The Saltcast Adventure by Beth Carpenter

Well damn. I spent the first two-thirds of this thinking that what I’d have to say about it is that I have a big soft spot for a workmanlike fairy-tale inflected adventure novel, especially one with a reluctant protagonist who’s only doing something out of desperation, and even if they slip a little over the line into “look at all my fantasy names.” But then it really got its hooks into me. And that ending… huh. Nice.

You are Madelaine of Roshorn, a struggling weaver in a small farming village repeatedly “curse-struck by roving Saltcast,” trying and failing to keep yourself, your disabled husband and two young children from slowly starving to death. In desperation, you sneak off to enter the Kingthrall caves, expecting to die but hoping against hope to find some knowledge you can escape with and bring back so the king and his armies can stop these incursions (and hopefully claim some small part of the reward to keep your family alive).

Instead you find a whole underground society of magical creatures, with their own schisms and wars, and… well, it goes from there.


OK. OK. This is very much more an interactive novel than an adventure game. It’s mostly pages of reading, lightly sprinkled with choices. And as far as I can see it’s one long gauntlet structure: there are some one-click deaths (and then you use SugarCube’s built-in history buttons to back up and continue the story), there is some light stat tracking and later callbacks – did you free this creature, did you take a wound here, did you gain the favor of the Saltcast there – but mostly the story rolls on unheeding. I mean, you go in expecting to die, you don’t have a lot of control here, it’s that kind of story, it works well. Just roll with it.

You’ve read fairy tales, you mostly know which choices to make anyway. Free the trapped creature, don’t listen to the siren song. Sometimes you actually do want to cut your losses and move on rather than take a wound, maybe. But aside from the immediate deaths, I think these choices are mostly a matter of roleplaying rather than blocking the story. Which version of this character do you want to be? Pick whichever you like. And you always have the back button if you change your mind, though I mostly stuck with my first instincts.


Anyway. This took me about an hour and twenty, I mostly thought the writing was at the upper end of decent amateur rather than polished professional, but it kept me engaged and moving along, and then really pulled out the stops for the third section. I think this is gonna do like a more grown-up (and darker? not quite Joan Aiken or Lemony Snicket dark, but George MacDonald-ish?) version of how The Princess of Vestria did two years ago, just quietly do pretty well. Not perfect, not gonna set the world on fire, but a cracking good yarn that took me by surprise and had me more than a bit sentimental at the end.

Definitely recommend this one if you have the time and inclination for a slightly-florid 70k-word adventure novel with a choice every page or three.

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The little pop-ups “you have gained favour”, “you have suffered a wound” etc. definitely kept me feeling like I was making meaningful choices while I was playing through, does anyone have any idea if they have any impact? Does the ending change? Can you get locked out of victory if you make too many bad decisions (I’m guessing no)? I never found any of the “instant death” endings either.

I was sad that in the final conversation with Madeleine, you can’t move on until you’ve taken every conversation option. I hope that I could have the choice of whether or not to tell her how angry I was at her for leaving.

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Hey! Not sure if you really want the author zooming down from on high to answer these questions, so I’ll spoiler tag the answers.

Excluding the handful of insta-deaths, there are three standard endings and two non-standard ones. The standard good and bad-ish/neutral endings are based on the favour stat (while really high wounds may prevent you from gaining favour in certain places); the perfect standard ending is based on a hidden metric which pretty much requires you to make the same choices which will improve favour. These endings are not enormously different–more about how things will go in the future for you and the Saltcast than anything which fundamentally shifts the shape of the narrative. The two non-standards change the story much more: one cuts things off at the end of chapter two, the other requires you to make really bad choices in the final fight of chapter three. They’re also more like the deaths in that you can navigate back out of them with undo.

That’s a good point about the final conversation! I may make some changes there in a later version.

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I wrote a review here:

It took me a few hours, maybe because I had to stop and do a few other things (like cooking dinner) and because I became curious and poked around.

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cross-posting my separate review

Some thoughts pinging off what others brought up:

This is how I felt. I really got more invested than I expected. :wink:

I agree–in general any time we’re choosing conversation options it feels kind of bad to be compelled to take them all. Like, what am I (the player) here for? I also felt a bit that way about that specific conversation (and to a lesser extent the one where you tell Madelaine what has happened in the last 10 years).

Huh, interesting. I liked Act III (it seemed thematically relevant, in contrast tothe Hydra King and the Queen’s relationship) but I can see how you could feel that way. It’s usually my pet peeve in sci-fi or fantasy books when it’s like, “new chapter, here’s a bunch of new characters who are the third-generation descendants of the characters you already cared about.”

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Finally played this one yesterday and just posted my review!

Also, I just happened to read the game’s blurb again, and I think it shortchanges the game a bit by over-focusing on the more epic aspects. As I discussed in my review, I really liked that our PC is not a typical fantasy hero and that the story always stayed grounded in her POV and her concerns, even as events around her escalate. The line “You are probably not the quester anyone had in mind” is a nice hint toward this, but it wasn’t enough to grab someone like me who’s a bit epic-fantasyed-out and thus passed over this one initially.

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