Miss Duckworthy’s School for Magic-Infested Young People by Felicity_Banks
Long before Miss Duckworthy’s, I had concluded that ChoiceScript was probably not my IF thing. Its conventions: RPG-like stat, trait, relationship, knowledge and plot trackers, these are all gaming staples that support a specific infrastructure of turning player choice into math, and math into future choice opportunities. It’s not the mechanics of it that put me off per se, it’s all the initial state setting and tuning that goes with it. MDSMIYP immediately got my (positive) attention by bypassing tedious stat setting questions with four ‘pre-generated’ characters to choose among. While there may be some players that would miss full customization, I am not that guy. Even where there were customizations required, the inclusion of a ‘Surprise Me’ choice was audaciously and subversively winning.
So off we go, on a camping trip with four friends! I really sat up and took notice with the excellently written natural camaraderie and dialogue. A representative sample:
Are you a troll now?"
“Yes,” you whisper. “I’m going to grind your bones to make my bread.”
“I bet I taste wonderful,” she says.
See, I like BOTH those characters now! Economical, smooth, appealing. I want to be spending time with them! After some early background/lore building and drama, our heroes find themselves bound for the titular institution, burdened with newfound magic powers which are unwelcome in the world. Look, you can call it a spoiler if you want, but if you name a story after a hospital, the story’s gonna have sick people. Do the math.
Here’s where I could feel Duckworthy’s slipping away from me. I chewed over details a lot here, because this is the risk with detailed world building. The more details you give the reader trying to build wonder and mystique, the more opportunity for those details to start to rub against each other in unwanted, contradictory, and defeating ways. In ways the reader sees but the narrative doesn’t and it undermines the whole thing. It happened in Potter. It happened in Tolkien. It happens here. It happens here a lot, but let’s start with the tone of the name “Miss Duckworthy’s” in the context of a gulag for teenagers and young adults. There is potential ironic mileage to wring there, but it seems more a wink to the reader than in-world justified. Not the least of which for all the tonal swings in atrocity and wonder that follow.
I really have no interest in poking at ‘holes in fantasy logic,’ but the alternative probably makes me look just as bad. From the early, amiable buddy camping romp, I mentally transitioned to a YA trope model. Just the fact of me putting that out there opens me to (probably fair) charges of dismissing YA stories as somehow lesser because they somehow ‘don’t hold up.’ I prefer to think of them as more worried about teenage relationship, fairness, and wish-fulfillment concerns, with the lore as enabling background but not worth a full sociological deep dive. This is fine. If realism were the only worthwhile metric we wouldn’t HAVE fantasy.
Consuming a work as a YA, lore-light entertainment works best I think when background details are not crucial to the plot, when it builds the crucible then gets out of the way. This lets the story focus on the interpersonal character dynamics maybe a little better. I wish I could say this rescued it for me, but the work continued to lean on lore for its plot engine in a way that ultimately didn’t deliver character moments, and still foregrounded elements that couldn’t bear the weight.
A pretty standard YA trope is of the heroes integrating into the lore, maybe being notably gifted, then rising to overthrow/escape/fix the system. Inherent in that trope is the idea that, somehow, in all the years of Opressive System existence, through all of the Evil Architects, our Heroes nevertheless uniquely challenge then defeat things that purportedly were working seamlessly until they showed up. Be it creative use of new powers, escaping systems engineered to prevent escape, or solving problems studied by countless people before them. When done well, YA will provide reasons WHY this is now true, justifying and earning these victories through uniquely compelling series of events. When done REALLY well, the story buys forgiveness from the reader to outright ignore dissonant things in the interest of forward momentum. I actually welcome opportunities to do this!
I feel the story let me down in two ways here. One, the interpersonal dynamics themselves were backgrounded to the lore. Two characters who were getting close suddenly had concerns that back burnered their emotions, with oddly dissonant episodes of ‘oh yeah, this relationship is still happening.’ Dissonant because the relationship seems absent in their more plotty interactions. Perhaps an authorial compromise to the choice-selecty-ness of it, using common text?
The second way it let me down was pushing a cold plot-hand on me, the player-protagonist. There are two factions in the school/prison. Early on we are exposed to motives in these factions that will evolve throughout the game. This is capably (and sometimes dramatically!) done via early plot events that we are left to digest. At some point, the prose shifts, and instead of open-ended event recitation for the PC to interpret, NPC and even PC motivations are steered in an author-mandated (or at least feels author-mandated) way. The net effect is after I pulled back from engaging the world building, the work shrank the appealing relationship dynamics away from me, then even the protagonist was pushed away. I couldn’t help but think the narrative flow fell victim to the ChoiceScript paradigm, where it couldn’t fully support the choices it let me make.
Ultimately, these forces couldn’t make for an engaging time for me. Even after all that though, I still acknowledge that this may be the smoothest ChoiceScript setup I’ve been treated to. And at least for a while, the character work really pulled me in, until it got overwhelmed by world building and plot. Honestly, that was really the heart of the work, and more interesting to me.
Played: 9/12/24
Playtime: 2hr, finished with 15min restart
Score: 6 (Sparks of Joy/mostly seamless)
Would Play After Comp?: No, experience feels complete