Out of all the gamebooks I played on here, this stands out even next to the similar-sized ones that are also labelled "hard" - Outsider!, The Trial Of Allibor's Tomb, A Princess Of Zamarra and Rise Of The Night Creatures (that last one technically smaller in terms of overall reference count, yet greater linearity makes its "true route" feel as long as the one in its 400-500 ref peers) for how obscure the options to reach the true ending really are, and how easy it is to think yourself on the right path until you hit the same DEFEAT: 3 and DESTRUCTION: 3 walls yet again. In most of the aforementioned ones, it is at least quite clear what you were lacking whenever you fail near the end, and what you should be searching for next time. (Though Rise Of The Night Creatures makes some of those searches dependent on literal LUCK rolls.) Outsider! does share in the dubious honour of having a fail ending which gives basically no hint what you should have done differently - though it is at least offset by having easier alternate endings which I honestly consider superior to the intended ones. Both here and there, you essentially have to rely on out-of-narrative logic to find the way to win.
SPOILER
I.e. in Outsider!, you had to assume that Black Aria, the jaded, violent, yet still intensely principled assassin protagonist, is actually the type of guy who would let a necromancer who had slaughtered dozens, if not hundreds of people, live and keep doing that indefinitely, and also learn from him, even after finding out that he was lying about being your father. Then, you also had to assume that the option to summon ghosts you are explicitly warned about would not be an immediate insta-kill, contrary to pretty much every other option like this in that gamebook.
Here, what you actually need is to obtain two rods of this setting's unobtainium, not one, but there is effectively no way to find out that this is even POSSIBLE to do, or that this is the thing which was actually holding your trio from succeeding when you get DESTRUCTION: 3. The game is really good at making dead end pathways look just as viable as the successful ones (making the player think they were smart by picking the obviously correct item past five wrong ones, only for that entire pathway with Pieno (?) to be a trap was a particularly strong move). There is at least some logic in picking up an ID card from a corpse -even if there is no way to know that guy in particular would drop it, or that not having an ID card was a big obstacle when you show up to that stadium and find that a Coordination check seems to work as well.
There is no real internal logic in which pathway at Lochton Heath would actually allow you to win. In order to understand that in the first place, you have to assume that the choice of how to split up would actually lead you in radically different directions. The only "hint" is external, that being one's understanding that the narrative obviously wants Mark and Angela to be together, rather than anything about the location or their situation specifically. I kept assuming that the responsible thing to do would be to go alone and let the two less combat-experienced allies cover each other with gunfire, so as to avoid losing either of them when choosing to go with one and letting the other travel alone.
Oh, and if "punctuation relating to quotations" is about the upper-case vs. lowercase right after quotations, I should note that seemingly every other gamebook I can think of uses lowercase. (i.e. ref 7 in The Word Fell Silent.)
I obviously did find ref 38 now, but I still think that using the scrolls should do something in the aforementioned refs 112, 5 or 77. There is no way that particular character wouldn't have reacted to those being in your presence! You even get "Galron is not here" when you try to use them some of the unrelated refs (perhaps that short message ref should trigger every time you try to use the scrolls on any refs besides the right one and those?), but there, it's just nothing.
Also, in the same ref 38:
"'Thankyou!' He exclaims and hugs you."
28
"and plunges his sword in one of the soldier's neck." (?)
58:
"There are three other places which may be interesting : a bathhouse,"
I also just noticed this at 78
SPOILER
"You and your crew have shared many dangers and celebrations for you to leave them now. They also owe you a lot of money. Determined to save your shipmates, you set out to the governor's large decadent residence. The gaol is beneath it. You and your men head to the governor's residence." - Which men? I thought that unlike the Corbett path, here you just talked to one sailor, and then left towards the jail on your own? The refs stemming from the immediately subsequent decisions seem to confirm that.
END SPOILER
and at 16
SPOILER
" your men throw two soldiers off the jetty" even if you had already fought and killed them both. I suppose replacement guards could have been assigned, sure, but some acknowledgement of that past combat would be nice.
END SPOILER
Why should the scrolls do anything at 112, 5 or 77 ? The character in question isn't there, and even if he was, why would he react to them being in your possession? He would only know that you had them if you showed them to him.
My mini-quest of playing through all of Kieran's works is now complete! With that, I might as well give a personal ranking for all of them.
* A Princess Of Zamarra
* The Word Fell Silent
* A Strange Week For King Melchion The Despicable
* Hunger Of The Wolf
* A Knight's Trial
* Waiting For The Light
* A Midwinter Carol
You can tell that this story is Kieran's first work as the writing style is notably less sharp, the characters less memorable and, of course, the story much more linear than in the works I rated above it, not to mention more altogether conventional than pretty much anything he wrote since. There are also some contrived moments the later works tend to be much better at avoiding.
SPOILER
If the Fangthane sword was wielded by the head of the poor family who died trying to protect them from the soldiers, then why doesn't it get looted by said soldiers? It's also not clear why your character has to blurt it out to wizard's face that his rival doesn't want us to trust him, rather than having the choice to conceal that. It's even less clear why we can't just kill Caius on the spot. Or indeed, why we can't try and persuade Bartolo to follow us at least to Caius' house, if not closer to Zimorax. And it's a little too convenient for the narrative that apparently the one dead body which can talk in that world happened to be that Minstrel, for reasons unclear.
END SPOILER
At the same time, it is still a perfectly good high fantasy adventure, with a fairly diverse range of creatures and encounters involved throughout. I particularly liked the Firefox and manticore fights mechanically (and a felinaur one stylistically), but there were enough other neat encounters as well, all reasonably balanced.
Now, proofreading:
119
"and a woman and her two daughter are sheltering"
172
"to see a red and blue parrot perched on a nearby branch . 'Follow me,' " (extra space) + perhaps "trying to decide what route" (not which?)
271
"Eventually you emerge on to the balcony"
296
"A group or orcs that had been"
399
"done you,' you ask." (should be a ? instead of a ,)?
349 - might misspell the name of a Council's member.
There are also quite a few moments which seem to be missing dashes where they would have come in handy: i.e. "a rather repulsive looking" at 116.
So, when I commented on Waiting for the Light just earlier, it was mainly to suggest that this kind of a story would have worked better if its underlying purpose was better concealed by genre trappings. It appears that Kieran had reached the same conclusion himself only a few years later (and over a decade ago) with this work!
Now, I'll have to say that one of my favourite parts of Kieran's best works (A Princess of Zamarra, The Word Fell Silent and A Strange Week For King Melchion The Despicable - possibly Hunger Of The Wolf too, which is next on my list) is the subversive humour, the "grime" of his worlds and the frequently ambiguous moral standings of his characters (both leading roles and the supporting cast.) As such, I cannot enjoy this one as much for the simple reason that the Arthurian setting is obviously rather inhospitable to those three elements. It's not impossible for an Arthurian story to incorporate them (Pendragon does a pretty good job with all three, even if other flaws compromise it in the long run), but not in combination with the particular twist used here.
I still think that this is a good work, and certainly superior to Waiting for the Light (let alone A Midwinter Carol) - just not one of my personal favourites. It being a Windjammer entry means I cannot really criticize it too harshly either, considering the time limits of that competition. The other, 100-ref limit, thankfully causes almost no situations when you feel overly constrained in the options available. Only exceptions I can think of is the inability to simply tip over the barrel of skulls at 48, or to try any of the heavier armour at 27.
Mechanically, my only concern is that the complete lack of any healing might be taking the theme a little too far. You can know everything you need to do to win, and still be sure just enough rolls wouldn't turn against you at any point. In some gamebooks, this can be a source of tension (i.e. Nye's Song), but for whatever reason, this doesn't really come through here. At the same time, I thought highly of the way you first need to elevate your starting skill, and then might end up seeing it reduced in various encounters which reinforce the theme.
Finally, proofreading.
13
" but you walk straight into another wall.Suddenly the walls" (missing space)
+ "their resistance ceases laving you to"
20
"You the figure" (?)
34
" "than you have any logical reason to do." (is "do" needed here?) + " some battles need (to?) be fought alone"
39
"As you walk in between each pair thought," (?)
40
"cheer the imps on unison,"
41
"The handsome knights shakes his head."
43
That run-on sentence which takes up almost four lines feels in need of extra punctuation - perhaps something between "play with" and "there is"?
60
"This is it the day we've been working towards for months: your trial." (Possibly a missing comma?)
61
"extend from the tripods base"
68
"No sooner have you picked up this book than the other fall to the ground with a dull thud." (Probably others?) + "Apparently to find the sword you need (to?) "follow the written word." "
74
"a section of the eastern wall slide back to reveal"
76
"The hideous undead monstrousity" + "As you look on, the foul former woman he battles" (unneeded comma?)
90
"ice-cold talon seizing ahold of"
I love this.
83
"'An arbitrary decision,' remarks Lancelot. 'But sometimes our fate is in the hands of such things. Which route shall we take?' "
and this.
58
"you stand in sullen silence, too ashamed to join the conversation now, feeling like a child among adults; no warrior at all."
Meh. Other than this website, I mainly play rogueli(k/t)e games nowadays, and this reminds me of nothing more than Fear and Hunger. It had a similar torture keep setting (albeit you were more active protagonist there) and it had a similar feeling of the story essentially going through the motions of ticking off every awful thing it could think of, with no real imagination spared for anything else. Then again, I got more-or-less from the author's other works on here as well.
Proofreading:
2
"you watch helpless as an" + "a voice wakens your from your slumber"
5
"is thrown in to the cell"
"his ankles are a part"
6
"Will you reply that know nothing of this guild"
10
"that it at this very moment"
24
"The torture takes a collar" + "and you chin is rested"
So far, Kieran is definitely my favourite author on here! Other than those 50-ref experiments, his works succeed at truly placing you into the mindset of unconventional characters with unconventional, yet firmly held goals, surrounded by a memorable and well-defined cast. Further, they provide a great range of choices and branching outcomes, all while remaining completely logical. This story is no exception!
I reached the successful ending (ref 100) via two different paths when I started writing this. I at first assumed that since it is only 100 refs altogether, and there are some unpredictable refs like the random misfortunes which may befall the ships you travel on, that this would be it, and began writing this. Then, I remembered briefly spotting one more character, and found not just his ending, but a whole lot of refs in the city of Rhodes that are a welcome surprise.
I can only think of one notable flaw, and it's the one this story would share with Outsider!, the most prominent tale about assassination here.
SPOILER
That being the lack of imagination about the whole assassination business. If Lot has no companions, he cannot think of anything more refined than simply charging through the front door in broad daylight to meet a predictable end, and even the companions' approaches aren't exactly all that well-planned, succeeding more on chance. (For Elena, the lack of a follow-up on her fate suggests that for her, it ended up a suicide mission either way?) Was there really no way to wait for night-time, to set the place on fire to get him out, etc.? If anything, you are told at the very start he intends to travel away from Rome once his house arrest is lifted: why not try to ambush him on the road?
END SPOILER
Some have made a complaint that the ending is less significant than it could have been, but it's just as easy to argue that this is the very point, so I'm not holding it against the story.
With my recommendation of the story itself complete, it's time for the now-usual business of typo-hunting!
7 "before his thrown is transfixed by a hurled javelin."
11 " the awareness that you are the only member of the crew still alive slowly dawning you"
51
"you have no choice (but?) to agree."
61
"your heart goes out to this beautiful brave girl.Will you:"
64
"after witnessing your magnificent shot.."
66
"you have travelled hundreds of league to"
74
"' you begin, 'that"
79 'Doesn't look too valuable, but might be worth a coin or two. (missing apostrophe.)
81 "A burly Nubian slave watches closes and then in a booming voice he commands you both to start."
85 "Does he now?' say Zohar softly,"
Ref 76 has an issue that's not a typo per se, but is of a similar nature and would appear to be quite a blemish.
SPOILER
"all of you have to then load the ship with corn bound for Athens." This is 1,500 years before the Columbian Exchange. Where did this corn come from?
END SPOILER
And another thing which could be a significant error, though I am not sure about it.
SPOILER
Ref 12 has Lot's internal monologue mention "God's will" and 52 also has "the one true God!". I thought devout Jews would always write it as G-d? Or did this custom only arise in the more recent years? Or is the idea that it would not apply because this is spoken word in the story, not written?
END SPOILER
On the gameplay side, I wish ref 85 (or its archery alternative) had restored at least some of your stamina, as that would seem very reasonable given the description, and the likelihood you would have arrived there after a fight. The naval journey you get after success only restoring 2 Stamina afterwards in spite of taking "a long time" seems unnecessarily stingy.
Fixed these typos and the ones you have so far mentioned elsewhere.
At reference 76, "corn" is correct, it is only in American English that the word specifically refers to maize rather than any cereal crop. As for God, I don't really see any need to apply conventions used by modern-day Jews writing in English to the translated thoughts and speech of biblical-era Judeans.
Three alternate paths to victory in a 50-ref story? I suppose this really is easy. Can't say it was particularly interesting either: i.e. the witch obviously only existed to fulfil a narrative function and the villain is lame. (The way the whole thing is described, you would get the impression he hasn't even benefited from it at all.)
Probably the only surprising moment was when you get attacked by a soldier in the inn. And perhaps the only true "trap" moment in the game, which is
SPOILER
trying to follow the cave route, but neglecting spare lamp oil, which is the only route where its presence matters.
END SPOILER
Literally everything else (besides not finding the blood secret at all, I guess) you can recover from. It's funny how this tiny story gets such a disproportionate number of comments, most just talking about how easy it was.
It's less funny that with 50 refs, there are still about 2 typos per 5 refs.
2
"By the time you espy the stone circle," + "You can see the holy sight about a mile away now." (are we certain it's not site?)
4 " 'Thankyou, my friend.' "
13
"She look at you with her piercing red eyes."
"is packed with various magical arcane " (?)
21 " 'Thankyou.' Rasps the figure."
"can be blessed in the crypt of the ancestors'" (missing period.)
25
"There appears to be two locations of interest to you"
43
"On it is the inscription 'Make a sacrifice you prove your worth.'"
Finished this on the first try. Sorry to disappoint, but it involved no special feats: simply walking in circles a bit, getting two clues on the first floor, going up, two more clues on the other floor (and I suppose getting refreshed by the outside air a bit) then going down and going in what felt like circles again until the exit sign cleared. Can't say that the main character or his insanity was particularly interesting either.
At least the artwork for clues and the like is nice, and the story is largely typo-free. The exceptions seem to be:
4 "There is only one vehicle parked there, an white van"
Wow, after first finding challenges after beating Outsider!, I didn't expect a gamebook with a much lower length to also sport them, but it certainly deserves it! Unlike Douglas' similarly-sized works, Windjammer limitations are almost imperceptible here. The only example I can think of is when at 150 (or the equivalent ref if you follow the other path), there is no option to flee yourself if you do not have all of the requirements, and instead your character automatically marches on to his entirely predictable doom.
Besides Skin of Your Teeth, I also got Gandhi and The Other Successful Ending, but then I restarted instead of playing the challenge button again, and the record of that was lost. Still not sure how to get the Rich challenge, and the Warrior appears really luck-dependent.
If there's one thing I have to ask, it's this: do those scrolls actually work? I tried on refs 112, 5 or 77, to no avail. Even if the character in those refs is somehow not the right person (which seems extremely unlikely) at least some acknowledgement of you trying and failing would seem necessary?
Another thing is something I spotted in Rise of the Night Creatures as well: your most basic weapon (Butcher Knife in there, and a Dagger here) auto-equips, but the next strongest one (Silver Dagger and Sword) does not, even though it is entirely possible to find either of them while empty-handed.
Before I go for my usual haul of typos, I want to note a certain pecularity in writing, which occurs very often (though not always) to the point I'm not sure if it's intentional or not. This is the propensity to follow up quoted speech with capitalized verbs, which I am pretty sure is not the way, but is the norm here. The exceptions are something like ref 8, where it's "backstabbed us' shouts Blutz", and the norm is that path's ending ref, where it's "captain.' Says Blutz." or Background, with its "He won't forget who's in charge now!" Laughed the captain." If the capitalized way is wrong, then pretty much every ref with direct speech (i.e. ref 7) would need to be checked.
Now...
7
"He speaks with the upper class accent of a man who mixes with royalty regularly 'Why share your " (missing period.)
"pulls out a pistol and points it a Brandon's head. "
"You don't think I would make" (shouldn't it be past sense?)
15
"They rest upon what looks like giant threads of spider silk" (not sure about singular vs. plural)
44
"'Listen,' replies the small man 'All you need" (missing period.)
48
"You see the eyes widen as you reveal the treasure you have bought with you."
53 Is it intentional that Skull and Crossbow is not italicized?
58 "His warm, friendly, outgoing personality must his antidote to smelling of fish the whole time."
68
"put his cronies in charge of the city and the sent his men through the streets, arresting and executing so called followers of Caldoss."
77
"but he is not buying it 'How do I know" (missing period.)
78 In front of the door are two guards.Will you: (missing space.)
84
"I'm sure will you need it"
90 "One of their ships has weighed anchor just outside the reef Relieved" (missing period.)
"if your ex shipmates did tell them" (missing dash?)
121 "The spider trips up over a human skeleton, leaving to enough time to flee from the clearing."
I didn't get the full quote from ref 35, but I think that the sentence with "Fishpool Street" also should be double-checked.
Thanks, fixed the clear mistakes. I don't have the inclination to go through and correct the punctuation relating to quotations, especially as I'm not certain how it works myself. All the challenges can be done but of course luck plays a part. The scrolls do work and where to use them is not an arbitrary guess, there are clues in the text.
Finally, I have some gameplay questions/suggestions.
I quite appreciate that even this rather short story has quite a few backgrounds (and which are much better done than their equivalents in Any Port in a Storm). My first win was as a Halberdier, which is a weird background, because you are quite weak initially, then breeze through the last two fights (assuming you have done everything for a full victory and have the relic.) Light Billman and a Man-At-Arms with a Warhammer both appear to be more viable altogether, though. And anything with penalties against armour seems like a total waste, because there are relatively few unarmoured opponents in the first place, and they do not tend to give much trouble.
It appears that regardless of what you pick, the player will always see "You also carry a Rondel Dagger" ref, which was probably added in the online version. Can this ref also be expanded with an explanation of how the Armour system works, since right now there is literally no other way to find out besides reading the comments?
I also understand that what happens at 66 is meant to make playing as an Archer more beneficial, but honestly, Archer with the Kern Axe is already by far the easiest background to beat the game with (yeah, there's that one hard fight with the cavalryman at the end, but it should still be survivable if you switch to the holy mace.) Can it at least become a Luck check instead of an outright instakill? (This story already has almost no luck checks - never thought I would find myself missing them!)
At the market, the two non-meal options (blanket and flint) both make for some nice lore, but appear to be functionally inferior to just buying more meals, since there's no upper limit on the number of meals you can carry (and no downside to just spending all your money at the market if you follow the right path to victory). Blanket costs as much as 4 meals (12 Stamina worth) yet only prevents a loss of 2 Stamina. Flint lets you restore 4 Stamina at one point, yet costs as much as 3 meals (9 Stamina).
SPOILER
Unless cooking that rabbit is the difference between whether you still have to fight some vagabonds after killing Eli as an Archer or not? Not sure how that worked. I'll also note that if you have the flint, you should probably find and cook that rabbit even if you slit Lukas' throat.
END SPOILER
I think it would be a good idea to also make the lack of a blanket cost you 1 Skill. You can already lose 1 Skill point from that one fight if you have followed the wrong path, and many famous people outright died weeks after getting drenched in the rain for hours (just refer to a certain short-lived US President, some medieval royals and more recently, the creator of T-34 tank), so while the relic should save you from this fate, losing Skill points is anything but unreasonable.
Lastly, somewhat spoilery possible bugs.
SPOILER
Halberd's penalty doesn't seem to activate after the third round in the Vagabond fight? (But it does for the Lynch Mob and other infantry encounters.)
How the hell are Vagabonds armoured if you manage to snipe their crossbowman as an archer, but unarmoured if you fail, or fight them as a different background?
Does Spiked Gauntlet ever do anything, or do you have to have a non-Halberd/non-two-handed weapon?
Are the brigands who attack you at the sacred tomb mounted (even though the text says nothing like it), since you get a bonus when fighting them with the halberd? I also wonder if the dogs/hawk should have spotted them tracking you.
Now, it's time to talk about the part I REALLY hate, which is that INCREDIBLY stupid gameover near the end which occurs automatically under most circumstances, and the alternate gameover which actually makes sense almost never happens for no understandable reason.
SPOILER
I am talking, of course, about going to the Raven's camp and getting killed there. I see someone else complained about it before as well, and with all due respect to Robert Douglas, his response "Even the best agent/professional can make mistakes which actually creates some edge-of-the-seat twists and turns in a plot... EVERY real-life spec ops soldier worth their salt will tell you - that nobody, including themselves, is infallible. Everybody takes wrong turns in life." is completely ridiculous when throughout the story, you can get not one, not two, but SEVEN or EIGHT separate "hints" (some of them are like flashing neon signs, really) that the Raven is evil, yet only one of them actually stops you from going to the camp.
0: In his rantings, Brother Jacob somehow makes the conclusion that the Raven would necessarily be implicated in the scheme if you are telling the truth. I do not like this part, because it appears to come out of nowhere (same as the whole scene with his unchallenged accusations, really), and would like to see it removed, but while it's here, it's certainly a hint.
1: Prior explicitly tells you he doesn't trust the Raven and it's pretty clear he is suspicious of his involvement.
2: If you go talk to Pilgrim Seb, the protagonist's OWN THOUGHTS say that Raven must be playing some game. That choice ALONE should prevent you from going to the camp, regardless of anything else.
3: Visiting Tobias (necessary to reach Sheinton in the first place and avoid the caravan ending) tells you about the Raven's behaviour towards Annabel. Not directly related to theft itself, but certainly not good.
4: If you rescue Mary, she proves beyond doubt that the Raven is evil.
5: Lukas accuses the Raven if you beat him, regardless of what happens next. Yet, sparing him is the only thing which stops you from going to camp, and not anything else.
6: Mary's brothers tell you what happens once you reach Sheinton, and it is completely impossible to avoid that if you have made it that far. Even the Priest will tell you the Raven's soul is like that of Satan himself.
7: If you get healed by the Priest, he'll also tell you to beware.
In the light of all this, just the unavoidable hints (1, 3 and 6) should make going to the camp a choice rather than a necessity, even if the player simply gets a different gameover as the result. Getting 4 or 2 should prevent you from going to the camp same as 5, even if it won't let you win without doing everything else actually required by the narrative.
Well, this was certainly a Robert Douglas story, for good and ill.
To start with the good, it has that same highly evocative writing style as his other stories. Even Any Port in a Storm, which I found relatively weak altogether, still had a thick Scottish atmosphere which you don't usually find without specifically seeking it out (and certainly not in combination with the story's other elements). The Walter Scott-style narration here is perhaps a little more common, but that doesn't make it any less great to read. I kept having to look up some of the period-specific words, but that only made it more rewarding.
This work also appears to have evolved from his two other Windjammer stories on here, the aforementioned Any Port in a Storm and Nye's Song. There are almost no moments as capriciously arbitrary as Nye's Song infamous skill checks and unlike that other walk through the Scottish colony, the right options usually still have fighting and such associated with them, and picking those right options requires a little more thought, like having the knowledge to avoid a big juicy trap option placed near the start.
The ill here is that it is still a contest entry limited to 100 refs, and never expanded afterwards. Consequently, there is some awkward writing with long refs that should have at times been split up. I.e. that gear shift in one of the first refs, from the two soldiers being best buddies to your character mentally contemplating an ambush on them, is incredibly jarring. That thing where "a vivid dream" is suddenly mentioned out of NOWHERE could have been addressed with a short ref just alluding to it in between the time "the world goes black" and you waking up. Similarly, there's no explanation how the protagonist and Seb already happen to know each other.
There's also the stupidity in one of the initial refs, where Brother Jacob (who has literally never been mentioned before, and is never mentioned again, yet is immediately introduced as if the player is meant to have seen him before and as if he and the protagonist have history) keeps going on with ridiculous accusations which only require some testimony from Brother Roubert (regardless of the preceding choice you make) to be dismissed immediately, yet that never happens. (Not that the accusations mean anything anyway.)
I have had to split this post up because it apparently exceeds word count limits (not that there's any message explicitly saying that in the website's software, like when the message gets held up by word filter: it simply doesn't go through), so I'll just drop the typos here and continue in the next post.
"No sooner have you closed your eyes than a beautiful chant relaxes your whole mind."
"even a cuckoo adds its familiar call -for"
"having being afflicted by a deep fever" - all three of those are in "Background".
6 "The Prior Abbot's words re haunt your restless thoughts:" (What's with so many stories on here having random "re"s in them?)
15 "The conditions now being more pleasant" (?)
23 "Hopefully, one day, Saint Milburge's relic will re Much Wenlock."
25
""Oh well," shrugs Basil" (missing period.)
33 "You let him come -then suddenly dodge aside" (space.)
41 "pale sunlight glints from the polished steel of a crossbow."
44 "His eyes widen, gurgles surprise - then is still." - a word might be missing here?
60 "congregation assembled outsides its doors"
62
"Pray you heard tell of"
65
"proved a most tempting and personally beneficial one.Doubtless"
70 "All ideas of burning the young woman quickly loses appeal;"
73 ""But you fear there's more this theft than meets the eye?" "
83 "There nobody around on this bleak autumn afternoon. "
106 "Sighing at Gilles wasteful sacrifice"
129 "You spend a last supper with the the Prior Abbot and the Wenlock monks"
"you are a solider, after all,"
Fixed these where definitely wrong. The "re"s are my fault, they are an artefact of the conversion process.