I think Angband has a fair bit of tactical complexity, but very few long-term constraints other than those dictated at birth by the race/class choices.
Not having a home in Sil leads to a different type of interesting strategic choice about the way you build up your equipment set. Deciding to drop the artefact sword constrains your options in the future. Players would howl in protest about being constrained in such a way if put into Vanilla, but choosing between different long term constraints just *is* strategy. If players won't let the developers get rid of practically unlimited home storage, common consumables, and easy escapes, then they are effectively saying they don't want strategy in their game. I think they often don't realise this though!
EDIT: ISTR that one of Eddie's best posts being along the lines of how Angband is almost completely tactical, and what the implications of that should be for the player. It was on RGRA around the start of the Tales of the Bold series.
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