If you want to go beyond hack and slash in any game, first you need players who *want* to do something else.
I agree with this, and it shows that there are people out there looking for it, as Elig created this thread
The thought of non-combat based roguelikes has been in my thoughts for a while now. Particularly non-violence in roguelikes. It seems odd, but hey, it might be possible
But then as someone stated, a lot of people think Dwarf Fortress is not a roguelike, and that is certainly going away from combat (oriented).
But, as Elig had initially stated, this thread is about enhanced role playing in roguelikes, not necessarily doing away with combat entirely. Nethack indeed is a unique example! And a true emulation of DnD 2nd Ed would be fantastic as well! What better genre is there in order for someone to really *become* their character. When that so loved character could die at any moment. When that character experiences new events and happenings all the time. When the players are not limited to just what they see, but also now what they imagine!
It's not just about throwing gems at unicorns, it's about *being able* to throw gems at unicorns. The game must have unicorns, gems, and throwing mechanics. They also must have these three things come together specifically for that task. And there are two ways to accomplish this. Either, "The Dev Teams Thinks of Everything" motto as in Nethack, or a generalized mechanics system that allows for these very specific reactions on a broad scale, but perhaps not as... unique. Regardless, unless mechanics change over time, the players will eventually find out these interesting events, and it will no longer be new to them. As the creator, it is your task to at least make sure the player has fun while learning these specifics.
With the incredible amount of roguelikes that are being created, and the relative ease as which any one of us could put one together in say... 7 days, allows for us to experiment with different styles, types, and to take a few risks. I am hoping to be able to enter into the 2015 7DRL Challenge, and have been contemplating a non-combat system for it. Hopefully I am able to compete.
It would be a small experiment for us all.
Elig, and anyone else, if you wished to email me with any ideas on enhancing role-playing in roguelikes (or any games for that matter), I would greatly appreciate it. Or just post your own thoughts here for everyone to see
Expanding our horizons, but remembering both tradition and engagement, should be a goal for us all.
Thank you to all that have posted