One-off architectures

These structures can be used to set a storylet's repeatability.

Burn after Reading

Requirement: maximum 0 of Quality X.
Effect: increase Quality X by 1.
You only see the storylet once. Qualities used like this are called *Marks of Cain*.

Burn After Succeeding

Requirements: a maximum 0 Mark of Cain entry requirement
Effect: a Mark of Cain +1 effect in the success branch only.
You don'y see it once you've finished it successfully.

Toll

Requirements: minimum X of Quality Y
Effect: decreases Quality Y by X.
As long as something keeps giving you access, you can keep redoing it. A simple access quality like this is called a Token quality. Toll bridge, toll tokens. Trip trap trip trap.
A variation is a Heavy Toll, where X is a high value, so you need to build it up in other stories before being able to pay it.

Burn after Reading with Toll

Requirement: a Mark of Cain minimum 0, maximum 0 quality, and a minimum X Token quality.
Effects: Mark of Cain +1, Token -X.
Another storylet gives you access, but you can only get access once, because once you have Mark of Cain 1 the storylet is always going to be burnt for you.

Chancy Toll with Antechamber

Requirement: a Mark of Cain minimum 0, maximum 0 quality, and a minimum X Token quality.
Effects: Mark of Cain +1 (on success only), Token is reduced by X on a success or less than X on a fail.
As above, but the Token quality has a difficulty roll. The 'with Antechamber' is because you can't have difficulties on requirements for root events - so they'll always see the root event, but they need the Token quality to follow the branch. They lose some of the Token even if they fail.

Deadly Toll with Antechamber

Requirement: a Mark of Cain minimum 0, maximum 0 quality, and a minimum X Token quality.
Effects: Mark of Cain +1 (on success only), Token -X on success or fail.
As above, but the Token quality has a difficulty roll. The 'with Antechamber' is because you can't have difficulties on requirements for root events - so they'll always see the root event, but they need the Token quality to follow the branch. They lose all of the Token even if they fail.

Cherry Toll

Requirements: quality Y at 1.
Effects: reduce quality Y by 1.
The reverse of Mark of Cain: it's only available when you have an irreplaceable quality, and you lose the quality when you enter. In Fallen London Homeless, Stranger and a New Arrival are all Cherry qualities - once you lose them, you can't get into storylets that require them.

Chancy Cherry Toll with Antechamber

Requirements: quality Y at 1, Token quality at X.
Effects: reduce quality Y by 1 on success, reduce Token quality by X on a success and less than X on a fail.
As above, but there's a difficulty roll on the Cherry quality. The 'with Antechamber' is because you can't have difficulties on requirements for root events - so they'll always see the root event, but they need the Cherry quality to follow the branch. They lose some of the Token even if they fail.

Deadly Cherry Toll with Antechamber

Requirements: quality Y at 1, Token quality at X.
Effects: reduce quality Y by 1 on success, reduce Token quality by X on success or fail.
As above, but there's a difficulty roll on the Cherry quality. The 'with Antechamber' is because you can't have difficulties on requirements for root events - so they'll always see the root event, but they need the Cherry quality to follow the branch. They lose all of the Token even if they fail.

Kick away the Ladder

This is how the Find an Heiress and Rattus Faber stories work in Fallen London. Each storylet in the chain is Mark of Cain locked, but only the topmost actually increases the Mark of Cain quality. So you see them all until the top one's done.

Replace the Ladder

As above, but fresh qualities appear once the old ones are gone: ie, the Mark of Cain both locks out one set of storylets and unlocks another.

Plot Key, Dosh Key, Plot Token, Dosh Token

A Locked storylet doesn't take your Key away when you go in. A Toll storylet does take your Token away. Plot and Dosh work the same way, but it's about intent and flavour (thanks to Chris for raising this). Plot tends to be about restricting players to going through earlier bits of story. Dosh is more about resources.

  • Plot Key: eg, you must be a Killer of Grendel before you can enter the cave.
  • Dosh Key: eg, you must have found a Nice Hat somewhere (bought, stolen, made) before you can visit the club.
  • Plot Token: eg, the ferryman will let you pass if you give him his Mother's Head in a Bucket.
  • Dosh Token: eg, the ferryman will let you pass if you give him two Corroded Copper Coins, which you can find in several places.

Optional Cain

A Mark of Cain quality that you can lose if you like. An example is the Memento of Passion from the Palace in Fallen London. You can sell it to indicate you're ready to move on (and try the other affair routes at Tier 8 Persuasive). The nice thing about this is it allows the player to decide whether they're bothered by repeating content, or if they'd rather have a second go.

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