- The meaning of the Hero Trap (based on Darren's blog post on Rogues and Heroes)
- FTL's giant alien spiders
- The problem with non-roguelikers trying to be a hero and following hero conditioning from other games
- Completionism and wanting to explore every nook and cranny, and how this gets reinforced by progression mechanics (and can thus be countered)
- Managing player expectations, by making challenge spikes obvious and not having too many windshields
- The puppy quest in ADOM as the quintessential Hero Trap - new players are fixated by it whilst veterans ignore it
- Setting up the player as a rogue rather than a hero
- Teaching players to be rogueish in the tutorial, such as in Sil and Powder (both of which will likely kill you in the tutorial too!)
- Teaching players early on in the game with mechanics, such as giving escape items and including monsters that must be run away from
- The problem of running away not giving experience/items, thus discouraging the player from doing it for power purposes. Brogue, Incursion and Sil all get around this problem with their progression systems.
- Having stealth as the noob default instead of mindless killing
- Scaling player power going against the rogue feeling
- The hero trap in advancement choices - players choosing raw power over escape abilities or tactical options
- How the game theme impacts on the player's view of their character. Medieval fantasy theme is very poor for this, but post-apocalyptic favours more desperate characters.
- How can we make fantasy less hero-y? Various quest and background ideas to play around and subvert the usual tropes.
- Teaching the reality of risk in roguelikes, since other games tend not to have real risk without permadeath
- Use and misuse of resources, and correct use of rogue-ish tricks instead "heroic" brute force
- Dungeonmans' very blunt message that you are not a hero
Join us next time on Roguelike Radio for a discussion of taking inspiration from board games.