الخميس، 5 مارس 2020
Crimson Dragon Slayer D20 Review
Here is Endzeitgeist's review of Crimson Dragon Slayer D20.
It's a solid review, but there's something I'd like to address - the "broken" cleric class. Before getting into details, all 4 classes are kind of broken in their own way. Which means that each one is "the best" in its own way, assuming you stick to class abilities.
I'm copy/pasting my comment, just in case it disappears from the internet. Not because of anything the reviewer is doing, but software glitches, etc...
____
Thanks for the review, hoss!
Regarding the cleric, in play I've found that his unlimited healing works rather well. Let's say an adventuring party of 5 PCs has 2 clerics (something you might actually see, if playing Crimson Dragon Slayer D20).
This last round was brutal on the PCs. 1 guy down and unconscious (a fighter), and 2 others badly wounded (a cleric and sorcerer). There are still a couple monsters remaining. Does one cleric heal the unconscious fighter? Would that even make him conscious again? What about the wounded members of the party? Is 1d6 healing going to prevent the sorcerer from dropping if hit next round? Wouldn't it make just as much sense for the clerics to attack rather than heal, in this instance? I feel like it's a toss-up, and an interesting dilemma for those playing a cleric.
As for the thief's backstab, I see what you mean. Personally, I like things kind of nebulous so the player is forced to come up with some sort of cunning plan or sneaky maneuver to get that bonus. If he's willing to put in the creative work every single round, there's a possibility (depending on the circumstances) of continual backstabbing. A lot depends on the GM, player, and environment.
VS
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So, I've already gone into detail re: the cleric (his lack of spell list is another drawback) and touched on the thief. The review mentioned how over-powered the wizard can be (any spell, as long as he has enough HP to cast it). And, if you take a good, hard look at the fighter, he obviously owns the battlefield - the most damage, the most HP, adds +1 to both to-hit and damage every level.
Incidentally, if the cleric wants to aid the wizard (allowing him to cast higher level spells) by healing him right away, that's a very doable and legal "cheat". However, the cleric is then focusing on the wizard, and not those on the front lines.
The fantasy worlds I run are so deadly that even in a one-hour game with only 1-3 combats, PC deaths happen frequently.
On the other hand, compared to old D&D, the cleric, along with his other 3 pals, probably seem super-powered. If I remember correctly, the old school cleric didn't even get a spell, prayer, or whatever until 2nd level. And I'm sure that was usable once per day. And he probably started with 3 HP. And the party had to walk uphill to get to the dungeon... both ways!
And that's precisely why I love the OSR. It's not necessarily shackled to however they played in 1979. It's a mix and match of everything from the last 45 years! Of course, a few traditional tenets must be followed, but those are also malleable and hard to pin down.
In any case, CDS D20 works great for quick and dirty online games containing one or more noobs. I've been using this system / hack / house-rules for almost a year now. That's not a ton of playtesting, but it's held up remarkably well so far.
You can download the FREE PDF here. They're also included as an appendix in Cha'alt. Speaking of which, check out the latest Kickstarter campaign for Cha'alt: Fuchsia Malaise.
VS
The Rocket Raid
Erika and I raced across the Celadon Shopping Plaza, pushing our way through the panicked crowds. A voice on the loud speaker urged people to remain calm and remain indoors, but it felt like they were doing anything but remaining calm. There was no further explanation given for the alarm blazing around us, but Erika and I knew it had to be related to Team Rocket. We burst out of the shopping center into the midday sun.
The streets were just as chaotic. People were dashing every which way, ducking into buildings and out of sight. Team Rocket members had their Pokémon out in the streets and were attempting to herd civilians to some nefarious end, but we couldn't stop to help everyone or we would never make it to Blue's assault in time. There was no sign of local authorities. Erika and I rushed down the busy streets towards her gym, but about halfway there we ran into her gym trainers and the other trainers who were waiting with them. Blue was nowhere to be seen.
"Right now, Rocket controls the streets," Erika spoke loudly to the group. "I want my gym trainers to make a sweep of the city. Knock out their Pokémon and subdue any Rocket members you can until police arrive. I don't think they will move against Team Rocket until they absolutely have to, which is what we're going to make sure of today." The trainers from her gym nodded and began to organize into teams to sweep through the city streets. "The rest of you, come with me!" Erika ordered. She abruptly turned and began running east. The rest of us followed on her heels.
Erika led our group toward the Celadon Game Corner as frightened citizens did everything in their power to run away from it. As we turned the corner on to the street where the Game Corner was located, I spotted Blue. In front of him was a massive Charizard pinning two Rocket grunts to the ground, with menacing flames spouting in bursts from its mouth in their general direction.
"Just in time," he said as Erika ran up to him.
"You started without us!" she managed to gasp while trying to catch her breath after our brisk run across town.
Blue chuckled. "An opportunity presented itself." He motioned to the two pinned grunts. "I didn't count on the Game Corner tripping an alarm, though. They must think I'm here to rob them. Whatever. At least it will summon the police whenever they feel like helping out."
"So what's the plan?" I asked. Blue glanced at me as if he had never seen me before.
"These goons told me how to get inside their headquarters. There are four underground floors with a lift going directly to a secret lab as well as their boss's office. I want you three to come with me." He motioned to me, Erika and another female trainer I'd never noticed before. "We will split up, subdue any threats, and find that lift key. Each one of us will take a floor on our own and secure it. Everyone else stay out here with these two clowns." He motioned at his captives. "Stop any Rocket members who try to escape the building. Protect the citizens of the city at all cost, even if it means letting some Rocket go. Make sure innocent people aren't hurt or harassed by our Pokémon or Team Rocket. When the police do arrive, cooperate but also try and stall them from interfering inside until we return. We don't know who we can trust, or who is on Rocket's payroll. I don't want any Rocket goons slipping out of this snare."
Blue withdrew his Charizard and entered the Game Corner. The two goons that were released from Charizard's grasp made an attempt to flee, but they were quickly surrounded by the other trainers and their Pokémon. The two young ladies Blue had instructed followed him inside, and I took up the rear guard. Inside we found more people in full panic mode, but Blue barked at them that we weren't here to harm or rob them and marched to the back of the game hall. Everyone in the Game Corner looked as scared as I felt inside. I glanced around at them nervously, clutching a Poké Ball tightly in my hand. Blue tore a poster down from the back wall revealing a switch. He flipped it and a door slid open revealing a set of stairs that went down into the basement of the Game Corner. I shook my head in disbelief. I couldn't believe I was part of this. My heart was racing as I followed Blue down those stairs into a gangster hideout.
"Fox, you take this floor. Erika, you're in charge of the next one. Green, you'll take the third floor down and I'll take the final floor. If you find a key to the lift, come find me and we'll take down the boss together," Blue said as we reached the first landing. I took a deep breath and nodded to him. He and the girl named Green continued on down the stairs to the next floor. Erika lingered a moment and placed her fingers gently on my hand that was clutching a Poké Ball like my life depended on it. Her reassurance allowed me to relax a little. She gave me a quick nod and a smile and then disappeared down the darkness below.
I cautiously stepped out of the stairwell and into a small hallway. The lights flickered dimly, but I could make out a Rocket member standing in an open doorway to my left. He spotted me almost immediately, but I assume he didn't quite know what to make of a 17-year old kid stepping into his headquarters.
"Are you lost, kid? You can't be here!" he shouted at me. "Go back upstairs to the Game Corner." I responded by tossing out Royal's Poké Ball and watching the Rocket grunt's expression change from irritation to panic as Royal let out a mighty roar. He nearly took up the entire hallway. The grunt rushed into the hallway and nervously tossed out a Drowzee. I knew full well what a threat a well trained Drowzee could be, but if I had learned anything about Team Rocket in my time in Kanto, it was that most of their Pokémon weren't properly trained. Royal chomped down hard on the Drowzee knocking it out in a single bite.
"Surrender," I pleaded. The grunt responded by tossing out a Machop who was swiftly defeated by Royal. "You won't win. We have this place surrounded," I said confidently. Royal edged forward backing the grunt up into the room he had been guarding. I peeked inside and saw what appeared to be a small lounge with another door leading out the back. The grunt ran to the door, but it appeared to be locked. If he had the key, he didn't use it. With Royal watching the door, he was trapped unless someone unlocked that door from the other side.
"Hey! What's going on?" came a shout from the other end of the hall. A Rocket grunt rushed out of the other room into the hallway and stopped short when he saw me and my enormous Gyrados clogging up the end of the hallway. "Wait. I know you. I remember you from Mount Moon." His words struck me like lightning, because I recognized him, too. He was the trainer of the Dread Rocket Raticate that put Nibbles out of commission. Prior to this realization I had felt sick with anxiety, but now I was swelling with rage and excitement.
"Watch the door," I instructed Royal. "We'll take care of this." In a flash of light, Rascal Jr. was at my side and ready to get our revenge. The Team Rocket grunt I'd faced off against at Mount Moon tossed out what I dubbed the Dread Rocket Raticate. I knelt down to be closer to Rascal Jr. "I know you never knew Nibbles, but we're doing this for him. We have to prove just how far we've come." Rascal Jr. squeaked his acknowledgment and rushed forward.
Rascal was faster and stronger. At every turn, he outmatched his opponent. He got in a quick tail whip to disorient the
Dread Rocket Raticate, then would dart in for a quick attack, dashing back out to avoid a hyper bite. I smiled smugly. Although I had defeated this Rocket grunt at Mount Moon it had come at a great cost. Seeing how far I'd come since then, with my own well-trained Raticate, filled me with a surge of pride in myself as a trainer and in my team. Rascal Jr. ended this contest with a hyper bite of his own that soundly defeated the Dread Rocket Raticate without even taking a single scratch.
The Rocket grunt shook his head and joined his friend behind Royal in the locked lounge. I quickly surveyed the rest of the floor and found it empty. I had done my part. This floor was secure and as a bonus I got to rematch an earlier nemesis of mine. It felt good. Royal and I sat in the locked lounge awaiting Blue's return.
The door at the back of the lounge unlocked with a loud click. The two Rocket grunts jumped to their feet as if they were about to be rescued. Royal edged closer to me from behind, but it was Blue who walked through the door. Behind him I could see the lift and I knew Blue had come up from the bottom floors after finding the lift key.
"We're done here," Blue announced. "I see you have this floor under control. Green and Erika are bringing up the others and we'll hand them over to the authorities. You wouldn't believe what I saw down there," Blue said motioning behind him. "They were running some kind of experiments on Pokémon. Really twisted stuff. The police are going to have a field day. Still, I think we were a bit too late. Their boss wasn't here and a lot of the experiments look like they were moved to another site."
"Wow," I managed to say. "Still. We did it. We took down their headquarters. They'll have a hard time recovering form this." Blue nodded in agreement and together with the grunts we made our way back out of the headquarters.
Emerging in the late afternoon sun, we were greeted by the flashing lights of the police. Many of them looked cross, others flustered, but they were arresting the right people at least. Members of Team Rocket were lined up in handcuffs and being escorted to police cars and vans. The young trainers who had been assembled to take down Team Rocket were all giving detailed statements to the police. Though they might have charged the four of us who actually went inside with trespassing, whatever crimes we may have committed were dismissed in favor of prosecuting Team Rocket. Inside they found stolen equipment, stolen Pokémon and the unethical experiments Blue had mentioned to me.
We were detained by the police long into the night to make sure they had all our statements accurately recorded, then they let us go. Blue and I were the last to be released. Erika and her gym leaders had been among the first due to her social standing in the community. As we left the police station, Blue stopped me and shook my hand.
"I want you to have this," he said handing me a strange headset with his other hand. "I may have picked this up from some of the stolen lab equipment inside."
"You stole evidence?" I asked. "What is it?"
Blue laughed. "Yeah, but we'll give it back to its rightful owners eventually, right? You're going to need this for your research in Lavender Town. It's a Silph Scope - made by the Silph Company. You won't get far in the Pokémon Tower without it. Trust me. I had a bad experience in there before bumping into you outside."
"Thanks, Blue," I said earnestly. He shrugged and walked off. He looked as exhausted as I felt as he disappeared into the dark city streets. This was by far the craziest day I'd spent in Kanto and I'm still honored to be part of the team that took down Team Rocket.
Current Team:
Attacks in Blue are recently learned.
Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)
Old Man Daycare: Charlie (Pidgey)
The streets were just as chaotic. People were dashing every which way, ducking into buildings and out of sight. Team Rocket members had their Pokémon out in the streets and were attempting to herd civilians to some nefarious end, but we couldn't stop to help everyone or we would never make it to Blue's assault in time. There was no sign of local authorities. Erika and I rushed down the busy streets towards her gym, but about halfway there we ran into her gym trainers and the other trainers who were waiting with them. Blue was nowhere to be seen.
"Right now, Rocket controls the streets," Erika spoke loudly to the group. "I want my gym trainers to make a sweep of the city. Knock out their Pokémon and subdue any Rocket members you can until police arrive. I don't think they will move against Team Rocket until they absolutely have to, which is what we're going to make sure of today." The trainers from her gym nodded and began to organize into teams to sweep through the city streets. "The rest of you, come with me!" Erika ordered. She abruptly turned and began running east. The rest of us followed on her heels.
Erika led our group toward the Celadon Game Corner as frightened citizens did everything in their power to run away from it. As we turned the corner on to the street where the Game Corner was located, I spotted Blue. In front of him was a massive Charizard pinning two Rocket grunts to the ground, with menacing flames spouting in bursts from its mouth in their general direction.
"Just in time," he said as Erika ran up to him.
"You started without us!" she managed to gasp while trying to catch her breath after our brisk run across town.
Blue chuckled. "An opportunity presented itself." He motioned to the two pinned grunts. "I didn't count on the Game Corner tripping an alarm, though. They must think I'm here to rob them. Whatever. At least it will summon the police whenever they feel like helping out."
"So what's the plan?" I asked. Blue glanced at me as if he had never seen me before.
"These goons told me how to get inside their headquarters. There are four underground floors with a lift going directly to a secret lab as well as their boss's office. I want you three to come with me." He motioned to me, Erika and another female trainer I'd never noticed before. "We will split up, subdue any threats, and find that lift key. Each one of us will take a floor on our own and secure it. Everyone else stay out here with these two clowns." He motioned at his captives. "Stop any Rocket members who try to escape the building. Protect the citizens of the city at all cost, even if it means letting some Rocket go. Make sure innocent people aren't hurt or harassed by our Pokémon or Team Rocket. When the police do arrive, cooperate but also try and stall them from interfering inside until we return. We don't know who we can trust, or who is on Rocket's payroll. I don't want any Rocket goons slipping out of this snare."
Blue withdrew his Charizard and entered the Game Corner. The two goons that were released from Charizard's grasp made an attempt to flee, but they were quickly surrounded by the other trainers and their Pokémon. The two young ladies Blue had instructed followed him inside, and I took up the rear guard. Inside we found more people in full panic mode, but Blue barked at them that we weren't here to harm or rob them and marched to the back of the game hall. Everyone in the Game Corner looked as scared as I felt inside. I glanced around at them nervously, clutching a Poké Ball tightly in my hand. Blue tore a poster down from the back wall revealing a switch. He flipped it and a door slid open revealing a set of stairs that went down into the basement of the Game Corner. I shook my head in disbelief. I couldn't believe I was part of this. My heart was racing as I followed Blue down those stairs into a gangster hideout.
"Fox, you take this floor. Erika, you're in charge of the next one. Green, you'll take the third floor down and I'll take the final floor. If you find a key to the lift, come find me and we'll take down the boss together," Blue said as we reached the first landing. I took a deep breath and nodded to him. He and the girl named Green continued on down the stairs to the next floor. Erika lingered a moment and placed her fingers gently on my hand that was clutching a Poké Ball like my life depended on it. Her reassurance allowed me to relax a little. She gave me a quick nod and a smile and then disappeared down the darkness below.
I cautiously stepped out of the stairwell and into a small hallway. The lights flickered dimly, but I could make out a Rocket member standing in an open doorway to my left. He spotted me almost immediately, but I assume he didn't quite know what to make of a 17-year old kid stepping into his headquarters.
"Are you lost, kid? You can't be here!" he shouted at me. "Go back upstairs to the Game Corner." I responded by tossing out Royal's Poké Ball and watching the Rocket grunt's expression change from irritation to panic as Royal let out a mighty roar. He nearly took up the entire hallway. The grunt rushed into the hallway and nervously tossed out a Drowzee. I knew full well what a threat a well trained Drowzee could be, but if I had learned anything about Team Rocket in my time in Kanto, it was that most of their Pokémon weren't properly trained. Royal chomped down hard on the Drowzee knocking it out in a single bite.
"Surrender," I pleaded. The grunt responded by tossing out a Machop who was swiftly defeated by Royal. "You won't win. We have this place surrounded," I said confidently. Royal edged forward backing the grunt up into the room he had been guarding. I peeked inside and saw what appeared to be a small lounge with another door leading out the back. The grunt ran to the door, but it appeared to be locked. If he had the key, he didn't use it. With Royal watching the door, he was trapped unless someone unlocked that door from the other side.
"Hey! What's going on?" came a shout from the other end of the hall. A Rocket grunt rushed out of the other room into the hallway and stopped short when he saw me and my enormous Gyrados clogging up the end of the hallway. "Wait. I know you. I remember you from Mount Moon." His words struck me like lightning, because I recognized him, too. He was the trainer of the Dread Rocket Raticate that put Nibbles out of commission. Prior to this realization I had felt sick with anxiety, but now I was swelling with rage and excitement.
"Watch the door," I instructed Royal. "We'll take care of this." In a flash of light, Rascal Jr. was at my side and ready to get our revenge. The Team Rocket grunt I'd faced off against at Mount Moon tossed out what I dubbed the Dread Rocket Raticate. I knelt down to be closer to Rascal Jr. "I know you never knew Nibbles, but we're doing this for him. We have to prove just how far we've come." Rascal Jr. squeaked his acknowledgment and rushed forward.
Rascal was faster and stronger. At every turn, he outmatched his opponent. He got in a quick tail whip to disorient the
Dread Rocket Raticate, then would dart in for a quick attack, dashing back out to avoid a hyper bite. I smiled smugly. Although I had defeated this Rocket grunt at Mount Moon it had come at a great cost. Seeing how far I'd come since then, with my own well-trained Raticate, filled me with a surge of pride in myself as a trainer and in my team. Rascal Jr. ended this contest with a hyper bite of his own that soundly defeated the Dread Rocket Raticate without even taking a single scratch.
The Rocket grunt shook his head and joined his friend behind Royal in the locked lounge. I quickly surveyed the rest of the floor and found it empty. I had done my part. This floor was secure and as a bonus I got to rematch an earlier nemesis of mine. It felt good. Royal and I sat in the locked lounge awaiting Blue's return.
The door at the back of the lounge unlocked with a loud click. The two Rocket grunts jumped to their feet as if they were about to be rescued. Royal edged closer to me from behind, but it was Blue who walked through the door. Behind him I could see the lift and I knew Blue had come up from the bottom floors after finding the lift key.
"We're done here," Blue announced. "I see you have this floor under control. Green and Erika are bringing up the others and we'll hand them over to the authorities. You wouldn't believe what I saw down there," Blue said motioning behind him. "They were running some kind of experiments on Pokémon. Really twisted stuff. The police are going to have a field day. Still, I think we were a bit too late. Their boss wasn't here and a lot of the experiments look like they were moved to another site."
"Wow," I managed to say. "Still. We did it. We took down their headquarters. They'll have a hard time recovering form this." Blue nodded in agreement and together with the grunts we made our way back out of the headquarters.
Emerging in the late afternoon sun, we were greeted by the flashing lights of the police. Many of them looked cross, others flustered, but they were arresting the right people at least. Members of Team Rocket were lined up in handcuffs and being escorted to police cars and vans. The young trainers who had been assembled to take down Team Rocket were all giving detailed statements to the police. Though they might have charged the four of us who actually went inside with trespassing, whatever crimes we may have committed were dismissed in favor of prosecuting Team Rocket. Inside they found stolen equipment, stolen Pokémon and the unethical experiments Blue had mentioned to me.
We were detained by the police long into the night to make sure they had all our statements accurately recorded, then they let us go. Blue and I were the last to be released. Erika and her gym leaders had been among the first due to her social standing in the community. As we left the police station, Blue stopped me and shook my hand.
"I want you to have this," he said handing me a strange headset with his other hand. "I may have picked this up from some of the stolen lab equipment inside."
"You stole evidence?" I asked. "What is it?"
Blue laughed. "Yeah, but we'll give it back to its rightful owners eventually, right? You're going to need this for your research in Lavender Town. It's a Silph Scope - made by the Silph Company. You won't get far in the Pokémon Tower without it. Trust me. I had a bad experience in there before bumping into you outside."
"Thanks, Blue," I said earnestly. He shrugged and walked off. He looked as exhausted as I felt as he disappeared into the dark city streets. This was by far the craziest day I'd spent in Kanto and I'm still honored to be part of the team that took down Team Rocket.
Current Team:
Attacks in Blue are recently learned.
Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)
Old Man Daycare: Charlie (Pidgey)
Ragnarok: Won! (With Summary And Rating)
Ragnarok
United States
Norsehelm Productions (developer and publisher); distributed in Europe as Valhalla by Optyk
Released 1992 for DOS
Date Started: 28 January 2020
Date Ended: 26 February 2020
Total Hours: 23
Difficulty: Moderate-Hard (3.5/5)
Final Rating: (To come later)
Ranking at Time of Posting: (To come later)
Summary:
Ragnarok is an excellent freeware game with a roguelike base. Veterans of Rogue or NetHack will soon become familiar with the partly-randomized game maps and the game's 47 keyboard commands such as (A)ttack, (i)nventory, (q)uaff a potion, and (Q)uit and save, but they will also appreciate the original and varied things that the developers did with potions, scrolls, wands, and other inventory items, as well as the interface upgrades. The story is also richer here than in most roguelikes, requiring the player to solve a series of quests that will turn things in the gods' favor at Ragnarok. Character development, inventory, monsters, and combat tactics are particularly strong, but as with most roguelikes, there isn't much "role-playing." The game allows saving every 200 turns, which takes the edge of the permadeath of other roguelikes but still requires the player to act judiciously.
*****
What a ride. I was up late with this one Wednesday night, and even though I had to play through the endgame a couple of times, I never got bored with it. Ragnarok is one of the best games of 1992 and my blog in general. A lack of any real "role-playing," including NPCs, will prevent it from reaching the absolute top spot, but it's excellent for what it does.
The game warns me to stop wasting time. |
Late in my last session, Heimdall had warned that Ragnarok was at hand. Relying on one commenter's statement that there was no time limit, I ignored Heimdall and kept exploring around the River Vid, which wraps around the base of the world. As I was screwing around, a comment happened to come through from Thomas Boyd that there is, in fact, a time limit. Right about then, Odin appeared before me and his voice came booming from his astral form:
Many days will the gods battle fiercely with the forces of death. Make haste to reach Asgard but take care as well. You are the only hope that we have left. Aid us and join the ranks of mortals who have been honored with greatness. Fail and the universe shall perish. First, take Gjall to Heimdall at Bifrost or we shall be overwhelmed. We await you at Vigrid.
At this point, I only had solved two of the six quests: I had found Freyr's sword, Mimming, and Odin's spear, Gungir. I knew where the Miner's Well was to solve the third quest, and I had Thokk's soul in a ring, which would allow me to solve the fourth if I could find Hela in Niflheim. I hadn't heard a word about Mjollnir or a weapon that would allow Tyr to fight with one arm.
I headed back to Mimer's Well and used my Wand of Wishing to generate a Scroll of Knowledge, which teaches you one skill or ability. I think it selects at random, so I took a save just before using it, prepared to save scum for the "Swimming" ability, but I got it on the first try. This allowed me to enter Mimer's Well, where I promptly sank to the bottom, couldn't move, and was soon slain by the serpent Aspenth. Apparently, I had to divest myself of heavy items first.
Mimer's Well had a fun title screen even though it was only a small area. |
I reloaded, and suddenly the game had never heard of "Swimming." It took me about 12 reloads before I finally got the skill a second time, dropped most of my heavy stuff, and entered the well again. This time, I was able to maneuver. I drank a couple of Potions of Speed and attacked the serpent in melee range, killing him in about four blows. He dropped Gjall, Heimdall's horn, and I snagged it.
Worried about time, I figured 50% of the quests was good enough to try. I made my way back along the River Vid to the Bifrost, which occupies its own map. Heimdall was standing at the end. He gratefully took the horn and blew it to call warriors to the final battle, then disappeared. I followed him north off the bridge and into Asgard, at which point the game told me that the Bifrost collapsed and I wouldn't be able to use it to return.
Not so much a "rainbow" bridge as a Romanian bridge. |
Asgard was under attack, with enemies and allies everywhere. I didn't last long. In addition to hel dragons and draugr, which killed me in single blows, the map was swarming with a handful of unique demons. One of them had a piercing wail like the zardons I'd made extinct. Another could sap my strength from a distance.
I didn't last long in this crush of enemies. |
I reloaded an old save, from before I wasted so much time exploring the River Vid, and considered my options. Clearly, I needed to develop my character a bit more, with whatever time I had remaining, but also perhaps get some better equipment. Character and inventory development in Ragnarok are both consistent and rewarding because there are so many different methods. These include:
- Regular experience and leveling.
- Finding and quaffing Potions of Experience.
- Raising your strength with Potions of Strength.
- Raising your constitution with Potions of Constitution.
- Raising your luck with Holy Water.
- Finding better items of equipment.
- Improving your primary weapon or any piece of armor with Scrolls of Enchantment (preferably blessed).
- Improving your constitution by eating hel dragons.
- Improving your speed by eating blurs (this is temporary but long-lasting)
- Improving levels, for a while, and then maximum hit points by eating dead wraiths.
If you explore an area that generates a lot of monsters of different types, like the dungeons, it's nearly impossible that something on this list isn't going to happen every few minutes. Thus, I spent some time back in the forest and dungeon just hewing through monsters and finding items. I saved every 200 turns unless I hadn't accomplished anything in those 200 turns, at which point I loaded the previous save and tried a new area.
Speed is worth a note. A high speed allows you to attack multiple times for every one attack from an enemy, and I found that it was absolutely necessary for some high-level enemies like hel dragons. The character has 10 by default and can boost it up to 60 or 70 with potions, dead blurs (a monster), and the Amulet of Quickening. Above 70 runs the risk of killing you. Unlike all the other attributes, I don't think there's any way to make the increase permanent. Potions and blurs wear off and even the amulet eventually loses its power and becomes an Eye of Sertrud (it turns out you need five of these to retrieve Mjollnir). Thus, it becomes important, particularly towards the endgame, to load up on speed-granting items. Since potions don't stack but dead bodies do, at some point I used one of my wishes for 10 dead blurs. It worked, and that supply kept me speedy for most of the rest of the game.
At some point, I figured I'd try to re-visit Niflheim and see if I could make it to Hera. I was feeling pretty strong, and I had a Wand of Wishing with 5 charges and no particular idea of how to spend it. Niflheim turned out to be as hard as I remembered, but I learned how to use speed to keep ahead of hel dragons. I'd attack them, dart away, wait for them to close, then attack again. Eating their corpses significantly boosted my constitution.
Taking out a hel dragon with throwing weapons. |
Niflheim consists of 9 maps arranged in a 3 x 3 grid. Each one is ruled by a demon lord, and I recognized a lot of their names from the battle at Asgard. Apparently, if you don't kill them in Niflheim, they show up in Asgard. Thus, I took my time trying to kill them here. It wasn't easy; they're all immune to wands and have a variety of special attacks. Here's the rundown:
- Konr Rig: a powerful fighter-type demon. He can drive you insane, so you have to kill him before that happens. He's immune to wands and missile weapons. I had to get my speed up to the highest levels and kill him with a few melee blows.
- Vanseril: Hardest of them, I think. He has a psionic attack that he uses every few rounds, and it will damage you for several hundred points anywhere on the map. I had to look up an online hint to see that the only protection was a Disperser Helm, which hadn't shown up in the game for me. I ended up wishing for one. But even then, he can drain your strength from anywhere on the visible map. It took me almost an hour to kill him with hit and run tactics using missile weapons and speed.
When wishing for things, you can wish for a "+" equal to your current luck. |
- Plog: Easiest of them. He summons monsters and drains wands, but I learned to just drop my wands and wait until he came into melee range.
- Emanon: An annoying demon who takes your equipped weapons and armor. I killed him with throwing weapons.
- Anxarcule: Second-hardest. He can steal your equipped weapon, create copies of you that fight you, and eat your legs. And he's also immune to wands. As with the others, I used a combination of speed and missile weapons to kill him.
Speed and missile weapons are the key to this whole area. |
- Nidhogg: Not only is he immune to wands, he removes all their charges if you try to use them anywhere on his level. (That was a reload.) He also messes with the items in your backpack, turning them into useless items. Again, it was missile weapons and speed that finally did him in.
- Gulveig: This guy was easy. Two whacks.
Hela occupies the final section, and when I first approached, she took Thokk's soul and asked what soul I wanted released in return. I said BALDER (the game's spelling) and she complied. I then attacked her and was surprised when she died in just a few blows. She dropped a magic scythe, apparently one of the most powerful weapons in the game. Once I enchanted it a few times, hardly any enemy lasted more than one blow.
Solving the fourth quest. |
Much stronger now, I returned to Asgard and started punching my way through the battle to the eastern exit. With the demons dead, I only had to worry about hel dragon and draugr. Draugrs return to life a few rounds after you kill them unless you (uck) eat their corpses.
The chaotic final battle in Asgard. You must make your way from the left side of the screen to the right. |
Asgard has several buildings. One of them, in the mid-south, had stairs up. On the second level, three rooms held stacks of almost all the items in the game, including blessed versions of every scroll and potion--15 of them! I gorged myself on Potions of Strength, Holy Water, Scrolls of Enchantment, Potions of Constitution, and the like. I rendered a dozen creatures extinct (including most of those fighting below, but draugr and hel dragons are too powerful). I used Potions of Endurance to pump up my temporary health to ungodly levels. I loaded every free inventory slot with blessed Potions of Curing. Scrolls of Knowledge filled in every skill I didn't have.
A bonanza of items just before the end. |
It all turned out to be useless. A few steps later, I was off the Asgard map and onto Vigrid, site of the final battle. The game immediately started telling me that Heimdall was fighting Loki, Odin was attacking Fenrir, and so forth.
Giving the weapons I'd recovered to Odin and Freyr involved simply walking up to them. However, there was nothing else I could do. If I tried to attack any of the evil gods or monsters--if I even caught their attention--they would kill me from afar.
The character joins the battle in progress. |
Giving the weapons I'd recovered to Odin and Freyr involved simply walking up to them. However, there was nothing else I could do. If I tried to attack any of the evil gods or monsters--if I even caught their attention--they would kill me from afar.
Sometimes it's best not to be noticed. |
Thus, all the bonuses I'd gained in Asgard served for nothing. I just wandered back and forth until I got a message that the gods had won the battle and I was welcomed into Valhalla. This was accompanied by a nice image.
A real paradise would have more outlets near those tables. |
So you only need to solve some of the quests. I'm not sure you'd even have time to solve them all. I guess the fewer you solve, the less likely the gods are to win at Ragnarok, but I frankly couldn't even make a loss happen. When I reloaded from my first step into Vigrid and refused to hand over the weapons this time, the gods still won. This happened on two more reloads.
I guess they really just needed Heimdall. |
In addition to the two major areas I never explored and the two quests I didn't solve, there are many aspects of the game I didn't experience, including:
- Making use of spells or psionics (apparently, every time you pick up a "diamond needle," you get better at psionics).
- Dimension traveling. I got the ability when I ate a breleor, but I wasn't sure how it worked and never had occasion to use it. Apparently it makes traveling between the major areas much faster.
"The Crossroads" lets you travel between different planes. I only even visited for this screenshot. |
- Potion making and potion-mixing. The alchemist was the last class I tried. He can mix potions into combinations otherwise not found in the game.
- Ironworking. I guess I could have had a very powerful weapon (the runesword) long before I took Hela's scythe.
Blacksmiths can make things out of other things. |
- Polymorphing, which can grant skills not available to regular classes.
- Taming animals or creating golems.
- Writing my own scrolls, a sage ability.
- Helping my allies. You can give equipment, potions, and other useful items to any human fighting alongside you at any point in the game. I didn't explore this.
But unlike some players who prefer the so-called "completionist" approach, I enjoy leaving a game with plenty of content to be explored. It gives me an excuse to replay.
The various areas of Ragnarok. Although I played for 23 hours, I still missed a lot of the maps. |
On my GIMLET, the game earns:
- 5 points for the game world. We've had other games use Norse mythology--notably Dusk of the Gods, which has the same plot. But it's still relatively original among RPGs.
- 5 points for character creation and development. Development is satisfying, rewarding, and constant, as we saw. I don't think the different classes matter as much as they should, though. Since they're all capable of using the same items, the only real purpose of the classes is to work your way up to the highest level and get the class-specific skills. More benefits and restrictions would have made a more interesting game.
My character at the game's end. |
- 2 point for NPC Interaction. It gets this for the hint-delivering Ravens and the occasional NPC ally that you can help. It's too bad there are no dialogue options with any NPCs.
- 5 points for encounters and foes. There are no non-combat encounters or puzzles, but the bestiary is as original and varied as its source material while not being completely derivative of it. I enjoyed learning their strengths and weaknesses and adapting my own tactics in response.
- 6 points for magic and combat. As with most roguelikes, combat seems somewhat blunt but is surprisingly tactical. I was underwhelmed by the magic system, though.
- 8 points for equipment. Easily the best part of the game. Ragnarok doesn't feature quite as many item interactions as NetHack, but it still has a wide variety of things to find, use, and equip. You can even make your own items as a blacksmith, sage, or alchemist.
Dragons always drop a wealth of treasure. |
- 4 points for the economy. You stop thinking about it, or bothering to collect gold, about halfway through the game. But during the portion when you find the occasional shop (the forest and the dungeon), it has a reasonable amount of relevance.
- 3 points for a main quest with multiple parts, some optional, but no side quests nor role-playing choices or alternate endings.
An "alternate ending." |
- 4 points for graphics, sound, and interface. It gets almost all of it for the excellent interface. One command=one key, logically mapped, but with a mouse backup. I like the way the main interface shows both a large-scale and small-scale area. Graphics are a step up from most roguelikes; sound is sparse and only okay.
- 8 points for gameplay. It's mostly nonlinear and quite replayable. It offers the challenge of a roguelike without the insanity of permadeath. Limiting saves to once every 200 turns is just about perfect. The game lasted exactly as long as its content supported.
That gives us a final score of 50, six points higher than I gave NetHack. Omega (1988) remains the best roguelike I've played so far, but Ragnarok is a close second, and frankly a better game for a player who wants a tighter storyline.
A slick ad for what was essentially a shareware game. |
As we now know, Ragnarok was a passion project of two California-based college friends, Thomas Boyd and Robert Vawter, and I thank both of them for offering comments and recollections during my coverage. Norsehelm was their company, meaning they self-published and self-distributed the game in the United States, albeit with (as we see above) commercial production values. Their London publisher, Optyk, apparently never sent them any royalties, so the duo decided to offer it as freeware after a few years of modest income.
I couldn't find any contemporary American reviews. European magazines mostly weren't kind. The lowest score came from the February 1993 PC Joker, where the reviewer compared it to a flight simulator and seemed to find the number of keyboard commands bewildering despite mouse buttons, including a help menu, right on the screen. Other reviews simply suggested that the reviewer wasn't really aware of roguelike history and was looking for fancy graphics and sound. PC Games (March 1993) had the only complimentary review, recommending it for its replayability and challenging strategy.
It's too bad that Norsehelm never produced another game. Mr. Vawter hinted in an e-mail to me that they started one based on the Seven Wonders of the World but didn't get very far. Both seem to have done well for themselves, however, with successful technology careers in the San Francisco Bay area.
I gave the choice of the next game to commenter Lance M., who's helped me a lot lately with "lost" games. Lance wanted me to play GayBlade, one of the games he managed to turn up. This led to a confusing bit of research. GayBlade is listed as a 1992 game on a lot of sites, but I've found comments from the author that he based it on DragonBlade (1993), and moreover only released it after he got into a rights battle with the publisher of his Citadel of the Dead (1994). My attempts to contact the author have not been answered. For now, I have to assume DragonBlade came first and play it first.
I couldn't find any contemporary American reviews. European magazines mostly weren't kind. The lowest score came from the February 1993 PC Joker, where the reviewer compared it to a flight simulator and seemed to find the number of keyboard commands bewildering despite mouse buttons, including a help menu, right on the screen. Other reviews simply suggested that the reviewer wasn't really aware of roguelike history and was looking for fancy graphics and sound. PC Games (March 1993) had the only complimentary review, recommending it for its replayability and challenging strategy.
It's too bad that Norsehelm never produced another game. Mr. Vawter hinted in an e-mail to me that they started one based on the Seven Wonders of the World but didn't get very far. Both seem to have done well for themselves, however, with successful technology careers in the San Francisco Bay area.
I gave the choice of the next game to commenter Lance M., who's helped me a lot lately with "lost" games. Lance wanted me to play GayBlade, one of the games he managed to turn up. This led to a confusing bit of research. GayBlade is listed as a 1992 game on a lot of sites, but I've found comments from the author that he based it on DragonBlade (1993), and moreover only released it after he got into a rights battle with the publisher of his Citadel of the Dead (1994). My attempts to contact the author have not been answered. For now, I have to assume DragonBlade came first and play it first.
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