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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
Posts: 7,863
Donated: $60
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Angband Philosophy III: Theme, Races and Monsters
Angband is obviously based on Tolkien mythology, but has multiple other influences. Notably, it owes a lot to D&D for combat, spellcasting and monsters, including several things from other mythologies, mostly Greek - see this list, for example.
Given that the proposed (yes, still) next version will include a major rework of player races and monsters, it seems like a good idea to consider what we want thematically. Races This is the area where I am most inclined to take a hardline approach to sticking to Tolkien theme. So here are my assessments of the current races, done in convenient order for discussion:
Monsters Here I'm prepared to be a lot more lax. Tolkien talked a bit about there existing weird stuff people didn't have names for; we're just filling that in a bit. Possibly some of the specifically Greek stuff should come out - Medusa, Atlas, Kronos. Also there are some potential unused Tolkienian monsters that could come in - for example O has Tevildo, Prince of Cats and FA has Wiruin, the Maelstrom. On the whole, though, I don't feel that there's a huge amount of thematic work to be done on monsters. Other Stuff The only other thing that really comes up is the anachronistic nature of the game, with everyone from all times thrown in at once. IMHO the quote on the splashscreen is enough cover ![]() Keen to hear people's opinions on this, especially the player races.
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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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#2 |
Adept
Join Date: Jan 2009
Age: 60
Posts: 171
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In principle, keeping to Tolkien compatible races seems reasonable - it adds flavor with no particular down side.
I think when looking at the races, it is important to consider what gameplay niches they fill, and every race should be a reasonable choice for at least one class - unless you want a challenge race of course. The minor themed abilities at recent releases are good. On the other hand, some method of balancing the more powerful races apart from a large experience penalty would be welcome. Adding tedium is not a good way to balance. Perhaps more distinctive penalties would make for more interesting choices. I don't feel strongly about the monsters. |
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#3 |
Knight
Join Date: Apr 2007
Posts: 939
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About the mixed races: Half Elf isn't a great choice anyway, I think we could get rid of them.
Half Trolls could be proper Trolls but with severe penalties (make them stupid and maybe vulnerable to light or so). Half Orcs could be proper Orcs with other penalties, they should get very bad stealth at least. About the monsters - I am not very happy with the greek mythology monsters, they just don't feel right. |
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#4 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
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I am planning to remove XP penalties. In fact, I see no reason for races to be balanced against each other.
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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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#5 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,843
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I've always thought that Bill Ferny, the "swarthy sneering fellow" in Bree where "queer folk call at his house" and who was very close with "Southern strangers", had some orcish blood in him.
An aside: Bill Ferny sold a haggard pony to the fledgling company of hobbits and Strider for "twelve silver pennies", paid for by Mr. Butterbur who added another eighteen pence to Merry as "some compensation", but "thirty silver pennies was a sore blow to him". I've always wondered whether Tolkien was making a subtle reference to Judas Iscariot's thirty pieces of silver.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead Last edited by Ingwe Ingweron; June 26, 2018 at 10:11. |
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#6 |
Swordsman
Join Date: May 2009
Posts: 294
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The southerner in particular is described by Frodo as "He looks more than half a goblin"
So the concept is there if nothing else... |
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#7 |
Swordsman
Join Date: Aug 2015
Posts: 255
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Half-orcs are fine by Tolkien canon. There is a clear suggestion in The Two Towers that Saruman made his Uruk-hai light-resistant by cross-breeding the original orcs with humans.
The current versions of elves, half-elves, and dwarves have abilities based on the D&D races of those names rather than Tolkien. As you note, it doesn't fit well with Tolkien's descriptions of those races. Reversing INT and WIS on elves and dwarves fits well with what those stats would mean to a non-adventurer. But in-game, it would make dwarves candidates to become arcane magic users, which doesn't really fit. Come to think of it, the canonical users of arcane magic in Tolkien are pretty much all Maiar or their descendants: Gandalf, Melian, Luthien, Sauron, etc. Do we want to add in demigods as a racial option? If we do, that'll displace the high-elves as the race with the strongest intrinsic stats. |
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#8 | |||
Veteran
Join Date: Nov 2013
Posts: 1,169
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Quote:
I think varying levels of experience gain are one more way different class/combos are ... different; and I think anything that increases a noticeable difference between race/classes is good for the game. Plus, it kinda makes sense that a race/class that starts with some experience would need to experience more stuff in order to gain more experience/levels and a stupider race/class like HT/Warrior would require experiencing less in order to gain experience/levels. I also don't understand why more powerful race/class combos shouldn't be rebalanced against weaker ones. Although I suppose by not doing so it's sort of like having difficulty settings. Still, I like that there is some kind of benefit for taking on more difficult combinations, and faster experience gain seems like a good way to do it. EDIT: I'm not opposed to losing the Greek monsters. And would be very happy to see new ones that are closer to Tolkien's universe. For example, how come there is no kraken in Angband? (I guess you'd have to add water to the dungeon in order to have one, although this logic doesn't stop Osse from showing up, whose description is of being from the sea). I also would like to see monsters/uniques added that were close to Tolkien's heart from the books and poems he enjoyed (such as Grendel and Fafnir). Here is a description of Fafnir (who I guess was a dwarf before he was a dragon): http://norse-mythology.net/fafnir-th...rse-mythology/ I mean, it doesn't get more thematically fitting than this. Quote:
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#10 | |
Prophet
Join Date: Dec 2009
Posts: 8,946
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Quote:
![]() Kobolds are stealthy and have innate resistance to poison, which is always handy. They provide a bit of a counterpoint to hobbits, the other stealthy race, which has overall better stats but worse intrinsics. I'm not necessarily opposed to changing their names to something more thematic, but by the same token I'm really not bothered by the presence of non-Tolkienian races. The game is very clearly a smorgasbord of content from all kinds of sources, that just happens to pull a little more heavily from Tolkien. But only a little. Honestly I'd say that, so long as you (rightfully IMO) aren't worried about keeping the races balanced with respect to each other, more races is better than fewer. The ZAngband-derived variants have races like golems, draconians, insectoids, and spectres, and that's not even getting into the more exotic things like playing as an intelligent ring or animate sword (which might be a little outr for Vanilla). The player is always going to be a canon foreigner if only because their deeds are temporally and metaphysically impossible (not only are the uniques not all alive at the same time in-universe, but we're trying to kill a god here). If you're going to cross a line, you might as well take a flying leap, I say... |
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