Congratulations for your interactive fiction! I'm trying my wits and luck with the PDF version you introduced as an entry in the 2015 Windhammer Prize, and wondering: besides changing the rule system, which updates did you give it?
I can't remember making any changes apart from, as you say, the use of different game mechanics.
Benoît Smith Thu Sep 3 13:17:21 2020
Hello again,
Please accept my apologies if it's the wrong place to ask about this.
I'd like to know more about the copyright status of A Saint Beckons (both in Windhammer and FFProject version).
I'm considering a French translation, in order to make it downloadable on the non-profit, IF-related website http://www.litteraction.fr.
Please let me know if there could be any issues about that.
Robert Douglas Tue Sep 15 23:00:19 2020
Hi Benoit, Thanks for showing interest in 'A Saint Beckons'. Copyright of gamebooks on this website and Chronicles of Arborell (Windhammer version) belong to the authors. If you wish to do a French translation for litteraction.fr. that would be great! One thing,
SPOILER
the final words from the dying priest in the church, 'LIV-', are actually Roman numerals - the correct number to open the knight's tomb - so best keep that in a French translation. It's a little bit cryptic (if you'll pardon the pun!) as I wanted it to sound like the word: 'live', as if he was giving the player one last blessing or piece of advice.
END SPOILER
meschlum Wed Sep 16 08:55:32 2020
As to the translation...
SPOILER
"Live" translated into French can be "Vis". Taking the first two letters gets another (different) roman numeral, so it could work with just a little shuffling of paragraphs!
END SPOILER
Benoît Smith Wed Sep 16 10:28:37 2020
Hi Robert, Thanks for your blessing and pieces of advice! I guess that translation will ne a nice challenge! :)
Robert Douglas Wed Sep 16 10:52:15 2020
Hi Benoit, hope it goes okay :)
Blair, the Space Pirate Thu Oct 15 02:45:39 2020
First story, first try. Enjoyed it. Will be checking out others.
Addison Thu Oct 22 13:11:18 2020
damn... short journey but this is the first i've seen of this site, and i'll be returning many more times :)
Al Sander Tue Nov 10 03:03:43 2020
Very much enjoyed this. Didn't get the Mace, so narrowly lost the final fight.
Found the initial paragraphs a little frustrating as it appeared that the outcome was always predetermined, but once passed this the pacing of the story and structure of the mystery were excellent.
Benoît Smith Mon Nov 16 18:01:54 2020
Hi Robert,
As I read the story once again, striving to translate it in smooth French, something about one key element somewhat disturbs me - belatedly, I admit. The dream the hero discusses with Prior Abbot Richmond then - optionally - with Brother Roubert doesn't seem to be mentioned earlier in the story. Is the reader supposed to imagine the dream in retrospect (based on the conversations), or may I have missed some previous information?
Any hint would be appreciated!
Robert Douglas Tue Nov 17 22:26:34 2020
Hi Benoit,
SPOILER
The reader (hero) is indeed describing his portentous dream during his recovery period when the Saint's skeletal hand graceed his brow. It is only revealed later through those conversations with Prior Richmond and - if he escaped the struggle with Hugh and Lukas - Brother Roubert, himself a learned scholar who is able to deciper the mysterious meanings. I decided not to go into the dream during the Background section, in danger of it adding too much extrapoltation at the beginning. I like to try and break things up evenly - dialogue, action, extrapolaiton - wherever possible., so the reader doesn't get great clumps and make the writing tedious. If the player manages to get a full list of meanings, these act as sublte hints of help and perils throughout the gameworld. Therefore, I would much prefer the dream's description being kept where it is. And if the player made the wrong choice...? Sorry, but that's what FF is all about!
END SPOILER
Robert Douglas Tue Nov 17 22:31:58 2020
Hi Benoit,
SPOILER
Sorry, forgot to mention: entry 73 has the necessarary on/off switch: either Brother Roubert escaped, or he was knocked unconscious and is unable to do a translation.
END SPOILER
Benoît Smith Tue Nov 17 23:12:14 2020
Hi Robert,
Thank you for such explanation - and for confirming that choice of narration was intentional and I hadn't missed anything :) However, I'm afraid I'm still confused...
SPOILER
Haven't eight days passed from the hero's arrival to his conversations about the dream? His recovery is completed the third day, Sir Cecil's patrol comes the seventh day, the theft is committed that night, and the hero discusses his dream the day after. So why talking about the "dream from last night"?
END SPOILER
Anyway, I'll faithfully stick to that approach of yours in my translation - just subtly adjusting my sentences so that the French reader doesn't feel like some part of the text has been lost along the way :)
Robert Douglas Fri Nov 20 11:35:18 2020
Hi Benoit,
SPOILER
Hi Benoit, Yes, that's okay, I made a mistake in my previous post to you: the dream actually happens after the player's been knocked unconscious by Lukas Tillens on the seventh night, that would make more sense as you pointed out. The Saint is 'speaking' to the hero ever since her touch helped heal him. So the dream happens after the encounter with Hugh Riverton and Lukas Tillens.
END SPOILER
Benoît Smith Fri Nov 20 22:02:44 2020
Fair enough! Thank you for clarifying this.
Quasarsphere Wed Dec 2 03:09:17 2020
OK, so, I got the divine mace, then there's two options, both of which lead to instant death. Is there something I need to do before I get the divine mace?
Benoît Smith Sat Dec 5 23:52:58 2020
Hi Robert,
Another question, this time about a certain character:
SPOILER
How come a Fleming uses German words in his English sentences? Is there something in Lukas Tillens' background that could explain this?
END SPOILER
Robert Douglas Sun Dec 6 18:04:46 2020
Hi Benoit, Thanks for your question
SPOILER
it's a very interesting one with an equally complex answer: I often considered the Flemish people, culture, and dialect as a mix of many influences - with Germanic being one of them. The Flemish were originally West Germanic (according to Wikipedia) and it seems they are mainly centred in Belgium? If so - and my apologies to the Flemish people if I got it wrong! - I assumed the German tongue played some part in their language. Back during the mid-15th Century, it was probably a different case, but I got the idea from Bernard Cornwell's Grailquest series (set during the Hundred Years War). Anyway, sorry if I got it wrong. But as for Lukas Tillens, I like the idea of him knowing/using more than one language; he is a mercanary after all and served in many campaigns across Europe. Let's just say he's Flemish but likes to use certain Germanic words. Again, I apologize if any such words differed somewhat to how he pronounces them in the dialogue sections. If it's a mistake on my part, then best let it remain a mystery - which all the more adds to his character.
END SPOILER
Benoît Smith Sun Dec 6 21:27:26 2020
Hi Robert,
Thank you. Actually, the "mystery" option somewhat appeals to me ;)
Robert Douglas Mon Dec 7 01:30:35 2020
No problem Benoit - it's a little trick authors use when they get something wrong, they just find an excuse for it! Similar thing happened with Bernard Cornwell's Sharpe character. Before Yorkshire actor Sean Bean was cast as the lead role in 1991, Cornwell had his character's background as a black-haired Cockney (Londoner). But he was so impressed by Bean's performance that future books were written around a Yorkshire background and with the actor's hair colour occasionally alluded to. Not so much an author's error in his case, but he still decided to make accommodations towards Sean Bean's portrayal. Also, he does bend historical accuracy in favour of a story plot, for example, having the 95th Rifles present in a battle in which they actually were not.
Thank you for helping me bring your interactive fiction to more readers!
Robert Douglas Tue Dec 8 22:45:00 2020
Hi Benoit, And thank you for your hard work in translating the gamebook to French! And I hope French-speaking adventurers enjoy it :) I hope it will be a good addition to litteraction.fr
URZAMAGIC Thu Apr 8 10:01:35 2021
nice story and i like the allies system
Stinger Mon Aug 9 00:45:11 2021
I always wind up dying at the church of ST Paul and ST Peter. Question, how do I set up a spoiler so it doesn't show? Thanks. Btw, I love this gamebook! :)
Robert Douglas Mon Aug 9 10:52:29 2021
Hi Stinger, you need to make certain
SPOILER
you have found ALL allies along the way. Even if you just miss one, it's an automatice failure! If you want to try playing through it again, let me know how you get on. I'm not sure if it would be an idea for a 'solutions' section to be included on the FFProject. They do exist online for the published series of gamebooks.
END SPOILER
Benoît Smith Sat Nov 20 13:38:03 2021
Hi Robert,
I am pleased to inform you that my translation of A Saint Beckons has been selected to run a nonprofit French IF contest called "Yaztromo Prize".
However, the selection of a translated IF is valid only if the original author - in my case, you - approves it.
Please let me know if you agree to a translation of your gamebook running such a contest.
Regards,
Benoît
Robert Douglas Sat Nov 20 14:26:33 2021
Hi Benoit, Thanks for letting me know. Very interesting about the Yaztromo Prize - if you wish to enter a French translation of A Saint Beckons into the competition, that's fine. All I ask is that my name as the original author is kept on the title page. Let me know how it goes! Regards, Robert Douglas.
As you can read, your name is written in bigger characters than my Lone Wolf-inspired pen name :)
Regards,
Benoît
Robert Douglas Tue Nov 23 12:40:03 2021
Hi Benoit, Great, thanks, and hope things go okay :) Regards, Robert Douglas.
YARD Wed Aug 23 04:20:44 2023
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.
YARD Wed Aug 23 05:10:25 2023
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.
END SPOILER
YARD Wed Aug 23 05:11:38 2023
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.