DM of the Rings Remastered LXXXVII: Hack, and Also Slash

By Peter T Parker Posted Monday Sep 9, 2024

Filed under: DM of the Rings Remaster 6 comments

Being a turn-based game, D&D allows the player to ponder their every move and the ramifications thereof for as long as they need to, provided they have the real-life charisima to convince everyone else to wait. Studying possible moves is one of the most fun parts of the game (when you’re doing it) but also one of the most annoying and tiresome (when other people are doing it) and so care must be taken by the DM to ensure that in-game combat does not produce actual, real-life combat.

Side note: Boy, the JPG-ing was brutal to the ASCII characters in the Nethack frame. The blue mishmash really is supposed to be “O” (living orcs) and “%” (dead ones). I fussed around with it but couldn’t get it to look right without re-cutting the whole page to make the characters fill more of the frame. Bah.

Ah well. Close enough. People that can get the joke will still get it, and those that can’t get the joke aren’t going to be helped by clear ASCII art.

Shamus, Friday Apr 13, 2007

 


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6 thoughts on “DM of the Rings Remastered LXXXVII: Hack, and Also Slash

  1. Ronan says:

    The ascii orcs do look better on this version :D

  2. Alberek says:

    Man this takes me back to playing Angband, although, I never played it using ASCII characters, neither Dwarf Fortress, I can’t barely tell what I’m doing with clear sprite to begin with.
    But I’m sort of interested in Caves of Qud, is it good?

    1. Fizban says:

      Loading Ready Run is doing Caves of Qud on their Talking Simulator stream for like three weeks or so (one stream is done, two more to go), with the newer modernized UI. I’ve never seen or played it before, but watching it seems to work. Lots of little fiddly character creation options that seemed fun. Cori spent a ton of time sprinting away from things, which made it look more lethal than it turned out to be when Cameron (first time player) went in and fought stuff just fine for a while (until it wasn’t fine). Everyone has passive regeneration (at least that they played) so if you can get away you can heal, but wandering off into the desert unprepared can run you out of water leading to an inevitable death, as one would expect.

      Very in-between the simulating exploration of Dwarf Fortress (which I’ve also watched them play a bit of), and the Diablo-eque dungeon clearing with lightly randomized world of Tales of Maj’Eyal (which I’ve played a bunch of). The sprites in Qud are much simpler, better than ACII but not nearly as obviously readable as TOME (which has visible equipment changes on your character and spell explosions and effects and buff auras etc).

      Don’t think I’ll pick it up myself, but I will finish watching their series.

      1. Sleeping Dragon says:

        The “it’s fine until it isn’t” is why I suck at oldschool roguelikes. Years of more traditional RPGs have generally set my brain in a mode of “if I’m okay with this dungeon in general this stronger creature has to be beatable too” and I end up dying a lot but failing to do what you’re supposed to do, which is learn what is and what isn’t above your challenge rating.

  3. eggchjf says:

    Dorf Fort mentioned!!!!!!

  4. Manlobbi the Shopkeeper says:

    Man, I really hated that damn elven archer. Robbed me blind.

    You know how hard it is to get financing to set up a used armor store on the 5th level of a dungeon?

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