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From: Matthew Murray <i9717029@wsunix.wsu.edu>
Subject: Re: Adventuring grues? 
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Date: Mon, 1 Jan 1996 08:05:52 GMT
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On Sat, 30 Dec 1995, Ivan Cockrum wrote:

> Carl Muckenhoupt wrote:
> > 
> > It seemed like most of Infocom's fantasies played a kind of one-upmanship
> > game with the grues - you had to have them around, so what kind of new
> > twist would they put on them?  Zork I gave us the grues themselves, Zork II
> > gave us grue repellent, Sorceror showed us Krill's mutant
> > non-light-sensitive grues (shudder!), Spellbreaker turned the player
> > *into* a grue, Wishbringer showed us a baby grue, Beyond Zork finally let
> > us fight grues, and Zork Zero showed us the origin of grues (their
> > existence caused, as in the real history of the game, by the filling in
> > of the bottomless pits that previously plagued the dungeons.)
> > 
> > Er.  Have I left anything out?  My point is that I got so that I looked
> > forward to seeing what they would come up with next in the Grue saga.
> 
> Carl,
> 
> Hey!  What we need now is a story written with a grue as the _protagonist_!  Just 
> think, an adventure game written from the viewpoint of the grue!  Man, that'd be 
> great! <g>
> 
> Just imagine the challenges...facing the searing daylight...protecting home and hearth 
> from savage, uncaring, human adventurers...living life as one of the most hated (and 
> misunderstood!) creatures in existence...

	I don't know... I see it more as an action game.  You're in the 
dark, and you have to search out all the hapless adventurers who forgot 
to bring their trusty brass lanterns with them.  Imagine modem play, 
too!  And the graphics would be superb!  ;) ;) ;)  Ooh, we HAVE to get 
someone to develop this!


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