![]() The two games famously differ in their approach to spoilers. In Crawl, it is probably already long obsolete and likely refers to monsters, items, or dungeon branches that no longer even exist in the modern game. In NetHack, obscure game knowledge that you acquired twenty years ago is still extremely valuable. In NetHack, unidentified scrolls are somewhat more dangerous than unidentified potions in Crawl, unidentified potions are uniformly more dangerous than unidentified scrolls. Both games have conduct challenges of various kinds to make the game even harder. The poison was deadly.") and in terms of allowing the player to take actions that foreseeablely result in waste or instant death.Ĭrawl has more replay value in terms of different ways to win, and even different definitions of what counts as winning. many more distinct ways to use a given item), and is crueler both in terms of unavoidable deaths ("The spikes were poisoned. NetHack is older, funnier, prioritizes and facilitates obscure knowledge on the player's part more (e.g., complicated techniques for identifying items that require memorization), has more complicated interactions between and among items, players, and the environment (e.g. I was once going to write 20,000 words or so on this question, but haven't gotten to it yet.Ĭrawl is much newer, much more actively developed, much more prone to radically change from version to version, much less based on learning details through experience, much more helpful to the player in the UI (both in terms of features like autoexplore, autofight, autotravel, and item search, and in terms of proactively prompting you to avoid accidentally doing wasteful or pointless actions).
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