When you die in a roguelike, is it your fault? Not always. This column offers the beginning of a framework for determining whether it is or not, by thinking about the game in a way analogous to checkmate in chess. The move that puts you into a situation in which you might die is the bad one.
At the end of the column I mention the possibility that one might formulate a set of laws of roguelike game design. I've so far come up with six of these. They'll be covered in more detail next time.
Posts are still fairly slow. I fell away from gaming for a bit back there, and am working on a new game project at the moment, and I have a final paper to finish, and other things are conspiring against me and my free time too.