Around this time, ca. 1980, BSD Unix had started to gain a foothold as the operating system for many of the University of California's campuses. One element of the BSD distribution at this point included the "curses" programming library by Ken Arnold. "curses" enabled a programmer to place characters at any point on a terminal, effectively allowing for "graphical" interfaces. When Toy saw this library, he and Wichman quickly realized the potential for it. After crafting a few games using "curses" to learn the library, they came up with the idea of an adventure game in the flavor of "Dungeons & Dragons" but to address their concerns with the static nature of adventure games, wanted to include elements that would change every time the game was played. The two came up with a narrative, that of an adventurer setting out to explore and find treasures in the Dungeons of Doom, specifically the Amulet of Yendor (the name "Rodney" spelled backwards, which they envisioned as renowned wizard in the games narration). Wichman came up with the name "Rogue", based on the idea that unlike the party-based systems of "Dungeons & Dragons", the player's character was going at this alone. They also wanted to make sure the name was short to make it simple to type out on command lines.