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Thread 3840269

145 posts 54 images /vrpg/
Anonymous No.3840269 [Report] >>3840304 >>3840414 >>3840484 >>3840506 >>3842332 >>3845789 >>3846881 >>3847593 >>3847775 >>3848107 >>3852932 >>3853761 >>3857250 >>3858377 >>3858422
The undefeated RPG formula
Anonymous No.3840273 [Report]
Based and Diablo pilled
Anonymous No.3840275 [Report] >>3840276 >>3840285 >>3840307 >>3840319 >>3840327 >>3840416 >>3840439 >>3840479 >>3841191 >>3841712 >>3843811 >>3845972 >>3846631 >>3846881 >>3853760 >>3858517 >>3863595 >>3863602 >>3863682
Maybe. But consider
Anonymous No.3840276 [Report] >>3841182 >>3847932
>>3840275
>NO STAIRWAY
Anonymous No.3840280 [Report]
lacks an open world
Anonymous No.3840285 [Report]
>>3840275
They made this game its called makai toushi saga
Anonymous No.3840304 [Report] >>3840446
>>3840269 (OP)
I prefer a number of dungeons rather than just one.
Anonymous No.3840307 [Report] >>3843810 >>3849384
>>3840275
Isn't that just every Diablo-clone and their acts?
Anonymous No.3840319 [Report]
>>3840275
This is just Diablo 2
Anonymous No.3840327 [Report]
>>3840275
Checkpoints are gay.
Anonymous No.3840414 [Report] >>3840419 >>3841194 >>3847574
>>3840269 (OP)
name seven (7) games
Anonymous No.3840416 [Report]
>>3840275
SaGa 1?
Anonymous No.3840419 [Report]
>>3840414
>he doesn't know
Anonymous No.3840439 [Report] >>3843825 >>3863470 >>3863690
>>3840275
One day...
Anonymous No.3840446 [Report] >>3840467
>>3840304
Don't you see it's segmented, retard?
Anonymous No.3840467 [Report] >>3840499
>>3840446
those are floors dipshit, not different dungeons
In order to be separate dungeons travel between them has to return to the overworld level, there can't be continuous connection because then it's just a different part of the same dungeon
Anonymous No.3840479 [Report]
>>3840275
Based SaGod.
Anonymous No.3840484 [Report] >>3840493 >>3848178 >>3858519
>>3840269 (OP)
>RPG
>diabslop
Anonymous No.3840493 [Report]
>>3840484
ever heard of Wizardry little one
Anonymous No.3840499 [Report] >>3841187 >>3841257 >>3850840
>>3840467
In Diablo 1 you unlocked new entrances as you progress, each of which lead you to specific depth. Technically having one large segmented dungeon with different entrances for each depth is no different than having "separate" small ones, except that the latter makes the game simpler and gay.
Anonymous No.3840506 [Report] >>3841185
>>3840269 (OP)
It's good business. It's a bit dangerous if no adventurers turn up to feed the monsters, but no risk, no reward.
Anonymous No.3841182 [Report] >>3852931
>>3840276
Traps with anti-gravity shafts.
Anonymous No.3841185 [Report] >>3842526
>>3840506
The town springs up around the dungeon and lasts until it's conquered, not the reverse. It's like a mining town.
Anonymous No.3841187 [Report]
>>3840499
That's what picrel reminded me of.
Anonymous No.3841191 [Report]
>>3840275
Mashin Hero Wataru?
Anonymous No.3841194 [Report]
>>3840414
Wizardry 1
Wizardry 2
Wizardry 3
Wizardry 5
Ultima Underworld 2
Wizardry Gaiden 1
Wizardry Gaiden 2
Anonymous No.3841257 [Report] >>3841265
>>3840499
those are shortcuts, it's not the same.
Anonymous No.3841265 [Report] >>3841346 >>3842010 >>3842028
>>3841257
What makes "separate" dungeons so different mechanically then, the fact that they're not interconnected? Also worth mentioning that in Wiz 1-3/5 you've had elevators.
Anonymous No.3841346 [Report] >>3841966
>>3841265
Nta but usually separate dungeons have different goals. The one big dungeon in Diablo has the same goal in all sections, go deeper until you reach the bottom
Anonymous No.3841712 [Report] >>3857374
>>3840275
Anonymous No.3841966 [Report] >>3841979 >>3841980 >>3841991 >>3842528 >>3842542 >>3843958 >>3847273 >>3857457
>>3841346
what other goal can a dungeon have other than "reach the bottom" or "kill the big bad guy at the bottom"?
Anonymous No.3841979 [Report]
>>3841966
Find a lost npc or treasure?
Anonymous No.3841980 [Report]
>>3841966
Be a passage between two towns?
Anonymous No.3841991 [Report]
>>3841966
It was there.
Anonymous No.3842010 [Report]
>>3841265
One thing is that accessing the dungeon itself can be part of the game when you have more than one and a world connecting them. Exploration becomes more than "go down".
Anonymous No.3842028 [Report] >>3842255 >>3842369
>>3841265
Consider the traditional structure of an RPG (/tg/).
In the large majority of systems, and the more important ones historically - we find that the structure is vertical, with distinct levels that each have their own functional ruleset for play, as well as ways to move up or down to adjacent levels.
The lowest regular level of play is the combat. Above that is the level of the dungeoncrawl, and further above that is the hexcrawl (or another system that functionally provides the same purpose).
You traverse wide areas over large scales of time in the Hexcrawl to find a place of interest, once inside the place of interest you expolore and investigate what's inside through the dungeon crawl (acting in the range of minutes and hours), and upon coming into contact with a hostile the game moves to the level of the combat - with very specific rules and measured in seconds. Of course, the dungeoncrawl level can be skipped in some instances (a random encounter found while in the wilderness goes straight into combat from the hexcrawl), but the different levels are very distinct, and functionally serve to direct the purpose of the game -> you as a player want to kill monsters and get treasure (and exp), you find treasure and combat with monsters through dungeoncrawling, and you find places to dungeoncrawl through hexcrawling.

When taken to apply to video game rpgs, and the relevant Question here - the important thing is that separate dungeons necessitate interacting with the game on the "Hexcrawling" (here more often "World Map") level to transit between them, which separates the instances of the dungeoncrawling level of play.
Anonymous No.3842255 [Report]
>>3842028
Is this what they're teaching in video game theory now? No wonder modern games suck so bad. Imagine explaining this, in this way, to normies.
Anonymous No.3842332 [Report]
>>3840269 (OP)
Light Crusader (Genesis/Mega-Drive)
Anonymous No.3842369 [Report]
>>3842028
The post above yours says the same thing in two sentences. lol
Anonymous No.3842526 [Report]
>>3841185
Especially since any decent RPGs mentions the "dungeons" has having a previous function before they became infested with monsters.
Anonymous No.3842528 [Report]
>>3841966
escape the dungeon
>i literally can't with Grimrock bcuz I hate spamming mouseclick games, but it's a cool game design
Anonymous No.3842542 [Report]
>>3841966
it can be a journey of self discovery
Anonymous No.3843810 [Report]
>>3840307
Diablo II doesn't take place in Heaven you asshat.
Anonymous No.3843811 [Report] >>3844359
>>3840275
SMT IV and IV: Apocalypse have that exact fucking thing.
Anonymous No.3843825 [Report] >>3852294
>>3840439
Qrd/explaination?
I think this is that SAO tower that at the top lets you exit the game or?
Anonymous No.3843958 [Report]
>>3841966
Find the amulet of yendor
Destroy Arsenal Gear
Achieve theosis
Anonymous No.3844359 [Report] >>3844677
>>3843811
No they don't.
Anonymous No.3844677 [Report] >>3844747
>>3844359
technically IVA does, there is that fiend dungeon that you can progressively dive deeper into with each run. i dont think 4 really does unless youre counting the stratums, but thats only the very first act of the game
Anonymous No.3844747 [Report]
>>3844677
That is 1 (one) dungeon, not the entire game.

The first Megaten Seems to better align with this image by the way.
Anonymous No.3845789 [Report]
>>3840269 (OP)
looks like shit, what game?
Anonymous No.3845807 [Report] >>3859195
okay, its a good start, now lets take stock, what are the services in the town? weapon shop, magic shop, repair man, and sleep place?

okay, now, fuse repair shop and weapon shop into one, now lets make two weapon shop dudes, one magic shop dude, and hide them in the dungeon, and let's put an upgradable copy of the sleep place where ever there's a tough challenge coming up, also in the dungeon.

now get rid of the town. yep. gone. start the player in the dungeon.
Anonymous No.3845972 [Report]
>>3840275
Not a fan. Every time I enter a late game hub I consider dropping a game.
Anonymous No.3846631 [Report]
>>3840275
It needs more levels
Anonymous No.3846881 [Report]
>>3840269 (OP)
>>3840275
For me, it's when the dungeon serves as a nexus to access multiple worlds/dimensions because it's the only thing that exists simultaneously on every plane. You get plenty of exits but taking them would probably be a recipe for an existential crisis
Anonymous No.3847273 [Report]
>>3841966
A source of natural resources important to the local economy which is only fleetingly available before a new wave of monsters repopulate it from its depths.
Anonymous No.3847574 [Report]
>>3840414
Angband
Anonymous No.3847593 [Report] >>3848219 >>3852514
>>3840269 (OP)
Anonymous No.3847775 [Report]
>>3840269 (OP)
Yes, but only if the dev remembers to tell players Contra Dextra Avenue.
Anonymous No.3847932 [Report]
>>3840276
>DENIED!
Anonymous No.3848107 [Report] >>3848182 >>3848225 >>3848279 >>3848517 >>3848546 >>3848997 >>3850271 >>3850785 >>3852309 >>3852344 >>3852398 >>3852519 >>3853759 >>3857232 >>3858525 >>3863663
>>3840269 (OP)
ok but how do you return to town without making it tedious or immersion breaking?
Anonymous No.3848178 [Report]
>>3840484
You just showed how shallow is your knowledge about history of rpgs. This framework is basically as old as rpgs are and was rediscovered dozens of times because it's just fun.
Anonymous No.3848182 [Report]
>>3848107
Magic and magical items.
Anonymous No.3848219 [Report]
>>3847593
dumb jewish fairy tales
Anonymous No.3848225 [Report]
>>3848107
Convenient shortcut hatch after the boss room.
That, or make dungeons small enough to not be annoying to backtrack through.
Maybe the majority of time in the dungeon is going down side-paths so the main one can be escaped quickly.

In my game, I'm giving the player an item called a Blink Stone that will teleport you to the previously attuned shrine point. There's one in each town, and outside certain important points. You can also use items or spells to teleport you to other places. Anyone can use an Escape rope to skip backtracking, but you'll be interrupted by enemies you didn't kill, and time still passes in the meantime.
Anonymous No.3848279 [Report]
>>3848107
Give the player a spell that warps them out of the dungeon, BUT don't give it to them at the start. Have the player have to backtrack in the early parts of the game when it's not too tedious and the trek back is tense since they're low on resources, then time it so they learn the escape spell around the point when the trek back is long enough to feel tedious and since the player didn't start with the spell it feels like they earned it and the game isn't going easy on them by giving it to them.
Anonymous No.3848517 [Report] >>3848677
>>3848107
Usually it's a warp item. Sometimes there's warp checkpoints within the dungeon as well. If you're running low-fantasy and warp magic's no good, shortcuts to shorten return trips can work, or just say fuck it and go wizardry style, make the assholes walk all the way back, "tedium" be damned.
Anonymous No.3848546 [Report] >>3848963 >>3848965 >>3859200
>>3848107
you're not supposed to go back. The Dungeon™ isn't a field trip or your grandpa's moldy basement, it's a cursed pit of horrors many of whom enter won't survive to tell the tale. not only should you not be able to return to the town once you enter the dungeon you shouldn't even be able to keep playing the same save file after dying. that's why Rogue was such a revolutionary game as it's the only real dungeon crawler that truly evokes the feeling of embarking on a deathly quest with no way back.
Anonymous No.3848677 [Report] >>3852908
>>3848517
Wizardry had an elevator, though.
Anonymous No.3848963 [Report]
>>3848546
perfect example of how "revolutionary" does not always equal "good"
Anonymous No.3848965 [Report] >>3849372 >>3858522
>>3848546
>that's why Rogue was such a revolutionary game
That's also why the gameplay model was essentially completely dropped once the novelty wore off. It's only seen a resurgance as of late because people finally have attention spans so short that playing an RPG with zero continuity where you never have to remember what you were doing has become a legitimately marketable concept.
Anonymous No.3848997 [Report] >>3849385 >>3863619
>>3848107
the adventurers never actually return to the surface but (You) as the one who hired them get to send them supplies every now and then
your income isn't derived from loot (which hasn't been brought back to town, obviously) but rather bounties from the floor bosses they defeat, which (You) get to collect from the guild or the kingdom in their stead. also your character's business model is that you spend like 20% of the money from a given bounty on supplies and pocket the rest - it's not like they'll ever come back to claim their half anyway
Anonymous No.3849372 [Report] >>3849784
>>3848965
>That's also why the gameplay model was essentially completely dropped once the novelty wore off.
You do know about the genre it founded, right?
Anonymous No.3849384 [Report]
>>3840307
Dang, good post.
Anonymous No.3849385 [Report]
>>3848997
I'm not in favor of never coming back to town. The town should simply update with your progress to further build immersion (RDR2). However, I very much like your idea about loot not coming shitty weapons. D4 broke this concept so hard with endless fucking shit thrown at the player I had to stop playing. Especially when they seemed to build mechanics to recycle weapons. It makes you feel like a trash collector, a garbage man, instead of a warrior. Weapons should be interesting to the user, not a wave of shit to dig through. So I'm on board with this. And to add to that, what is so fucking bad about vendors just having good shit to buy. Like ya, explore, kill, that's cool. But it's fucking fun going to town and seeing some epic armor set that is actually worth buying. Like at some point we decided vendors only sell shit and I don't like it.
Anonymous No.3849784 [Report] >>3857376
>>3849372
>zangband
Anonymous No.3850271 [Report]
>>3848107
no. fuck you. you get out the same way you came in.
Anonymous No.3850785 [Report] >>3852519
>>3848107
The one thing extraction shooters got right is making the way out as dangerous, if not more.
Anonymous No.3850840 [Report]
>>3840499
Themed branches and shortcuts do not another dungeon make.
Anonymous No.3852294 [Report]
>>3843825
its the original world of SAO that the crazy dev traps everyone in
Anonymous No.3852308 [Report]
etrian odyssey :D
Anonymous No.3852309 [Report] >>3852315
>>3848107
>return
you camp in the dungeon. there's no returning until the task is done
Anonymous No.3852315 [Report]
>>3852309
>gelatinous cubes eat your waifus while they're sleeping
HUH WHAT NOW ANON
Anonymous No.3852344 [Report]
>>3848107
Like a boat?
Anonymous No.3852398 [Report]
>>3848107
Anonymous No.3852514 [Report]
>>3847593
That isn't an RPG!
Anonymous No.3852519 [Report] >>3852933
>>3848107
Different game but I think the OP model is trash anyway, how Zelda did it wasn't bad.

>>3850785
That is ideal and I would like to see more of it, though.
Anonymous No.3852908 [Report]
>>3848677
>>>>>>>using the default portraits
Anonymous No.3852931 [Report]
>>3841182
Sounds gay
Anonymous No.3852932 [Report] >>3853757
>>3840269 (OP)
Which RPGs that are not Dungeon crawlers even follow this formula?
Anonymous No.3852933 [Report] >>3857245
>>3852519
Zelda 1 the games RPGs should strive to be. With the exception of the combat, that is not RPG enough, of course.
Anonymous No.3853756 [Report]
Any games with the sense of despair and danger as in Fear & Hunger? Doesn't have to be edgy.
Anonymous No.3853757 [Report] >>3854046
>>3852932
Are there RPGs that don't have dungeons at all?
Anonymous No.3853759 [Report]
>>3848107
Finding and building shortcuts
Anonymous No.3853760 [Report] >>3853810 >>3858440
>>3840275
i can't think of a single game that does this, i think you may have invented a new genre
Anonymous No.3853761 [Report] >>3853877
>>3840269 (OP)
I can't draw, but imagine the giant underground dungeon but with no surface entrance. Instead there are a dozen mini dungeons that all connect to the megadungeon somehow.
Anonymous No.3853810 [Report]
>>3853760
It's the first SaGa on GameBoy. A couple people in the thread already got it.
Anonymous No.3853877 [Report]
>>3853761
and then your character sees daylight for the first time in the true ending
Anonymous No.3854046 [Report]
>>3853757
Nigga, the sort of Dungeon in the picture of this very thread is a megadungeon.
Anonymous No.3857232 [Report]
>>3848107
elevator
floor bosses hold keys
Anonymous No.3857245 [Report] >>3857800 >>3857840 >>3857887 >>3858496
>>3852933
labels are retarded bcuz Zelda 1 was technically "Metroidvania" before either Metroid or Castlevania existed.
>all labels are for retards no exceptions
>all labels are for retards no exceptions
>all labels are for retards no exceptions
>all labels are for retards no exceptions
>all labels are for retards no exceptions
>all labels are for retards no exceptions
Anonymous No.3857250 [Report] >>3857328 >>3857360
>>3840269 (OP)
I actually hate this usually. You're cutting out the frigging adventure!!!
Anonymous No.3857328 [Report]
>>3857250
Adventure is a separate genre
Anonymous No.3857360 [Report]
>>3857250
the adventure is the dungeon
the dungeon doesn't have to be stone corridors; it can be a self-contained world with tons of different biomes
Anonymous No.3857374 [Report]
>>3841712
w-what is that game. what is that... thing
Anonymous No.3857376 [Report]
>>3849784
i somehow ended up playing zangband in like 2005 as my first ever roguelike, i dont think it was even popular still. no idea how i even found it but damn was it cool
Anonymous No.3857457 [Report]
>>3841966
Reach the warmer depths of the earth to escape cold when sun disappears.
Reach the top of the tower to jump off (kys) after you defeat you mental baggage demons along the way...
Maybe it's a soldier climbing tower levels to get a good vantage point for laser guidance or lighting some beacon of gondor equivalent or some shit.
Really you can do almost anything.
Anonymous No.3857800 [Report]
>>3857245
Zelda 1 isn't a platformer though.
Anonymous No.3857840 [Report]
>>3857245
Labels are not retarded; labels serve the purpose of determinung the essence of things is a language understable and aprehensible to us.
Though some mechanics in Zelda remind us of rpgs or of metroidvania, these have a lot more to do with the origins of the game or of the label, respectively.
Anonymous No.3857887 [Report]
>>3857245
>categories aren't real because Diablo was technically a "Diablo clone" before "Diablo clones" existed
Anonymous No.3858377 [Report]
>>3840269 (OP)
>use the resources of the dungeons to build the towns
Woah
Anonymous No.3858422 [Report] >>3858503
>>3840269 (OP)
I don't really like single town RPGs cause I like finding new places. The last story really cemented that for me. Going back to the same town over and over again just isn't exciting for me.
Anonymous No.3858440 [Report]
>>3853760
shiren
Anonymous No.3858496 [Report] >>3858501
>>3857245
>get asked what kind of games you like
>trail off into unintelligible word salad because you refuse to use the language you speak the way it was intended
there are always cunts like you and nobody likes talking to them, its a good thing it doesnt take long for you to show how much of a retard you are.

Do you think youre smarter for refusing to use "labels" in conversation? fuck off and stop speaking to other people
Anonymous No.3858501 [Report] >>3858506 >>3859209
>>3858496
>Books were invented by Gutenberg in the fifteenth century and are, like all other inventions five centuries old, hopelessly archaic," Justin Case often said.
>He also liked to categorize books as "linear," "Aristotelian," and, when he was especially rhetorical, "paleolithic"; he justified this last adjective on the grounds that books consisted of *words*, an Old Stone Age invention.
Anonymous No.3858503 [Report] >>3859211
>>3858422
I dont like multi town RPG if every single settlement in the game is story relevant. theres no exploration and no real freedom if the narrative just guides me to every single town through paths that were locked by a plot contrivance.

>Velfulfia is a town across a mountain
>the mountain is midgame and the path through is blocked
>you have to complete quests for the Baklava dwarfs
>defeating the boss that caused their issue blows a hole in the mountain
>Velfulfia JUST SO HAPPENS to have stronger weapons, items and new gameplay features- and would you look at that! more plot.

I want a map. some horseshit random dotted settlements and i want to be investigative in my story progression. I want to wander into an irrelevant FuckTown and do a job for a drunk guy that gets me a Velfulfia tier weapon before i get a lead on how to get to Velfulfia from some other FuckTown or happen across the mountain pass myself.

TLDR; im playing survival crafting RPGs in lieu of modern handholdy shit for 9 year olds
Anonymous No.3858506 [Report]
>>3858501
Very nice anecdote but what has this got to do with explaining to other people the groups of facets of things you enjoy in 2025? that said
>No RPG where the CHA stat is just the ability to refuse to engage in normal conversation mechanics on the basis they arent real.
>gain 50% shop discount by arguing that monetary value is a fake concept
Anonymous No.3858517 [Report]
>>3840275
Did someone say FINAL FANTASY LEGEND???
Anonymous No.3858519 [Report]
>>3840484
>herpderp
>everything I don't like gets the epithet "slop" appended because I have the vocabulary of a brainrotted zoomzoom on TikTok
>Diablo is the oldest bideo meme I know about
>and obviously Diablo isn't an RPG because there is now a name for the subgenre which has grown large enough to finally be considered distinct even though it was not considered to be so distinct in those days
>oh no, I've been filtered, so everyone on foreskan must know of this!
Anonymous No.3858522 [Report]
>>3848965
Rogue-likes are popular currently, yes. But they have never not been popular. They've grown in popularity from being merely popular to being a dominant format.
Because there isn't anything wrong with the format, for starters. And for seconds because there are so many really good rogue-likes.
And for thirds, just for the record, rogue-likes are not short-attention-span games. I have no fucking idea where you're getting that from but it's just so fucking stupidly, obviously wrong.
Anonymous No.3858525 [Report] >>3859208 >>3859213 >>3859299
>>3848107
In the oldest school, you don't. The town doesn't serve much purpose past the opening credits. For the less grimdank style of games, the town is mostly there to trade for consumables and upgrades before going back in, yes, and access to these services is gated behind consumables. So modern game design has simplified this interaction to provide the functionality of those services without the immersion-breaking tedium of actually *going* back to the town. For example by having shops located in the dungeon (monster merchants or intrepid adventuring entrepreneurs)... or by having an inventory management and loot generation system by which the player is expected to just drop what they don't need and "live off the land" as they go. Which as you probably have realized by now is actually just a return to the format of the original old school.

It turns out, you do not fucking need the town. It's a stupid formality which doesn't serve any real gameplay purpose at all. Since it doesn't have any reason to be in the game, it's been gotten rid of in those games designed to focus the narrative on the exploration of and drama of entrapment within the dungeon.
Anonymous No.3859195 [Report]
>>3845807
You forgot the church to maybe revive fallen party members.
Anonymous No.3859200 [Report]
>>3848546
You can go back the way you came in rogue.
Anonymous No.3859208 [Report]
>>3858525
The town is for using the tavern to recruit new members to replace the ones who died.
It depends on how you want to build your game, but having to go back to heal and get ressources so you can explore deeper and deeper each times is fun.
Anonymous No.3859209 [Report]
>>3858501
The printing press has absolutely no relation to the concept of book itself. A book is an ordered collection of media designed to hold written text and perhaps illustrations in addition to the text. Several scrolls in a box is a book. A sheet of vellum folded in two and with text on at least two pages is a book. The kinds of books different from those we know them as now are inconvenient to use, store, distribute and there are many other things wrong with them, but they are conceptually still books.

Oh, you know what's a pretty old and very famous book? The Decalogue.
Anonymous No.3859211 [Report]
>>3858503
>modern handholdy shit for 9 year olds
>modern
When you just described FF1.
Anonymous No.3859213 [Report] >>3859474
>>3858525
>For example by having shops located in the dungeon (monster merchants or intrepid adventuring entrepreneurs)
This is the absolute worst design choice in various dungeon crawlers and I'm slowly becoming incapable of tolerating games with that shit in it. It completely shatters verisimilitude that some random faggot just sits in a room with all those goods and monsters just leave him alone. That he doesn't need food, that he can teleport at will or whatever to restock, literally each and every thing about dungeon shops is pants on head retarded.
Anonymous No.3859299 [Report] >>3859492 >>3859625
>>3858525
>you do not fucking need the town
You do in fact need the town unless you want the player to trade and treat with the satanic monsters of the dungeon as if they're people.
The town is the pure representation of humanity and the ideals of civilisation.
Modern gamedesign where goblins and orcs and dark-elves and other satanic monsters are somehow talkable interractable creatures breaks with the fundamental RPG story device, where you are the champion of the faith and humanity for no gain except the endless jewish relativisation of evil.
"Not all goblins are bad" LMAO
Anonymous No.3859474 [Report] >>3859594
>>3859213
>he doesn't use pit one dungeon faction against another using bribes
>he doesn't hire a leet adventurer to protect his shop
>he doesn't deploy the latest in magickal and alchemical defenses around his shoppe
>he doesn't develop trade routes to the surface to resupply, and export treasures
>he doesn't dine on the finest in exotic monster-based dishes
>he doesn't employ dungeon denizens to loot fallen adventurer gear and sell it to him wholesale
bro do you even into dungeon macroeconomics?
Anonymous No.3859492 [Report]
>>3859299
>goblins and orcs and dark-elves and other satanic monsters
lmao
Anonymous No.3859594 [Report] >>3859631
>>3859474
Half of those are completely implausible, half would need at least some token representation inside the actual game. It is of the same nature as monsters spawning out of thin fucking air except at least in some cases you can wave that away with a "it crawled through some small crack" or "it stepped on a teleport trap somewhere far, where you can't ever reach in the game's scope". It's bad but just barely tolerable. Shops are past that line. Well past.
Anonymous No.3859625 [Report] >>3863595 >>3863631 >>3863670
>>3859299
Civilization is inherently Satanic. Building cities is a way to cope with having to live in the world and work for a living, which is God's punishment for the original sin.
Anonymous No.3859631 [Report]
>>3859594
Dungeon shops are cool because it's nice to find them. That's it. They are certainly unrealistic, but they are usually found in games that are very gamey and tongue in cheek anyway.
Anonymous No.3863470 [Report]
>>3840439
isn't this just SAO season 2?
Anonymous No.3863595 [Report] >>3863598 >>3863670
>>3840275
This is indeed the basis for one of the greatest RPGs ever.

>>3859625
To add to this, reminder that the first big event that happens after they are expelled from the natural world is that their two sons try different ways of managing. One becomes a shepherd which was traditionally a semi nomadic life of tending flocks. The other became a settled farmer who would stay in place, work one chunk of land and go on to lead to the building of towns, cities, walls etc. God looked at the two, he blessed the son who was the shepherd, he did not bless the son who was the farmer. So the son who was the farmer mudered the shepard, in the world's first act of such horror. Then his sons eventually go on to create weapons of war.

The Bible is really a series of stories abouthow humans do understand the will of the Universe and what is intrinsically good and right, but we consistently do the opposite out of hubris and arrogance.
Anonymous No.3863598 [Report] >>3863670
>>3863595
>The Bible is really a series of stories abouthow humans do understand the will of the Universe and what is intrinsically good and right, but we consistently do the opposite out of hubris and arrogance.
Accurate.
>t. read the entire OT
Anonymous No.3863602 [Report]
>>3840275
Nethack
Anonymous No.3863619 [Report]
>>3848997
shalom
Anonymous No.3863631 [Report] >>3863741
>>3859625
I dunno, I feel like civilization is actually pretty fun and comfy.
I don't really care at all what silly fairy book characters think about what I enjoy. They aren't real. Why aren't you worried about whether you're doing what Gandalf thinks you should do? How come you aren't worried about impressing Obi-wan Kenobi? Why don't you fear Dumbledore's wrath?
Anonymous No.3863663 [Report]
>>3848107
return to town?
Anonymous No.3863670 [Report] >>3863695 >>3863741
>>3859625
>>3863595
>>3863598
>we should lead extremely primitive lives and shun technology, fellow gentiles
>don't worry about some cataclysm wiping all of you - I mean us - out, it will totally never happen
Anonymous No.3863682 [Report]
>>3840275
there WILL be a Rengoku 3
Anonymous No.3863690 [Report]
>>3840439
>die glocke land
Anonymous No.3863695 [Report]
>>3863670
No, that's not right at all. Man's natural place is to live in ignorant bliss in Paradise, but obviously we're not in Paradise now. Man was cast out, to this place where the ground is cursed and grows thorns and thistles unless carefully managed, where survival must be earned through painful toil and sweat. Mastering technology is an absolute necessity to survive in such a world as this.
Anonymous No.3863741 [Report] >>3863768
>>3863631
>>3863670
When a crow wakes up in the morning, it will have to go out and find something to eat and it might need to maintain it's nest, but it doesn't have a job to go to rent to pay or need money to buy thingsto eat. It's just a free part of the whole of things.
Anonymous No.3863768 [Report]
>>3863741
That freedom ends when the crow meets another crow. Both of you are needlessly and likely deliberately oversimplifying matters to serve your (((agenda))). God is above such trivial things. Man's spirit and virtue is what matters, not his day to day activities.