HDTenEightyP/NetNews huggingface dataset:
From: ward1@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp
Subject: Re: SRUN magicalness
Date: 6 Apr 92 19:24:34 GMT

thornt_g@cs.uwa.oz.au (Sebastian Nobwit DeLaBler) writes:
>The shadowrun magic system is SILLY.
[Various specific hates deleted, though noted highly.] 
Your points are noted, and very good, although they show a bit
of a D&D influence I think.  I actually give a lot of credit to
Paul Hume for designing (or better defining, at least) a magick
system that is quite a lot like the way the Hermetic Order
of the Golden Dawn, Aleister Crowley, and the OTO seem to
"discuss" it.  This is not meant to change the posters opinion
(nothing ever is) -- as our two views seem irreconcilable -- but
I feel that almost every item he listed as a Hate is what I find
most cool about the system.  It has none of the absurd weaknesses
found in "Spell Level" systems or even "Spell List" systems (although
I kinda like spell list systems). 

>Magic should be MYSTERIOUS! Not entirely defined. There should be
>some things about magic that you can NEVER know. 

Yeah, like what the hell is in the Bottle?  Why can't magicians
project beyond the atmosphere?  Why does mana have cycles?  Do
elementals have intelegence and/or a memory?  Why can only one
nature spirit be summoned per domain?

The point is that enough stuff exists in the game already to make
it mysterious.  And if that is not enough, you can invent stuff:
Why do the Fire Elementals Bob summons always look the same?  And why,
for God sakes, do they have mustaches?  Ever talked to a Totem?

My advice is to focus more on a roleplaying/psychological aspect
of magic.  You'll find the system as is will foster that outlook.

>There should be some sacrifice involved! Magic should take it's
>toll! Not simply be at the beck and call of anyone who wants to use
>it! 

That's why good magic costs so much karma.  It takes a long time
to do well.  One hint, from experience: Between two magicians, almost
regardless of skill, that one who can use astral space as an information
source will last much longer.

And that is usually a function of role-playing.

>The problem is, I love shadowrun, but I hate the magic!

Then is it really Shadowrun?  Actually, I doubt most of the people on
this net really play Shadowrun virgin.  I know we don't.

>Comments, anyone?

Shadowrun was founded on one real principle: Magic is power.  You live
with it, or you play another game.

Wordman

"It's hard to talk about a political ideal, because you are all so
 sceptical that any just political system can exist."
                                             - Chris Cleary
From: rgt@kepler.unh.edu (Richard G Tomasso)
Subject: Re: Ars Magica 3rd Edition
Organization: University of New Hampshire  -  Durham, NH
Date: Mon, 13 Apr 1992 13:56:38 GMT

In article <1992Apr13.054008.23901@cco.caltech.edu> quoc@cco.caltech.edu (Bao Quoc N. Pham) writes:
>When is this coming out ... anyone knows?

It's officially due out this month, but likely will be out in May.
From: mkkuhner@milton.u.washington.edu (Mary K. Kuhner)
Newsgroups: rec.games.frp
Subject: Story:  Jayhawk (final notes)
Date: 8 Apr 92 14:51:58 GMT
Organization: University of Washington, Seattle

Episode #144 is the last one; campaign and story both end at that point.
A fitting ending, I think, though I'm always sorry to see the last of a
good campaign.

Thanks to everyone who's sent fan mail, encouragement, and requests for
missing episodes. :-)  Missing episodes, incidentally, can be gotten by
anonymous ftp from potemkin.cs.pdx.edu or ftp.white.toronto.edu--and
another thank-you to the archive administrators.

And of course, credit where credit is due to Jon Yamato, the GM for this
campaign, for being infinitely patient with my demands that he remember
year-old details and explain all the intricacies of Paradisio....

Mary Kuhner mkkuhner@genetics.washington.edu
Organization: Penn State University
Date: Tuesday, 7 Apr 1992 11:55:09 EDT
From: Brian Panulla <BJP108@psuvm.psu.edu>
Newsgroups: rec.games.frp
Subject: Re: Wrestling RPG

Send me one too, please! My friends and I wrote one, but I don't know how it st
ands up. I'd like to compare!

                                              Brian
                                              BJP108 @ PSUVM.PSU.EDU
From: weeks@astroatc.UUCP (Pat Weeks)
Newsgroups: rec.games.frp
Subject: Re: AD&D Char Death < GURPS Char Death
Summary: It depends on who you are and what you're looking for!
Keywords: Effort
Date: 10 Apr 92 20:16:10 GMT
Reply-To: weeks%astroatc.UUCP@spool.cs.wisc.edu (Pat Weeks)
Organization: Astronautics Technology Cntr, Madison, WI

I think you are all missing the point!  You have forgotten and tiny factor in
character creation.  The character part!

I don't care how long it takes you to physically roll up a character or going
through those "character creation steps."  Ultimately the death of the 
character and how it affects you is how you feel about the character and how
much of "yourself" you have put into it!!

I get sad anytime I have a character die!  I usually put heart and soul into
him/her regardless of which system.  With that character I feel a part of me
go into nirvana, cthulhu mythos, wherever!

IMHO, how you feel about a character death is dependent on the Role-player
not the system you're playing in.  But then again, it's all just a matter of
opinion...


						Ghostwheel Speaks...
From: hd@reef.cis.ufl.edu (Haiquan Dai)
Newsgroups: rec.games.frp
Subject: Dragon Magazines For Sale / Trade
Date: 9 Apr 92 05:23:14 GMT
Article-I.D.: uflorida.35053
Organization: Univ. of Florida CIS Dept.

Hi NetLand:

A few misc items: buyer will be paying shipping, unless we make a deal about it.

There are 2 sets of Dragons for sale. The first set is w/o inserts, or covers
are showing thier age. The second set is complete Dragons in very good to mint 
condition.

@ 3$ each. [This is first come first served]
51, 53, 56(2), 57, 60, 66, 68, 72, 73, 74, 77, 86
93, 95, 100
@ 4$ each and up. [These Dragons are up for bid, for a period of 1 week]
60, 62, 65, 67, 69, 70, 71(2), 74, 75, 76(2), 79(2), 85
From: dat91uni@ludat.lth.se (Urban Nilsson)
Newsgroups: rec.games.frp
Subject: Re: Ad&d: creatures hit by magic
Date: 7 Apr 92 06:56:30 GMT
Organization: Dept. of Computer Science, Lund University, Sweden

In article <1992Apr3.185809.6515@rice.edu> stevens@horta.rice.edu (Richard Stevens) writes:
>Another quiestion:
>  If a chracter wearing a girdle of giant strength throws a boulder at a
>were-creature, will that creature take damage?  
>
>It seems to me it should take damage from any over-sized missile like a 
>catapult. Things such as falling, drowning, and having a 20 ton boulder
>dropped on it should be able to kill a were-creature. The problem is
>where to draw the line.
>
>Any Suggestions?
>

The weare creature should absolutley be able to get crushing damage by a 20 ton
boulder dropped on it, due to the massive damage rule : more that 50 HP in damage ... this can be seen as the body of the creature is completely demolished
...
youre right it's _VERY_ hard to draw the line ...

 / UNI


---
Lev Gott ...    , Have a nice life ...

Urban Nilsson  (UNI)
Internet:      dat91uni@ludat.lth.se
Phone, voice:  +46 42 182154
---
From: fts5792@zeus.tamu.edu (SRONCE, FRANK T)
Newsgroups: rec.games.frp
Subject: Re: "Rules of the Shadow" in Amber RPG
Keywords: amber
Date: 16 Apr 92 07:23:00 GMT
Organization: Texas A&M University, Academic Computing Services
News-Software: VAX/VMS VNEWS 1.41

In article <15APR199212113920@utkvx4.utk.edu>, ian@utkvx4.utk.edu (Maurer, John Joseph) writes...
> 
>	I was wondering about how various shadow specific rules affected
>Amberites. I know that Amberites will adjust to varied time streams. (I.E. If
>Arthur, prince of Amber, goes to a world where the time is 1/2 that of Amber,
>he slows to their time rather than seeing everyone walk arround slowly. Magic
>and Tech also work on various levels in various shadows.
> 
>	Some worlds have more esoteric "rules" that are followed in their
>shadow. For those that play the TORG RPG, they are best expressed as World
>Rules. Would a rule that "Everyone in the Shadow Speaks Backwards" affect an
>Amberite. Or "Everyone in the Shadow acts in a Theatrical Manner." I believe
>that they would. What are other opinions?
> 
>IAN

I think they would TEND to affect amberites. But whereas the locals would likely
be incapable of resisting the law, Amberites could, probably pretty easily. 
Shadow has little power over Substance, and once they've walked the Pattern,
Amberites have a LOT of power over Shadow.

For instance, a World Law like "everyone is either very good or very evil and
their appearance reflects this" would TEND to affect visiting Amberites. They 
would suffer mood swings from very good to very evil and their clothing and 
appearance would probably shift wildly with their moods. But as long as they
kept shifting shadow to keep themselves from being affected (a difficult and
fatiguing task) they could ignore the world laws. Of course, a shadow with an
extremely strict world-law would cause Amberites who violated the law to be
forced into a similar adjacent shadow. 

And of course with Advanced Pattern you could TURN OFF the world law... 
(*chortle*) I love the idea of seeing the locals try to deal with Possibilities
that they couldn't even conceive of a few minutes ago...

The difficult bit is convincing an Amberite to travel to a shadow that actually
makes things difficult for him. Having seen my rules for the damage ratings of
tech weapons, my players have already decided to avoid tech shadows like the
black plague.

Major Kiz
Newsgroups: rec.games.frp
From: alongley@cape.UWaterloo.ca (Allan Longley)
Subject: Re: A new trend in roleplaying?
Organization: University of Waterloo
Date: Mon, 6 Apr 1992 03:55:09 GMT

In article mavra@cpac.washington.edu (Peter D. Adkison) writes:
>This is best illustrated by explaining our first capsystem, "The
>Primal Order" (TPO).  In TPO we discuss the roleplaying of deities,
>including their artifacts, spheres of influence, planes, religons,
>abilities, ascension, places of worship, and so forth.  

Are these a collection of actual mythological deities, or your own
creations?

>* Does this sound like an interesting approach?

Yes.

>* Do you want to see game companies that come out with new systems all
>the time, or would you prefer more material for the system you do
>have?

For the system I have.

>* Do you think that going into great depth on one topic is good, or a
>time-wasting overkill?

Great idea

>* Do you have any ideas for interesting capsystem products?

The Naval Order, The Technological Order, The Social Order, ...

-----------------------------------------------------------------------------
Allan Longley, University of Waterloo, Department of Chemical Engineering
e-mail: alongley@cape.uwaterloo.ca
voice: (519) 885-1211 x3816		Like to see it
home: (519) 746-5747
------------------------------------------------------------------------------
From: va3@mentor.cc.purdue.edu (Bryan Newell)
Newsgroups: rec.games.frp
Subject: Mages and Armor Question ( AD&D )
Keywords: mage, armor, ad&d
Date: 12 Apr 92 18:14:58 GMT
Organization: Purdue University Computing Center Volunteer

Hi.

I have a question about 2Ed. rules interpretation.  Maybe you all can
help me here.

According to various entries in the 2Ed. Players Handbook and DM's Guide,
mages ( not even multi-classed or dual-classed ) cannot wear armor
and cast spells at the same time ( the only exception is Elves in
Elven Chain Mail ).

So, the question:  How would you ( as a DM ) treat a society that is
mistrustful of Wizards, and thus requires that all people entering it's
borders wear a suit of ChainMail at all times.  Say this suit is locked
onto the wearer and can only be removed by high strength or a key.
It offers normal protection.

Alternatively, what if a spellcaster was knocked unconscious, and then
had a set of ChainMail welded onto him?

Would this negate completely the spellcasters spellcasting ability ( until
such time as the ChainMail could be removed ) ?

Thanx in advance.

bryan newell (va3@mentor.cc.purdue.edu)
From: IO11330@MAINE.MAINE.EDU (the DM)
Newsgroups: rec.games.frp
Subject: Re: AD&D Char Death < GURPS Char Death
Date: 8 Apr 92 00:24:56 GMT
 <5APR199214433200@summa.tamu.edu> <1992Apr5.201543.25456@ncar.ucar.edu>
Organization: University of Maine System

I'd say that it depends upon the player, I have played GURPS (but only once)
and usually play AD&D.  Perhaps it takes you five minutes to create a
character but for me it takes five minutes to roll for the initial stats.
After that usually comes the 30-60 minutes of pooring over my options for
weapons, and equipment, spells, proficiences, (both weapons and Non-weapons)
as well as (in various cases) deciding upon a sphere of influence, a god,
how to slpit up my skills as a thief etc.etc.  Thus I believe that it
depends upon what system you play.  Yes I could probably whip out a character
in ten minutes if I tried but I wouldn't I would put effort into my creation,
IMHO,
                                     Patrick Ellis
                                         The DM
Newsgroups: rec.games.frp
From: cg108fai@icogsci1.ucsd.edu (Steerpike)
Newsgroups: rec.games.frp
Subject: Re: SRUN: Heavy weapons as sidearms
Date: 15 Apr 92 06:54:46 GMT
Organization: University of California, San Diego

Christopher Yang writes:
>Hmm...A question. Does anybody know how effective a silencer is
>when the bullets themselves are breaking the speed of sound?

Not as effective as it could be. The benefit, of course, is that
since bullets are supersonic, they make a noise AFTER they go past
you. From what I hear, this basically makes the bullet sound like it
is coming from the other direction.

For best results, use subsonic ammo. Range is reduced, but if you
have adjusted the sight appropriately t shouldn't affect your aim.
And zer noise -- how about that. Like snapping your fingers gently,
especially if you use .22 rounds. The assassin's choice -- .22 soft
lead rounds, subsonic, with a noise suppressor. On head shot, and
the target is either dead or a vegetable. Ditch the gun, and by the
time anybody knows what happened, you are miles away. And there is 
no evidence to connect you to the gun, if you take the right
precautions. Of course, as a sidearm, it isn't much use. :(

steerpike@ucsd.edu
From: emiddlec@mora.gac.edu (Eric Middlecamp)
Newsgroups: rec.games.frp
Subject: Re: From rec.music.christian about Role Playing Games and Christians
Date: 8 Apr 92 19:38:20 GMT
Article-I.D.: gacvx2.1992Apr8.133821.702
Distribution: comp

I wonder why such a fuss is still made about this..

The danger of "games" is part of the person who plays them.
If you have a healthy "game-playing-attitude," you could play almost
anything (as long as it _was_ a safe game) without any problem.

The fundies (or whomever) who point out that rpg's corrupt are not 
looking at the facts.  Most rpg'ers have a healthy attitude, and they
don't get carried away.  So, leave the rpg'ers alone.  Go teach people
how to have a good time.

that's all..
Newsgroups: rec.games.frp
From: spencer@odin.unomaha.edu (Tom Spencer)
Subject: Re: Inspired character names
Organization: University of Nebraska at Omaha
Date: Thu, 16 Apr 1992 15:41:55 GMT

I had a magic user in a D&D campaign with a familar that was a sprite
named Pepsi.  
				-Tom Spencer
From: krause@hpindda.cup.hp.com (Mike Krause)
Newsgroups: rec.games.frp
Subject: Re: Rifts help(Please)
Date: 10 Apr 92 14:25:20 GMT
Organization: HP Information Networks, Cupertino, CA

Why use coalition soldiers?  Unless you are going to form a resistance group
or a group heading out West or North to try their luck in the wilderness.
Also, it depends on what you equip them with - full SAMA armor, Behemoths,
etc.  I would recommend you use the conversion book along with the standard
book to develop a different blend of types.  The current campaign that I run
has a ley line walker, techno-wiz, glitter boy (rarely plays), ops guy,
a burster, a cyber-knight (NPC titan), a couple of NPC wilderness scouts and
shifters, etc.  The original party entered a northern town after one of their
members was killed by a psi-stalker (poor renegade dog pack mutant) after
freeing a baby dragon which was being tortured to feed the psychic powers
of a witchling and cohorts.  They entered a pyramid and found a demon or 
to a entered a rift to follow it and ended up on my version of space station
freedom given 600 years to expand itself.  Here, they had to learn how to
survive in space suits, fight, etc. while keeping mark V glitter boys who
are demon possessed from killing them... currently, the hunt is on...
I find the standard scenarios to be boring, though mine are not that original
either.  If your having trouble with a plot story, just pick up horse clan
books or any SF and twist the plot to suit your people's character types.
Its not that difficult - one of the reasons I chose space and a transfered
pyramid to the middle of Quebec.  Things are all screwed up in this Rifts
world.
From: urban@stout.atd.ucar.edu (Art Urban (PROFS))
Newsgroups: rec.games.frp
Subject: Re: New GURPS License
Date: 7 Apr 92 16:49:19 GMT
Organization: Atmospheric Technology Division/NCAR, Boulder, CO

>Loyd Blankenship
>Product Development Manager, Steve Jackson Games

As product manager, perhaps you could tell me what, if any, progress is being
made on GURPS software tools. Thanx.

--
Art Urban 					       urban@stout.atd.ucar.edu
===============================================================================
 "It's a long way down to the bottom of the warp core..." -STNG
===============================================================================
From: nesiusra@sage.cc.purdue.edu (Shivowtnoeh)
Newsgroups: rec.games.frp
Subject: SRun: New Spell Theories-
Keywords: Shadowrun, SR, SRun, SHADOWRUN
Date: 10 Apr 92 13:18:36 GMT
Organization: the Wildways Foundation


*******************************************************************************
*                                                                             *
*  The following material has been inspired by the game scenarios played out  *
*  in Cary Quadrangle by a number of Shadowrun players.  All material should  *
*  be considered as entertainment value and game scenario inspiration.  I do  *
*  do hope you enjoy it...                                                    *
*                                                                             *
*  Jonathon K. Henry (Keith)   >>> the Reflex <<<                             *
*                                                                             *
*******************************************************************************

>>>>>[Hello again one and all.  I come to you today with a piece of research
  from my personal files.  I was VERY recently inspired by an article that I
  encountered here on the net.  It concerned a person commenting about a 
  potential spell theory, that of an "Anti-Blade Barrier."  The following is
  the reviewing that I have done up to this date.]<<<<<
    -Shivowtnoeh<8:03:057/4-10-60>


1.  Anti-Blade Barrier  (Creator: Jonathon K. Henry)
    Type    : Physical                   Sphere       : Manipulation
    Drain   : S2                         Duration     : Sustained

    This spell is similar to the already existing theories of Anti-Bullet
  Barrier and Physical Barrier.  The target for the spell is standard for
  Barrier spells of this kind (6).  The number of the success counts as
  armor against such attacks as-

  1.  Bladed Weapons-   This includes Weapon Foci swords, Bladed variations
    of shuriken, and common -house- knives.

  2.  Serrated Edges-   This includes sharp rocks, broken glass, and circular
    saws.

  3.  Bladed Arrowheads- Such as those of the "Precisions Arrows" design as
    found in the "Street Samurai's Catalog."  Blunt, or "Stunner", arrows
    are not effected by this barrier spell however.

  4.  Grenade-Like Shrapnel- This includes shrapnel grenades, and showering
    glass fragmentation.  It does NOT include standard Shotgun shellings.


     I would like to point out that this spell has not been fully tested to
  its potential limits.  I would advise caution in the usage of this formula
  for any who are brave, or crazy, enough to use it.
From: ratinox@meceng.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Newsgroups: rec.games.frp
Subject: Re: CHAMPS: question on turn sequencing
Date: 17 Apr 92 14:45:14 GMT
	<1992Apr15.203220.16385@cunixf.cc.columbia.edu>
	<RATINOX.92Apr16171510@splinter.coe.northeastern.edu>
	<1992Apr17.133030.4537@mcs.anl.gov>
Reply-To: ratinox@meceng.coe.northeastern.edu
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
In-reply-to: sasso@flounder.phy.anl.gov's message of 17 Apr 92 13:30:30 GMT
X-Signature-Virus-Protection: Version 1.51
X-Quote: Stay alert... trust no one... keep your laser handy.
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]

>>>>> On 17 Apr 92 13:30:30 GMT, sasso@flounder.phy.anl.gov (John F. Sasso) said:

>Under 3rd edition, this is true. Under 4th edition, you keep your combat
>maneuver bonuses/penalties until you get to take your next action, not when
>your next action phase comes up.

sasso> Can someone give me a page quote on this one?
sasso> I've yet to find the rule in Champs4.

HERO System Rulesbook, page 152, section: Combat Maneuvers:

``Combat maneuvers can modify the character's OCV, DCV, damage done, or
other qualities. Any modifiers from the maneuver are in effect when the
character performs the maneuver until the beginning of the character's next
Phase.''

In 4th edition, whenever a character's Segment comes up (the Segments that
his SPD says he can act), ``he may execute a Phase (perform an action).''
(pg. 139, Phase). Holding your action counts as executing your Phase for
the purposes of combat maneuver modifiers and skill levels.

--Rat
--
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
                                                   __        ___ 
Richard Pieri, Northeastern's Stainless Steel Rat/   | /| / /   | The Worlds
Internet: ratinox@splinter.coe.northeastern.edu /__  |/ |/ / /| | Welfare Works
    UUCP: ...!northeastern.edu!splinter!ratinox/   | /| / / / | | Association:
  BITNET: UA_RLP@NUHUB{.BITNET}               /__  |/ |/ / /  | | I will solve
  USNail: 14 Westdale RD  Holbrook, MA 02343 /   | /| / / /___| | any problem
 ICBMnet: 42 deg 1 min N, 71 deg 0 min W    /    |/ |/ /_//_____| for you.
Newsgroups: rec.games.frp
From: an26@sol.acs.unt.edu (Roberts David)
Subject: Re: Inspired character names
Organization: University of North Texas
Date: Wed, 15 Apr 1992 17:41:12 GMT

sue%miracle@merk.com (The Dragon Queen) writes:

>Well, one more thread can't hurt..... :-)

>Here's a question:  What's the silliest or most unusual name you've
>ever given a character?

I once played a STR19 viking fighter named Grettir Ogdensson.  He later
came to be known, in the fine tradition of viking irony, as Grettir the
Weak.

And there was the gnomish fighter/theif Luminous Polystyrene...

----------
Dave(an26@sol.acs.unt.edu)
Newsgroups: rec.games.frp