Jason
chasing a bee
Tags: Incursion
<a href="http://www.gamesetwatch.com/2009/01/column_play_cause_for_incursio.php" target="blank">The latest edition</a> of semi-regular, ASCII-worshipping GameSetWatch column @Play focuses on <b><a href="http://www.incursion-roguelike.net/" target="blank">Incursion</a></b>, a D&D Open Game License roguelike.
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<blockquote>As roguelike games get more ambitious, they get longer. As they get longer, the sense of loss when the player dies increases. As that happens, the player gets more likely to quit forever out of frustration. Designers, seeing this, make the game easier, which removes the challenge, the whole reason for playing a roguelike game in the first place.
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To Incursion's credit, it seems to recognize this. While its premise as a D&D 3rd Edition roguelike imposes an unavoidable complexity to startup time, the ability to use "reincarnated" characters cuts down on this drastically. The dungeon is unusually atmospheric for a roguelike, and the array of treasure and opponents seems to be above average. While there are problems to be found, some serious, we have every reason to think they will eventually be fixed. Incursion, and its expanded sequel should that ever see our hard drives, are unquestionably games to keep an eye on. </blockquote>
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And read on further for a supplemental article about Vancian magic in RPGs.
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<blockquote>The answer snaps into focus, however, once one reads <i>The Dying Earth</i>. Gygax must have been entranced by this vision of magic. But Vance's magicians are anything but weaklings: they are potent individuals, some with formidable physical skills. Your choice of class in D&D, unless you multiclassed which carried its own drawbacks and didn't exist until AD&D 1st edition, precludes having many hit points or the use of protective equipment. Vance's creations would not be so restricted.</blockquote>
<a href="http://www.gamesetwatch.com/2009/01/column_play_cause_for_incursio.php" target="blank">The latest edition</a> of semi-regular, ASCII-worshipping GameSetWatch column @Play focuses on <b><a href="http://www.incursion-roguelike.net/" target="blank">Incursion</a></b>, a D&D Open Game License roguelike.
<br>
<blockquote>As roguelike games get more ambitious, they get longer. As they get longer, the sense of loss when the player dies increases. As that happens, the player gets more likely to quit forever out of frustration. Designers, seeing this, make the game easier, which removes the challenge, the whole reason for playing a roguelike game in the first place.
<br>
<br>
To Incursion's credit, it seems to recognize this. While its premise as a D&D 3rd Edition roguelike imposes an unavoidable complexity to startup time, the ability to use "reincarnated" characters cuts down on this drastically. The dungeon is unusually atmospheric for a roguelike, and the array of treasure and opponents seems to be above average. While there are problems to be found, some serious, we have every reason to think they will eventually be fixed. Incursion, and its expanded sequel should that ever see our hard drives, are unquestionably games to keep an eye on. </blockquote>
<br>
And read on further for a supplemental article about Vancian magic in RPGs.
<br>
<blockquote>The answer snaps into focus, however, once one reads <i>The Dying Earth</i>. Gygax must have been entranced by this vision of magic. But Vance's magicians are anything but weaklings: they are potent individuals, some with formidable physical skills. Your choice of class in D&D, unless you multiclassed which carried its own drawbacks and didn't exist until AD&D 1st edition, precludes having many hit points or the use of protective equipment. Vance's creations would not be so restricted.</blockquote>