<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=Roguelike</id>
	<title>Roguelike - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=Roguelike"/>
	<link rel="alternate" type="text/html" href="https://wiki.dungeoncrawlchili.org/index.php?title=Roguelike&amp;action=history"/>
	<updated>2026-08-03T04:32:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://wiki.dungeoncrawlchili.org/index.php?title=Roguelike&amp;diff=1707&amp;oldid=prev</id>
		<title>Maintenance script: Importing CrawlWiki content</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeoncrawlchili.org/index.php?title=Roguelike&amp;diff=1707&amp;oldid=prev"/>
		<updated>2026-06-16T09:11:32Z</updated>

		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;roguelike&amp;#039;&amp;#039;&amp;#039; game is a type of role-playing game named after the genre defining [[wikipedia:Rogue (video game)|&amp;#039;&amp;#039;Rogue&amp;#039;&amp;#039;]]. Features that are common to all roguelikes include depth, permanent death, and randomization of content. Basically, expect lots of tactical and strategical options, though &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; is more condensed than some others.&lt;br /&gt;
&lt;br /&gt;
==What is a Roguelike?==&lt;br /&gt;
Roguelikes, at their core, are games with permanent death and randomly generated content. &lt;br /&gt;
&lt;br /&gt;
===Permadeath===&lt;br /&gt;
&amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; autosaves often. So barring cheat options like [[explore mode]], once you die, you die. Your save file is erased. Therefore, everything is a legitimate threat to some extent, and this only abates slightly as you progress. Things can kill you if you&amp;#039;re not careful, even things you wouldn&amp;#039;t normally consider dangerous. And yes, you will often die in horrible, random, arbitrary ways. Have fun starting over. Roguelikes are not easy.&lt;br /&gt;
&lt;br /&gt;
===No Meta Progression===&lt;br /&gt;
&amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; features &amp;#039;true&amp;#039; permadeath.  Nothing tangible carries over between games - you don&amp;#039;t unlock new characters, items, or perks, and nothing* from your past game influences your next game. The thing that gets better is &amp;#039;&amp;#039;you&amp;#039;&amp;#039;, the player, and perhaps a bit of luck.&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Although [[player ghost]]s are based on previous games, the ghost doesn&amp;#039;t transfer loot based on a previous game, it just serves as a challenge. Plus, in an online server, you&amp;#039;re just as likely to find another player&amp;#039;s ghost. Even on a fresh offline install, there exists a large selection of ghosts (from Stone Soup [[0.22]] onwards).&lt;br /&gt;
&lt;br /&gt;
===Relevant Random Content===&lt;br /&gt;
While you&amp;#039;ll likely encounter the same types of monsters in similar locations, where, when, and if at all are incredibly relevant details. An [[ogre (monster)|ogre]] on D:3 is much scarier than the same ogre just two floors later. What items you get, what [[god]]s appear early on, even which [[branch]]es appear, are random. The dungeon layout is for the most part randomly generated, and even the non-random, handmade [[vault]]s are randomly chosen and placed. This hopefully makes a roguelike addictive, not repetitive or tiresome.&lt;br /&gt;
&lt;br /&gt;
==Grand Tradition of Roguelikes==&lt;br /&gt;
While not a strict requirement, &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; follows the grand tradition of roguelikes by being a top down, tile based, turn based... dungeon crawler, being what computers during &amp;#039;&amp;#039;Rogue&amp;#039;&amp;#039;&amp;#039;s creation could handle. This is in stark contrast to many more modern roguelikes (traditionally called &amp;#039;&amp;#039;roguelites&amp;#039;&amp;#039;), which have a wide variety of gameplay genres.  Limitation breeds ingenuity, so while the format has some flaws (see [[pillar dancing]], luring...), the ASCII gameplay loop is still exciting to play.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
Most CRPGs, including most roguelikes, have roots from D&amp;amp;D&amp;#039;s style of character creation. Characters in &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; have [[AC]], or armor class (though it only reduces damage; [[EV]]/evasion and [[SH]]/shield outright stop attacks), three [[attributes]] ([[STR]], [[INT]], [[DEX]]), and a host of high fantasy [[weapon]]s and [[spell]]s. &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; is a more distant relative, but the similarities are still present.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; also features [[27]] different [[species]] to play, which helps a lot with replayability. A [[Human]] might be the perfectly plain experience, but there&amp;#039;s a wide variety of races: from [[Minotaur]]s and [[Troll]]s to gimmicky species like the 8-armed, 8-[[ring]]ed, [[Octopode]], who simply won&amp;#039;t fit into most [[armour]]. Each species might be better with certain items, but the RNG could always favor something outside your plans.&lt;br /&gt;
&lt;br /&gt;
===Non-existent plot===&lt;br /&gt;
With a few exceptions (such as [[wikipedia:ADOM|&amp;#039;&amp;#039;ADOM&amp;#039;&amp;#039;]]), a classical roguelike&amp;#039;s plot consists of the following: go down into a randomly generated dungeon, reach the final level, and either kill the boss or, more commonly, grab an item and escape. Why do this? Well, in [[wikipedia:NetHack|&amp;#039;&amp;#039;NetHack&amp;#039;&amp;#039;]], you want to get the Amulet for your god. In &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039;, you want the [[Orb of Zot]] for absolutely no defined reason. [[Xom]] could tell you, but then it&amp;#039;d have to kill you. Other than getting [[rune]]s and the Orb, or unlocking treasure [[trove]]s, there are no quests. Other than a [[shop]] (a glorified menu), there are no dedicated NPCs.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Crawl compared to other roguelikes==&lt;br /&gt;
&amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; (specifically, &amp;#039;&amp;#039;Stone Soup&amp;#039;&amp;#039;) defines itself from its contemporaries with a strong set of [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst#n-philosophy-pas-de-faq design philosophies].&lt;br /&gt;
&lt;br /&gt;
===Post-Spoiler Era===&lt;br /&gt;
&amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; seems easier, at first glance, but it&amp;#039;s not. It is, however, friendlier. At least in DCSS, there are no real [[instadeath]]s. If something kills you, it&amp;#039;ll probably be something you at least half-expected: an [[out-of-depth]] monster at an early level, rather than a necklace you put on happening to be an amulet of strangulation. As of [[0.30]], the only way to die is to run out of HP.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Stone Soup&amp;#039;&amp;#039; not only has a [[tutorial]] and an in-depth manual, but provides extensive information of any monster, item, or other noun you may come across. You can access them all by right clicking their tile (or &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; then &amp;#039;&amp;#039;&amp;#039;v&amp;#039;&amp;#039;&amp;#039; with keyboard controls), or using &amp;#039;&amp;#039;&amp;#039;? /&amp;#039;&amp;#039;&amp;#039; followed by what you want to search for. The goal is that, unlike earlier roguelikes, &amp;#039;&amp;#039;Stone Soup&amp;#039;&amp;#039; should be playable without the aid of a guide or wiki.&lt;br /&gt;
&lt;br /&gt;
===Crusade against Tedium===&lt;br /&gt;
The DevTeam of &amp;#039;&amp;#039;Stone Soup&amp;#039;&amp;#039; aims to remove &amp;#039;tedious&amp;#039; mechanics from the game. For a player with knowledge of the game&amp;#039;s spoilers, certain mechanics can serve to waste their time and energy. For example, players in &amp;#039;&amp;#039;NetHack&amp;#039;&amp;#039; (3.4.3) are heavily encouraged to go through Sokoban every game, a puzzle branch with 8 fixed layouts. With solutions easily available outside of the game, the branch gives good rewards: food that can last the entire game, along with helpful guaranteed end loot. &amp;#039;&amp;#039;Stone Soup&amp;#039;&amp;#039; has removed their own (completely random) puzzle branch, the [[Labyrinth]], in [[0.23]]. Meanwhile, [[food]] was continuously targeted by devs, with multiple simplifications and eventual removal. The Labyrinth could be solved with just a few rations, while food itself was mostly just a clock that required opening a menu every few minutes.&lt;br /&gt;
&lt;br /&gt;
In the same vein, DCSS also tries to remove &amp;#039;no-brainers&amp;#039;, or completely dominant items/strategies. Balance is not perfect, and not even intentional. For example, species is used as a difficulty slider: a [[Mummy]] is much harder to play than a [[Minotaur]]. Yet &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; as a whole is relatively balanced; a single player game has much more leeway with the notion of &amp;#039;balance&amp;#039;, after all.&lt;br /&gt;
&lt;br /&gt;
On the other hand, &amp;#039;&amp;#039;Stone Soup&amp;#039;&amp;#039; is notorious for its countless removals - regardless of how beloved a feature is. The [[Mountain Dwarf]] was a seemingly benign species, but it was [http://crawl.develz.org/wordpress/whisper-farewell-when-you-leave-gimli removed for being too similar] to [[Hill Orc]] and [[Minotaur]] - all 3 were melee and armour focused races. While it would be easy to just not play MD, the developers has decided that the &amp;#039;fake choice&amp;#039; presented by having similar species hurts the game. In other words, MD existing would detract from &amp;quot;every species feeling distinct or unique&amp;quot;. Their removal, as the biggest example, has created a DevTeam and community accepting of dramatic change. But as a free and open source game, you could always play an old version, or one of &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039;&amp;#039;s many [[variants]]. (Though, sacrificing any future changes you may have enjoyed can still be disappointing).&lt;br /&gt;
&lt;br /&gt;
===Difference in Character Building===&lt;br /&gt;
Compared to other classical roguelikes, and many CRPGs in general, &amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039; places little importance on class (&amp;#039;&amp;#039;Crawl&amp;#039;&amp;#039;&amp;#039;s [[background]]s). There are no special, permanent rules for them. [[Skill]]s, trained in game, are what really determine your character&amp;#039;s specialties. &lt;br /&gt;
&lt;br /&gt;
[[God]]s are another character defining aspect of your character, also picked during the game (for the most part). Adventuring with one of 26 unique gods will earn you [[piety]], with a large variety of special abilities and perks. Almost all gods will get [[divine retribution|angry]] if you leave them, so characters completing a regular game will most likely stick to just one.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*Wikipedia on [[wikipedia:Roguelike|Roguelike]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
</feed>