HDTenEightyP/NetNews huggingface dataset:
From: lev0@kimbark.uchicago.edu (Ron Levy (Armchair))
Newsgroups: rec.games.frp.misc
Subject: Re: Champions: mage special effects
Date: 4 Jan 93 23:41:45 GMT
Reply-To: lev0@midway.uchicago.edu
Organization: Worshippers of Yig

>>How difficult is it for players ot go up against super mages?  esp in a
>>campiagn ith little magic on the players side?  I understand that a mage
>>is just as flexible as any other character, depending on what powers he
>>choosies, but what are some advantages/restictions that go along with
>>playing a magician in CHampions?
>Mages are usually more flexible if built with decent stats and a large
>Variable Power Pool. They can shift their powers to take advantage of
>known enemy weaknesses and cover your own weaknesses.

The problem I've seen with magicians is that they are TOO variable.
It's not much of a character justification if your character can do
anything and call it 'magic'.  A total lack of restrictions makes the
character less interesting, both as a PC or an NPC.

A wonderful solution by a local GM in his Champions world required all
superhero-magicians to be specialists.  You could be a necromancer,
say, and you would have magical powers relating to death, as opposed
to magical powers relating to anything.  How do you fight a Seer, who
has precognitive magical abilities?  Not very physically tough, but
hard as heck to get a hold of tactically.  Pyromancers are obvious,
but what about Oneiromancers?  Artificers, Diabolists, Channelers?
-- 
Welcome to the Hotel CaineFiona
Newsgroups: rec.games.frp.misc
From: busc@quads.uchicago.edu (john richard buscher)
Subject: amber mailing list?
Reply-To: busc@midway.uchicago.edu
Organization: University of Chicago
Distribution: usa
Date: Wed, 6 Jan 1993 19:55:22 GMT

i just played amber for the first time last night and a interested in more aboutit. i vaguly remember that there may or may not be an amber mailing list, if so could some one give me the address?


NIcodemus Style, Ravnos at large


"steal american, cuz when they buy a replacement it helps the economy"
From: kbos@carina.unm.edu (K. Mitchell Bose)
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire : "Baby Face" Merit & Sexuality
Date: 13 Jan 1993 01:40:11 GMT
Organization: University of New Mexico, Albuquerque
NNTP-Posting-Host: carina.unm.edu

In article <16B54FA84.ADELEKTA@kentvm.kent.edu> adelekta@kentvm.kent.edu writes:
>In article <1993Jan12.135625.13803@ucl.ac.uk>
>ucsatsd@ucl.ac.uk (Tim Dedopulos) writes:
> 
>>                 Would, then, a Vampire with Baby Face
>>be able to perform sexually? Would the answer be the
>>same for both 'sexes'? I mean, presumably there is
>>nothing to stop a Vampire female from accepting mortal
>>penetration, but lack of bloodflow would inhibit any
>>normal mortal warmth. The situation of the Vampire
>>male would presumably be different. But if the Vampire
>>could get surface blood, and moving...
>>Thoughts?
> 
> I'm not sure if any of the Vampire books deal with the question of sex, but
>both gamemasters that I have gamed with have considered sex possible for all
>kindred - only a blood pool point must be expended for each, uh, encounter.
>Though even with this method I think "baby face" would be helpful, at least in
>an encounter with a mortal, since the character wouldn't look or feel quite so
>dead.
> 
Or English.

I would imagine that use of a blood point would allow the Kindred male to
simulate the sex act, but as the vampire is unable to be aroused or derive any
pleasure from the act (mystical mumbo-jumbo: the undead find coitus repellent
because it represents the continuation of life, or somesuch), one wouldn't 
imagine the situation to arise, so to speak.  For the female Kindred, of course,
faking it is no problem.

But, honestly, what Kindred would _want_ to have sex?  Especially when lovers
usually "neck" before intercourse, anyway...


-- 
Kurt Bose (as in Daisy, not Rose) * kbos@carina.unm.edu * Walks: not that sexy.
Me: "The relationship just didn't work.  She had this...Chaplinesque quality."
Lisa: "You mean, you didn't like her because she was always being funny?"
Me: "No. [pause] I didn't like her because she was a little tramp."
Newsgroups: rec.games.frp.misc
From: bam003@acad.drake.edu
Subject: Re: net.hero.bestiary
Organization: Drake University, Des Moines, Iowa, USA
Date: Mon, 11 Jan 1993 07:22:23 GMT


Come on now!  Trying to turn a net.book into an ethical question?  That is up
to you - You have to decide whether the company's 'potential loss of a sale' is
worth losing the free distribution of your ideas.  I like the idea - I have
created many of my own monsters, and disagree with many of the stats in the new
Bestiary, so I use some of my monsters (though Hero has its versions now).  If
a net.hero.bestiary arises, I will not contribute my giant ants, or my zombies,
but I would contribute my Greater Skeletons and many such things like that.  
	My monsters are MY creations.  They use HeroSystem rules in their
creation, for the most part (I have made some game mods for my campaign), but I
retain right to my creations and their distribution.  If I were to make a
collage from pieces of bad oil paintings and sell it as my art, I would be
taking away a potential sale from those other artists, but as long as I mention
that the collage pieces are not mine, I would not ethically have a problem with
selling it as my work.
	As far as legal rights go - I think such a bestiary COULD be sold
(except that all the contributors would have individual rights to their
contributions, and licensing agreements would be a bitch to work out) - look at
the Role-Aids supplements for AD&D, modules appearing in non-TSR magazines, the
great.net.spellbook and net.prayer.handbook, and so-on.  I recently saw an ad
in Dragon magazine for a wizards handbook listing hundreds of new spells for
AD&D (I wonder if it is the net version, and someone printed it up - THAT is
unethical.  To sneakily sell other peoples' work without compensating them.).
	Anyhow, if someone wants to start net.hero.bestiary or some similar
work, I'd like to contribute, and I'd like a finished copy.  My code allows it
absolutely, so long as no previously copyrighted Hero stuff is in it.
	One last note:  Hero is not THAT broke...  As part of ICE its financial
stability has increased tenfold, and as long as we keep buying their products,
and they keep getting halfway decent ideas....  They'll be in business.
-Brian
BAM003@acad.drake.edu


Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Killing Attacks
Organization: University of Illinois at Urbana
Date: Fri, 8 Jan 1993 23:53:48 GMT

akuma@netcom.com (Steven E Barnes) writes:

>When I GM, I get rid of the D6-1, and just use a fixed x3
>multiplier for killing attacks.  If you check the math,
>you will see that this rule causes KAs and normal attacks
>to have the same minimium, average and maximium results.


You could try this instead. You only do STUN for the amount of body
that penetrates their defense. I.e. If you get through with 2 of 14,
and roll a 6, you get 10 STUN. That seems to keep bricks pretty
invulnerable to low power killing attacks.

Axly 
Newsgroups: rec.games.frp.misc
From: velardeb@kinglear.cs.colorado.edu (Brandon Craig Velarde)
Subject: Any SRII action in Boulder/Denver?
Organization: University of Colorado at Boulder
Date: Wed, 13 Jan 1993 00:07:59 GMT

Is anyone currently playing Shadowrun in the Boulder/Denver area?  I would
really like to get into a game, if anyone has any openings.

Thanks in advance,
--------------------------------------------------------------------------------
Brandon                          | A proud member of Clan Steel Viper
velardeb@rintintin.colorado.edu  |
velardeb@kinglear.cs.colorado.edu|
Disclaimer:  vlta'pu'be'         | Any Klingons out there?
--------------------------------------------------------------------------------
From: morrow@thorogood.rutgers.edu (John Morrow)
Newsgroups: rec.games.frp.misc
Subject: Re: Dead Systems (was Re: Dumb Moves By Game Companies)
Date: 12 Jan 93 00:23:35 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

rrdjro@minyos.xx.rmit.OZ.AU (Jonathan O'Donnell) writes:

>With reference to the reviews of The Fantasy Trip (TFT) that have been
>posted lately...

>It's amazing to see people playing systems that have been unsupported for
>so long.  I think that it's great, but I guess the new game producers
>disagree.

>The people that I know who play TFT love it.  They figure that the system
>satisfies all their needs, so why go futher?

I own Dragons of Underearth.  Inside, it states "... However, characters
generated by this system can easily be used for any of Metagaming's 
MicroQuests of THE FANTASY TRIP: IN THE LABRINTH, as well."  Later on,
in the combat section, it states:  "... It [the combat system] is based
on Metagaming's MELEE, WIZARD, ADVANCED MELEE, and ADVANCED WIZARD, but it
is streamlined and simplified to be easier to learn."

What I would like to know is just how much is "Dragons of Underearth" a
reflection of TFT?  Can it function as sort of a "single book TFT" or
are there a lot of important omissions?  

John Morrow
morrow@remus.rutgers.edu
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Opinions being requested
Organization: University of Illinois at Urbana
Distribution: usa
Date: Tue, 5 Jan 1993 23:42:14 GMT
Keywords: Villains and Vigilantes

ffej@carina.cray.com (Jeff Nelsen) writes:


>        If you had hunted, and seen friends killed by him, what would you
>want?  By the way... the players had spent a LOT of time basically DARING
>this villain to do his worst... they really seemed to get a charge out of
>his actions, they also seemed exultant when they got him!.

Well, I think they should put in some sort of SuperPrison for a while. 
Meanwhile, his evil brother (They always have them.) takes over his 
job. That way, they get the satisfaction of putting a big bad guy away
for a long time, and you get to keep using almost the same villian.

Axly

Newsgroups: rec.games.frp.misc
From: beykema@infonode.ingr.com (Maurice Beyke)
Subject: RQ: King of Sartar and the Yelmalio Cult
Keywords: RuneQuest, Glorantha
Organization: Intergraph Corporation, Huntsville, AL.
Date: Wed, 6 Jan 1993 16:47:11 GMT

 I can't believe how little discussion there has been this week,
 what with the _King of Sartar_ and _River of Cradles_ both just
 out.  Well, I'll try to kick in my share here.

 KOS did settle some things about the Elmal/Yelmalio question, but
 it raises questions also.  For instance:

  o Originally, Elmal was Orlanth's thane, and guarded his stead
    during the Lightbringers' Quest.  However, among Argrath's
    companions in _The Argrath Book_ (KOS p169) are several listed
    as Homeguard; two of these (Argrand Sunbright, and Orstalor the
    Spearlord) have names that sound solar.  Also, in the _Orlanthi
    Mythology_ book, both Elmal and Yelmalio are listed (KOS,
    pp50,54).  So, is Elmal still a part of the Orlanth pantheon,
    and the Yelmalio cult just a schism, albeit larger than the main
    branch now?  Or has Elmal been replaced in the rituals by some
    other solar deity?

  o In _Jalk's Book_ it states that the conversion of the Elmal cult
    to Yelmalio occured during the beginning of the reign of Prince
    Tarkolar of Sartar (KOS pp195-197).  This is ~600 years after the
    founding of Sun Dome County in the Zola Fel Valley.  So, who
    founded Sun Dome County, and was it called that then?  Were the
    Elmali known as Sun Domers?  Were they independent enough from the
    rest of Orlanthi culture at that time that they would set out on
    their own to form colony, with none of the other Orlanthi about?
    Or perhaps, did an entire colony of Orlanthi settle in the Zola
    Fel Valley, and all but the Elmali get wiped out?

  Well, that should do for a start.  I know that often there is no one
  right answer about Gloranthan myth, but both of these points concern
  the mundane world.  And yes, saying both are true is a valid answer
  for point 1; I'm just curious whether it would be valid to, say,
  have some Sartarite Elmal cultists show up in Pavis, and how they
  would respond to the Sun Dome Templars and vice versa.

<^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^>
< Boris Mikey            |"Here the ways of men part: if you wish to strive  >
< aka Maurice Beyke      | for peace of soul and pleasure, then believe;     >
< mab@batman.b11.ingr.com| if you wish to be a devotee of truth,             >
< These views are mine,  | then inquire."                                    >
< Ingr. doesn't want them|                                  Nietzsche        >
 vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
Newsgroups: rec.games.frp.misc
From: brian@garfield.cs.mun.ca (Brian Paquet)
Subject: Skaven Names
Organization: CS Dept., Memorial University of Newfoundland
Date: Thu, 7 Jan 1993 23:00:01 GMT

Help! I have a player in my Bloodbowl league who has a Skaven team
The problem is all the skaven [most names] names used in bloodbowl
are rather stupid. Does anyone out there play the warhammer stuff Or
any other game that use Skaven? If so have you seen any example of names
that are vaguely usefull [unlike Goreflem rotvomit]. Just 4-5 will do
, the rest can be worked from there.
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Skaven Names
Date: 7 Jan 93 21:54:16 MDT
Organization: Utah State University

			A friend of mine has no internet access, and wanted to
		reply to this, so;      (oh, yeah, the usual disclaimers apply)
 -------------------------------------------------------------------------
 
In article <1993Jan7.230001.4375@cs.mun.ca>, brian@garfield.cs.mun.ca (Brian Paquet) writes:
> Help! I have a player in my Bloodbowl league who has a Skaven team
> The problem is all the skaven [most names] names used in bloodbowl
> are rather stupid. Does anyone out there play the warhammer stuff Or
> any other game that use Skaven? If so have you seen any example of names
> that are vaguely usefull [unlike Goreflem rotvomit]. Just 4-5 will do
> , the rest can be worked from there.
> 

	I definitley agree with you, Goreflem rotvomit tends to be a chaos
name. How about : Skreeeth Warplicker 
                  Snikr Bonecruncher
		  Vyrrilp Doomsmeller
		  Keerth Plaguebringer
		  Thyruk Dungluv


 	Just a few ideas, try reading white dwarf a little, for more names, it
is great reference.  I'm a gameshop owner, if you want, write me >>SNAILMAIL<<
with any ideas you have on fantasy roleplay, fantasy battle, or 40k!

	Inquisitor Koerbyn Cook
        Warlocks Row
	418 north 175 east #D
	Logan, Utah, 84321
Newsgroups: rec.games.frp.misc
From: akuma@netcom.com (Steven E Barnes)
Subject: Killing Attacks
Organization: Netcom - Online Communication Services (408 241-9760 guest)
Date: Fri, 8 Jan 1993 22:38:07 GMT


The high variance of killing attacks is precisely what bugs
me about them.  Just last week, I was smashing a villian
repeatedly with a 6d6 KA, and I kept rolling ones and twos.
Pretty frustrating.  In contrast was the sidekick with the
2d6 RKA autofire, AP, +1 STUNx.  With this type of attack,
you will hit enough times so that you will roll more
high multipliers and do some serious stun.

Problem 1: the variable stun multiplier is a poor aproximation
of the hit location chart.  The chances of rolling a head hit
on the chart is 5%, but the chances of rolling a 6 are 16.7%.
It is also inconsistant with normal attacks.  If variable
STUNx is used for killing attacks, then there should be an
equivalent multiplier for normal attacks:
    1, 2: x1/2 STUN 
    3, 4: x1 STUN
    5:    x1 1/2 STUN
    6:    x2 STUN

Problem 2: the excessive variance distorts the damage system,
and encourages characters to have excessive amounts of defenses;
damage reduction is a virtual necessity for bricks.  As an example,
suppose I want my brick to be able to laugh at normal cops.
I give him a PD of 40.  A cop hits me with his nightstick,
doing 6d6.  He has no chance of damaging me, at all.  If he
shoots me with a 2d6K, on the other hand, he could max out
and have 20 STUN penetrate my PD!

When I GM, I get rid of the D6-1, and just use a fixed x3
multiplier for killing attacks.  If you check the math,
you will see that this rule causes KAs and normal attacks
to have the same minimium, average and maximium results.

-steve
From: staats@athena.mit.edu ()
Subject: Re: RQ: illusions
Organization: Massachusetts Institute of Technology
Date: Mon, 11 Jan 1993 20:20:23 GMT

I integrated a lot of the ICE Spell Law into my RQ Campaigns over the years.

It seemed to work out pretty nicely.  Anyone else give it a whirl?  How did it

work out?

In service,

Rich
Newsgroups: rec.games.frp.misc
From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Subject: Re: SRII: Physical Adepts
Organization: University of Illinois at Urbana
Date: Fri, 8 Jan 1993 20:37:46 GMT

gray@visix.com (Gray Jones) writes:

>Wow, SRII sure did knock those crazy physical adepts down a peg or two....

>Did the game designers decide that a starting Physical Adept should not be
>a match for a starting Samurai?

I think that the game designers noticed that PAs were generally superior
in mano-a-mano combat and decided to fix it.  The new rules are fine
as is; I don't believe fudging is necessary.  Don't play a PA because
it is a "better" character; play one because it is the one you want.
Even with the scaling down, PAs can be better in any particular
area than a standard sam, even in ranged combat.  A couple extra skill
points in firearms, not necessarily the best choice, will generally
guarantee the PA is a superior marksman to any sam.  It used to be
that sams specialized in combat needed Wired 3 to compete with mages
and PAs in their own field of expertise.  Now, sams won't be in danger
of embarassment with Wired 2.

Also, it is not just the PAs whose Reactions have been toned down.
Increased Reaction spells are almost under control.  By vanilla rules,
even a very chromed sam will only have Wired 1 or 2 because he will
opt for other fun gadgets, typically.


--Malthus

______________________________________________________________________________
						|
     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
______________________________________________________________________________
From: rowe@soda.berkeley.edu (Eric Rowe)
Newsgroups: rec.games.frp.misc
Subject: Re: Ars Magica Question
Date: 11 Jan 93 05:03:05
Organization: UCB Integrative Biology
NNTP-Posting-Host: soda.berkeley.edu
In-reply-to: tkelly@unix2.tcd.ie's message of Mon, 11 Jan 1993 11:26:22 GMT

In article <tkelly.726751582@unix2.tcd.ie> tkelly@unix2.tcd.ie (Mithrandir) writes:

       Is it true that House Merecere get absolutely no magic at all, yet
   are considered Magi?

      Seems a bit of a raw deal to me.

No.  House Mercere consists mainly of non-magi, but there are also true Magi.
If you choose to believe the Order of Hermes there are 97 total Mercere in
1199AD; 15 are true Magi.  Sometimes those Mercere who are real Magi even
try to hide their ability so that outsiders will not know which Mercere have
the gift.

It is the opposite of a raw deal for most Mercere.  I choose not to think of
of it as Mercere not getting to use magic, but as ordinay people getting the
benefits of the Order.  Recall, you generally have both a Magus and a Companion
character to play.  If you play a magical Mercere he is your magus; if she
does not do magic then she should be played as a companion.  It is one of the
nicer virtues to buy as a mundane as it gives you rank equivalent to any Magus.

For more information try to get hold of The Order of Hermes, perhaps the
best supplement for the game made so far.

eric
Newsgroups: rec.games.frp.misc
From: eaiu239@orion.oac.uci.edu (Kenneth Gregory Gieselman)
Subject: Mardi Gras Vampire Game
Newsgroups: rec.games.frp.misc,
Organization: University of California, Irvine
Date: 8 Jan 93 02:57:44 GMT

	Hi all!  I'm looking for some people who have characters in my
chronicle.  You guys know who you are.  I have a character named Lacey, 
unfortunately I can't send mail to this address.  Also, someone named Rob, or
Louis?  who sent me in a Malkavian.  I'm sorry but I lost your address as well
and I really want to get a hold of you because I like your character.  The 
same goes for the other player too.  
	Also, a couple of you guys are helping me out, out there.  I had your
addresses too, but unfortunately my roomates decided to do some cleaning up,
and your address is gone also.  Please get a hold me soon people because I 
don't want to have to give your places to other people.
				-Matt Troedson
				 eaiu239@orion.oac.uci.edu
From: gal502@huxley.anu.edu.au (Graeme Lindsell)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: The Relation of the Red Goddess and Orlanth
Followup-To: rec.games.frp.misc
Date: 12 Jan 1993 09:01:20 GMT
Organization: Australian National University
Distribution: world
NNTP-Posting-Host: 150.203.36.92

In article <1993Jan11.104605.11201@vax.oxford.ac.uk>,
atmpas@vax.oxford.ac.uk wrote:
> 	3) How destroy Orlanth?
> 
> 	How about:
> 
> 	Destroying his worshippers on the mundane plane, challenging for the
> Middle Air on the Godplane, weakening his allies (replacing Humakt with
> Yanafal Tarnils, Llankhor Mhy with Irripi Ontor, Issaries with Etyries and
> challenging Valind).  Perhaps the goal is a complete alteration of the
> Orlanthi myth-cycle, such that either Yelm never dies, or he does die
> but is rescued by the Red Goddess, and then becomes her (subservient) husband.
> 
> (The occupation of the last Orlanthi city, Whitewall, is obviously an important
> step in the process; it means that Orlanth can no longer receive strengthening
> worship or have his myths reinforced by the ritual heroquests each Sacred Time.)

 But according to the "Genertela: Cradle of the Hero Wars" pack
there is a very substantial Orlanthi culture in western Ralios.
Around a million people as I recall, perhaps more there than are 
in Dragon Pass. The mountain ranges mean that the Lunars aren't
about to conquer Ralios soon, unless they want to march their
armies through Dorastor, which surrounds the only pass through
to Ralios (This must have been why the Second Council set up
their capital there).

 Whitewall, however, is the only Orlanthi in the path of the
current Lunar expansion. I suspect the importance of the fall
of the last Orlanthi city is more propaganda than anything else. 
To advertise "the fall of the last Orlanthi city" is wonderfully
demoralizing to the remaining Orlanthi. 

 You might be right about the strength Orlanth gains from worship:
I don't think worshippers thousands of kilometers away can help
the local faithful with no large temples. To the locals it seems
as though Oralnth is being destroyed.

Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
Research School of Chemistry,
Australian National University
Newsgroups: rec.games.frp.misc