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#1 |
Knight
Join Date: Jan 2009
Posts: 904
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Breaking the Rules
Sil breaks a number of long held rules in the Angband community. Many of these rules are so firmly entrenched that there have been multiple threads in which someone suggests changing them and is shot down by the community. For some of my changes, the rules were a bit less applicable given the differences between the games (e.g. Sil's shorter duration). In other cases, I just decided that they had become dogma, and the game would be better if they were broken. I decided not to mention them at Sil's launch for fear of biasing people against it, but given some time and its good reception, I thought I'd ask what people think of these controversial changes that I snuck into Sil.
(1) No preserve mode *and* no special feelings (if you miss an artefact, you miss it) (2) No piles on the floor (items spread out and can be lost) (3) No 'squelch' mode of any kind (4) No perfect trap detection (5) Time limit, so you can't set your own pace (6) You can't wait and get the same great artifacts each game (you can only find about 20% of them each game) (7) No limitless healing (c.f. stacks of CCW in town) (8) No teleportation (9) No perfect escapes, and very few escapes of any kind (10) No stat gain (11) No increasing HP with level (12) Multiple attacks per round is the exception rather than the rule (13) No easily acquirable speed (max of speed +5 in V terms, and almost no permanent sources) I've probably forgotten some, but this is a good list to start with. What do you Sil players think about these? Are any of them great changes? Do any of them seriously frustrate you? Did you even notice them? Is there anything for Vanilla to learn from this? |
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#2 | |||||||||||||
Prophet
Join Date: Dec 2009
Posts: 9,024
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As someone who has yet to try Sil, here's my thoughts:
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I do have to say that a lot of these changes (though not all of them) are to things that are so entrenched in Vanilla that I doubt they'll ever change. Particularly HP, speed, and the availability of escapes. However, the Vanilla devteam is actively working on several of the other points. |
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#3 | |
Swordsman
Join Date: Jan 2012
Posts: 414
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For most purposes, that combat compression is the same as increasing damage relative to health, since the relevant thing is how often you (and the monsters) get to make decisions. Multiple attacks per round have a couple of other effects: they increase message spam (which is generally bad) and decrease the variance of combat (which can in any case be tweaked by varying the combat mechanics, but is a more subtle thing to notice than damage if you're trying to find similar systems in effect where one uses multiple attacks per round, and the other not). |
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#4 | |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 928
Donated: $10
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Why yes, but I've wailed about that before (time limit and lack of escapes). But some of the other changes that, if I hadn't played, I would think would frustrate me a lot, don't bother me at all in Sil (like no piles, squelch, or preserve mode). No limitless healing does make things hard and more frustrating, but to me that one is more of a 'fun challenge' kind of frustrating whereas the time limit is the 'I don't want to play this anymore' kind of frustrating. The lack of escapes is somewhere in between the two...
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Will_Asher aka LibraryAdventurer Play DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (old and defunct but probably playable) |
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#5 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,641
Donated: $60
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One big one you've missed is the complete transformation of "spellcasting".
IMHO you have broken the rules to such an extent that I'm not sure if I would call Sil an Angband variant. I would say that your breaking of rules has been wildly successful, and you should not hesitate to break more if it seems like the right thing to do. As a variant maintainer who is planning a new variant with radical differences, Sil has left my by turns inspired and annoyed - you have set the bar rather high. I am actually staying away from Sil for now, because I want to get Beleriand basically complete before "taking inspiration" (ie stealing features) from Sil.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#6 |
Swordsman
Join Date: Apr 2010
Location: Washington state USA
Posts: 460
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The only one that I HATE is #2. Its annoying to have to carry a chest just so that I can get all of the contents in said chest. THe other ones make sense within context of the game. Morgoth isn't as powerful as he is in most other Bands so you don't really need to have a lot of healing.
I was wondering about preserve artifacts... it kinda sucks because if you see something good but something you can't handle is right on top of it then you will miss it. The only thing that you really need is a source of sharpness to win. But in general Sil is a low magic version of V. So all the changes aren't too bad. Of courses the lack of escapes means that sometimes you will die no matter what and you don't have as much control as you do with the other bands. ANd of course the game is so short that its hard to have a perfect balance between challenging and boring. I think you guys did a great job IMO. I've said this before but you could base a lot of other games off the Sil"engine" as it were. |
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#7 | ||
Swordsman
Join Date: Jan 2012
Posts: 414
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(14) No spells (magic via Song and Smithing; no mass damage) (15) No town, or gold (16) No classes (17) No character levels (18) Nothing to (r)ead (19) No monster summoning (except via stairs) Quote:
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#8 | ||||
Adept
Join Date: Aug 2007
Posts: 108
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Don't care about piles per se; didn't realise that items could be lost and am strongly opposed: acts to lower reward for intense fighting, for example Quote:
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#9 |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 42
Posts: 780
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I'm usually a preserve player, but I don't mind it in Sil mainly because everyone *must* play this way. On one hand it's neat that Angband has all these options, but there's also comfort in not having to worry about how you *should* be playing, which can be a hangup for some players, me included. It's wearying to feel like, damn, I guess I'm not a real winner if I didn't xyz, or if I used xyz and shouldn't have... I'm fine with game play designated by benevolent dictator. This is probably the only one on the list I feel any strong way about.
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#10 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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I think Preserve hardly matters in Sil because (a) artifacts aren't that powerful, and (b) many "high quality" (i.e. extra bonuses + appropriately weighted for character) items are very nearly as good.
The no-escapes thing is occasionally frustrating, but the game is short enough and uniformly fun enough that I don't mind dying so much. |
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