Monday, February 9, 2026

Dark Designs IV: The Land of Beginning Again

 
Re-exploring the Old Quarter in a new version.
        
Not much of an update today, I'm afraid. I've been extremely busy with work, and I spent most of the block of time I allocated to games on Saturday to trying to figure out why my Apple II emulator wasn't working.
   
Commenters who perceived that the game looked more like an Apple II game than an Apple IIGS game were correct: Dark Designs: Passage to Oblivion released only for the Apple II. I was confused because the only download I could originally find was in .2mg format, which only a IIGS emulator can read. I still don't understand the provenance of that disk. Did someone convert it to the IIGS? How easy or hard is that with Apple programs?
      
This is just a random shot of battle to break up the text.
      
Either way, I eventually found the game in .dsk format for an Apple II emulator. Then I ran into my second, and still unsolved, problem: Every time I tried to run it, the emulator said: "UNABLE TO LOAD PRODOS." I figured, okay, the disk image isn't a boot image, so I'll load an Apple II master disk, switch disks, and load the program. But then my master disk said the same thing. So did every other disk I tried to feed into the emulator, including disks that I know worked (e.g., Centauri Alliance). I Googled and came up with nothing.
   
Eventually, I got the game to load by telling Windows 11 to open it in Windows 8 compatibility mode. But this only worked once. The next time I tried, I got the same error. I fiddled with some other things to no avail. I tried different versions of the AppleWin emulator. Finally, on some random reload, it suddenly worked again. (Anyone have a hypothesis about what's happening? Did some Windows 11 update break AppleWin?) I vowed not to close the emulator for the rest of the weekend. This will probably come back to bite me. I probably should have continued to play the IIGS version, but I wanted the ability to make save states so I could more easily document different choices. Also, AppleWin makes it easier to take screen shots than my IIGS emulator does.
       
As for those characters, there's been a bit of a change in the party. As I noted at the end of my first entry, as the party gains experience, the player unlocks various multi-classes. I didn't keep track of the precise thresholds, but it's tied to the accumulated experience levels of all characters in the game roster. The classes later on the list take longer to appear than those that are earlier on the list. I had them all by the time the accumulated levels were around 42 or 44.
        
The full list of available classes.
       
At first, I thought, great, I'll make all kinds of multi-classed characters so that everyone has multiple roles. I made a paladin (fighter-priest), ranger (fighter-wizard), yakuza (fighter-thief), and sorcerer (wizard-priest). I didn't create them all at once but rather one at a time, slowly introducing them to the existing party, sticking them in the back during combat until they gained a level or two. 
      
There are some oddities, such as a "ninja" being a fighter-thief-wizard combination and the ultimate hero, the combination of all four classes, being a . . . "thaumaturge." I agree that mingling Asian and western archetypes is a little jarring. Even if you disagree, you have to admit that "yakuza" is a stupid class. I like "swashbuckler" for fighter-thief combos. I think something like "operative" or "spy" (maybe the Elder Scrolls' "agent") works well for a thief-wizard.
     
The new party takes on a warehouse full of snakes.
     
It turns out that the character creation screen oversimplifies the relationship between classes. A paladin is not just a "fighter-priest," but a class who has his own spells, including "Hone" (improves weapon damage) and "Speed," neither of which are available to my regular priest, at least not at Level 8. "Cure Light Wounds" doesn't become available to the paladin for several levels, it's possible that some priest spells ("Turn Undead?") are never available. Finally, it takes him more spell points to cast some spells. "Cure Light Wounds" is four points for the paladin and only one for the priest. This is a pretty important spell, and only being able to cast five of them at Level 4 instead of twenty makes a big difference.
   
I assume the same is true of the other multi-classes, though I didn't get a chance to explore them much. I can tell you that the wizard's workhorse spell at early levels is "Missile," and it costs the ranger three points to cast it to the wizard's one.
       
"Turn Undead" performs well against some skeletons—the only undead we've faced so far.
       
Some multi-class options still made sense to me. The non-spellcasting classes don't seem diminished by their additional abilities, so there's hardly any reason for a pure fighter or thief. I replaced them with a paladin and a yakuza. Ultimately, though, I kept my original priest and wizard. My second foursome was originally going to be Geraldus, Karamar, Georgi, and Lainea, but I ended up with a bit of a mishmash. 
    
I did all the new character creation and party-reorganization before spending time on the Apple II/Apple IIGS issue. I used CiderPress to transfer the save files over to the regular Apple II version. When I loaded it, I realized that while the party saved okay, I hadn't brought over the map files. The game thought I hadn't explored an inch of its territory. I wavered for a minute then decided just to re-explore the parts of the Old Quarter I'd already explored. This ended up taking a lot longer than I thought it would—most of the rest of this session, in fact.
     
Some advanced priest spells become available.
     
The Old Quarter is divided into two halves by a river. South of the river, where the game starts, has the shops and services. North of the river are a bunch of houses, hovels, and warehouses, some with treasure chests. Chests in this area only deliver about 300-400 gold, the same as a couple of regular battles, so they're not terribly lucrative.
   
There were a few notable fixed battles, one with a warehouse full of cottonmouths, one with another full of water spiders. I earned a silver sword in that latter one. There were many battles with fixed parties of the same character classes that the player can create. High level spellcasters are always tough.
   
Things got a bit easier when my wizard bought "Fireball," which damages all enemies in a single column, and then "Flame Strike," which damages all enemies in all columns. She can only cast either of them twice before she's out of spell points, but it was enough to get me past some of the more difficult fixed battles in the area.
      
The unapproachable palace.
        
South of the Old Quarter is the Palace Quarter, but barely any of it is explorable. The majority is taken up by Queen Victoria's Palace, and it is surrounded by a moat that we cannot cross (the game notes that the drawbridge is up). I don't know whether we'll later find a spell or item that lets us cross water. All we could do in this area was explore a couple of houses outside the moat and loot a few treasure chests.
   
The New Quarter lies west of the palace and southwest of the Old Quarter. It's here that I found the travel agency that offers the titular Passage to Oblivion, but only for 50,000 gold and the bones of a saint. I have the gold, but to get the bones, I will need to avail the agency of its less-expensive travel option to Crytus. There's also an "unavailable" ticket to "Paradise." 
      
Great, now I'll have Phil Collins in my head for two days.
            
Like the Palace Quarter, a lot of the Old Quarter is cut off by a river. I'm also having trouble fully exploring the maps because of locked doors that my yakuza cannot pick—one of the downsides to getting rid of the pure thief class. Behind a secret door, I found a stairway to the sewers, making the city at least four maps large.
   
As I wrap this up, my characters are all between 9 and 12. This is a very grindy game, not so much because it's necessary as because random encounters are extremely frequent. They can happen on every action, not just movement, so I frequently get strings of them when I'm just trying to turn around. Fleeing carries only a 50% (roughly) chance of success, and enemies get a free round of attacks when it fails, so you end up having to fight most battles.
       
My paladin character towards the end of this session . . .
           
I've only received a few equipment upgrades since the opening hours. There are four equipment slots: left hand, right hand, armor, and a ring. Rings increase an attribute; so far, I've only found strength and speed rings. There are a lot of healing potions, "Recall" scrolls that let you escape combat, antidotes, and thieves' tools. Perhaps the most valuable usable items are mana pills, as the only other way to restore mana is to return to the inn.
     
. . .. and his inventory.
      
The game isn't very exciting, but it's undemanding. It's a good game to have going when you're half-watching a television show or (in my case) the annual slate of human resources-required videos. The first Dark Design games knew enough to confine themselves to modest length, and I'm afraid this one is going to overstay its welcome.
    
Time so far: 9 hours 
 

75 comments:

  1. "I still don't understand the provenance of that disk. Did someone convert it to the IIGS? How easy or hard is that with Apple programs?"

    There's no conversion, it's just the Apple II program on a IIGS disk image.

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    1. I guess I didn't realize until now that a IIGS could run regular Apple II software.

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    2. The GS probably ran 90 to 95% of all Apple ][ programs. It was mostly stuff like disc copy programs and sector editors that had issues. Maybe the really old Integer Basic programs as well. It was also fully compatible with the older 5-1/4" floppies but it's native drive was the 3-1/2".

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  2. Quite amazing that the Apple II was still seeing game releases by 1994. Although it received a few memory upgrades over the years, as far as I understand, its processor and architecture were still the same from its release in 1977!

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    1. People are still publishing games for the platform today, amazingly. Go check out Nox Archaist on Steam. I believe a sequel may be in the works as well. Wild stuff.

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  3. Your issue reminds me of a similar one I had. I still don't know where it came from, but cleaning the AppleWin register fixed it.

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    1. Sounds like a strong possibility for what happened to our host. Another possibility would be having the emulator set to an incompatible model of Apple II.

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  4. Eventually, I got the game to load by telling Windows 11 to open it in Windows 8 compatibility mode.

    Windows 11 is awful in so many ways. I am sticking to Windows 10 until Windows 12 will come out... Or maybe I will switch to Linux.

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    1. That would definitely follow the pattern with Microsoft of alternating terrible and workable versions of Windows.

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    2. Star Trek Curse at its finest.

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    3. Oh boy. I prolonged until now but finally gave up. Wish me luck...

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    4. AlphabeticalAnonymousFebruary 9, 2026 at 2:56 PM

      @Abacos: Hanging your hopes on the next Microsoft OS version seems like a recipe for disappointment. Come join us in Linux-land. I'm 15 years in and have never looked back.

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    5. @fireball, 11 isn't quite as bad as 8 or Vista thankfully. Just don't be too quick to install updates; they've fucked it up twice already.

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    6. Also, watch out for something called "Windows Recall". It's basically spyware. There's a PowerShell command you can use to get rid of it, but I left it on my Windows partition (I'm currently using Linux Mint Debian Edition) and I don't know what it is off the top of my head.

      Incidentally, my first attempt at preventing Recall from reaching me computer somehow prevented Windows from updating past 23H2. I don't remember how I did this. Microsoft has become so dysfunctional that the older version might be more secure anyway.

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    7. Thanks for the tips. Well I actually used a tool (and of which I hope it isn't spyware in itself) to deactivate copilot etc.

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    8. To all: Be very careful with "deactivating" core features of Windows using any sort of online tool. Such a tool is a vector of attack for all sorts of malware including keyloggers that can be used for hijacking your machine or stealing your credentials. There certainly are legitimate tools available for download online, and there are videos from helpful people worldwide who sometimes recommend downloading such a tool. But there are also many people who prey upon people who think they know what they are doing. Be careful out there, fellow nerds.

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  5. Exploring a big city while fending off incessant random combats at every keystroke makes me think that, in addition to Wizardry and Phantasie, Bard's Tale was a source of inspiration.

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  6. To have "Another Day In Paradise" (Phil Collins), you need to have "Two Tickets To Paradise" (Eddie Money) first :). Tells you how old I am!

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    1. +1 for "Two Tickets To Paradise". I even says "Ticket to Paradise" on the screen. Less than two, though.

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    2. The Eddie Money track was my first thought as well! (though, I'll admit that I just recently watched Phil's live concert film from his 1990 tour, Seriously Live)

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  7. ah 'the annual slate of human resources-required videos' , i feel you sir

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    1. One recent run of videos from my employer was series of hour-long talks about *why* specific trainings were necessary and required, but devoid of actual information on those training topics.

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    2. Is this a recent HR trend? Cause we have that BS, too, since the end of last year. And ours even doesn't work, sometimes you finish a course and it's still shown as not completed.

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    3. It's fairly standard for companies (and required for certain certifications and compliance laws) that e.g. all employees get training regarding phishing e-mails, bribery, and so forth. It's like how airlines are required to instruct all passangers on safety measures.

      Of course, companies vary wildly in how effective they make that training. Some (a rare few) are actually quite fun. Most, admittedly, are not.

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    4. A company I worked for had a strange habit of at least one of their annual compliance videos containing something utterly bizarre. One year there was a video in which a manager calls in sick to play golf, which leads to his department committing securities fraud. (Basically, at EVERY STEP, someone says "Hey should we be doing this?" "Technically no, but the boss said he was sick when he was actually playing golf so I guess there is no right and wrong any more and we can just do whatever." The company didn't even have a distinction between sick leave and vacation at this point). Another had a foreign vendor giving the employee's daughter an expensive gift, which was wrong because "it might lead to the appearance of favoritism" and not because "A creepy 60 year old german is giving expensive gifts to a teenage girl".
      A different organization once had me take training on human trafficking which was misguidedly presented in the form of a choose-your-own-adventure game

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    5. This year, I had to watch a video on substance abuse. It basically said that it's perfectly okay to have a drink or two at work as long as you're not actually getting intoxicated. I'm so glad that's my university's stance.

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    6. My favourite one is my organisation's mandatory fire safety training, which tells us all about knowing the fire exits and assembly points for the building.

      We all work from home.

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  8. Using save states with a program that writes progress to disk constantly sounds like it would break things.

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    1. I don't know that any of the major emulators actually do this, but I would want an emulator for these kinds of systems to mount disk images read-only and handle disk writes with an overlay that is part of the emulator state.

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    2. You could probably mark the disk image as read-only in your main operating system, and then use save states independent of that.

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    3. Yeah, I've already run into problems. I guess I won't be doing that.

      Ross, I think there are some emulators that I use that do exactly what you suggest: write changes to a "virtual" version of the disk, but not commit them until you've closed out of the emulator. I just can't remember which ones, exactly.

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    4. Don't know if this is helpful or relevant, but Applewin lets you get a context menu for the drives in which you can toggle write status, at least for version 1.29.

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    5. The question would be what happens when the emulator tries to write to a disk that has been marked read-only, whether in the OS or the emulator. The naive approach would be to treat it like a physical disk with a physical write-protect tab, and just have write attempts fail.
      The useful thing would be that the writes succeed but each write produces a new copy of the disk image (in memory, probably) rather than changing the original.
      It looks like MAME works the way @CRPG Addict describes, saving to a temporary overlay and then committing it when you exit. It looks like it's fairly common for modern emulators to virtualize disk writes for the purpose of preventing corruption of the original disk images, but it's less consistent whether the state of the disk is part of the save-state.

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  9. So how do the non-basic classes work? Do you just go back to the inn and create new characters with the new classes, or do you multiclass the characters you created at the start of the game?

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    1. You have to create brand new ones.

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    2. Interesting. I was just about to ask whether, for example, a thief isn't upgraded to Yakuza and simultaneously demoted by losing his ability to pick locks.

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    3. @CRPG Addict "Can you believe this? Fighter, Thief, Priest, and Wizard are knocking back drinks at the inn while Yazuka, Bard, Hierophant, Paladin, and I do all the HARD work. >=/"

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    4. "A Yakuza, a Hierophant, and a Paladin walk into a bar..."

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    5. When I started AD&D (on Dark Sun, for those who follow the Narwhal lore), I got “appointed DM” and was the only one who bothered to read the rulebook. I did not like the concept of multiclass (I thought it was complicated and prone to minmaxing) so i basically never told them it was possible. Some of my players read the Player’s Handbook after me but assumed it was an exotic option given I had never mentionned it.

      To this day, I still never multiclass in D&D system and dump multiclassed NPCs at the first opportunity.

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    6. To be fair, in second edition D&D multiclassing IS very clearly stronger than single-classing (because you divide your XP among both classes, and since XP-to-level is exponential, you end up with e.g. a 7th+7th level character where the rest of the party is 8th level).

      In later editions it's more of a tradeoff (you'd be 7th+1st level multiclass when the rest of the party is 8th single-class).

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    7. "you end up with e.g. a 7th+7th level character" - that's not strictly correct; for instance, you'll only have 7 levels worth of hitpoints. Plus mutliclassing is only open to deminhumans with their level caps.

      Besides, Narwhal's complaint was that multiclassing is "complicated and prone to minmaxing" - and in that regard 3.5e is far, far worse with all its 1-level dips and overpowered cross-class feat synergies (not to mention that the whole system is bloated as hell as it is, even without multiclassing).

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    8. Level caps are weird. In practice, campaigns either play below the cap (in which case the cap is irrelevant), or the DM handwaves the cap, or else nobody plays demihumans at all.

      The issue with 3.5 is not multiclassing (which, if anything, is UNDERpowered) but stacking multiple prestige classes on a single character (which is both complicated and minmax'y). And as you say, the system is very bloated.

      5th edition multiclassing is not very complicated, but indeed very prone to minmaxing (as many classes are frontloaded).

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    9. I already envision a team 50% Fighter/Cleric Half-Giants, 50% Fighter/Psionicists Thri-kreens.

      Even the half-giants I blocked very quickly, though one player got one thanks to a grand-father clause.

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    10. Aren't Clerics severely nerfed in that setting compared to Druids?

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    11. People trying to find cheese in the system is usually far worse than the effect of the cheese.

      Most of the 'theoretical optimization" tricks you hear about in D&D forums (especially for 3.5e) either don't actually work according to the rules or else give fairly mild benefits. But the kind of player who would try them is incredibly disruptive to a game.

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    12. RandomGamer: Depends. Clerics in Dark Sun workship elements and as such are already quasi-druids (they can move through their element at level 5). Druids in Dark Sun are strongly linked to a location and their powers depend on that location, eg at some points they can summon animals coming from the place they protect, and animals in Dark Sun are several order of magnitude more powerful than the animals of the generic Monster Manual.

      So it depends
      - on the element of the Priest: Earth Priest have bonus pretty much everywhere they walk, but Water Priest, well, maybe not a great choice. Quasi-elements are authorized, but I don’t think any player ever said to a DM: “You know what? Priest of Rain, so I can get those sweet bonuses whenever it is raining.
      Fire priest was pretty meek, but reading through the books I had missed in my ADD years I found a Dark Sun Magic Spell Compendium I had missed and it turna the Fire Priest into basically a damage dealer with 1D8 HP, armor and healing spells…

      - Similarly, druids can be pretty weak if they protect a random barren patch if desert, and a lot stronger if their area includes strong animals and two elements (“yes, my druid protects a volcano and the neighbouring valley, so she can cast spells from both the fire and the wind spell list - why do you ask. And boy, you should see the fauna!”)

      Anyway, fun settings but the DM must be ready to put his foot down during character creation IMO. None of my players chose Druid though. I was a bit immature then so I often used the strategy of not telling my players everything they could find in the book instead of making firm statements.

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    13. No reason to nerf anything in Dark Sun. Athas was such a hellhole PC's needed to be stronger to survive. Multi-classing sucked in 2E due to level limits,except in Dark Sun,where the ability to have 20's in stats let's you hit +5 levels over the limit

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    14. Dark Sun has always had a lot of obviously overpowered material, such as defilers, half-giants and thri-kreen, and psionic wild talents on everybody. That's part of the appeal of the setting, but it also makes a lot of sense to nerf that for balance reasons.

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  10. After reading the general hints this sounds like a punishing game.
    https://weekendwastemonster.net/crpgs/darkdesigns/iv/ddiv_hints.html

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  11. "It turns out that the character creation screen oversimplifies the relationship between classes. A paladin is not just a "fighter-priest," but a class who has his own spells..."

    Can you say whether Busca's reasoning was correct? Are horns specifically intended to be used by bards?

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  12. As a celebration of catching up on this blog after 12 years, I am now logged in

    (I could never get it to work in the era after Blogger stopped letting LiveJournal accounts post, but I had not tried for a while and now here we are!)

    Also I am a sucker for what I now reflexively call "prestige classes" thanks to D&D 3rd Edition; particularly the classes becoming available after you had played for a while feels like a decent way to keep you engaged. Especially if "you" are like 12 at the time of release, but you know, I would still like that now

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    1. This stuff is on steroid in Wizardry, Wizards and Warriors, and, most recently, in Grimoire, which is as faithful to Wizardry as it is possible, plus modern conveniences.

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    2. Final Fantasy Tactics is also famous for its extensive class trees, each of which bar two has to be unlocked by gaining levels in other classes.
      There's also an untitled series of indie games starting with Voidspire Tactics that graft this system and FFT-style combat onto Ultima-style open exploration and world interactivity. It reaches peak madness in Horizon's Gate with its 3 base and 33 "prestige" classes.

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    3. @RandomGamer "as faithful to Wizardry as possible"

      FIGHTER: Hey, go check out that chest and see it it's trapped.

      THIEF: But I couldn't afford a lockpick.

      FIGHTER: Just do it.

      THIEF: Sure...?

      (click) (painful-sounding FRYYYYYYY sound)

      THIEF: AAAAAAAAAAGGGGGHHHHHHH

      PRIEST: Yep. It's trapped.

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    4. I wish more CRPGs made prestige class changes a part of role-playing or quests. Like, the character starts as a fighter but can get "promoted" to paladin after doing some quests for a local temple. Can anyone think of a game (with named classes) that does it this way?

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    5. The closest I can think of would be Might and Magic 7, but it's a bit of a stretch and I'm sure you thought of that yourself.

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    6. I hadn't! I forgot about that aspect of the game. Maybe it'll feel brand new to me when I finally play it again.

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    7. The Bard's Tale 3 and 4. And Quest for Glory 2-3, sort of.

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    8. This was the intent behind prestige classes in 3rd edition tabletop D&D, and a few of them still have roleplaying or quest requirements; but in practice players don't use them that way (in large part because most of them have mechanical prerequisites that need to be planned three or six levels in advance).

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    9. @Chet, the above-mentioned Wizards&Warriors does exactly that. As a consequence, you can't have more than one character in your party reach certain classes, because the promotion quest isn't repeatable.

      A much more limited case (but nevertheless) is becoming Paladin in Quest for Glory.

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    10. Disciples 2 does that. Even it is considered as a strategy game, I play it as an RPG

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    11. Quest for Glory II makes a big deal about becoming a paladin, but you can just convert any character into one when imported into subsequent games. I just double checked III and IV, and my recollection is that V includes a premade paladin save anyway.

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    12. @VK Are you telling me I can't have six elephant ninjas in my party?

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    13. @Buck, I'm not sure, I don't remember what the ninja promotion quest is. You can definitely have the next best thing though: six elephant monks. They're even uniquely suited for excelling at the monk promotion quest.

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    14. I need to pick this up again. I made it to the mines seven years ago but didn't have time for it for a while. Now when I try to get into it, the controls confuse me and I don't remember what I had planned for my characters.

      I had a horse though and at least one elephant on it.

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    15. IMO, you can just play it organically, without necessarily planning out an optimised party. You're fairly close to the end anyway - there is one more land (well, actually, it's a sea) after the mines, with 3 or 4 dungeons as usual, and that's it.

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    16. The Shining Force jrpgs had you promote to a set class at level 10 or 20. Sometimes finding a rare item would provide you with alternate promotion choices.

      Love the MM7 option suggested though, I loved that entry the most!

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  13. By the way, the Dos Game Club is discussing 'Betrayal at Krondor' in their newest episode, albeit without participation from our host.

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    1. Alas, I was supposed to be there, but I had a medical issue that interfered.

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    2. Get well soon!

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    3. I also wish you to get well soon Chet.

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    4. Hope you can put it behind you quickly, best wishes for a speedy recovery.

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    5. I hope everything is well your side, Chet.

      After you linked the Dos Games Club, I have been following them. Whilst I like their informal style, they could benefit from a little more of your rigour!

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