Difference between revisions of "Story"

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(Undo revision 162190 by MrSurvivor1997 (talk) nnnno it's not - none of those are relevant to the plot. Plot =/= setting)
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The beginning of a player's '''story''' is described in the [[Introduction]]: the player must give the [[Amulet of Yendor]] to their god or die trying. There are some points in the game that extend or even contradict the plot described in the Introduction. However even with those extra details the story is still simple, perhaps deliberately so.
  
|This page should explain storyline of NetHack as a whole, because everything about it is currently on dozens of different pages. Where is the hero from (Home-level)? Hero does the Quest to save people of his homeland (?). After that he must find Amulet of Yendor for his God. As result, he will gain immortality. Some details of the world; Castle, Astral Plane, Oracle etc. I think most of that is in game but not in wiki.
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Instead of an elaborate written plot, NetHack has a series of unique levels that the player must visit to gain certain items or perform certain actions necessary for [[ascension]]. The exact layout of NetHack's levels is described in the [[Mazes of Menace]] article.
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== Plot beyond the Introduction ==
  
You were born a chosen one, heralded from birth as an instrument of one of twenty three deities. Your destiny is to acquire the [[Amulet of Yendor]] for your God and attain immortality.
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* The player must be approved by their [[quest leader]] before going on the [[Quest]]. Failing to gain this approval may render the game [[unwinnable]], putting some limitations on how players can act prior the Quest.
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* The player can change their god using a cross-aligned [[altar]] or [[helm of opposite alignment]]
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** The player cannot ever serve [[Marduk]], who is never mentioned after the Introduction.
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** The player cannot ever serve [[Moloch]], in fact he kills players who [[Amulet of Yendor#Offering to Moloch|offer him the Amulet]].
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* The [[Amulet of Yendor]] is described in the Introduction as "the most powerful of all the artifacts of the gods"; however, wearing it does not offer much power to the player. It is mainly only useful to the gods.
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* The player can [[Escaping the dungeon|escape the dungeon]] without offering the Amulet to their god. This is not considered a win.
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* The [[Astral Plane]] includes [[Riders#The_Four_Horsemen|the four Horsemen of the Apocalypse]].
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* The "good ending" to the player's story is [[ascension]].
  
After recognising your destiny, you have set off to the entrance of the [[Mazes of Menace]]. The amulet is thought to be somewhere beneath the [[Valley of the Dead]].
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== Why the plot is simple ==
  
Thankfully, very few actions are mandatory, many features are randomized, and there are many ways to achieve almost anything. This adds to the strategic challenge and makes the game interesting to replay. As a side effect, there is almost no "story" in the sense of most other games.
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In NetHack, very few actions are mandatory, many features are randomized, and there are many ways to achieve almost anything. This adds to the strategic challenge and makes the game interesting to replay. As a side effect, there is almost no story in the sense of most other games. Indeed, a pre-written plot would hinder the random element of the gameplay. Without a script, the game is free to continue along any line the player wishes, with few actions having dramatic consequences.
  
==See Also==
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==See also==
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* [[User:Tomsod/YANIs_and_patches/Infidel]], a patch adding an "Infidel" role with a significantly changed plot
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* [[Binder (dNetHack role)|Binder]] and [[Anachrononaut]], two [[dNetHack]] roles that also play with the game's premise
 
* [http://www.gamesetwatch.com/2010/05/column_play_purposes_for_rando.php @Play: Purposes for Randomization in Game Design]
 
* [http://www.gamesetwatch.com/2010/05/column_play_purposes_for_rando.php @Play: Purposes for Randomization in Game Design]
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[[Category:Your character]]

Latest revision as of 01:31, 13 February 2024

The beginning of a player's story is described in the Introduction: the player must give the Amulet of Yendor to their god or die trying. There are some points in the game that extend or even contradict the plot described in the Introduction. However even with those extra details the story is still simple, perhaps deliberately so.

Instead of an elaborate written plot, NetHack has a series of unique levels that the player must visit to gain certain items or perform certain actions necessary for ascension. The exact layout of NetHack's levels is described in the Mazes of Menace article.

Plot beyond the Introduction

Why the plot is simple

In NetHack, very few actions are mandatory, many features are randomized, and there are many ways to achieve almost anything. This adds to the strategic challenge and makes the game interesting to replay. As a side effect, there is almost no story in the sense of most other games. Indeed, a pre-written plot would hinder the random element of the gameplay. Without a script, the game is free to continue along any line the player wishes, with few actions having dramatic consequences.

See also