Listeners to the podcast have probably sussed out that I enjoy digital RPGs about as much as tabletop ones, albeit in a different way. Some of the first games I ever played on a computer were the old Sierra King’s Quest games, and in particular, the third entry in that series sticks with me. In King’s Quest III: To Heir is Human, you play an older teenage boy named Gwydion as he seeks to survive and ultimately escape from his captivity to the cruel and vastly more powerful wizard Manannan. I remember many evenings of wracking my brain as Gwydion, sneaking around, trying to amass the components necessary to turn my evil master into something less threatening, and once I finally managed that task, the story felt complete to me. And that wasn’t even a proper RPG, but a text-based adventure game.
From what I understand, there’s a fair bit of game left after you turn Manannan into a cat and escape, but I never really pushed myself to see it. That has happened many more times over the years, and the fragments of unfinished stories, both interactive and non-interactive, both digital and tabletop now form something of a metaphorical trail behind me. There’s my paladin/detective in service to a neutral good death god whose tale of investigating a mysteriously-immortal noble class (and the implied sinister forces behind it) in his world will never be told. There’s my Pillars of Eternity party, stuck on a late-game dragon fight I could never get past. My poor courier in Fallout: New Vegas was stranded in a deathclaw-infested part of the Lonesome Road DLC the last time I played it. There’s a party of GURPS 3e characters in a fantasy alternate history setting that I ran that never discovered that one of their number’s arranged fiance was an ocean-spanning crime boss. My playthrough of The Witcher 3 is stopped before either of the DLC packages start. I’ve got about a third of Hyperion and about a third of Night Watch to read, and haven’t been back. I still haven’t watched the final seasons of Flash Point or The Shield. And then there’s our Shadowrun party, who were just starting to make the shift from being entirely mission-focused to a proactive force in their neighborhood when the campaign ran out of gas due to PC paralysis, GM burnout, and The New Shiny.
This trail of unfinished stories is part of why I started my backlog project and yet even that hasn’t seen any progress since May (probably not so coincidentally right around the same time I started my new job). Still, it’s something that tends to gnaw at the back of my mind, and lately I’ve been trying to get to the end of some of those stories, to finish the ones I can so that I only have the ones I can’t left.
Finally, it’s also worth noting that at least one of the most famous and well-known of Jesus’s parables ends on an unresolved cliffhanger! In the parable of the prodigal son, we never do find out whether the old brother eventually relents and joins the party. That’s not the point of the parable, of course, but that doesn’t mean the story is neatly tied off, either. I think perhaps that may even be part of the usefulness story – its sudden ending leaves those who hear it with the lasting knowledge that there’s more to tell, and invites comparison to countless unfinished personal stories.
Which ultimately means even the unfinishable stories have some merit. Our Shadowrun campaign may rise again, the opening part of King’s Quest III remains one of my favorite digital memories, and the wall I hit in Pillars of Eternity has recently inspired me to restart the game from scratch and push through in a more slow and deliberate fashion, savoring the experience as I go rather than charging through to the end. And, in a more concrete sense, I still have time to do better, to tie up my own loose ends and seek or grant forgiveness, to reconnect with people I’ve lost connection with, to find new ways of living out the commandments Jesus left us with.
And when I do finish or even just continue one of these stranded stories, there’s a feeling of satisfaction that’s not always present for ones I punch through on the first go around. Sometimes putting things down for a while just makes them that more enjoyable to pick up. Sometimes the treasure that you lost feels more precious when you find it.
Questions for the reader:
Since this is something I’m sure I’m not alone in, I’m going to conclude this with some direct questions to you.
1. What stories do you have still sitting around in an unfinished state?
2. What use, if any, do you still get out of them?
3. Are there any stories that you’ve decided to leave technically unfinished, but complete enough for you like I did with King’s Quest III?
4. How do you look at those unfinished stories? Do they hang over you, or do you put them aside and move on?