Hi,
The Iliad? Most definitely! And I've heard the same thing--play Curses and
you'll get another reference to Homer's blindness (apparently Graham thought
along the same lines).
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, May 05, 2010 11:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Combat descriptions

Well if you really want to be strict about it, ---- you might go back to 
homers' iniad.

over 2000 years ago, ---- and they stil! knew how to describe a fight.

Oh, and according to some sources i've seen, there's actually evidence Homer

was blind ;D.

Beware the grue!

Dark.
----- Original Message ----- 
From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Thursday, May 06, 2010 5:22 AM
Subject: Re: [Audyssey] Combat descriptions


> Hi,
> Also, remember that text has been here far, far, far, far longer than any
> audio or graphics, and has doing a marvelous job of describing things. 
> Just
> look at Dante's "The Devine Comedy", especially The Paradiso, and you'll 
> see
> exactly what I mean.
> Best Regards,
> Hayden
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Wednesday, May 05, 2010 9:42 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Combat descriptions
>
> Hi Dark,
> Yeah, that's what I'm talking about man. That sounds like one heck of
> a battle. I love text exactly for that kind of detail and description.
> Woo, that sounded cool!
>
>
> On 5/5/10, dark <d...@xgam.org> wrote:
>> With all the talk of rpgs and text games, I just came upon an absolutely
>> fantastic example of the power of text to transform a comparatively
>> uninteresting combat mechanic into something fun.
>>
>> Sinse the next gamebook from www.arborell.com, a Murder of Crows is due
> out
>> very soon, I decided to replay the first in the series, Shards of
> moonlight
>> (which has actually had a bit of a rewrite recently).
>>
>> I just had a combat with two stone statues that was, ---- from a 
>> mechanics
>> point of view, not particularly  interesting.
>>
>> This isn't the Gm's fault, sinse the Arborell gamebooks involve no
> internal
>> programming whatsoever just rolling dice and recording on a character
> sheet
>> like Lone wolf or fighting fantasy (though he has introduced tallents and
> a
>> crytical hits system into the mix recently).
>>
>> So, I went through a few rounds of progressively smacking the statues 
>> with
>> my hammer and being clobbered by their swords.
>>
>> However once I defeat them and turn to section 20, instead of just "and
> you
>> won" I get the following:
>>
>> The Stone Guardians rush your position, their intent obvious as they 
>> raise
>> their swords to attack. In the
>> darkness you stand your ground, unwilling to take a backward step no
> matter
>> how large the opponents you face.
>> Quickly you ready yourself, taking a tighter hold upon your warhammer. In
>> concert their weapons fall upon you
>> and the battle is joined.
>>
>> Under the power of their blows you falter, but only for a moment. The
>> Guardians are old, but powerful opponents
>> nonetheless. Against their assault you fall back then attack again,
> swinging
>> your hammer in a wide arc as the
>> Guardians try and force you from open ground and up against the walls of
> the
>> canyon. It is a desperate struggle,
>> the size of the Guardians an advantage that has you constantly on the
>> defensive, using all the strength you have
>> to deflect their enormous blades. They are not however, without weakness
> of
>> their own. A single blow from your
>> hammer has a startling effect upon the leg of one of your foes. The
>> Guardian's limb shatters in a shower of crystal
>> dust with the impact and it is then that the tide of the battle turns.
>>
>> Quickly you take advantage of this weakness, attacking the other and
>> smashing one of its legs as well. Both
>> Guardians struggle for their footing as you advance upon them and it is
> only
>> a matter of time before they lay as
>> piles of rubble in the darkness. You do not stop though. The battle is
> only
>> over when you are sure that they are
>> completely destroyed, and you hammer their remains until there is little
>> left that is recognisable. Only then do
>> you look to the entrance beyond and consider what it is that these
> obsidian
>> warriors guard so ruthlessly.
>>
>> Fantastic stuff, and a perfect example of how you can have an immersive
>> fight in text.
>>
>> While certainly some music would've been nice, ---- the description can
>> virtually stand alone.
>>
>> Beware the grue!
>>
>> Dark.
>> ---
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