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The /vg/roguelike FAQ 
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Index:
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1. What is a roguelike?
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2. What makes a game a roguelike?
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2.1. Is [generic dungeon crawler/rpg] a roguelike?
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2.2. Is FTL a roguelike?
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2.3. Is BoI a roguelike?
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2.4. Is Spelunky a roguelike?
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3. Why is permadeath important?
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3.1. What is `savescumming`, and why is it bad?
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4. I'm new to the genre. What game should I start playing?
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5. The pastas are wrong/ something is missing
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6. Can you give me some beginners tips for [some roguelike]?
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7. Why doesn't anyone post about X game?
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8. Why do I suck at [roguelike]?
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8.1 Why does de RNG hates me?
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9. What happens with Dungeons of Dredmor (DoD)?
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9.1. Why don't you like dredmor?
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10. Why don't you like Elona?
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11. Why don't you like tome4?
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12. Why nobody posts about DF?
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13. Who is this dicksman everyone talks about?
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14. Why are you such elitist faggots?
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_____________________
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1. What is a roguelike?
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The roguelike is a sub-genre of role-playing video games, characterized by level randomization, permanent death, and turn-based movement. Most roguelikes feature ASCII graphics, with newer ones increasingly offering tile-based graphics. Games are typically dungeon crawls, with many monsters, items, and environmental features. Computer roguelikes usually employ the majority of the keyboard to facilitate interaction with items and the environment. The name of the genre comes from the 1980 game Rogue. 
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[http://en.wikipedia.org/wiki/Roguelike]
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There are other interpretations, but the most important factors are always: permadeath, turn based action, resource management and randomly generated worlds. If any of these is missing, the game won't be a roguelike.
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2.1. 	Is [generic dungeon crawler/rpg] a roguelike?
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Most likely, not. For games who fit certain (but not all) roguelike requirements the term roguelike-like has been coined.
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However, due to the broad nature of the Berlin Interpretation, almost any game coul be considered a roguelike, rendering it almost useless, so more strict definitions on what makes a roguelike have been made. Currently, one of the most accepted interpretations in /vg/ is that a game is a roguelike if and only if it has these 4 elements:
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Permadeath - Might be optional or have ways to cheat (eg. Wizard mode), but it has to be a core element of the game.
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Turn Based - Roguelikes are about thinking, not about quick reflex.
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Grid Based - Everything happens in a grid, where every element of the game use a set space, usually one tile, although some games have multitiled monsters or structures.
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Randomly generated content - Since (perma)death is so common in RLs, every new game has to be different, to make each run different. 
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2.1. Is [generic dungeon crawler/rpg] a roguelike?
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Most likely, not. For games who fit certain (but not all) roguelike requirements the term roguelike-like has been coined. 
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2.2. Is FTL (Faster than Light) a roguelike?
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No. It has roguelike elements (permadeath, resource management, random content) but it isn't turn or grid based, thus, being only a roguelike-like.
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2.3. Is BoI (Binding of Isaac) a roguelike?
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No. Just like FTL, it has some roguelike elements, but lack of turn based action makes it a shooter or at best, a roguelike-like, not a roguelike.
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2.4. Is Spelunky a roguelike?
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No. It also does have some roguelike elements, but lack of turn based action makes it a platformer or at best, a roguelike-like, not a roguelike.
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3. Why is permadeath important?
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It encourages careful decision making and forces you to learn from your mistakes. Roguelikes are supposed to be complex and unforgivin, but compensate that by making any game unique.
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3.1. What is `savescumming`, and why is it bad?
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Savescumming is the act of making backups of your save files to revive a death character.
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It goes against what roguelike are meant to be played, and goes directly against you as a player, since you won't learn from your mistakes. Also, it encourages bad playing, since your can always reverse you decisions.
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4. I'm new to the genre. What game should I start playing?
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You should read the "What to play" pasta in the OP for more detailed info and links.
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However, some of the most recommended games for new players are: DCSS, DoomRL and Brogue. Note that Brogue is in ASCII, but is a gorgeous and fairly simple to get the hang on.
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5. The pastas are wrong/ something is missing
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The pastas (even this one) are a colaborative effort of all the people who post in the threads. As such, they are open for anyone to propose and make modifications. Just do them yourself, and don't expect someone else to do it.
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5.1.  How do I take a screenshot? 
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Press Alt+Prt Scrn to take pic of your currently open program. Then open paint (or whatever), paste it (ctrl+v) and save it.
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6. Can you give me some beginners tips for [some roguelike]?
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First, check the game pasta if it has one. They are made to help people get started. If you still have some problem, ask.
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7. Why doesn't anyone post about X game?
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Maybe you should start the conversation by posting screenshots or stories about the game. Posting pics of a gamerun is a decent way to get people interested, specially in older or lesser known games.
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8. Why do I suck at [roguelike]?
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While the exact cause of your deaths are infinite, 99% of the time the fault is on your side. You should track down your own mistakes and avoid them the next time. You will find out that if you are dying stupidly, is because you are being reckless, not evaluating well the dangers or ignoring your options. Fighting and running aren't your only choices when you have magic, scrolls, wands, potions or whatever to aid you. Gods have uses too.
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8.1 Why does de RNG hates me?
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It doesn't.  The RNG is just that: random, and will be benefical as much as it will be detrimental to you. We don't hear you complaining when you find a +99/+99 sword of world destruction on D:1, do we?
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9. What happens with Dungeons of Dredmor (DoD)?
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While you can talk it here, don't expect everyone to answer to your posts positively. Its status as a roguelike is undiscussed, but the overall reaction towards it is pretty bad, at least in these threads. 
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9.1. Why don't you like dredmor?
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The reasons most commonly given are:
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Game's shallow and casual making it boring and easy to break. 
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It encourages grinding.
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It lacks diagonal movement (and attack), restricting even more the already limited combat options.
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You have to buy it. Most roguelike provide a better gaming exerience free, why pay for an inferior product? Also, DLCs!
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It's graphics look terrible, and the animations make everything slow as fuck.
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The humor is terrible. 
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10. Why don't you like Elona?
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We did, we liked it so much it dominated the discussion enough to warrant creating a whole different thread specifically for it, which prospered until it quickly degenerated.
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Some People don't like it because it has no enforced permadeath, and the fact that it has several traits taken from the JRPGs, which make some people discuss it's roguelike nature and lead to the "JRPG general is that way" trolling.
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11. Why don't you like tome4?
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The reasons most commonly given are:
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RNG deaths: The point of permadeath is that you could have done something to avoid it. Some ToMe deaths are unavoidable (literally, first boss can stun lock your IIRC just 'cause, and you need a resistance for it, BUT YOU DON'T GET IT 100% OF THE TIME! also some bosses just stun lock you)and some stuff can hit you even from out your LoS.
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Unlocks: No. I want to play my game with all the options on the game from the start, i don't want to unlock things. (This can be fixed by tweaking stuff in the .txt files, though)
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Imbalanced: Clearly some classes are absurdly broken.
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Art style: Some people don't like it.
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Too convulse: it's like playing WoW with addons, there is too much shit on the screen sometimes.
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12. Why nobody posts about DF?
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Because it has its own threads.
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13. Who is this dicksman everyone talks about?
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He is a guy who started playing DCSS and posting pics of his progress. He won several times (and got incredibly far in his other attempts) just by playing craefully, even when he was new to the game.
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14. Why are you such elitist faggots?
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Fuck off, /v/.