I have high hopes. I am hoping, with Hellgate London's single player mode (the game being solo able), we will see a resurgence of variants. How much more variant friendly it is than games such as Guildwars remains to be seen, nonetheless, I think this is a good time to present an overview on variants. I am also taking this opportunity to reiterate what Realms Beyond is (since RB and variants are intrinsically inseparable), hoping to help new comers assimilate into the community.
Realms Beyond is founded on several key points, which is declared on every front page of each of RB sites.
- to seek challenge and fun, not simply 'high score' or 'the most elite stuff!'
- to excel is virtue
- to look to become friends with those you play with
- to treat others with respect, whether you agree with them or not
- to steadfastly avoid cheating
This is Realms Beyond's mission statement; this is our mission statement for whichever game we play.
(Side Note: Instead of linking to specific sub sites or sub forums, you would be doing everyone a favor when you direct people to the RB front door.)
Since many new comers may have bypassed the front door to RB, it's worth expanding this by saying the focus is on quality, not quantity. We're not interested in being a 'top site' or even have a large 'group'. But as we discover interesting new things about the game, we want to share that with others, especially if it involves greater challenge. Realms Beyond people (RBD - Realms Beyond Diablo, or now, maybe... Realms Beyond Diehards!) are one subset of a greater "Variant" community where we use **self-imposed** game restrictions to increase challenge, add a nice role-playing element, and push the game to its limits. If you're familiar at all with Diablo, you might know that a Sorcerer is fairly easy to play, in fact at high levels he can be grossly easy. Well try playing one who uses no items. That's a naked mage, and a nice variant. But why stop there?? Go Beyond!!! Wear no magic items EXCEPT cursed items!! See the player killers expression on his face when he sees your elite gear fall to the ground, like that Tin Ring of the Fool! You can't help but gain in skill as you learn how to master the "Beyond Naked Mage" (BNM).
Carrying that flavor over to all other games we play, we play not only regular games, but ones with honorable, and variant, rules. If you want to join an RB associated game, you do NOT have to be good. But if you're looking to learn, have fun, and can respect others in the game with civil posts and playing in a timely fashion, you're welcome!"
Let me also quote "Realms Beyond According to Sirian"
Simply put, we are scum, variant scum! Thus, in case where variants and normal characters play in the same game instance, we give variants the right-of way. The rules in which a variant is playing should be observed and respected. This is where tags come in. Tagging your name to the variant you're playing, such as KingOfPain[BNM], is a courtesy and a friendly reminder to other folks which variant you are playing. A tag informs your cooper the rules and restrictions you are under so others can take appropriate precaution and understand why you talk/act a certain way (don't take you for a jerk when you are role playing a [BRAG], for example). Likewise, it will help you to be a better person to coop with if you have a good knowledge of all the variants out there. This does not mean you have to know all the variants by heart but it's recommended to at least skim as much as you can; if only the ones you meet often. Ask what they are about if you are unsure.
The worse thing a player can do, especially in a game mixed with variants, is to bring and play an over powered character. It takes all the fun away from other players, variants or not. If you're killing much faster than your partners, don't go killing everything in sight and leave your partner nothing to do, unless your assistance is needed and asked for. This does not show you are a good player. It shows your character is over powered. What to do? Tone down you skills. Use a less powerful skill set, go to a harder area, take some items off, etc. This is only common sense if you want to be a good cooper, variant or not. It is also a good idea to ask them about bosses and quest objectives, just a quick rundown if they needed to be done in a certain way. We like to play together, most of the time if the rules are too imposing on non-variant players and when it won't be too much trouble for a repeat, we would just go with the flow and redo later. It's a matter of give and take.
Some hints how we usually operate under the Diablo system that may transfer well to Hellgate London:
- even when we are starting a new character needing all quests in normal act 1, we would join a normal game in process anyway to see who is in game. Usually, people already in game would gladly wrap up at a convenient stopping point and join a new game you host so you can get your quests.
- Start a game with a brand new character or one with the most quests open, so that more players needing quests may join.
- If someone lags out of your game, wait a reasonable amount of time before completing any quests they might have been working on with you.
- When a person joins a game, invite them into your party.
- If you join a pre-existing game and plan to clear a section of the game that has not been already cleared, ask the players in the game whether they mind if you clear that section. If they do not want you to clear this area then don't.
- This one is all common sense, alas, most ignored - Greet people when you log. Ask what is going down (so you may join in), and say what you wish to do (so others may join you).
Finally, if you want to maximize your coop-ability and party fun, do what RB regulars do - Have characters at different stages of the game so that you are able to join in most games with an appropriate character.
This might seem a lot to remember, and certainly more long-winded than I wanted to be. All it boils down to is this, have a little consideration/respect for other players and you will be rewarded by many game invites.
On Variants -
So what's this variants stuff, and more specifically, how does Realms Beyond define variant? I will let Charis explain this.
A short introduction of Charis is in order for those who did not have the good fortune to have met him.
He was one of the founders of RB, our resident math boy, and a superb human being.
Although this is written based on the Diablo series, I think it translates well to other games even if we might need to make some minor adjustments. Use the Diablo Variants Master List if you want to reference the various variants he mentioned in the following section.
A variant is NOT a Zealot, Whirlwind Bard or Bow-Zon (Diablo II)
A variant is NOT a Spirit Turret, Minion Master or Prot Monk (Guildwars)
Although you don't need to be into variants to have fun playing with us, you are missing out. I would highly recommend everyone to at least try out a couple of variants for the fun factor, camaraderie, and who knows, it will also improve your skill as a player. Start with something simple, something with less restrictive rules. It will only be difficult (if at all) in the beginning, besides, the most memorable gaming moments are the ones you really have to work for, when the risk factor is high. Variants bring player skill, tactic and strategy into play where it might otherwise be a mindless hack and slash games.
Your skill will improve over time the more you play variants. Using myself for an example - When I first heard about people playing Naked Mages and beat end game at level 30, (lvl 30 (level cap being lvl 50) being the earliest you can get to Hell/Hell difficulty in Classic Diablo.), solo, I was in disbelieve because my normal mage was in his mid 30s and still fooling around in Nightmare difficulty trying to get better items and spells. Upon some web surfing I came upon the Asylum, the home of the Beyond Naked Mage. I was saying to myself, WTF? This BNM is not only naked, he is required to wear nothing but cursed items, items that will hinder your characters abilities such as taking more damage when you get hit, minus max HitPoints and Mana, plus Light Radius so you would attract more monsters, minus Light Radius so you can't see too well, absolutely no Resistance to any form of attacks, etc., etc. And they solo Hell diff Diablo at 30!?!?
He was right it's about the hardest damn thing I could have imagined. But he was only right for so long. I too had a 3@30 BNM after awhile and moved on to Beyond Naked Warrior and Rogue. BNM became too easy. At around the same time, 3@30 had become rather common for variants. I have since turned my BNM into a variant of the BNSnob variant, one who used among other useless elite items, The Cranium Basher (minus 150 mana. That's a huge penalty, especially when mana is calculated in your chance to hit when using offensive spells) and a Constricting Ring (drains 1.25 life/sec). The Constricting Ring on a mage's measly HP means he had to self heal constantly; and without Mana Shield as a buffer he can only take 2-3 hits before he drops face down on the ground. Incidentally, this was the new era in the evolution of variants, in terms of challenge level - heavily restricted mages without the use of Mana Shield, such as the Geezer and Son of a Baron(Minimalist).
And then there's Ironman, the ultimate test of skill and endurance. Basically, you are a hardcore character and the game is over if you die (in single player). Ironman presents a lot more challenge than Hardcore/Survivor since you start with a new character and have to clear every area as you advance, and all the spells and items you use you find (no interaction with town folks). What that means is that if your items wear out, you are out of luck; and there is no repeating area to build up experience. When I started playing Ironman most people are happy to get out of Normal Churches (the first of 4 acts) alive. It wasn't until a year after near the end of 1999 one team managed to finally beat the game in Normal difficulty. There was much rejoice when the regular RB Ironman players heard the news, that team proved it can be done while we were still struggling in Cats (second act of 4). The RB gang was pumped into Ironman high gear which brought us to what I consider one of the golden eras of RB history. Although there were only a little more than a handful of regulars there were a lot of high quality discussions, discoveries and progress. It took only a month and a half after the first Ironman victory (Normal Diff) report when the RB gang claimed their first IM victory. It was another six months when yours truly posted about the death of KoPhanTom, my solo Ironman, in Hell Diff Cats.
A few good men were enough to make much noise and the game fun for all those involved.
Variants are not all we ever play. We also keep a few normal high powered characters around. It feels good to bring them out for some mindless hack and slash fun, after a long session of variant play.
It is also important to note that some variants are not meant to be able to beat the game (although we proved the variant's author wrong at times). Some are made just for goofing around and some are made as a pure support character with little to no killing power on their own. The thing is, rather than being goal oriented, enjoy the journey!
Well, that was a longwinded way to say your skill will improve over time the more you play variants, and have fun at the same time. I got carried away reliving some of the glorious moments, the fun and the camaraderie. If you don't give variants a fair shake, you are robbing yourself of some great gaming experiences!
Awesome that you are still with me after 13 pages
I have better snip the rest of the post (covering other variant concerns) and save it for another day.
Feel free to post your questions, comments and fond variant memories.
How's that for my 1000th post? Spam you later
KoP
PS: This post is mirrored on the HGL site HERE.
Realms Beyond is founded on several key points, which is declared on every front page of each of RB sites.
- to seek challenge and fun, not simply 'high score' or 'the most elite stuff!'
- to excel is virtue
- to look to become friends with those you play with
- to treat others with respect, whether you agree with them or not
- to steadfastly avoid cheating
This is Realms Beyond's mission statement; this is our mission statement for whichever game we play.
(Side Note: Instead of linking to specific sub sites or sub forums, you would be doing everyone a favor when you direct people to the RB front door.)
Since many new comers may have bypassed the front door to RB, it's worth expanding this by saying the focus is on quality, not quantity. We're not interested in being a 'top site' or even have a large 'group'. But as we discover interesting new things about the game, we want to share that with others, especially if it involves greater challenge. Realms Beyond people (RBD - Realms Beyond Diablo, or now, maybe... Realms Beyond Diehards!) are one subset of a greater "Variant" community where we use **self-imposed** game restrictions to increase challenge, add a nice role-playing element, and push the game to its limits. If you're familiar at all with Diablo, you might know that a Sorcerer is fairly easy to play, in fact at high levels he can be grossly easy. Well try playing one who uses no items. That's a naked mage, and a nice variant. But why stop there?? Go Beyond!!! Wear no magic items EXCEPT cursed items!! See the player killers expression on his face when he sees your elite gear fall to the ground, like that Tin Ring of the Fool! You can't help but gain in skill as you learn how to master the "Beyond Naked Mage" (BNM).
Carrying that flavor over to all other games we play, we play not only regular games, but ones with honorable, and variant, rules. If you want to join an RB associated game, you do NOT have to be good. But if you're looking to learn, have fun, and can respect others in the game with civil posts and playing in a timely fashion, you're welcome!"
Let me also quote "Realms Beyond According to Sirian"
Quote: The Realms Beyond is definitely not a clan.
* There is no "joining", no "signing up". Folks come and go as they wish.
* Anyone can give our activities a try if they are interested. Those who have a good time can come back for more any time.
* We're a loosely knit community sharing a common set of ideals about gaming. The primary ideal is to "play legitimately". It derives from the community's origins with Diablo 1 since 1997. Any of you familiar with that game will recall that cheats of all kinds were readily available and widely used, dominating public play on Battle.net. Realms Beyond players are not interested in cheats, trainers, etc. Our activities are structured in a way that offers many incentives to legitimate play and few if any incentives to cheat. There's just no glory to be had in it. We don't have ranks or rankings, we don't have high score boards. What we do have are skilled players and some rich traditions. Those attracted to our style of gaming may be relatively few, but they are out there, and we are always looking to make contact with kindred spirits.
* The secondary ideal is to seek challenge. If a game has a flaw in the design that can be exploited to massive advantage, we may agree as a community to restrict use of the option, or even ban it from our collective activities. That is to say, we may add our own rules to enhance the game environment. For example, in Diablo 1, the Sorcerer class was so strong, we would often play them without any use of items, just to increase the challenge and keep it interesting. Another example: in Civilization 3, the game mechanic allows the player to sign Right of Passage agreements with the AI's, and one can then carefully position multiple armies right on the doorstep of the target's cities, then betray the ally and attack. This effect makes no sense within the context of the game. (What civilization has ever been so gullible as not to see betrayal of that magnitude coming at them so clearly?) Only the combination of the turn-based nature of the game combined with several other factors allows this move. We've decided to disallow it from our activities. Just because the software allows you to do something, or cannot prevent you from doing something, doesn't mean (in our view) that it must be exploited. We believe the game is more fun to play without this option. Moves of this category are labeled "exploits" and taken off the table. We don't rush in to add rules for the sake of adding rules. The rules evolve over time, in response to imbalances or loopholes in the game that undermine enjoyment or defy reason. Those of you turned off by aspects of games that ruin the fun because they make the game too easy or warp the gameplay into something other than it set out to be, may find the standards, principles and cohesion at the Realms Beyond to be a safe haven from chaos.
* In seeking to embrace challenge, we also embrace variety. If you are the sort of player who finds a niche and never ventures out of it, such as playing the same race or game settings all the time, you won't have fun at RB. We thrive on creativity and variation, always looking for new challenges or scenarios that haven't been experienced yet.
* Because the Realms Beyond is years old (Since 1997), with continuous activity across our history, we have a rich culture already in place. There are bonds of shared gaming experiences, lots of good times our players have had together, which breed all kinds of "inside jokes" and references to past events. This may be offputting to some, but there's no elitism. People come and go all the time. It's very easy to participate. You just show up, familiarize yourself with any applicable rules (posted for easy reference) and play. The play is the thing. If you love the game, that will show, and you'll fit right in.
The Realms Beyond is not for everyone. And that's cool...
Simply put, we are scum, variant scum! Thus, in case where variants and normal characters play in the same game instance, we give variants the right-of way. The rules in which a variant is playing should be observed and respected. This is where tags come in. Tagging your name to the variant you're playing, such as KingOfPain[BNM], is a courtesy and a friendly reminder to other folks which variant you are playing. A tag informs your cooper the rules and restrictions you are under so others can take appropriate precaution and understand why you talk/act a certain way (don't take you for a jerk when you are role playing a [BRAG], for example). Likewise, it will help you to be a better person to coop with if you have a good knowledge of all the variants out there. This does not mean you have to know all the variants by heart but it's recommended to at least skim as much as you can; if only the ones you meet often. Ask what they are about if you are unsure.
The worse thing a player can do, especially in a game mixed with variants, is to bring and play an over powered character. It takes all the fun away from other players, variants or not. If you're killing much faster than your partners, don't go killing everything in sight and leave your partner nothing to do, unless your assistance is needed and asked for. This does not show you are a good player. It shows your character is over powered. What to do? Tone down you skills. Use a less powerful skill set, go to a harder area, take some items off, etc. This is only common sense if you want to be a good cooper, variant or not. It is also a good idea to ask them about bosses and quest objectives, just a quick rundown if they needed to be done in a certain way. We like to play together, most of the time if the rules are too imposing on non-variant players and when it won't be too much trouble for a repeat, we would just go with the flow and redo later. It's a matter of give and take.
Some hints how we usually operate under the Diablo system that may transfer well to Hellgate London:
- even when we are starting a new character needing all quests in normal act 1, we would join a normal game in process anyway to see who is in game. Usually, people already in game would gladly wrap up at a convenient stopping point and join a new game you host so you can get your quests.
- Start a game with a brand new character or one with the most quests open, so that more players needing quests may join.
- If someone lags out of your game, wait a reasonable amount of time before completing any quests they might have been working on with you.
- When a person joins a game, invite them into your party.
- If you join a pre-existing game and plan to clear a section of the game that has not been already cleared, ask the players in the game whether they mind if you clear that section. If they do not want you to clear this area then don't.
- This one is all common sense, alas, most ignored - Greet people when you log. Ask what is going down (so you may join in), and say what you wish to do (so others may join you).
Finally, if you want to maximize your coop-ability and party fun, do what RB regulars do - Have characters at different stages of the game so that you are able to join in most games with an appropriate character.
This might seem a lot to remember, and certainly more long-winded than I wanted to be. All it boils down to is this, have a little consideration/respect for other players and you will be rewarded by many game invites.
On Variants -
So what's this variants stuff, and more specifically, how does Realms Beyond define variant? I will let Charis explain this.
A short introduction of Charis is in order for those who did not have the good fortune to have met him.
Quote: The Twisted History of Variants by LemmingofGlory:
â¦And then came the Charis. Oh, yes, the scary, scary Charis. With him he brought a landmark variant: the Amazon! Though all was not well in the head, for the Amazon brought with it torrents of, as described by Cyrene, Can't Find The Boss Angst and the need for Rules Printout! Despite these seemingly scary turns of events, they only served to further dement the minds of those who were contained within the Asylum. And thus the Charis began to change the landscape of variants.
He started a site of his own to host his variants - and many did he have! Variants sprang from the Charis like weeds from a Chia Pet! And what's more, he play tested them all (dotted; made "official")! Official variants were tried-and-true characters, and with so many to choose from players were sucked into the gaping maw of the Asylum. While many escaped, some did not...
He was one of the founders of RB, our resident math boy, and a superb human being.
Although this is written based on the Diablo series, I think it translates well to other games even if we might need to make some minor adjustments. Use the Diablo Variants Master List if you want to reference the various variants he mentioned in the following section.
Quote: On Variants, Roles, Subclasses and Styles
After experimenting with some (heavily) multiclass characters and new variants that work for several classes, I wanted to overhaul an old post on the distinction between a 'variant' and a 'role'. At that time there were a few posts 'Hey I got a new variant!! A WarRioR that jUsT uses BladeZ!', as well as some variants that just had a few features and could be used with existing characters. Here let me clarify a few terms, and make some suggestions for enhancing your 'variant experience'.
Terms: Variant -
i) a system of play designed to differentiate, limit, and make a character more challenging;
ii) a character that plays by some variant set of rules.
Way -
A common set of defining elements that can be shared by anyone who wishes. e.g. The Beyond Naked Way includes 3 main variants, and several less common ones (BNAPM, BNSNOB). They share not only rules on items and over attitudes, but a delight in 'streaking'. You might consider Paladin, Cleric, ARCs, Diakons together as The Way of Light, while Ninja, Netherspawn and Assassins: The Way of Darkness. Living off the Land is another rich 'Way' of life for characters, as is Ultra Purity.
Subclass -
A distinctive atmosphere and guiding rules for a specific class of character. Many of these have breadth enough to have several different flavors (see below). e.g. Muscle Mage, Amazon, Barbarian, Goth. (Others have used 'subclass' to mean characters "act like they're supposed to", and variant for one class acting like another. I tend to avoid this usage.)
Aberrant -
One who goes far beyond the limits of normal behavior. With time, some forms of aberrant behavior come to be accepted as alternate, or even normal. (e.g., variants, or BNMs) Note this is as subjective as the definition of 'normal' e.g. CGW, FOM (and SNOBs would consider SOBs abberant)
Role -
A set of limitations or guidelines designed to add a role-playing element, which can be applied well to any existing class or subclass (for which the role elements are not illegal) e.g. Body Builder, Follower of Thor, Kin of Albrecht, Bloodguard, Perfectionist, Demoniac, Glutton for Punishment. e.g. Elf, Dwarf are roles that can be applied to several classes. This could equally be called a 'path'. For several, see:
Flavor -
A minor but distinctive component added to an otherwise common base set of elements. e.g. A Goth can be Vizigoth or Ostrogoth, and there are several 'Orders' as well. e.g. Elemental Wizards have four flavors. Savages have different flavors which depend on their class.
Style -
A chosen manner of playing consistent with a more broad set of allowed options e.g. Battle Mage, Arty Mage and Hybrid Mage. Or Bow-rogue, CAT-rogue, CC-style, S&S rogue. e.g. decide not to use Bastard, but only up to Broad Swords; prefers Crowns, hates Crowns, etc. e.g. make all lvl up points to dex until 8th lvl.
Mode -
A temporary or situtational playing style e.g. Stealth Mode, Recovery Mode, Axe Mode (for a young Amazon)
So What is a Variant?!
Simply put, any character that follows some imposed set of limits to be different or have more challenge. Using only hammers makes you a variant, although if this is the only restriction you won't find other beating down the door to play it. If you have a developed 'role' with an otherwise unrestricted class, it's a variant. A Muscle Mage (MM) can choose a body building path (BB) to make him a little different from other MM's. Or a sorcerer who doesn't want to give up spells can just be a BB variant. He should play that up then, wearing his Ring of Might instead of that newly found Drakes/Sorc Ring. Do not in anyway feel bad to take an existing variant and play it with an altered set of rules that *you* think is fun. At the same time, referring to your warrior who casts spells and wears jewelry as a Barbarian, or a max-resistance shield-wearing Viking will cause needless confusion. Sometimes it's fuzzy whether something is a role or variant of its own. When the limitations are so severe it dominates actions, it becomes more than a role. So a Valkyrie is a variant in its own right, and Feline is right on the border or variant and role. (Just a point of distinction, this doesn't make the Feline less challenging or less fun.)
Multiclass Variants -
What is a dual class or multiclass variant? One who plays by two or more sets of variant rules. Usually, this means trying hard to follow the most restrictive path. But that's not always possible. Let me give some specific examples which I or others have tried:
- BAR/SNOB - sounds ridiculous, but by using *UNID'd* unique items the BAR gets a tad more damage, slightly more AC, and more fun in finding cool items, but retains all the challenge of no blocking, useless AC at higher difficulties, and pitiful to hit.
- AMZ-SNOB - with Amazon rules restricting the use of several unique rings, and with the necessity to wield some heavy gear, perfect rings were allowed as well as perfect amulets. The SNOB restrictions on spells remain in full force. The high respect of Amazons for unique items made this a great fit.
- EXC/EWIZ - the Executioner rules, in the way they made allowances for sorcerers, led me to play a dual class with an Earth Elemental Wizard. Essentially all rules of both classes were observered, thanks to the EWIZ's broad range of allowable weapons and armor.
- TRN/ARA/AWIZ - no longer can you fit the tag on the name Charis`Crystal is an animal rights activist who loves to collect and use Crystal items, and specializes in spells of the element of Air (and Bow). One modification I made, which happened to be perfectly 'in character', was that Crystal armor found was assumed to be Crystalline, not metal, and so could be worn (metal not allowed for AWIZ).
- LoL/Exorcist/Demoniac - Given the amount of times LoLs spend in church, I wanted a character that was not afraid of Black Deaths, or taking Goat and Ornate Shrines. The Demoniac is a role, that gives him hatred of demons, a desire to use CC and Bloodslayer (when he finds!), and an eventual goal of Retribution Quest
- Marshall/Agile Mage/Druid - Charis`Tachyon. The rules were a little far apart in some cases, but the druid emphasizes flexible, mandating that the character learn both melee and spells, while the Marshall also dictates that the body and hit points are not neglected. Play tends to be in modes: strict Agile Mage mode in coop with MM's, Druid blasting mode for quicker EXP runs, and Marshall-dominant for fun general coop play.
When a character is multiclass, there is often one or two variants that are dominant, and an extra role or so that add some distinctiveness. Caveats:
- some variants don't go well together because of difference in attitude (Netherspawn and Amazon) or restrictions that, when combined, are brutal (LoL and Savage, who don't use potions for first 10 lvls and die frequently)
- too many variants can leave you with a blurred hodge podge. In several cases I've dropped a third class when i saw that it wasn't fitting with the characters personality
- you might need to print out the rules With my Goth-Garg-ObsLord I soon lost track of what the heck I was doing
- If you're new to variants, try one of the old standby's first: BNM, BAR, ARC, or SNOB, to get a feel for how limitations affect playability, before trying something too fancy.
Overall, 'personalizing' your variant by adding a role, sticking to a style of your choice, or by a multiclass character can be a lot of fun.
A variant is NOT a Zealot, Whirlwind Bard or Bow-Zon (Diablo II)
A variant is NOT a Spirit Turret, Minion Master or Prot Monk (Guildwars)
Although you don't need to be into variants to have fun playing with us, you are missing out. I would highly recommend everyone to at least try out a couple of variants for the fun factor, camaraderie, and who knows, it will also improve your skill as a player. Start with something simple, something with less restrictive rules. It will only be difficult (if at all) in the beginning, besides, the most memorable gaming moments are the ones you really have to work for, when the risk factor is high. Variants bring player skill, tactic and strategy into play where it might otherwise be a mindless hack and slash games.
Your skill will improve over time the more you play variants. Using myself for an example - When I first heard about people playing Naked Mages and beat end game at level 30, (lvl 30 (level cap being lvl 50) being the earliest you can get to Hell/Hell difficulty in Classic Diablo.), solo, I was in disbelieve because my normal mage was in his mid 30s and still fooling around in Nightmare difficulty trying to get better items and spells. Upon some web surfing I came upon the Asylum, the home of the Beyond Naked Mage. I was saying to myself, WTF? This BNM is not only naked, he is required to wear nothing but cursed items, items that will hinder your characters abilities such as taking more damage when you get hit, minus max HitPoints and Mana, plus Light Radius so you would attract more monsters, minus Light Radius so you can't see too well, absolutely no Resistance to any form of attacks, etc., etc. And they solo Hell diff Diablo at 30!?!?
Quote: Quote from Woody in the BN rules - What is being a BNM all about you ask? It's about the hardest damn thing you can imagine. If your a pantywaist, read no further. Well, the ultimate goal is of course to kill Diablo, but there's more to it than that.
He was right it's about the hardest damn thing I could have imagined. But he was only right for so long. I too had a 3@30 BNM after awhile and moved on to Beyond Naked Warrior and Rogue. BNM became too easy. At around the same time, 3@30 had become rather common for variants. I have since turned my BNM into a variant of the BNSnob variant, one who used among other useless elite items, The Cranium Basher (minus 150 mana. That's a huge penalty, especially when mana is calculated in your chance to hit when using offensive spells) and a Constricting Ring (drains 1.25 life/sec). The Constricting Ring on a mage's measly HP means he had to self heal constantly; and without Mana Shield as a buffer he can only take 2-3 hits before he drops face down on the ground. Incidentally, this was the new era in the evolution of variants, in terms of challenge level - heavily restricted mages without the use of Mana Shield, such as the Geezer and Son of a Baron(Minimalist).
And then there's Ironman, the ultimate test of skill and endurance. Basically, you are a hardcore character and the game is over if you die (in single player). Ironman presents a lot more challenge than Hardcore/Survivor since you start with a new character and have to clear every area as you advance, and all the spells and items you use you find (no interaction with town folks). What that means is that if your items wear out, you are out of luck; and there is no repeating area to build up experience. When I started playing Ironman most people are happy to get out of Normal Churches (the first of 4 acts) alive. It wasn't until a year after near the end of 1999 one team managed to finally beat the game in Normal difficulty. There was much rejoice when the regular RB Ironman players heard the news, that team proved it can be done while we were still struggling in Cats (second act of 4). The RB gang was pumped into Ironman high gear which brought us to what I consider one of the golden eras of RB history. Although there were only a little more than a handful of regulars there were a lot of high quality discussions, discoveries and progress. It took only a month and a half after the first Ironman victory (Normal Diff) report when the RB gang claimed their first IM victory. It was another six months when yours truly posted about the death of KoPhanTom, my solo Ironman, in Hell Diff Cats.
A few good men were enough to make much noise and the game fun for all those involved.
Variants are not all we ever play. We also keep a few normal high powered characters around. It feels good to bring them out for some mindless hack and slash fun, after a long session of variant play.
It is also important to note that some variants are not meant to be able to beat the game (although we proved the variant's author wrong at times). Some are made just for goofing around and some are made as a pure support character with little to no killing power on their own. The thing is, rather than being goal oriented, enjoy the journey!
Well, that was a longwinded way to say your skill will improve over time the more you play variants, and have fun at the same time. I got carried away reliving some of the glorious moments, the fun and the camaraderie. If you don't give variants a fair shake, you are robbing yourself of some great gaming experiences!
Awesome that you are still with me after 13 pages
I have better snip the rest of the post (covering other variant concerns) and save it for another day.
Feel free to post your questions, comments and fond variant memories.
How's that for my 1000th post? Spam you later
KoP
PS: This post is mirrored on the HGL site HERE.