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Tulpa

Joined: 31 Jul 2008
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Posted: Tue Mar 18, 2014 8:49 am |
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I love this and it fits into my areas of expertise so if you ever need someone to write something about dungeons I'll do it. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Tue Mar 18, 2014 8:57 am |
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I actually believe Arneson's blackmoor campaign is well documented in places
While not part of the original Lake Geneva set of roleplayers, M.A.R. Barker's notes on his Tekumel setting is both well preserved and started in 1974, coinciding with the earliest days of DnD.
So if you want to dive headlong into one of the most interesting corners of the olden days of RPGs, go with that. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Tue Mar 18, 2014 9:17 am |
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I was correct about Blackmoor, all the earliest notes (1972 onward) on the campaign were anthologized and published in 1977's The First Fantasy Campaign which should be possible to find even today
if I happen to find a pdf of it, I'll upload it to this thread.
edit: I found the pdf, reading it now and it is solid gold for the ten people in the world that care about the earliest days of the hobby. I'll upload it tomorrow. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Wed Mar 19, 2014 3:22 pm |
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I suppose this is covered by the proviso that dungeon crawlers are necessarily RPGs, but I've always found it interesting that there's so much crossover between IF and adventure games and tabletop RPGs and more properly defined dungeon crawls.
IF's earliest works, Colossal Cave Adventure, Zork, etc are very indebted to fighting fantasy style gamebooks in particular and roleplaying games more broadly.
Myst itself is based on the creators' dungeons and dragons campaign (with the mechanical age being literally one of the dungeons they created with all the monsters removed and only the puzzles intact)
So, even though they are games all about exploration of an environment and interacting with it in order to survive, I feel like an important part of the taxonomy if one were to disregard the rpg rule for a moment, is the freedom to come up with one's own solutions to a problem. The linearity inherent to early IF and to most adventure games is the detail that truly separates the games from being true dungeoncrawls. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Thu Mar 20, 2014 1:16 am |
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| cake wrote: |
| Tulpa wrote: |
IF's earliest works, Colossal Cave Adventure, Zork, etc are very indebted to fighting fantasy style gamebooks in particular |
I'm curious about this, I thought Zork (started 1977?) and Adventure (1976/1977) pre-dated the more famous gamebooks?
After searching a bit, I found out that Flying Buffalo released solo adventures for Tunnels & Trolls, starting with "Buffalo Castle" in 1976. There's a HTML version on the Flying Buffalo website. |
while that was actually a brian hiccup on my part due to lack of sleep, it's cool that you found an actual proto-gamebook that's still available. _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Sat Mar 29, 2014 4:02 am |
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I wouldn't ever include Rainbow Six as a sim but that's because we have slightly different ideas of what sims are.
I'd love to see an issue of antiquated game player all about Trading Sims (Elite series, Privateer series, Sid Meier's Pirates!, Patrician series, etc.) _________________
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Tulpa

Joined: 31 Jul 2008
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Posted: Sat Mar 29, 2014 4:06 am |
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Cyberpunk would be a really fun issue though, you can hit on well known games but also highlight some more obscure works like B.A.T. II the Koshan Conspiracy and the kind of subgenre of hacking sims including stuff like Uplink _________________
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