Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you wanna explore stuff and soak in every detail, that would probably not be much of an issue though. Some choices are much less appealing for roleplay mode though (like precognition) and there is probably not much reason to build pretty tanky or stack escape options into your build.
How much you can enjoy the lore in classic probably depends on your experience with roguelikes and not just RPGs. Some of the lore is generated each run, but the basics of the world remain the same. How/if you find some of the lore also depends on generation and a new world might give you some book early on that you just did not find in your last run.
It is very much possible to enjoy the lore of the world in classic, but if you are totally new to roguelikes, you might very much fall victim to creating multiple characters before you even get much chance to dive into the lore beyond the "I arrived in some village, there is a statue and there are problems". Most of the stuff you might be looking for comes slightly after super early game. If you are unsure, try classic and swap before you get annoyed or try roleplay until you feel it lacks something. If you like a mode or not will probably come to you pretty quickly
This is really good info, because i assume (very badly) that the lore was mostly part of the main story and the main quests so having books or info generated randomly in every new run put a good plus into the Classic. I know im going to see a lot of lore or conversations being the same every time but in other hand having the chance of discover new things is a little of fresh air in every run.
Qud is a lot about learning what you are up against and prepping for it. Experiment what works and enjoy.
Once I clear the mainquest, I'll make a new char and probably go permadeath from here on. The game is well designed by allowing the player to be creative with lots of tools at their disposal to handle most if not all situations. That said, getting the knowledge to get to that point takes some trial and error.
Key in point: Sludges are terrifying. If you see a pack of them and they absorbed a bunch of liquids, run for the hills of Qud. lol
In that respect classic can be frustrating if you're brand new because you're pretty much garunteed will die a bunch because you didn't know relatively esoteric knowledge like "yeah the black anti-prism slime will create evil entropic clones of yourself that try and kill you" and "my character equipped the funny amulet and died from ego death", down to the more standard mechanical knowledge checks like certain enemies being able to straight up cut off limbs/decapitate you.
The game is technically balanced around classic (i.e. roleplay mode was a more recent edition, and most of the game's lifespan just had classic) but I think roleplay is good to start out with so you're actually encouraged to try stuff out instead of being afraid of losing hours of progress every time you try and interact with an interesting mechanic/feature
Qud is somewhat special because it gives players enemies and choices that have an "avoid me" mechanic and is less about killing everything you see in the same way, but I'd say most of the stuff you encounter is either somewhat slowly introduced so players can extrapolate for later encounters (like oozes or damage in with low AV), give warning (even if it is a harsh one like damaging you permanently) from which you can decide to sprint away or has some "lore" warning for players. Not everything is fully in that design, but I think the game is a lot fairer than many people make it sound. It is just mean