Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Gamebooks (Choose Your Own Adventure Style)

You Say Which Way:  Secrets of Glass Mountain Part 2


"You stand up tall and spread your arms.  Special pockets of fabric, where your arms meet your torso, catch the wind and slow you down a little.  Then you swivel your hips and drop your diamond hook."


Of course I chose the faster route!  What kind of CYOA playthrough would it be if I didn't?  The instructor at the bottom demand to know why I'm smiling, because I guess he doesn't want me to have fun.  The risk paid off because I came in first place.  And CHOICE #3 is to assign either Dagma or Gagnon to be my second-in-command.


My character doesn't trust Dagma, but the instructor values her strength.  But Gagnon is friendlier and "is a good navigator".  I like Dagma's "snarling", so I'll take her.  "Dagma will make a good second, sir.  The others will follow her without question if I am injured".


Our next mission is to head to the Pillars of Haramon at dawn.  These are "fortified columns of black glass" 80 miles away.  It's a glamorous and legendary place for both miners and Sliders.  Now the Pillars of Haramon protect the Highland with their tunnels of military personnel.  Miners still exist, but they're far underground after exhausting the surface.  Lowlanders often attempt to raid this area to capture the blue diamonds, but Highland Slider Corps soldiers usually fend them off.  But they're not to be deterred so easily, and they're likely preparing another invasion.


Dagma seems less hostile when I tell her she's my second-in-command, though she disdains my route in the race:  "Lucky.  You could have been sliced and diced trying a stunt like that.  Was it really worth the risk?"  I tell her "It was a calculated risk I'll admit, but I've been practicing the move on the simulator".


CHOICE #4 is another choice between "fast or safe", but this time I'm carrying a troop of new recruits.  There's a chance of rain, which would recommend the fast route, though my recruits aren't as experienced and may not be able to succeed.  Dagma prefers the safe path.


Picking the slow route puts us in charge of "mining students" as well.  This will be a problem if rain comes, since even Slider boot have trouble if the black rocks are damp.  And only Sliders have guide sticks because they're so valuable.  This is why Sliders are needed to transport civilians across the Highlands.  Gagnon plots a path on the map past Mount Tyron and Long Gully, which isn't as steep as other possibilities.  Dagma asks if the miners could use "whizzo anchor bolt launchers and zippers", but I tell her these are only mining students, and the sledges would make it too perilous.


The reason cadets are being used for this mission is that everyone else is on high alert for a Lowlander army triple the size of the Highland Slider Corps. 


First, we go beneath Mount Transor, an unclimbed peak near other, taller mountains.  But one of the sledges moves off the path, and my guide stick may go with it.


CHOICE #5 is to either hang onto the guide stick to try to save the miners, or unhook it to preserve my own troop's lives.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


Reply

You Say Which Way:  Secrets of Glass Mountain Part 3


Saving the runaway sledge in CHOICE #4 doesn't break my guide stick, and we've made decent progress toward the Pillars of Haramon.  Dagma charges ahead because she's the strongest, but the rest of the group keeps up with her.  We see black rock pillars throughout the valley, which are "a constant reminder of Petron's volcanic past".  I don't think the planet was ever named in Between the Stars, so I guess its colonists called it Petron.


Dagma doesn't notice a group of Lowlanders in dark clothes, but I do.  My troop silently stops, then we advance in a V formation.  Their bows don't harm us much because we have armored backpacks for shields.  To defeat them, we crash into them, sending them falling.  But one cadet has a minor arrow wound, which I treat with "yellow capsules" that work as a pain killer and antibiotic.


After the encounter with the Lowlanders, it's time for CHOICE #6:  Stay in the current formation, or send some scouts ahead to gather information.


Using the scouts leads to a long CANONICAL ENDING.  I bring Gagnon with me, and tell Dagma to stay behind.  She doesn't like this much:  "So we all need babysitting now do we?"


This may have been the right decision, as an earthquake begins shortly after Gagnon and I set off.  We maintain our balance with "anchor guns".  Like any good fictional earthquake, it creates a fissure:  "When the wave of energy reaches the surface a huge crack appears in the slope above you, ripping the gully in half from one side to the other and creating a gaping crevasse between you and the cadets sliding down the slope towards you".  This lasts for at least a minute, and is followed by aftershocks. 


Dagma's quick thinking saves several sledges.  The miners use some of their equipment to build a makeshift bridge.  "Geebus that's a long way down!", says some random person named Piver.  Petron colonists follow the Homer Simpson sect of Christianity.


But there is some good news.  The fissure opened by the earthquake may have revealed a blue diamond vein, and we can share the profits.  Not only are the blue diamonds real, but they're the high grade variety used for guide sticks.


I develop an interest in mining, and an officer says "Looks like everyone's hit the jackpot.  Once tax is taken out, you should be left with a clean profit."


"You think about the officer's words and realize you have hit the jackpot.  You're doing something you love.  The profit you make from your share of the diamonds means you can help your family out, and you're standing a thousand feet above one of the most beautiful landscapes on the planet.  What's not to like about that?


From high up in the observation pod you can see a patchwork of fields on the Lowlands below.  Bright purples, greens, pinks and oranges create a mosaic of color across the flats towards the delta where braided rivers shimmer like necklaces as they meander back and forth.  Beyond the delta, the ocean stretches off into the horizon.


You've heard stories about the ocean and wonder what it's like to swim in so much water.  You wonder what it's like to be a Lowlander, to walk around on flat ground, where there isn't any danger of slipping and sliding to the bottom.  Then you look back towards the towering Black Slopes of home and you realize you're happy where you are.  Like generations before you, you are a Highlander, and proud of it".


Not bad for a first mission as a commander!  Surviving a skirmish with Lowlanders and an earthquake leads to a blue diamond mine.  A satisfying CANONICAL ENDING, but what will the other paths be like?



Results So Far


1 Good Endings

0 Deaths

0 Bad Non-Death Endings

0 Neutral Endings

0 Inconclusive Endings
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


Reply

You Say Which Way:  Secrets of Glass Mountain Dead Ends


There doesn't seem to be an immediate end in any of the other paths yet, but I will make a short post on how Secrets of Glass Mountain railroads the player. 


Opting to take the main path with all the other cadets in CHOICE #2 still takes you to CHOICE #3.  No matter what happens, Dagma loses the race because she slows down in front of a dangerous jump instead of taking a chance like you do.  So anyone hoping for a route where she's the player character's boss will be disappointed.


And your second-in-command in CHOICE #3 is irrelevant.  Picking Gagnon instead of Dagma gives you a brief scene where the book rationalizes your decision to have a good navigator who can triangulate effectively, and how disappointed Dagma is.  But both options still lead to CHOICE #4.


Chances are Alternate Ending posts will come tomorrow evening.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


Reply

(June 25th, 2019, 18:53)Herman Gigglethorpe Wrote: You Say Which Way:  Secrets of Glass Mountain Dead Ends


There doesn't seem to be an immediate end in any of the other paths yet, but I will make a short post on how Secrets of Glass Mountain railroads the player.

That's one way to look at it, and from your description of the text, it's probably the most accurate way for this book. But I think you can have choices with this structure that aren't really railroading the player. If the stories within two different paths that get you to the same point are sufficiently different, and grow out of your choice in a comprehensible and interesting way, that can be even better (and less railroady) than having (say) two very-similar stories that take you to different but similar points.

For instance: Suppose that when you took the same route as everyone else, Dagma was ahead of you but you were the clear second. Then you see someone else slip and go crashing down, you call to Dagma, and the two of you save them. (The book could give you a morality test CHOICE about whether to help the kid or leave him to Dagma, but I'd rather have the book just assume you go to help than that!) While you're saving the kid together, someone else passes you, but you and Dagma both just overtake him in spite of taking time out for the rescue. Dagma crosses the finish line first, but insists that you'd make the better leader since you're the one who noticed the falling kid. If written well enough that it isn't just cheesy, this establishes a different relationship between you and Dagma, which would inform your downstream choices and the way you read the narrative - a difference from the path where you take a big risk and Dagma chides you for it in spite of your victory that arises not from the page directions but from the reader's memory of the way the story is unfolding.

(Whereas, in the actual book, it's just a case of "Do you do something "risky" to win the race? No? BUT THOU MUST!" So you gain nothing by having a CHOICE there except a wasted page.)

I admit that what I described would be a challenge to write well (which is part of why it interests me) because your later interactions with Dagma would all have to be sufficiently ambiguous to work with both versions of the relationship and yet sufficiently significant (emotionally, for both versions, and/or tactically/strategically) that you care about them in the first place. Maybe an easier example would be that the narrative when you choose your second-in-command could include advice they give you or a story they tell you - a different one for each choice, appropriate to that character - which includes hints that could help you better guess the risks and rewards of different paths in future CHOICEs.

In fact, even if it doesn't inform future CHOICEs at all, I think this kind of thing can work. A whole new path where e.g. you lose the race and have to make entirely different choices as Dagma's second in command would obviously be coolest, but given that the author couldn't figure out how to write that or didn't have enough (pages? or) material to work with, it would arguably be better (in a CYOA) to split a long narrative section into two paths that both get to the same place with interesting and different narration for each in between than to just leave it as one long narrative section with no CHOICEs at all.

It ... just doesn't sound like we get anything "interesting and different" in the railroaded "CHOICE"s in the actual books you've been reading....
Reply

(June 26th, 2019, 06:57)RefSteel Wrote: For instance:  Suppose that when you took the same route as everyone else, Dagma was ahead of you but you were the clear second.  Then you see someone else slip and go crashing down, you call to Dagma, and the two of you save them.  (The book could give you a morality test CHOICE about whether to help the kid or leave him to Dagma, but I'd rather have the book just assume you go to help than that!)  While you're saving the kid together, someone else passes you, but you and Dagma both just overtake him in spite of taking time out for the rescue.  Dagma crosses the finish line first, but insists that you'd make the better leader since you're the one who noticed the falling kid.

(Whereas, in the actual book, it's just a case of "Do you do something "risky" to win the race?  No?  BUT THOU MUST!"  So you gain nothing by having a CHOICE there except a wasted page.)


It ... just doesn't sound like we get anything "interesting and different" in the railroaded "CHOICE"s in the actual books you've been reading....


Dagma does grudgingly accept your leadership when you win, and cares enough about other people that she doesn't want them to be injured.  Your morality test scenario could have worked within the book.


What you're asking for is character development, and that's never been the strength of any You Say Which Way, even the best entries like Deadline Delivery and Secrets of the Singing Cave.  That's one reason why my favorite CYOA is La Prisión:  you get to know the prisoners, and they have consistent motivations even when the player doesn't interact with them. 


You Say Which Way installments thrive if they have an exotic setting and a variety of options for the player.  Secrets of Glass Mountain's travel scenes in the Slider route are described well, though I mostly skip over them in my posts because I don't want to quote the whole book at you. 


Several You Say Which Way repeat offenders do write linear stories on the side.  Blair Polly made a thriller called "Bad Chillies" where a kid's finger is sent to his parents by a kidnapper.  Eileen Mueller made a series out of Dragons Realm.  Several of them including Peter Friend published a book of Christmas short stories.


(As for La Prisión author Ramón Díez Galán, he mostly writes books designed to teach Spanish.  The CYOA is not typical of his work.)
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


Reply

(June 26th, 2019, 18:23)Herman Gigglethorpe Wrote: Dagma does grudgingly accept your leadership when you win, and cares enough about other people that she doesn't want them to be injured.  Your morality test scenario could have worked within the book.

Yeah, I had that sense from the way you described her actions. That's why I suggested that option! You're right that I like character development, which can be difficult to write into a CYOA - but it's just one of the (more difficult) possible things an author could do with two branches that lead (both from and) to the same place as one another to make the choice between them more than just a railroad.

Quote:Secrets of Glass Mountain's travel scenes in the Slider route are described well, though I mostly skip over them in my posts because I don't want to quote the whole book at you.

I actually got that sense from the way you were talking about the book. It sounds like Secrets of the Glass Mountain is pretty enjoyable so far, actually! It's just not giving you as many *choices* in its CHOICEs as it might along the way.

Quote:(As for La Prisión author Ramón Díez Galán, he mostly writes books designed to teach Spanish.  The CYOA is not typical of his work.)

Neat!

(Also, in re: another recent book, I don't really have a better suggestion than your "Bad Non-Death Ending" for an ending where you aren't dead but turn into a really, really old person with a short but promising future. I feel like the sleeping-through-it-all endings in that book are the author saying, "How am I supposed to give you an adventure if you never even wake up?" but a reasonable response would be, "Who's the one who decided to present 'just sleep through this adventure' as a supposedly-viable option in the first place?")
Reply

(June 27th, 2019, 00:26)RefSteel Wrote: (Also, in re: another recent book, I don't really have a better suggestion than your "Bad Non-Death Ending" for an ending where you aren't dead but turn into a really, really old person with a short but promising future.  I feel like the sleeping-through-it-all endings in that book are the author saying, "How am I supposed to give you an adventure if you never even wake up?" but a reasonable response would be, "Who's the one who decided to present 'just sleep through this adventure' as a supposedly-viable option in the first place?")


Between the Stars implies throughout the book that you'll have an adventure on the planet if you sleep through the Victoria part.  The "old miners" endings are a pure cheat in that regard.


I'll have more time to post Secrets of Glass Mountain stuff today.  It may have more routes than I expected because it's longer than the past 2 YSWW books I've covered.


One thing I should mention is that there's a "quiz show" spinoff series of YSWW called the Sorcerer's Maze that's presented as a CYOA.  I doubt I'll cover it in this thread, but it might interest some of you.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


Reply

You Say Which Way:  Secrets of Glass Mountain Alternate Endings Part 1


Staying in my current formation in CHOICE #6 opens up a new route.  We're going to Tow-Base 9, a facility built into the rock. 


"You've seen pictures of Tow-Base 9's defenses in the cadet training manuals.  Once the sun's rays shine into the valley, the base is almost unassailable.  Mounted in strategic positions are a number of dish-shaped lenses that can focus the burning rays of the sun onto any intruder foolish enough to attack.  Like a magnifying glass, this concentrated beam will fry anything it touches faster than pango egg on a burner's plate".


The Lowlanders can't reach us because the slopes are covered in dew in the evening, and only Highlanders like us have the equipment necessary to deal with that.  If the Lowlanders want to attack, they have less than an hour between the time the dew dries and the time the lenses activate.


Pangos are birds with "light grey bodies and shiny red beaks" that often screech and fight over nesting areas.  Female pangos stay in the nest, while males gather food in the Lowlands to feed them until the eggs hatch.


We reach the base without any earthquakes occurring.  Is this going to be another CYOA where the player's unrelated actions determine whether or not tectonic activity happens?


They must speak English on this planet, because single letters tell you what each tunnel is for.  A means Accomodation, H is Hydro Chamber, and D is Defensive Position.  (Well, these colonists came from steampunk Britain, but you'd think some things would change in a few hundred years of isolation!)


The base's staff communicates through holes in the rock, and that's also the method of lighting.  Gagnon "can't help staring" at the redheaded crew member.  She says Lowlanders "dip their arrows in pango poo" to infect their enemies.  And with that we have our You Say Which Way poo quota. 


20,000 Lowlanders are planning to attack.  An officer says "We've heard they've got some new machine that moves up the slope by drilling holes that allow a rotating sprocket on the front to grip the slope", which can carry 100 people at a time.  My orders are to continue to the Pillars of Haramon unless I see the Lowlander machine, in which case I should look for a weakness and attack.  We can't afford to let the Lowlanders have an altitude advantage since the base's defenses only work on enemies below.


Of course, on the way, we spot one of these machines.  CHOICE #7 is to either scout it, or continue to the Pillars of Haramon anyway. 


To pursue the machine, we have to ditch the sledges.  Gagnon will move on with them to the Pillars of Haramon, but my character is concerned about Dagma being impulsive and "rushing at things like a demented morph rat".  "Let's go up and get them', Dagma growls.  'I'm not afraid of Lowlanders and their stupid machines!"  


Gagnon's proverb of the day is "You have to walk softly to catch a pango", to which Dagma responds "What?'  Dagma snarls at Gagnon.  'Why are you talking about pangos?"  She doesn't like idioms much.  And snarling his her main character trait at this point.


If we get captured, we risk "picking grain on some Lowland penal farm".  The machine has an "extendable arm" that drills holes, and a sprocket is behind it that pulls it along on "metal runners".  Dagma and I notice it's heading toward the Haramon Reservoir, the main source of water for this area.  Dagma worries the Lowlanders will try to poison it.  I tell 2 nameless cadets to move on and warn the Pillars of Haramon people about the risk.


I suggest pushing the Lowland troops behind the machine, which might cause it to overturn.  Dagma offers to be a shield for me because she's bigger.  "Before the next trooper has time to brace, he too is plucked off the ridge.  The first two jerk the next one off his feet and over the edge, then another, and another.  You and Dagma drag your hooks to a stop and watch the perfect chain reaction unfold".


But something's wrong when we see children running out of the Lowlander machine near the edge.  "Should we take off?'  Dagma whispers, her inherent distrust of Lowlanders coming to the surface once more".  The narration sometimes criticizes her for decisions that don't seem that unreasonable.  In this case, Sliders and other Highlanders are often at war with the Lowlanders, so wouldn't it be prudent for her to distrust their military?


The children say they're "refugees from the delta" who stole one of these machines and found uniforms to stay warm.  Some of these Lowlanders are women, which confirms their story because Lowlander troops tend to be men.  Lowlanders were trying to use these people as battle thralls, and the alternative was slave labor on a penal farm.  We offer the refugees a deal to avoid losing to the Lowland Council.


"What if I guaranteed you safe passage and a slider escort down the mountain to the interior, in exchange for this machine?  Both of us would gain.  Yes?'  You can see the Lowlander thinking.  His eyes close a little and his head bobs up and down.  You hope he goes for the deal.  For Slider Command, having one of these new machines to study would be a great advantage in the conflict that is sure to come.  A few seconds later he looks you in the eye.  'You are very clever for one so young.'  You smile at his compliment but remain silent.


'I like this plan of yours', he continues.  'A strong Highland force will act as a buffer between our settlement and the Lowlanders.  We would like to be able to trade too, our crops for your minerals and hydro.'  'It sounds like we're in agreement then?'  you say.  'Yes, I think we are', the man says. 


'Okay, I think the first thing to do is to get your people settled.  You can stay at the reservoir while I go back and organize some sledges and sliders to take you and your people down the mountain.  There is a small base by the reservoir that has a spare accommodation pod.  It might be crowded but at least you'll be safe'.  The Lowlander nods his understanding.  'Some of your men can help us get this machine down to the Pillars of Haramon.  Then within a few days, I'll send enough sliders and sledges back to get you all safely down the other side.'


You hold out your hand to the Lowlander.  'It will be nice to have some Lowland friends for a change.'  'I agree', the Lowlander says.  'We all bleed green, do we not?'  'Indeed we do', you say, 'greener than the yolk of a pango's egg".


Why do we have green blood?  We're colonists from Earth, even if the characters don't know that!


Results So Far


2 Good Endings

0 Deaths

0 Bad Non-Death Endings

0 Neutral Endings

0 Inconclusive Endings
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


Reply

You Say Which Way:  Secrets of Glass Mountain Alternate Endings Part 2


Gagnon and Dagma both disagree with me when I try to press on to the Pillars of Haramon and ignore the Lowlander machine in CHOICE #7.  Gagnon then tries to vote on what do do next, and when I say "This is not a democracy.  I'm in charge and my decisions are final", the cadets mutiny.  (And we learn the characters are aware of the concept of democracy.)


"The cadets don't seem happy with your last statement-Highland communities value consensus above all else.  Having their opinion ignored is a pet hate of all Highlanders".


"Before you manage to clip on, Dagma sees her chance.  With a sweep of her stick, she knocks you off your feet.  Then she pushes you down the slopes with all her strength.  Before you know it you are free sliding down the hill, gaining speed as you go.  You try to regain your feet where you might have some control, but the ground is uneven and whenever you try to stand, a bump in the ground knocks you flat once more.


Spinning around you sit up with your feet out in front of you.  Leaning down on your hook you try to slow your speed, but before you can come to a complete stop you hit a steeper patch and take off again.  Further ahead you see a series of knife-edged ridges.  If you hit one of those it will cut you to ribbons.  You have two choices.  Try to stop, or use your stick to steer and avoid the danger below.


You dig in your heel spurs and jab your stick, pushing yourself further into the centre of the gully away from the dangers on its left.  You are moving too fast for your equipment to slow you down.  None the less, you lean down hard on your hook.  After the steep patch the ground levels out and you manage to stop, but by then the rest of your troop is well out of sight.  Being isolated on the slope is not a good thing.  You've got no one to belay you, no one to help with the climbing.  You're limited in what you can do.


In this situation, you've got little option but to carefully traverse back and forth across the slope and try to get down to the Pillars of Haramon without breaking your neck.  What a disaster.  Your first patrol and your cadets have rebelled, pushed you down the hill, and left you on your own, just because you didn't listen to them.


As you sit and ponder what to do, you remember what the officers said when you first started this trip, 'you all have a vital part to play in the Slider Corps, and you need to listen to each other.'  But you didn't listen.  You thought you knew better.  Your ego made you lose the respect of your troop.  You didn't work as a team.


You hang your head as you traverse back and forth across the slope on your way down.  What will you say when you arrive alone?  How will you explain?  You can only hope that you get another chance some day to make up for your mistake.  That you get a chance to regain respect and become a valued member of the Highland Slider Corps".


Our first failure in Secrets of Glass Mountain is not a Death, but effectively lets you know that you've failed as a commander.  I like it!  But then again, the Highland Slider Corps chooses its troop leaders with a race, which isn't a team activity.  Maybe they haven't learned the concept of a wargame.


Results So Far


2 Good Endings

0 Deaths

1 Bad Non-Death Endings

0 Neutral Endings

0 Inconclusive Endings
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


Reply

You Say Which Way:  Secrets of Glass Mountain Alternate Endings Part 3


This time, I unhook my guide stick from the sledge in CHOICE #5.  This doesn't kill them off, because an anonymous female Slider saves them with her own guide stick.  A discussion between Gagnon and I suggests we'll make it to the Tow-Base on time. 


We notice 15 Lowland scouts who snuck past the Tow-Base lookouts.  Perhaps they have some new technology to climb the slopes.  A miner offers a "cable launcher" from his sledge to give a few Sliders the altitude advantage they need to attack.  Dagma tells us to stop and pulls out a "Y-shaped piece of metal and strong synthetic tube. . .along with a handful of water bullets.  Each bullet is about the size of a pango egg and has a rigid shell designed to break on impact".  Most expressions on Planet Petron seems to be based on pangos.  The water bullets make the Lowlanders slip, preventing them from shooting arrows at us.  Our weapons include "hard shot", whatever that is.


Our V-formation along with our "sticks up like lances" and "diamond studded heels" knock the Lowlanders dead.  The cadets celebrate by shouting "Woot, Woot, Woot!"


We see an "eerie blue light" from an outcrop 200 yards away.  One miner thinks it could be "tyranium crystals", but it would have to be a massive deposit to be that bright.  The narration hints it might be a Lowlander trap.


CHOICE #8 is to either investigate the blue light or ignore it.  Dagma will join me, and Gagnon will protect the rest.  We see "moon moths" behaving oddly when they swirl around like "mini tornadoes".  I hear Dagma laugh, which normally only happens when someone breaks a leg or steps in "pango poo".  She's laughing so hard, it's as if she's drinking "fermented fruit broth".


We're both flying when the moon moths lift us and spray mist into our mouths.  It must be intoxicating, because Dagma's even calling out to the morph rats.  The moon moth breeding chamber has transparent tubes that are on the roof of the cave, and morph rats are trying to eat the larvae on the cave floor.  The moon moths defend themselves by dropping the morph rats into a pit, but there are too many of them.  We use a "screecher" to get rid of the rats. 


Dagma has an idea.


"Maybe I could train them to fly me places?'  Dagma says.  'Wouldn't that be good for the Slider Corps?'  She's right.  Trained moths would be an amazing advantage.  Imagine swooping over the slippery slopes without being reliant on needle boots and guide sticks.  'Okay, come back down to the sledges and get what you need.  I'm sure there are a few extra screechers around somewhere.  While you're here, try to find the spot where the rats are getting in and plug up the hole.  Then the moths will be okay next year.'


Dagma nods enthusiastically.  'I think I saw some tyranium crystals when the moths were flying around me too.  I'll try to collect them and bring them down when I come back to the Pillars of Haramon.'  Ten minutes later, Dagma is heading back up to the chamber, armed with four screechers and a pack full of supplies.  She still has a big smile on her face, possibly from the moth mist, or maybe it's just that for the first time in her life she's actually let herself have some fun.


(some years later)


'And did Dagma get back to the Pillars of Haramon okay Grandee?'  You adjust your grandchild on your knee and ruffle their hair.  'She sure did.  Not only did she come back, she brought some pet moths with her.  She was always happy after that and used to tell the funniest jokes ever.  She's the reason Highlanders say 'What a dag', when something's funny.


'Geebus!  Really?  They named a word after her?'


'They sure did.  Maybe one day we'll slide over and pay her a visit".


We fly around with moon moths and Dagma develops a sense of humor!  Not a bad ending.  And the Highlands must have fended off Lowlander attacks if we still have a similar lifestyle decades later.  Homer Simpson's Geebus religion survives too.


Results So Far


3 Good Endings

0 Deaths

1 Bad Non-Death Endings

0 Neutral Endings

0 Inconclusive Endings
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


Reply



Forum Jump: