HDTenEightyP/NetNews huggingface dataset:
From: Whitten@Fwva.Saic.Com (David Whitten)
Newsgroups: rec.games.int-fiction
Subject: Anyone play Les Manley - Search for the King (Hint?)
Date: Tue, 15 Dec 1992 23:53:39 GMT
Organization: Science Applications Int'l, Corp. - Computer systems operation

Okay, I have run out of Ideas.
 
I am playing Les Manley & search for the King by Acolade.
 
Maybe I'm slow, but I can't seem to even get started.
 
I had friends with me and they couldn't think of any obvious things to
do either.
 
I have 30 points, and can't even figure out how to find out what I don't
know.
 
Does any one have insight into the character to give me an idea how to
"think" the way the author does?
 
 
This is one of those graphical/some typing adventures which don't even
give you hints in the descriptions, just jokes....
 
Waiting expectantly....
Dave (whitten@fwva.saic.com) US:(619)535-7764 [I don't speak as a company rep.]
From: v128nkga@ubvmsb.cc.buffalo.edu
Newsgroups: rec.games.int-fiction
Subject: Need hint for Altered Destiny. *Spoilers*
Date: 14 Dec 92 17:08:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41


	Ugh, I didn't want to do this, but I seem to be completely
stuck in Altered Destiny by Accolade.
	I've got the bird and leaf (given to Vindah).  I've got the
slime in the bowl and poured it on myself.  I've got the scroll, the
tube and frags, and the battle axe.
	I've gone to the forest and dreamed.  I can't get past the
fog.  I've gone to the woods, turned into a plant-thing, gotten
knocked off the platform by aRRaRRa, but I can't bridge the gap.
	I know I need the crystals, and I know that Lantra has them.
However, I can't see them on the screen (large/small pouch), and I 
can't get close enough to wherever they are to get them.
	I know that Vindah needs one more thing for his divination (I
think it's a pigment or something).  I don't know what it is.
	I don't know how to get past the howlers in the forest.
	I don't know where to go in the canyon.
	Somebody please help.  Sorry if this is disorganized, I'm
kind of doing it off the top of my head.
	Please just tell me _one_ thing that I have to do, or have
missed.  I really don't want to ruin this game with the spoilers.
All I want is one hint, after that I feel as if I'll probably be
able to continue on without help.
	Thank you very much in advance.
				Later,
				Henry.
From: ci983@cleveland.Freenet.Edu (Jim Munroe)
Newsgroups: rec.games.int-fiction
Subject: Totally helpless
Date: 20 Dec 1992 06:01:25 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


Wow! A group of people who enjoy typing endless compass 
directions!  And I thought I was the only one (who would admit
to it, at least.)

A few questions for the kind souls that can endure a bumbling 
greenie....

1) Where could I get a copy of the first installment of the 
History of Infocom?

2) Where could I get a program (and manual) that would allow me 
to create my own int-fic on my Amiga?

3) Does anyone know when the Lost Treasures Part II will be 
coming out for the Amiga?

4) Is there a specific site where I could get int-fic that would
run on my Amiga?

5) Has anyone out there ever dreamed about being an int-fic 
author?  Is it even remotly feasable?

If it is any consolation, I have read every message in efforts 
to answer my questions first...

Spoilers!  Exactly!  Why lie and call them hints?  Call a spade
a spade, or whatever the politically correct cliche is...

Thanks for your time.  Engage weapon sequencing....
		Jim Munroe (ci983)
From: mkim@dcdsv0 (Michael Kim)
Newsgroups: rec.games.int-fiction
Subject: Re: InfoTaskForce Infocom parser dumps on a SunSparc
Date: 12 Dec 92 16:32:17 GMT
Distribution: na
Organization: Fermi National Accelerator Laboratory, Batavia IL
NNTP-Posting-Host: dcdsv0.fnal.gov
X-Newsreader: Tin 1.1 PL4

Thanks. Everything seems to work now, but only after I put the INIT_IO call
first. Just one more question; I compiled under curses because that was the
only one that (still!) didn't give me a segmentation fault... Is there any way
to get the text scrolling nicely instead of just jumping on the screen?

Mike

+-------------------------------------------mkim@imsa.edu::IMSAMUG----------+
|Michael Kim, 1505 W. Sullivan Rd, Aurora, IL, 60506-1039  Ph:(708) 801-6529|
+---------------------------------------------------------------------------+
     "This footnote has the sole purpose to confuse the reader." --E. Teller
Newsgroups: rec.games.design
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: FUDGE?
Organization: Plymouth State College - Plymouth, NH.
Date: Fri, 18 Dec 92 13:39:43 GMT

mcs52867@uxa.cso.uiuc.edu (Mike) writes:
>sorry if i'm ignorant, but what is FUDGE?

FUDGE is a freeform net.rpg (copyrighted, but free to copy legally).

From the Introduction:

          FUDGE: Freeform, Universal, Donated Gaming Engine
                   A Free Role-playing Game (RPG).

FUDGE is a freeform RPG "engine."  This means that the rules are
phrased as guidelines, not unbreakable laws.  Each GM *must* do a
certain amount of work customizing the rules to her tastes, supplying
the body of the gaming "vehicle" - FUDGE is just the engine.  This is
unavoidable in a freeform game that is trying to appeal to a wide
variety of gamers.

FUDGE is specifically for people who want a good bedrock to build
their own system on.  If every commercial RPG details certain areas in
ways you don't like, then FUDGE may be what you're looking for: not
much is detailed at all!  If, on the other hand, you demand fully
fleshed-out rules, then you may wish to read no further . . .

FUDGE is intended for experienced Game Masters only - no introductory
"What is role-playing" section is provided.  The game can work with
novice *players*, as long as the GM is experienced.  A glossary of
relevant terms is presented in each rules section as needed.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.design
From: stv@unislc.uucp (Steve Spencer)
Subject: Re: SOND, was RE: a New line
X-Newsreader: TIN [version 1.1 PL6]
Organization: Unisys Corporation SLC
Date: Wed, 16 Dec 1992 15:56:53 GMT


Okay all, I've sort of decided to make SOND a cap-system. That is,
it will run with pretty much any system that has difficulty dealing
with the action of children. As such, I feel that these are probably
the important issues:

	Lower stats for children, and the progression of those stats.

	Will power / Persistence, if not already addressed by the system.

	Damage LESS THAN ONE can still be highly effective against children.

Right now I'm only goin to address the "damage less than one" issue. I think
it can be handled something like this:

Roll	Description			Panic zone if will is less than
?	No effect			1
?	Ouchie				2
?	Bruise				3
?	Welt/Cut			4
?	sprain/Cut that needs stitches 	5
?	Adult damage -3			6
?	Adult damage -2			7
?	Adult damage -1			8
?	Adult damage			9

The "painc zone" is the state that a child reaches when they cry, or run
away, or cringe helplessly, or other such things. A damage table such
as the above one, not only handles LESS THAN ONE damage, but it also
allow the child to grow, and increase their ability to be effective. 
I don't really know how to assign will's yet. I imagine that it would need
to be somewhere near 1/2 age. Or something similar. But of course it needs
to vary from child to child. Any suggestions? Does everyone feel alright
about the odd turn that I've taking with SOND, by treating it as a 
cap system? Any complaints? Commments?


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| It's the sputter of a raindrop. It's the sunlight on my face |
| My mind's eye into other realms. It's my paradise escape.    |
| Steve Spencer	SLC, Utah 	stv@unislc.slc.unisys.com      |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
From: fts5792@cs.tamu.edu (Frank T Sronce)
Newsgroups: rec.games.design
Subject: Re: net.rpg - eliminating mundane magic
Date: 18 Dec 1992 18:25:43 GMT
Organization: Computer Science Department, Texas A&M University
NNTP-Posting-Host: photon.tamu.edu

On the subject of encouraging players NOT to always use the same
spells, it occured to me that you could do this by setting up the\
experience system (in whatever form it may take) properly.

For example, if you gave "magic-sphere XP" for using your magical skills,
that could only be spent on magic related skills, you could use something
like...

  Used magic in a useful (not inconsequential) way: 1 xp.
  Found time for experimentation and study: +1 xp.
  Depended solely upon experimental spells and untried formulae: +3 xp.

Simply put, the character learns less from using skills that he has already
mastered than from using skills in which his experience is limited. Of course,
this has the "disadvantage" that the character WILL use the spells he is most
familiar with when the situation is crucial- you don't take unnecessary
chances when your life is at stake...

If you break XP up per skill (like Cyberpunk IP's) you can add something
to the effect that increasing a low skill adds complementary IPs to related
skills, while increasing a high skill doesn't: the knowledge and training
necessary to get that good is too specialized to be applied to other skills.

  Alternately (or with the above ideas), you can use the magic mechanics to
encourage experimentation and creativity. For instance, you can give bonuses
to attempts to Resist and/or Dispell an attack based on their familiarity
with it... and if you can guess *exactly* what kind of spell your opponent
will choose to throw, you can prepare a counter-spell to reflect it right 
back at him!

Kiz
Newsgroups: rec.games.design
From: cffitzge@IASTATE.EDU (Charles F Fitzgerald)
Subject: Re: net.rpg: magic.ideas
Reply-To: cffitzge@IASTATE.EDU (Charles F Fitzgerald)
Organization: Iowa State University
Date: Mon, 14 Dec 1992 02:23:47 GMT

Ramez Naam writes ...

>In my game system, there are 3 fundamental types of 'magic'.  I'll
>describe the concepts behind them very very roughly (some of my players
>might read this, and I don't want them to figure out too much about my
>universe!)
(much stuff deleted)

I would say that you and I just do not agree on the role of
magic in a world.  I do not believe magic should be a science.
I do not believe Psionics should be used in a world with 
magic.  I do not wish to sound antagonistic or start a flame
war; I simply do not agree with your opinions, and there is
no reason you should agree with mine.

Thanks for your comments, though.

--
Charles F. Fitzgerald | '....Life's but a walking shadow,
Iowa State University | a poor player, that struts, and frets
cffitzge@iastate.edu  | his hour upon the stage,
                      | and then is heard from no more....'
                      | _MacBeth_, by W. Shakespeare.
From: rrdjro@minyos.xx.rmit.OZ.AU (Jonathan O'Donnell)
Newsgroups: rec.games.design
Subject: Re: net.rpg.freeform: Name Change?
Date: 15 Dec 1992 22:23:18 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

sos@oz.plymouth.edu (Steffan O'Sullivan) writes:

>engjs@wombat.newcastle.edu.au (James Smith) writes:
>>
>>It's probably worth pointing out, in case someone hasn't already done so,
>>that in Australian roleplaying circles a freeform is a particular kind
>>of game in which the participants act out the roles of their characters
>>rather than just talking them through.  It is not a roleplaying game per se.
>>Thus, in Australia at least, the name 'freeform' is totally inappropriate
>>for a roleplaying game.

>Apparently Australians call "freeform" what Yanks and Britons call
>"live role-playing," is that correct?  We use a broader definition of
>the word over here: it simply means any gaming that uses a loose and
>flexible set of guidelines, rather than hard rules.  Certainly people
>could act out the roles if they wanted to in a freeform game, but it's
>not necessary, by our definition.

At Australian conventions, if you enrolled in a freeform, you
would generally expect to play:
	a roleplaying game that involved little or no combat,
	where you walked around and talked to other player characters,
	developed your character and achieved various objectives,
	while having a lot of fun.

If you put yourself down for a live action game, you would end up:
	running around waving a big rubber sword,
	hitting NPC monsters or other player characters,
	yelling a lot and achieving various objectives,
	while having a lot of fun.

Sometimes, these two can blur at the edges.  Generally, however, unwanted
physical contact is forbidden in freeforms and encouraged in live action.

If you are in Australia, come to a con.  They're lots of fun.

	Jonathan@RMIT.edu.au
	An Arcanacon XI organiser.
From: schwarts@cps.msu.edu (Steven Eric Schwartz)
Newsgroups: rec.games.design
Subject: Re: FUDGE 12/12 and Terminology Changes
Date: 19 Dec 1992 18:40:51 GMT
Organization: Dept. of Computer Science, Michigan State University
Reply-To: schwarts@cps.msu.edu (Steven Eric Schwartz)
NNTP-Posting-Host: atlantic.cps.msu.edu
Originator: schwarts@atlantic.cps.msu.edu

Could someone send me a copy of FUDGE 12/12 and any terminology change 
posts?


-- 
Steven Eric Schwartz            "It's not safe out here. It's wonderous, with
(schwarts@cps.msu.edu)           treasures to satiate desires both subtle and
125 East Wilson Hall, MSU        gross.  But it's not for the timid."
East Lansing, Michigan  48825                           - Q, "Q Who"
Newsgroups: rec.games.design
From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Subject: Re: What happened to the REAL net.rpg
Organization: MIND LINK! - British Columbia, Canada
Date: Sun, 13 Dec 1992 16:45:23 GMT

How do you think game designers who aren't interested in role-playing-games
at all feel.  This whole group is a waste of time.
Newsgroups: rec.games.design
From: magnus@brisk.ii.uib.no (Magnus Alvestad)
Subject: Re: net.rpg: response.FAQ
Reply-To: magnus@ii.uib.no
Organization: UVBS -> SFK/T-DSA / SOPS - HOS / RNoN
Date: Tue, 15 Dec 92 16:58:16 GMT

>>>>> On Tue, 15 Dec 1992 05:58:04 GMT, cffitzge@IASTATE.EDU (Charles
>>>>> F Fitzgerald) said:

	CF> "Q17.   Magic? how does it work?"

	CF> genre.  I think if net.rpg is to be multi-genre we _must_
	CF> plan for player character magic users.  It is not

Naturally! But we should also scetch a magic setup where players only
have access to petty and dangerous (for the wielder) magic. 

	CF> I feel that the intelligence based magic (or knowledge in
	CF> the magical arts) should be a skill and handled with the
	CF> same mechanic as any other skill.  This, in my opinion,

Yes, but based on 'natural' - nonmagical abilities.

	CF> I dislike using psionics with magic.  If psionics are a
	CF> _form_ of magic, however, I might consider using them.

That was my intent. The definition of psionics - magic or not magic,
is not important at this point, they should be handled similarily to
magic. 

	CF> I do not like the quote in the FAQ pertaining to psionics.
	CF> I do not see how the ideas presented in the paragraph
	CF> would be applied to a role-playing game.

Oh? I rather liked it. Making it easier to change pieces of reality
that are not important to anyone is a nice idea. Of course, another
'branch' of psionics would be the art of impressing ideas and beliefs
upon the minds of others.

	CF> "Q18.   Skills, how do they work?"

	CF> think we should be careful.  First, I feel that skills are
	CF> influenced by abilities (one of the things I disliked most

Yes. Or the other way around if you want to use that character
generation system. 

	CF> I do not like having one great big hierarchy of stats and
	CF> abilities.  I believe there is too great a distinction

Yes, maybe so. Then again - I can't really agree that *any* part of a
person is 'hard' - unchangeable. There is a difference in
changeability - but that is IMO mostly due to the fact that skills are
lower in the hieriarchy than abilities.

	CF> with these points, I will e-mail you my reasons.)

Please do. :-)

	CF> into one mechanic; both versatility and realism will be
	CF> lost by such a merger.

Maybe. Could you explain?

-Magnus

Newsgroups: rec.games.design
From: gt7797a@prism.gatech.EDU (Travis Works)
Newsgroups: rec.games.design
Subject: Re: FUDGE Damage Proposal
Date: 11 Dec 92 18:51:23 GMT
Organization: Georgia Institute of Technology


How this for an idea:

Have several levels of damage (Scratched, Hurt, Very Hurt, Crippled, and Dead,
for example).  Scratched = no effect, Hurt = -1 to skills, Very Hurt = -2,
Crippled = can't do anything, Dead = dead.

Now for the fun part:  assign each wound a Damage Level (from Terrible to
Superb, or whatever range you are using).  Then make a roll against the Damage
Level, using Wound Resistance/Constitution, whatever.  If you get 2 or more
levels higher than the Damage Level, you are Scratched.  If you get within
one level (+/-) of it, you are only Hurt.  Two levels below, Very Hurt,
four levels below = Crippled.  If you are already wounded, a Hurt result
moves you up one level of damage, a Very Hurt moves you up two, and a Crippled
moves you up three (Scratched is no effect).

Seems like a nice, simple, workable system to me.  Comments?


-------------------------------------------------------------------------------
 I used to trust the media to tell me   |   I used to think that only America's
   the truth, to tell us the truth      |     way, our way was right
 But now I see the payoffs              |   But now the holy dollar rules

(.sig reduced to 4 lines)
                                        -Travis Works
                                        gt7797a@prism.gatech.edu


-- 
 

Newsgroups: rec.games.design
From: mmoss@csws17.ic.sunysb.edu (Matthew D Moss)
Subject: Virtual walking???
Originator: mmoss@csws17.ic.sunysb.edu
Organization: State University of New York at Stony Brook
Date: Thu, 17 Dec 1992 14:00:38 GMT


Being a VR fan, I went and tried the Virtuality arcade game
when it was around in a nearby arcade. For early stages in the
technology, it was pretty good.

What detracted from the experience, though, was the
un-physicalness of the game. It's supposed to have you running
around this world firing guns at one another and dodging bullets.
I found myself exaggerating (sp?) the fancy dodges to compensate
for having to use a button to walk.

Has anyone ideas on how to change this? A playfield is nice, but
unless it's the actual size then it has limits. I've also thought
a 360-degree treadmill would be good, but am not sure that it
would be an easy engineering feat.

Ideas??? Let's hear 'em!!!
-- 
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| Matthew David Moss		| Blessed are the pure in heart, for they     |
| INTERNET: mmoss@ic.sunysb.edu	| will see God.                               |
| BITNET  : mmoss@sbccmail	|                                 Matthew 5:8 |
Newsgroups: rec.games.design
From: "danny hawrysio" <danny.hawrysio@canrem.com>
Subject: flicker in vga animation
Reply-To: "danny hawrysio" <danny.hawrysio@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 13 Dec 92 15:48:42 EST


 Anybody here know how to reduce flicker when animating sprites in VGA?
 I've already done the hard part (sprites) now I just need to reduce the
unsightly flicker.
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.design
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: FUDGE Damage Proposal
Organization: Plymouth State College - Plymouth, NH.
	<Qf_wnwi00VpFMZE0V9@andrew.cmu.edu>
	<1992Dec14.175551.27431@news.columbia.edu>
Date: Tue, 15 Dec 92 01:24:39 GMT

jhk6@cunixb.cc.columbia.edu (John H Kim) writes:
>
>Each attack is given a rating 
>on the Terrible to Superb scale, and then damage is resolved as a contest 
>between Damage and Wound Resistance. 

Yes, I had originally put this in the very first version of old SLUG, but
later dropped it as an extra die roll.  It also doesn't quite make sense
that someone could hit the same person twice in a row with exactly the
same amount of strength in the blow, have the other person blow their
parry by the same amount, and do 4 points of damage one time and 0 points
another . . .

OTOH, it is elegant . . .

>For explosions, poison, and others, 
>there will be no 'hit successes' to base damage off of - they will have a 
>fixed Damage Rating. (This case is not described by the present FUDGE 
>'objective damage' system). 

Okay, thanks, I'll add in a line about such damage.

>	We've already discussed the scaling problem in Pete's system. The 
>present system has a similar weakness. Two people of equal skill with 
>Terrible Strength and Terrible Hit Points in a slugfest will be unable 
>to hurt each other: their damage modifier is -4 (-2 for Str, -2 for unarmed 
>combat), and they can never hit by more than 4. 

Hmm - *could* two such people damage each other?

>OTOH, two people of equal 
>skill with Superb Strength and Superb Hit Points will damage each other 
>fairly quickly. This is not very intuitive. 

As I've said before, this area desperately needs playtesting.  I'm not
sure about the "not intuitive" part though - it actually sounds pretty
right on to me.

>	This introduces more variability into damage than the present system 
>(since damage is determined by *two* contests), but I don't think that is a 
>bad thing. I dunno - what do other people think? 

I think it may be a bad thing, but am open to discussion.  To be honest,
a damage roll is one aspect of *any* RPG that I've never understood - why
should damage be so variable, once you've determined who won the contest
and by how much, and how strong they are, etc.?

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.design
From: mathers@sibelius.trl.OZ.AU (Steven Mathers)
Subject: Re: net.rpg - eliminating mundane magic
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Mon, 21 Dec 1992 01:59:55 GMT

In article <1992Dec18.151103.23858@oz.plymouth.edu>, sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
|> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
|> >
|> >How about this: "Mundane magic is weakened magic". If you use a spell
|> >over and over, it develops into an ordinary physical phenomenon and
|> >loses its special magical nature. Thus, each time you use a particular
|> >spell you have developed, it becomes weaker and harder to cast.
|> 
|> I'm not sure how you mean this: develops into an ordinary physical
|> phenomenon.  Do you mean everybody can shoot flame jets from their
|> fingers after a while?  If so, this obviously won't work.  If you mean
|> it simply gets harder to cast, though, that's a good effect.

Could have a bizaare effect on the type of magic cast in a world where
magic works as described above.  Every mage would constantly be trying
to come up with new spells, as old ones are used up.  All the obvious
spells would have been used up ages ago, so magic would be pretty weird.
Forget your average fireball spell.  That went ages ago.  These days
people cast 'poison confetti rain' spells etc...
Newsgroups: rec.games.design
Newsgroups: rec.games.design
Date: Tue, 15 Dec 1992 16:40:32 -0500 
From: William Henry Timmins <wt0b+@andrew.cmu.edu>
Subject: Re: FUDGE Evolution

OTOH, I find simple games better not because they allow me to build on
them, but because I simply don't use many fixed rules.
    I like to handle most of what's going on intuitively. Any objective
system is going to force me to slow down, and be less creative (I think).
    So, I like systems which handle the details which are hard or
unsuited to intuitive play, and leave most of the other details up to me.

    ie- a magic system which gives rough ratings for how powerful magic
can be, an effort scale for different spells, etc, but lets the GM
determine what the actual details of the effect of the spell and the
fatigue ARE.

I tend to write games by writing a bunch of rules, then getting rid of
80% of them, then writing more rules, and getting rid of 90% of them,
etc., until I end up with the rules I just CAN'T get rid of.

-Me

Newsgroups: rec.games.design