[FAQ] Wolfling / Feral Runs

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Denise L. Voskuil

Nov 21, 1998, 3:00:00 AM11/21/98
Posting-frequency: every 14 days
Last-modified: Fri Nov 20 1998
Copyright: See Section 4

Wolfling/Feral Runs
Denise Voskuil

[The latest version of this FAQ can be obtained via the web at
<http://www.mcs.net/~dvoskuil/grendel/wolfling.html>. Versions posted
to other websites might not necessarily be up-to-date. For links to
this and other FAQs for Creatures and Creatures 2, visit the A.G.C FAQ
Compendium at <http://www.bconnex.net/~quix0tix/agc-toc.htm>.]

Changes: New FAQ.


Subject: 0. What is this document?

The purpose of this FAQ is to provide information to players of the
games Creatures (also called "Creatures 1" or "C1") and Creatures 2
(also called "C2") about what wolfling runs and feral runs are, and
how to do these runs. Information in this FAQ should be applicable to
both games, except where noted.



1) Wolfling Runs
1.1) What is a wolfling run?
1.2) Why do you do them?
1.3) Isn't that cruel?
1.4) Why do you call it that?

2) Feral Runs
2.1) What is a feral run?
2.2) Why do you do them?
2.3) Isn't that cruel?
2.4) Why do you call it that?

3) Acknowledgments

4) Copyright/Disclaimers


Subject: 1. Wolfling Runs

1.1) What is a wolfling run?

A wolfling run is what participants in alt.games.creatures call it
when you hatch a bunch of norns of both genders and then just let the
game run by itself. The world has no extra COBs in it (aside from any
game patches/fixes), you do not interfere until it is over, and the
norns are not taught by you. In C2, it helps to turn the hand
invisible. The time may last anywhere from an hour to a day or so;
most frequently, people seem to leave the game running overnight and
check on them in the morning, or while at work and check on them upon

1.2) Why do you do them?

Generally, this is done in hopes of breeding very hardy norns who are
resistant to disease, good eaters, and so forth. Problems may occur,

In C1, you may possibly end up with a number of norns who have various
mutations that make them immortal or nearly so. This might sound like
a good thing at first, but remember that normally you can only have 12
norns running around Albia. If they live for far longer than normal or
don't die at all, this leads to an elderly, stagnant population that
is unable to breed, and hobbles around Albia. You get new norns only
rarely, if one happens to die, and your genetic pool is not improved
very much. Try to remove these near-immortal norns after a run. Also,
they may wander into the areas that do not have food - which is nearly
all of Albia except for the garden and kitchen - and starve. This
basically discourages the reproduction of norns who travel.

In C2, the norns don't tend to explore very much on their own (unlike
C1 norns, who would often play on lifts endlessly). They may all end
up clustered on the incubator level, hitting each other because of
crowdedness and picking up eggs (which will then not hatch). If your
norns actually do move from the incubator level, they may fall into
the ocean and drown.

1.3) Isn't that cruel?

It depends on how you look at it. This encourages the development of
norns who are hardy and self-sufficient. Is it better to have norns
who need to be watched over constantly so that they will eat, or to
have bred ones that can take care of themselves?

1.4) Why do you call it that?

The first mention that I have found was in a post on May 24, 1997 from
"Magic Hacker" in response to a post by "Aznin" which was not archived
by Deja News. The title of thread was "Wolfling norns". Aznin asked if
anyone had let the norns just do what they want after hatching. It
appears to be the first mention on a.g.c of what we now call wolfling
runs. Magic Hacker reported that he or she had done one, but the
offspring did not seem intelligent.

In a post from September 18, 1998 (subject: "Attention helpful
experts....What is....."), Aznin describes the inspiration for the
term, saying, "The term wolfling derives from science fiction, more
precisely from the Uplift novels by David Brin - where humans are


Subject: 2. Feral Runs

2.1) What is a feral run?

A feral run is rather like a wolfling run, in that you hatch norns of
both genders and let them fend for themselves, but you also teach the
norns words, how to eat, etc., before letting them go off on their
own. You may also include certain COBs (usually some extra food or
food vendors, or the occasional medicine plant or vendor), as certain
areas of Albia are short on these items, and you probably do not want
to select against the urge to roam. You may also wish to encourage
them to roam a bit before beginning, to spread them out.

In C2, you can add COBs like puffer fish or electric gates, to save
drowning norns. Also, since norns seem to regularly pick up eggs, you
may wish to add the Egg Sitter program (it is not a COB), from PGumby
at the site The Lair of the <Unnamed> Norn, during a feral run. It
bumps eggs that are underwater onto dry land and restarts eggs that
have been disturbed. This can extend the length and number of
generations of your feral run. (People may also consider this
"allowable" in a wolfling run, since it does not directly benefit the
norns that are wandering around in the game.)
The Lair of the <Unnamed> Norn:

2.2) Why do you do them?

These will hopefully produce offspring that are hardy, good eaters,
and generally self-sufficient. The advantage of the feral run over the
wolfling run is that you have educated parent norns who may be able to
teach their offspring, and may also have extra food or other useful
items available for them.

2.3) Isn't that cruel?

As with wolfling runs, it depends on how you look at it, and surely
these are less "cruel" than wolfling runs due to the education and
possible added COBs.

2.4) Why do you call it that?

The first mention that I have found was in a post on September 1, 1997
from Drax (subject: "Feral Norns are ready"), explaining how he did a
wolfling run but educated the first generation, leaving any teaching
of offspring up to those parents. Since that time, the definition has
expanded to allow the possibility of the use of a few COBs.


Subject: 3. Acknowledgments

I would like to thank the following individuals who have helped and
contributed to this document:

Aznin, for coining the term "wolfling" within the a.g.c community and
for most likely being the first person to post the idea of the
wolfling run to a.g.c.

Drax, for coining the term "feral" (as used by us, that is) within the
a.g.c community and for most likely being the first person to post the
idea of the feral run to a.g.c.

PGumby <eju...@mtco.com>, for developing the Egg Sitter program for
C2 to help extend wolfling/feral runs.


Subject: 4. Copyright/Disclaimers

Copyright (C) 1998 by Denise Voskuil, all rights reserved.

This FAQ may be posted to any USENET newsgroup, on-line service, web
site, or BBS as long as it is posted in its entirety and includes this
copyright statement.

This FAQ may not be distributed for financial gain.

This FAQ may not be included in commercial collections or compilations
without express permission from the author.

The author of this FAQ has merely compiled this information for use by
others, and is not responsible for any harm to your creatures, game,
or computer through usage of any of the above-referenced information,
addons, or programs. If you are having problems with any of the COBs,
norns, or programs, please contact the item's creator and not myself.
Corrections/additions graciously accepted.

Denise L. Voskuil-Marre' - dvos...@mcs.com or grend...@hotmail.com
The Truth About Grendels! - <http://welcome.to/grendels/>
Including: "This Site Supports C1" graphic for sites, plus the
Site Graphics FAQ, and C2 FAQs on Eating/Sleeping and the Potion

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