COLUMN: @Play: Crawlapalooza Part 2: What's With All These Skills, Anyway?
['@ Play' is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre. This time, he continues a length series on roguelike Dungeon Crawl Stone Soup by examining its intriguing - but complex - skill-based gameplay system.]
In Part 1 of this article series, we examined the experience and skill advancement system of that rising star of roguelikedom, Dungeon Crawl Stone Soup. It’s a mixture of a straight-forward level gaining mechanism and a practice system that balances out the problems with characters doing something over and over just to gain skill by requiring he kill monsters to provide the fuel for advancement.
Like how Nethack, in many ways, is best experienced playing via telnet, with a community score list to place on and player ghosts to encounter, so is Crawl (although it tends to make Crawl games harder rather than easier, due to ghosts being so much more dangerous there). The two primary places you can play Dungeon Crawl Stone Soup online is at crawl.akrasiac.org for the current stable version and crawl.develz.com for the current development version. Both versions are ASCII only, and Windows users will probably have to install PuTTY. Helpful instructions can be found on the akrasaic site.
(Warning: This is a full examination of all of Crawl's many skills. This article is quite lengthy!)
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Despite the great obstacles to making roguelikes work as multiplayer games they have long had a substantial online presence, and a big part of this is the relative ease in setting up terminal-based, ASCII games for playing over the internet via telnet, SSH, or some other form of remote console.
['@ Play' is 
Earl wasn't a very good driver. They crashed.






