• The Most Useless Items We Have Saved And Never Used In The Whole Game

    From Dimensional Traveler@[email protected] to comp.sys.ibm.pc.games.action on Tue Apr 21 17:36:58 2026
    From Newsgroup: comp.sys.ibm.pc.games.action



    https://www.msn.com/en-us/news/technology/the-most-useless-items-we-have-saved-and-never-used-in-the-whole-game/ar-AA1LmKFV?ocid=entnewsntp&pc=U531&cvid=69e7df3bfa8e4e008b927055f19fab9b&ei=51

    "But I might need it later"... If you've never thought those words to yourself, you've never played a game where stockpiling is an option.
    From the simplest of phone games to the most intricate of RPGs, you'll
    be gathering one thing or another. Sometimes it's as important as a
    unique power source, and other times, it's as common as a wooden spoon.

    Still, you grabbed it, stuffed it into your inventory (encumbrance
    willing), and most likely forgot about it. In modern gaming, just
    because you can pick something up doesn't mean you should. But you did
    it anyway, and chances are one of these items made it to the end of the
    game, never once leaving your pocket.

    Food
    You'll Eat It Later

    Even after discovering health potions and learning healing magic, we
    grab the food. It doesn't matter what it is or in what state it's in; if
    it's edible, then we'll grab it. From bread and eggs to raw meat and questionable mushrooms, we're happy to carry a Vegas-style buffet in our pockets from our first rags to our end-game armor.

    And sometimes, we'll actually eat it, and it'll heal us a bit or restore
    some stamina, or on a blue moon, it'll give us some magic. But, there's
    never a time when you don't have any food, and chances are that first
    wedge of cheese is still fermenting in your pants as the credits roll.

    Keys
    Unlocked And Loaded

    Locks, the bane of every adventurer, from fantasy to sci-fi, from
    fiction to non-fiction. Although we're usually equipped with tools that
    can open most doors, a door lock is the stuff of primordials. As such,
    you'll spend a lot of time looking for keys, key-cards, odd-shaped
    stones, or anything else that could be considered a key.

    However, many times, after a key has fulfilled its purpose, it simply
    remains in your inventory. It doesn't take up space or weigh you down;
    it's just there. If it helps, you could view your key ring as proof of
    all the wondrous places you've visited.

    Materials
    Crafty Carrying

    Be honest, when the crafting mechanic was introduced, you had one of two reactions: "I am definitely going to use this," or "I will immediately
    forget this exists". Crafting can indeed be handy and enjoyable,
    allowing you to produce items that you wouldn't usually find. This is
    the thought that prompts you to pick up every non-edible plant you see.

    Every weird stone that shines, every piece of wood just begging to be
    carved, and every animal byproduct will end up in your inventory, hoping
    to be part of something bigger. Even if you are a crafting prodigy,
    chances are that there will still be some leftover bones rattling as you
    stare down the final boss.

    Your First Special Weapon
    It Got You Through Some Tough Times

    One thing that Solo Leveling nailed about gaming is that we often tend
    to ride out the first piece of sound equipment we acquire. It could be a
    sword that does fire damage, a knife that causes bleeding, or a hammer
    with a powerful AoE strike; we'll find a reason to use it.

    But, eventually, some other attractive piece of gear will come into our
    lives and become our new number one, but we can't bring ourselves to
    part with our first special one. They took us far, helped us get
    comfortable with the game, and made one or two bosses easier than they
    should have been. Even though we'll never use them again, we keep them
    in our storage until the very end.

    Single-Use Weapon
    A Harder Boss Is Coming Up, I Know It

    You'll be exploring a small room or a place out of the way when you come across something you've never seen before: a weapon of great power. It
    could be an explosive or a scroll containing a high-level spell that
    decimates entire towns, but it's powerful, and it's yours. Then, you
    read the fine print: "Limited use".

    You start thinking of all the possible scenarios where you would have to
    use them, like taking down an entire army or the most challenging boss
    you've ever faced. Still, as you get used to tricky situations and get
    better at the game, you choose to rely on your skills and save that
    weapon for dire scenarios. And before you know it, it's the final boss,
    and they have multiple forms and are immune to one-hit kills.

    Ammo For A Weapon You Don't Use
    Shoot Your Shot

    When you realize that you're playing a game where almost anything that
    can hold something can be looted, you'll default to the "Take All"
    option whenever it's presented. Next to all the random knick-knacks
    you'll find, ammo will pop up quite frequently. Assuming that you're a
    ranged class or at least use ranged weapons, you'll happily scoop up all
    the ammo that you can.

    The problem is that, unless you have guns for fingers, you'll likely
    choose two or three gun types that work for you and stick with them.
    This means that the ammo for everything else will live in your personal
    ammo box forever, and you'll gleefully keep adding to it without a thought.

    Rare Gear That You Can't Use
    Makes The Closet Look Nice

    Character building has gotten so complex that stats can be altered to
    create any kind of class you want. Sometimes you can pick a class as a foundation to determine abilities, but you're still shaping the
    character. Even so, depending on the stats or class, there will be gear
    that your character will be unable to use, from wearing certain hats to
    using certain spells.

    But picture this: You've got a chance to grab a rainbow-colored ultra-mega-rare pair of boots that you can't wear because you're not a necromancing baker. They're too valuable to sell, so you hold onto them because you'll find a much better use for them. As the end comes, you
    have the comfort of knowing that you held onto the rarest thing that
    could never be used.

    Jewelry
    Shiny For Every Occasion

    Rings, amulets, and necklaces are standard accessories in all types of
    games, and you're usually allowed to equip more than one of them, you
    bougie adventurer. They can boost one stat or multiple stats while
    adding additional passive effects and so on. And yet, among these
    accessories are ones that are just… normal.

    They don't do anything but look shiny, but that still means they have
    some value. As you gather common and rare accessories, swapping them
    around as your tastes change, you'll never actually get rid of them.
    Maybe you'll sell the regular ones for some cash, but you'll always have
    a reason to hold onto that Ring of Flower Picking.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From Xocyll@[email protected] to comp.sys.ibm.pc.games.action on Wed Apr 22 08:41:04 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Dimensional Traveler <[email protected]> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:



    https://www.msn.com/en-us/news/technology/the-most-useless-items-we-have-saved-and-never-used-in-the-whole-game/ar-AA1LmKFV?ocid=entnewsntp&pc=U531&cvid=69e7df3bfa8e4e008b927055f19fab9b&ei=51

    "But I might need it later"... If you've never thought those words to >yourself, you've never played a game where stockpiling is an option.
    From the simplest of phone games to the most intricate of RPGs, you'll
    be gathering one thing or another. Sometimes it's as important as a
    unique power source, and other times, it's as common as a wooden spoon.

    Still, you grabbed it, stuffed it into your inventory (encumbrance
    willing), and most likely forgot about it. In modern gaming, just
    because you can pick something up doesn't mean you should. But you did
    it anyway, and chances are one of these items made it to the end of the >game, never once leaving your pocket.

    Food
    You'll Eat It Later

    Even after discovering health potions and learning healing magic, we
    grab the food. It doesn't matter what it is or in what state it's in; if >it's edible, then we'll grab it. From bread and eggs to raw meat and >questionable mushrooms, we're happy to carry a Vegas-style buffet in our >pockets from our first rags to our end-game armor.

    And sometimes, we'll actually eat it, and it'll heal us a bit or restore >some stamina, or on a blue moon, it'll give us some magic. But, there's >never a time when you don't have any food, and chances are that first
    wedge of cheese is still fermenting in your pants as the credits roll.

    Keys
    Unlocked And Loaded

    Locks, the bane of every adventurer, from fantasy to sci-fi, from
    fiction to non-fiction. Although we're usually equipped with tools that
    can open most doors, a door lock is the stuff of primordials. As such, >you'll spend a lot of time looking for keys, key-cards, odd-shaped
    stones, or anything else that could be considered a key.

    However, many times, after a key has fulfilled its purpose, it simply >remains in your inventory. It doesn't take up space or weigh you down;
    it's just there. If it helps, you could view your key ring as proof of
    all the wondrous places you've visited.

    Materials
    Crafty Carrying

    Be honest, when the crafting mechanic was introduced, you had one of two >reactions: "I am definitely going to use this," or "I will immediately >forget this exists". Crafting can indeed be handy and enjoyable,
    allowing you to produce items that you wouldn't usually find. This is
    the thought that prompts you to pick up every non-edible plant you see.

    Every weird stone that shines, every piece of wood just begging to be >carved, and every animal byproduct will end up in your inventory, hoping
    to be part of something bigger. Even if you are a crafting prodigy,
    chances are that there will still be some leftover bones rattling as you >stare down the final boss.

    Your First Special Weapon
    It Got You Through Some Tough Times

    One thing that Solo Leveling nailed about gaming is that we often tend
    to ride out the first piece of sound equipment we acquire. It could be a >sword that does fire damage, a knife that causes bleeding, or a hammer
    with a powerful AoE strike; we'll find a reason to use it.

    <snip>
    Single-Use Weapon
    A Harder Boss Is Coming Up, I Know It

    You'll be exploring a small room or a place out of the way when you come >across something you've never seen before: a weapon of great power. It
    could be an explosive or a scroll containing a high-level spell that >decimates entire towns, but it's powerful, and it's yours. Then, you
    read the fine print: "Limited use".

    You start thinking of all the possible scenarios where you would have to
    use them, like taking down an entire army or the most challenging boss >you've ever faced. Still, as you get used to tricky situations and get >better at the game, you choose to rely on your skills and save that
    weapon for dire scenarios. And before you know it, it's the final boss,
    and they have multiple forms and are immune to one-hit kills.

    But in games with replay value, you know the end boss cannot be smoked
    with the one shot so you use it somewhere else.

    Ammo For A Weapon You Don't Use
    Shoot Your Shot

    When you realize that you're playing a game where almost anything that
    can hold something can be looted, you'll default to the "Take All"
    option whenever it's presented. Next to all the random knick-knacks
    you'll find, ammo will pop up quite frequently. Assuming that you're a >ranged class or at least use ranged weapons, you'll happily scoop up all
    the ammo that you can.

    The problem is that, unless you have guns for fingers, you'll likely
    choose two or three gun types that work for you and stick with them.
    This means that the ammo for everything else will live in your personal
    ammo box forever, and you'll gleefully keep adding to it without a thought.

    This is sanity as long as it does not encumber you.
    Just cause you have not found a weapon in that caliber yet does not mean
    you won't, in fact it's pretty much guaranteed and there may be
    exceedingly limited in the later games meaning this is your only chance
    to stock up.

    Seen this in S.T.A.L.K.E.R., the Tomb Raider games and others like
    Fallout 3,4.
    [Fallouts; Find plasma ammo, but have not found a plasma gun yet, and
    extremely limited plasma ammo in the game unless modded.]

    STALKER with the ammo for the sniper weapons, Tomb Raider with magnum
    ammo

    Rare Gear That You Can't Use
    Makes The Closet Look Nice

    Character building has gotten so complex that stats can be altered to
    create any kind of class you want. Sometimes you can pick a class as a >foundation to determine abilities, but you're still shaping the
    character. Even so, depending on the stats or class, there will be gear
    that your character will be unable to use, from wearing certain hats to >using certain spells.

    But picture this: You've got a chance to grab a rainbow-colored >ultra-mega-rare pair of boots that you can't wear because you're not a >necromancing baker. They're too valuable to sell, so you hold onto them >because you'll find a much better use for them. As the end comes, you
    have the comfort of knowing that you held onto the rarest thing that
    could never be used.

    I often play games multiple times, so just cause it's something this
    character cannot use does not mean another character cannot.
    Various games have a shared inventory or other means to transfer an item between characters (like Diablo: Hellfire's "Cornerstone of the World")
    or you snag an editor or something that will let you copy an item from
    one char's save file and paste it into another's.

    Jewelry
    Shiny For Every Occasion

    Rings, amulets, and necklaces are standard accessories in all types of >games, and you're usually allowed to equip more than one of them, you
    bougie adventurer. They can boost one stat or multiple stats while
    adding additional passive effects and so on. And yet, among these >accessories are ones that are just� normal.

    They don't do anything but look shiny, but that still means they have
    some value. As you gather common and rare accessories, swapping them
    around as your tastes change, you'll never actually get rid of them.
    Maybe you'll sell the regular ones for some cash, but you'll always have
    a reason to hold onto that Ring of Flower Picking.

    If you ain't stylin', you ain't tryin'.

    In Bethesda's Elder Scrolls games I have even set up bookshelves and
    collected a copy of every single book in game.

    Once you have gotten Godly in strength, you have to have something to
    keep the game worth playing, and collecting rarities is one of those
    ways.

    Just like rich asshats in the real world collect rare artworks,
    antiquities, etc.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From phoenix@[email protected] to comp.sys.ibm.pc.games.action on Wed Apr 22 07:21:52 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Xocyll wrote:
    Dimensional Traveler <[email protected]> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:



    https://www.msn.com/en-us/news/technology/the-most-useless-items-we-have-saved-and-never-used-in-the-whole-game/ar-AA1LmKFV?ocid=entnewsntp&pc=U531&cvid=69e7df3bfa8e4e008b927055f19fab9b&ei=51

    "But I might need it later"... If you've never thought those words to
    yourself, you've never played a game where stockpiling is an option.
    From the simplest of phone games to the most intricate of RPGs, you'll
    be gathering one thing or another. Sometimes it's as important as a
    unique power source, and other times, it's as common as a wooden spoon.

    Still, you grabbed it, stuffed it into your inventory (encumbrance
    willing), and most likely forgot about it. In modern gaming, just
    because you can pick something up doesn't mean you should. But you did
    it anyway, and chances are one of these items made it to the end of the
    game, never once leaving your pocket.

    Food
    You'll Eat It Later

    Even after discovering health potions and learning healing magic, we
    grab the food. It doesn't matter what it is or in what state it's in; if
    it's edible, then we'll grab it. From bread and eggs to raw meat and
    questionable mushrooms, we're happy to carry a Vegas-style buffet in our
    pockets from our first rags to our end-game armor.

    And sometimes, we'll actually eat it, and it'll heal us a bit or restore
    some stamina, or on a blue moon, it'll give us some magic. But, there's
    never a time when you don't have any food, and chances are that first
    wedge of cheese is still fermenting in your pants as the credits roll.

    Keys
    Unlocked And Loaded

    Locks, the bane of every adventurer, from fantasy to sci-fi, from
    fiction to non-fiction. Although we're usually equipped with tools that
    can open most doors, a door lock is the stuff of primordials. As such,
    you'll spend a lot of time looking for keys, key-cards, odd-shaped
    stones, or anything else that could be considered a key.

    However, many times, after a key has fulfilled its purpose, it simply
    remains in your inventory. It doesn't take up space or weigh you down;
    it's just there. If it helps, you could view your key ring as proof of
    all the wondrous places you've visited.

    Materials
    Crafty Carrying

    Be honest, when the crafting mechanic was introduced, you had one of two
    reactions: "I am definitely going to use this," or "I will immediately
    forget this exists". Crafting can indeed be handy and enjoyable,
    allowing you to produce items that you wouldn't usually find. This is
    the thought that prompts you to pick up every non-edible plant you see.

    Every weird stone that shines, every piece of wood just begging to be
    carved, and every animal byproduct will end up in your inventory, hoping
    to be part of something bigger. Even if you are a crafting prodigy,
    chances are that there will still be some leftover bones rattling as you
    stare down the final boss.

    Your First Special Weapon
    It Got You Through Some Tough Times

    One thing that Solo Leveling nailed about gaming is that we often tend
    to ride out the first piece of sound equipment we acquire. It could be a
    sword that does fire damage, a knife that causes bleeding, or a hammer
    with a powerful AoE strike; we'll find a reason to use it.

    <snip>
    Single-Use Weapon
    A Harder Boss Is Coming Up, I Know It

    You'll be exploring a small room or a place out of the way when you come
    across something you've never seen before: a weapon of great power. It
    could be an explosive or a scroll containing a high-level spell that
    decimates entire towns, but it's powerful, and it's yours. Then, you
    read the fine print: "Limited use".

    You start thinking of all the possible scenarios where you would have to
    use them, like taking down an entire army or the most challenging boss
    you've ever faced. Still, as you get used to tricky situations and get
    better at the game, you choose to rely on your skills and save that
    weapon for dire scenarios. And before you know it, it's the final boss,
    and they have multiple forms and are immune to one-hit kills.

    But in games with replay value, you know the end boss cannot be smoked
    with the one shot so you use it somewhere else.

    Ammo For A Weapon You Don't Use
    Shoot Your Shot

    When you realize that you're playing a game where almost anything that
    can hold something can be looted, you'll default to the "Take All"
    option whenever it's presented. Next to all the random knick-knacks
    you'll find, ammo will pop up quite frequently. Assuming that you're a
    ranged class or at least use ranged weapons, you'll happily scoop up all
    the ammo that you can.

    The problem is that, unless you have guns for fingers, you'll likely
    choose two or three gun types that work for you and stick with them.
    This means that the ammo for everything else will live in your personal
    ammo box forever, and you'll gleefully keep adding to it without a thought.

    This is sanity as long as it does not encumber you.
    Just cause you have not found a weapon in that caliber yet does not mean
    you won't, in fact it's pretty much guaranteed and there may be
    exceedingly limited in the later games meaning this is your only chance
    to stock up.

    Seen this in S.T.A.L.K.E.R., the Tomb Raider games and others like
    Fallout 3,4.
    [Fallouts; Find plasma ammo, but have not found a plasma gun yet, and extremely limited plasma ammo in the game unless modded.]

    STALKER with the ammo for the sniper weapons, Tomb Raider with magnum
    ammo

    Rare Gear That You Can't Use
    Makes The Closet Look Nice

    Character building has gotten so complex that stats can be altered to
    create any kind of class you want. Sometimes you can pick a class as a
    foundation to determine abilities, but you're still shaping the
    character. Even so, depending on the stats or class, there will be gear
    that your character will be unable to use, from wearing certain hats to
    using certain spells.

    But picture this: You've got a chance to grab a rainbow-colored
    ultra-mega-rare pair of boots that you can't wear because you're not a
    necromancing baker. They're too valuable to sell, so you hold onto them
    because you'll find a much better use for them. As the end comes, you
    have the comfort of knowing that you held onto the rarest thing that
    could never be used.

    I often play games multiple times, so just cause it's something this character cannot use does not mean another character cannot.
    Various games have a shared inventory or other means to transfer an item between characters (like Diablo: Hellfire's "Cornerstone of the World")
    or you snag an editor or something that will let you copy an item from
    one char's save file and paste it into another's.

    Jewelry
    Shiny For Every Occasion

    Rings, amulets, and necklaces are standard accessories in all types of
    games, and you're usually allowed to equip more than one of them, you
    bougie adventurer. They can boost one stat or multiple stats while
    adding additional passive effects and so on. And yet, among these
    accessories are ones that are just… normal.

    They don't do anything but look shiny, but that still means they have
    some value. As you gather common and rare accessories, swapping them
    around as your tastes change, you'll never actually get rid of them.
    Maybe you'll sell the regular ones for some cash, but you'll always have
    a reason to hold onto that Ring of Flower Picking.

    If you ain't stylin', you ain't tryin'.

    In Bethesda's Elder Scrolls games I have even set up bookshelves and collected a copy of every single book in game.

    Once you have gotten Godly in strength, you have to have something to
    keep the game worth playing, and collecting rarities is one of those
    ways.

    Just like rich asshats in the real world collect rare artworks,
    antiquities, etc.

    Xocyll

    Only asshats play Fallout with combat skills other than Unarmed.

    "Your power fist does 192 hit points damage to the Gross Mutant!"
    --
    Pharaoh was so pleased with Hadad that he gave him a
    sister of his own wife, Queen Tahpenes, in marriage.
    The sister of Tahpenes bore him a son named Genubath,
    whom Tahpenes brought up in the royal palace. There
    Genubath lived with Pharaoh’s own children.
    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From Dimensional Traveler@[email protected] to comp.sys.ibm.pc.games.action on Wed Apr 22 07:05:06 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 4/22/2026 5:41 AM, Xocyll wrote:

    If you ain't stylin', you ain't tryin'.

    In Bethesda's Elder Scrolls games I have even set up bookshelves and collected a copy of every single book in game.

    Once you have gotten Godly in strength, you have to have something to
    keep the game worth playing, and collecting rarities is one of those
    ways.

    I think you just proved the author's point. :D
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Wed Apr 22 10:56:42 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 21 Apr 2026 17:36:58 -0700, Dimensional Traveler
    <[email protected]> said this thing:



    https://www.msn.com/en-us/news/technology/the-most-useless-items-we-have-saved-and-never-used-in-the-whole-game/ar-AA1LmKFV?ocid=entnewsntp&pc=U531&cvid=69e7df3bfa8e4e008b927055f19fab9b&ei=51

    "But I might need it later"... If you've never thought those words to >yourself, you've never played a game where stockpiling is an option.
    From the simplest of phone games to the most intricate of RPGs, you'll
    be gathering one thing or another. Sometimes it's as important as a
    unique power source, and other times, it's as common as a wooden spoon.

    Still, you grabbed it, stuffed it into your inventory (encumbrance
    willing), and most likely forgot about it. In modern gaming, just
    because you can pick something up doesn't mean you should. But you did
    it anyway, and chances are one of these items made it to the end of the >game, never once leaving your pocket.


    I always save my starter equipment. You know, that rusty sword that
    does 1-3 damage, the rags that server as armor, the silly hat. Not
    that I ever think they'll be useful, but as a reminder of how far I've
    come.

    And sometimes just to use against the harder enemies once I've
    levelled up enough, just to rub it in their faces how over-powered
    I've become. "Ha, I'm killing you with a rusty butter knife!!!" ;-)

    The hardest part is not selling the old gear accidentally.

    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From phoenix@[email protected] to comp.sys.ibm.pc.games.action on Wed Apr 22 09:05:19 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson wrote:
    On Tue, 21 Apr 2026 17:36:58 -0700, Dimensional Traveler
    <[email protected]> said this thing:



    https://www.msn.com/en-us/news/technology/the-most-useless-items-we-have-saved-and-never-used-in-the-whole-game/ar-AA1LmKFV?ocid=entnewsntp&pc=U531&cvid=69e7df3bfa8e4e008b927055f19fab9b&ei=51

    "But I might need it later"... If you've never thought those words to
    yourself, you've never played a game where stockpiling is an option.
    From the simplest of phone games to the most intricate of RPGs, you'll
    be gathering one thing or another. Sometimes it's as important as a
    unique power source, and other times, it's as common as a wooden spoon.

    Still, you grabbed it, stuffed it into your inventory (encumbrance
    willing), and most likely forgot about it. In modern gaming, just
    because you can pick something up doesn't mean you should. But you did
    it anyway, and chances are one of these items made it to the end of the
    game, never once leaving your pocket.


    I always save my starter equipment. You know, that rusty sword that
    does 1-3 damage, the rags that server as armor, the silly hat. Not
    that I ever think they'll be useful, but as a reminder of how far I've
    come.

    And sometimes just to use against the harder enemies once I've
    levelled up enough, just to rub it in their faces how over-powered
    I've become. "Ha, I'm killing you with a rusty butter knife!!!" ;-)

    The hardest part is not selling the old gear accidentally.

    Let me show you this: The El Hajjaj viper sword does more damage and can
    be dual wielded unlike the rusty sword. This is an improvement and you
    can use two of them. You don't need that rusty sword.
    --
    Pharaoh was so pleased with Hadad that he gave him a
    sister of his own wife, Queen Tahpenes, in marriage.
    The sister of Tahpenes bore him a son named Genubath,
    whom Tahpenes brought up in the royal palace. There
    Genubath lived with Pharaoh’s own children.
    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From JAB@[email protected] to comp.sys.ibm.pc.games.action on Thu Apr 23 13:13:23 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 22/04/2026 01:36, Dimensional Traveler wrote:
    "But I might need it later"... If you've never thought those words to yourself, you've never played a game where stockpiling is an option.
    From the simplest of phone games to the most intricate of RPGs, you'll
    be gathering one thing or another. Sometimes it's as important as a
    unique power source, and other times, it's as common as a wooden spoon.

    Still, you grabbed it, stuffed it into your inventory (encumbrance
    willing), and most likely forgot about it. In modern gaming, just
    because you can pick something up doesn't mean you should. But you did
    it anyway, and chances are one of these items made it to the end of the game, never once leaving your pocket.

    One of the things I dislike about CRPGs vs. TT RPG's is the constant
    amount of loot on offer in the former with the only purpose being you
    sell it. I'm not sure where the idea even came from as it's really not a factor in the TT RPG's I've played.

    I'm ok with something that is better, or just has real value, but really
    just how many mail shirts can one person carry?
    --- Synchronet 3.21f-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Thu Apr 23 11:06:38 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 23 Apr 2026 13:13:23 +0100, JAB <[email protected]> said this
    thing:

    On 22/04/2026 01:36, Dimensional Traveler wrote:
    "But I might need it later"... If you've never thought those words to
    yourself, you've never played a game where stockpiling is an option.
    From the simplest of phone games to the most intricate of RPGs, you'll
    be gathering one thing or another. Sometimes it's as important as a
    unique power source, and other times, it's as common as a wooden spoon.

    Still, you grabbed it, stuffed it into your inventory (encumbrance
    willing), and most likely forgot about it. In modern gaming, just
    because you can pick something up doesn't mean you should. But you did
    it anyway, and chances are one of these items made it to the end of the
    game, never once leaving your pocket.

    One of the things I dislike about CRPGs vs. TT RPG's is the constant
    amount of loot on offer in the former with the only purpose being you
    sell it. I'm not sure where the idea even came from as it's really not a >factor in the TT RPG's I've played.

    I'm ok with something that is better, or just has real value, but really >just how many mail shirts can one person carry?


    I mean, it's not /entirely/ without precedent in tabletop to overload
    players with loot. It's not considered good form (and it disparagingly
    gets called 'monty-haul gaming') but some people enjoy it.

    CRPGs feel into the habit because --especially in the early days-- it
    was the easiest way to reward players. Limited to primitive parsers
    with even more limited disk-space, you couldn't really rely on story
    or characters to give players a sense of satisfaction for a quest well
    done. Nor did the limited mechanics allow players to do much more than hack-n-slash their way to victory; the digital game-master that
    controlled the adventure only allowed a pre-programmed number of
    options for any encounter. So combat became an increasingly important
    part of the genre... and because one fight was so much like the next,
    the only way to spice things up was to add different weapons.

    In tabletop, you have more options. You can reward players with
    artwork that might lead them to the next adventure, or an alliance
    with a powerful noble that they can call upon in a future quest, or
    the deed to some frontier that needs defending; all things that can be
    used by DM and player to move the campaign forward. But for the
    longest time (and still to this day in some regards) the limited
    capabilities of the computer just don't allow this degree of freedom.

    So, because of tradition and limitations, programmers rely on just
    throwing weapons +4 at the players and hoping that satisfies. In some
    cases, it does ("Borderlands" is basically this trope exemplified).
    But it's not my favorite style of gaming.


    --- Synchronet 3.21f-Linux NewsLink 1.2