HDTenEightyP/NetNews huggingface dataset:
From: huesmann@wam.umd.edu (Joseph Edward Huesmann)
Subject: Fantasy Hero: Companion 2?
Originator: huesmann@rac2.wam.umd.edu
Organization: University of Maryland at College Park
Distribution: usa
Date: Tue, 7 Apr 1992 03:18:08 GMT


If anyone out there has FH Companion 2, could you please tell me what
is in it? Is it anything like Companion 1? Is it worth getting (how
expensive is it?)? Thanks for any tips.

Joe
Newsgroups: rec.games.frp
Date: Sun, 12 Apr 1992 16:27:54 -0400 
From: Anthony Russell Rosania <ar2j+@andrew.cmu.edu>
Subject: Re: Mages and Armor Question ( AD&D )

  The problem with Armor is it encumbers one too much to properly enact
somatic components, as well as the fact mages never had time to study
how to don or use it. I don't not much about armor but it make sense to
me that it would take some skill to use armor, perhaps turning ones body
so the blows land in less vulnerable places.  So it seems a DM may allow
a mage to wear armor and not cast spells but what about spells without a
somatic component? Thats really the DM's decision but I would say it
would be okay far as not knowing how to use it, this might offer a
penalty to Armor class, or perhaps a limit, nothing greater than say
leather, just some thoughts.
										Ant
From: reverend@cs.tamu.edu
Newsgroups: rec.games.frp
Subject: SR:  Beef Metahumans and Dianetics
Date: 7 Apr 92 17:47:50 GMT
Reply-To: do not reply to this acct

Guys, along the lines of the "ewww that's gross", and "Metahumans just aren't  
worth it" threads, I would like to point out some instances in which Metahumans  
are extremely nasty, and worth the priority 4 assigned to them (well, maybe  
priority 3) :-)

Troll/Orc Physical Adept:  But how do they survive long enough to become that  
beef?  Once the opps know what this guy is, everyone is going to be firing at  
him.

Dwarven Mage:  7 Willpower?  hm...  (what drain..we don't need no stinking  
drain)

Elven Shaman:  8 Charisma?  With a +4 increase charisma spell?  grosss........

just some things to think about.

p.s.  How about the group of us on the net come up with stats on the  
Scientologists...I agree that these people could conceivably be nastier than  
any UB chapterhouse.
Newsgroups: rec.games.frp
From: tsang@cs.washington.edu (Donald Tsang)
Subject: Re: Problem player
Organization: Computer Science & Engineering, U. of Washington, Seattle
Date: Tue, 14 Apr 92 23:23:14 GMT

In article <> seawasp+@pitt.edu (Ryk E Spoor) writes:
>In article <> millerl@wharton.upenn.edu writes:
>>regarding green lantern in greyhawk...
>>In article <>, seawasp+@pitt.edu (Ryk E Spoor) writes:
>>> In article <> loren@wmkt.wharton.upenn.edu (Loren Miller) writes:
>>>>  I just have one suggestion. The Yellow Hand society, 
>>> But that would be a cheap and very sleazy trick.
>> This *is* reasonable. Don't tell me that the comic-book green lantern
>> didn't face a horde of yellow colored oponents.
> Those were SPECIAL opponents. And they were not ALL OVER the place.
> They certainly were not a constant.

The original Green Lantern (remember, the lantern with Death, Life, and
Power?) was vulnerable to _wood_.  I think this is a much more reasonable
limitation for a medieval campaign than Yellow is.

"Oh no.  A Treant...  Run!!!!"

For that matter, no-head arrows would be a problem (you know, the kind
you go after vampires with?)... clubs not so bad, but assuming you get
minuses to hit multiple opponents, a horde of barbarians could
certainly be a little difficult to deal with.


-- 
Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
..!uw-beaver!june!tsang                       -- Robin Hood Daffy
Newsgroups: rec.games.frp
From: wildcard@nevada.edu ( WildCard !!)
Subject: Re: Shadowrun
Organization: Shadowland BBS, Firepower Division
Date: Wed, 8 Apr 1992 02:27:28 GMT

In article <31426@sdcc12.ucsd.edu> cg108fai@icogsci1.ucsd.edu (Steerpike) writes:
>I don't understand the big deal about Shadowrun assault cannons.
>Assuming that you WANT to run a Rambo-clone, why not use a HMG? 
>Especially if you use the new Rigger autofire rules.

You can carry a Panther. HMG are vehicle mount only. Panthers are fired with
Firearms and HMGs must be on a tripod and use Gunnery. There are no target
mods for assault cannons (singel shot!) and to hose someone with a HMG or
a minigun you need recoil comp up the swanee river, if you catch my meanin'.

I don't like them. their not subtle.  Autofire-shotguns are much better!! :)

                                - WildCard !!


+ "Touch my deck and I ventilate your thorax..."                              +
|				- WildCard !!                                 |
|				  [ "Plex Personalities" Shadowland BBS ]     |
+ wildcard@redrock.nevada.edu                                                 +
From: sl930@cc.usu.edu
Newsgroups: rec.games.frp
Subject: Re: Chill request...
Date: 6 Apr 92 07:41:08 GMT
Article-I.D.: cc.1992Apr6.014108.54215
Organization: Utah State University



	I've played the game and thoroughly loved it.  The system is fairly
good and the game has endless scenario possibilities.  Why isn't it selling?
I think the answer is that it isn't advertised enough.  I never even heard of 
it until a friend of mine convinced me to try it.
From: 89kenward@gw.wmich.edu (Strahd Von Zarovich)
Newsgroups: rec.games.frp
Subject: Miniatures:  Blondes?
Date: 14 Apr 92 21:30:00 EST
Organization: Western Michigan University

Does anyone know how to mix a color that looks like a good
representation of 'blond' for a miniature?  If you do know, e-mail me
at 89kenward@gw.wmich.edu.  Thanks ahead of time!

-- 
____________________________________________________________________________
Do you like the nighttime?  Do mortals really bother you?  Do you want to be
powerful?  Then don't be afraid of the mists!  Come to Ravenloft!  Your new
island home...
Jeff Kenward		                              89kenward@gw.wmich.edu
____________________________________________________________________________
Organization: Freshman, Drama, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp
Date: Mon,  6 Apr 1992 23:27:19 -0400 
From: Anthony Russell Rosania <ar2j+@andrew.cmu.edu>
Subject: Re: AD&D: Problems with 1st ed. Bard
	<Apr.6.16.18.30.1992.23960@ruhets.rutgers.edu>

 Did he start from a 1st level thief to create this bard, or was he
"grandfathered" to start with higher level characters. If he went
through the whole process to reach Bardom as outlined in 1st ed. then he
deserves to stay a bard using 1st ed. (Bardom takes alot of work)
However if you cannot accomodate it then you can make him a second ed.
bard with an equal number of XP. Or perhaps a druid with some xtra
non-weapon proficiencies and some thieving abs. He is bound to lose some
old abilities, and gain some new ones as long as he doesn't lose out on
XP then he should live.
					Anthony
From: dts@quad.sialis.com (David Sandberg)
Newsgroups: rec.games.frp
Subject: Re: Inspired character names
Date: 16 Apr 92 05:58:00 GMT
Article-I.D.: quad.161
Organization: Quadric Systems

In <15Apr92065528@miracle.com> sue%miracle@merk.com (The Dragon Queen) wrote:
>Here's a question:  What's the silliest or most unusual name you've
>ever given a character?

One of my longest-lasting and most fun characters was an elven
thief named Pabst.

(I couldn't think of a name during that first session until I noted
what brand of brew one of the other players was swilling down...)

-- 
                  _ david sandberg _ dts@quad.sialis.com _
          "Genius waits for no one." --- Writer (pounding on door)
      "But stupidity hammers on a deserted building." --- Crow, MST3K
From: v124jw4y@ubvmsb.cc.buffalo.edu (Benjamin R Pierce)
Newsgroups: rec.games.frp
Subject: Re: Stupid adventures
Date: 12 Apr 92 00:28:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <92101.114415BJP108@psuvm.psu.edu>, BJP108@psuvm.psu.edu (Brian Panulla) writes...
>The stupidest adventure I ever ran had to be with out a doubt, Fluffy
>Goes to Heck from the first year of Dungeon magazine. I'm not sure if
>my playeres EVER forgave me.
> 
>YOU try to tell players that they're being attacked by a bunch of
>Beatnik Zombies with bongo drums (boom diddy-boom boom boom)....
>While keeping a straight face. It AIN'T easy.
> 
>____
>Brian Panull BJP108 @ psuvm.psu.edu
>"Moooooooooooooooooooooooooo!" -- cry of the Cow of Ill Omen





Hey!  Some of us consider Rick Reid's Fluffyquest modules to be among the 
greatest classics ever written in the field of fantasy gaming!  Definitely
one of the high points of Gen Con for me...:)

                                                         --Ben
From: reanor@speedy.cs.pitt.edu (Jeffrey Getzin)
Newsgroups: rec.games.frp
Subject: Re: AD&D 2ed. Weapon Specialization
Date: 7 Apr 92 15:15:22 GMT
Organization: Computer Science Dept., University of Pittsburgh

In article <1992Apr7.000727@kazoo.ssd.loral.com> brunner@kazoo.ssd.loral.com (Brian Brunner) writes:
>The Official Rules and Our House Rules vary...
>but if the Official Rule is that only one weapon can be specialized in,
>that means just onee. If that is free we are talking about granting
>a free weapon proficiency slot (or two if you choose bow).
>But not two weapon specialzations.
>
>We allow double specialzation from Unearthed Arcana and specialization
>in as many weapons as you care to, if you are JUST a fighter.
>Choose your milage. Its' in the rules.
>

The Swashbuckler fighter kit is expected to gain specialization in
many  weapons.  Until he does this, half of weapon profs are spoken
for.   I think there must be an inconsistency in the rules.

Who actually stated this bit about only one specialized weapon?

		=*()*()* Jeff *()*()*=



--
					---
Jeffrey Getzin
saintdor@vms.cis.pitt.edu
Newsgroups: rec.games.frp
From: mkkuhner@milton.u.washington.edu (Mary K. Kuhner)
Subject: Re: Shadowrun: Controlling magicians
Organization: University of Washington, Seattle
Date: Sun, 12 Apr 1992 00:27:46 GMT

In article <1992Apr11.180855.4586@magnus.acs.ohio-state.edu> apearlma@magnus.acs.ohio-state.edu (Andrew Pearlman) writes:

>I think 'rampant' decking is slightly overrated.  Shadowrunners are a
>constant irritant.  But only an irritant.  If company x makes 10 billion
>nuyen a year and pays 10 million nuyen for ICE and losses to sufficiently
>skilled deckers, it just isn't a problem.  It *is* a problem when Renraku
>Japan has up-to-date information on Feather's family, and Feather is 
>participating in an extraction attempt on a researcher at Renraku NA.

It does depend on how friendly 'Raku Japan is with 'Raku NA.  Certainly
some of the confidential files will be useful in stopping Shadowrunners,
but how many more will be useful for blackmailing executives?  Myself, I
would try to avoid distributing such information too widely.  Corporate
backbiting is rampant enough already.

Lots of vulnerable stuff will doubtless be on-line, just as it is today.
People aren't always very smart about computer security, and as Wordman
and Andy say, some of it is more useful if accessable.  But the modules
(and some genre novels) seem to me to take this to ridiculous lengths.
Physical security systems?  Passwords for the safes??

Mary
Newsgroups: rec.games.frp
From: baidins@barney.cis.udel.edu (Juris Baidins)
Subject: Re: Opinions on "Greyhawk-Wars!"?
Followup-To: rec.games.frp
Organization: University of Delaware, Newark
Distribution: usa
Date: Wed, 8 Apr 1992 16:43:45 GMT

In article <92098.203953IO11330@MAINE.MAINE.EDU> IO11330@MAINE.MAINE.EDU (the DM) writes:
>IMO, I would have to say as an avid Greyhawk fan, that for what it
>contains Greyhawk wars does what it is supposed to do.  As a supplement
>to a campaign it is excellent, It presents numbers for the sizes of the
>armies in a campaign where war is second nature.  Never before was there
>much information on army sizes or easy ways to determine the outcome of
>battles between various warring countries.  Perhaps the system isn't

If the system was not meant as a stand alone wargame then it is
horribly overpriced and ought to have a warning label on it.
For a wargame there is nothing to it and as a supplement overpriced.

The Dragonlance module which covered the war in that series was
much better.

Juris Baidins
baidins@cis.udel.edu

PS If someone wants my Greyhawk Wars, it is available for $7 plus postage.
From: cg108fai@icogsci1.ucsd.edu (Steerpike)
Newsgroups: rec.games.frp
Subject: Re: "Rules of the Shadow" in Amber RPG
Date: 15 Apr 92 18:22:00 GMT
Organization: University of California, San Diego

John Maurer writes:

Based on extrapolation from the books:

>Would a rule that "Everyone in the Shadow Speaks Backwards" affect an
>Amberite. 

That depends on what you mean by "speaking backwards." If you mean
that they would say "Hello there. Nice to meet you." like "There
hello. You meet to nice." Then it is basically a different language
and not an aspect of the shadow. If you mean everyone literally
talks backwards, i.e. hold their dinner conversations over breakfast
and vice versa -- this really isn't workable. And time streams don't
run backwards, so that gets rid of another explanation. Basically,
the Amberite doesn't "adapt" to this at all, in any case, because it
isn't an aspect of the shadow; it is an aspect of the inhabitants.
Time speed affects Amberites the same way that gravity does -- it is
there, it's part of the universe. Amberites don't "change" at all
when entering a different shadow.

>Or "Everyone in the Shadow acts in a Theatrical Manner."

Again, no. Amberites stay the same no matter WHERE they go. Of
course, acting theatrically is no big trick to an Amberite, I would
imagine, so he can imitate the local culture easily.

Did you read the books? They are quite clear, it seems to me, on the
fact that Amberites do not change when moving through shadow.

steerpike@ucsd.edu
From: adr9510@rigel.tamu.edu (Trapped in Aggieland)
Newsgroups: rec.games.frp
Subject: Re: Stupid adventures
Summary: What was YOUR stupidest one?
Keywords: Blue, you have no fish...
Date: 10 Apr 92 00:26:00 GMT
Followup-To: rec.games.frp
Organization: Texas A&M University, Academic Computing Services
News-Software: VAX/VMS VNEWS 1.41

In article <9APR199216411401@rigel.tamu.edu>, msw8629@rigel.tamu.edu (WILLIAMS, MICHAEL SHANE) writes...
>My stupidest game...ah, setting aside my beginning years as a hack and slash
>DM (I have long since learned the err of those ways), the entirety of the Marvel
>Super Heroes campaign that I ran my sophmore year in College would probably have
>to qualify.  *sigh*   All I have to say about that realm is I couldn't create
>a villain as dangerous to the heroes as another PC.  That realm suffered more 
>than 90% fatalities, all caused by player vs. player conflicts.
> 
>	Captain "Bad and Evil Pookie" Woodchuck

Well, this is what one gets when you mix together
a) 4 (5?) Secret Agents, each of whom is working for a different government/
   corp/who knows...
b) PCs in the grips of total psychosis
c) A handfull of supercomputers, each of which were bugged, whose bugs were 
   bugged, whos bugged bugs were bugged....see letter (a) above....
d) Ppl with a fanatical love of the undead
e) Ppl with a fanatical hate of the undead
f) Two or three on-going roommate wars

And that's just the stuff off the top of my head years later...

*sigh*

One of the most fun games I've ever been in.

Sign this "A Survivor"

--------------------------------------------------------------------------------
Aaron D. Robb, aka The Philosopher   |	Disclaimer: Texas A&M stands staunchly
Somewhere at Texas A&M University    |	behind my every word. Really they do...
--------------------------------------------------------------------------------
I will not eat green eggs and ham, I will not eat it, Son of Sam.
					-AggieCon XXIII 'Quest'
--------------------------------------------------------------------------------
From: jlkim@sdcc3.ucsd.edu (Justin Kim)
Newsgroups: rec.games.frp
Subject: SR: Holdout pistols (was Re: SRUN: Heavy weapons as sidearms)
Keywords: Guns!
Date: 13 Apr 92 23:06:16 GMT


	My holdout of choice is a Narcoject pistol.  4D3 stun is
hard to argue with.  Sure, its only stun damage, but with a reactive
trigger, smartgun link and a high firearms skill,  it doesn'td
usually make much of a difference.  Also, if you really want to, you
can always finish off the bad guy after he or she is out.  Narcoject
pistols also have a pretty good concealability rating (7).
	Their main problem is their cost.  Y600 for the pistol (no
mods), smartgun rig, reactive trigger, and ammo at Y200 a shot.
Still ,if you have the yen its a good investment.
	My gamemaster(s) also have made the general ruling that,
since narcojects are non-lethal, the authorities don't come down all
that hard on carrying them around.  Carry permits were also
available.

(just sliced up a couple of fingers today, so my typing is not all
that hot.  I think that I caught most of my errors, but in case I
didn't sorry)
-- 
------->Justin Kim
---------->jlkim@sdcc3.ucsd.edu
------------->Student, Graduate School of International Relations/
---------------->Pacific Studies-University of California, San Diego
From: mscs057@vax1.mankato.msus.edu
Newsgroups: rec.games.frp
Subject: Re; Looking for some 2ed help
Date: 9 Apr 92 01:54:49 GMT
Article-I.D.: vax1.1992Apr8.195449.1686
Organization: Mankato State University

If you are going to make a 1st-lvl 2ed fighter. You might like making him 
a wilderness warrior.

Become proficent in tracking, animal handling/training, animal lore,
and etc.

You might look at ancient historical names like John Little.

Steve
From: seawasp+@pitt.edu (Ryk E Spoor)
Newsgroups: rec.games.frp
Subject: Some really interesting names (was Re: Inspired character names)
Date: 17 Apr 92 00:13:33 GMT
Organization: University of Pittsburgh

In article <hw8iux@Unify.Com> caa@unify.com (Chris Anderson) writes:
>In article <15Apr92065528@miracle.com> 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?
>> 
>> sjs28257@uxa.cso.uiuc.edu (Steve Stelter) writes:
>> >In a Champions solo adventure, I played a ninja with the inspired name
>> >"Katana."  (Hey, I was young.)
>> 
>> Before I started DMing, I played a ninja named Kawasaki.....

	AARRGH! I can't stand it, I have to post...

	In the "martial artist" thread... I had a High Warrior Monk named
"Kata". Actually made sense, though; he was of a race that no one knew,
and even he didn't know what he was, and had a natural talent for the
martial arts (turned out to be a genetically created warrior... and the
monks trained him in the ways of peace...)

	One of my most famous characters was Druyar Moronovich -- Str:18/86,
Int:5 -- who was inspired by a friend's character: Thud. Thud's companion
(and brains) was Rodney the Ranger. (Thud in a disco [heavy russian 
accent]: "Thud BOOGIE. Get Down Funky...")


	However, let's talk about non-stupid names. I tend to go to great
lengths to think of interesting, appropriate names for my characters. Some
get names taken from the languages I invented for my books, or if (for 
example) they're in middle earth I might take one from Tolkien's Elvish 
dictionary.
	Some appropriate names are just ones that SOUND good, too.

	Here are a few:
	Intelligent Toad thief-mage: Poplock Duckweed
	Mysterious druid/mage : Cillerion Somari
	Sauran adventurer: Fanalam T'Teranahm (translated it means roughly,
'the beginning of the race of Great Saurans' -- he was selected as the first
of his people on that world)
	Drow raised in a village of kind elves: Starshade Lostchilde
	Barbarian Toad: Lormok of the Mountains

	The Middle-Earth game in which I played myself produced one of
my favorite names. "I" decided to take another name when I entered 
Middle-Earth, True names being somewhat dangerous to let out; therefore
I chose the name Erik (my middle name) Arisia.
	That is an interesting name, because it has a DOUBLE (perhaps
triple) meaning.

                                 Sea Wasp
                                   /^\
                                   ;;;


	
--------------------------------------------------------------------------
.        ..               .             .        *           .      .
 .     .      :      .        _*_    .        .          .             ..
.   .     .   .      @---====OOOOO====---@~/^\    .     .       .       .
   .   *     .     ..         ^*^  .    .  ;;;      .      .      .   *
 :    .     .    .        .      .            .*         .     .        .
---------------------------------------------------------------------------
Interphase Accomplished. 
Sea Wasp docked, Outring Sector 5.
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Newsgroups: rec.games.frp
Subject: Re: GENERAL: Tactics for a city assault
Date: 6 Apr 92 21:33:07 GMT
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University

In article <ktnhe1INNe6g@west.west.sun.com> markk@sagredo.West.Sun.COM (Mark Kampe) writes:
>	Magic only disrupts conventional technology if magic is cheaper and 
>more effective than conventional technology.  
>	If there are only three mages in your barony and they want half your 
>feif in return for their assistance, people will stick to more mundane
>measures.
...
[Examples deleted]
...
>	If there is a reasonable balance between the power of a mage and the 
>power that powerful mundanes can muster, magic should not substantially 
>imballance the campaign or disrupt the technology.
>
>Where magic can make a big difference is in small ways, like intelligence 
>gathering and exploiting isolated weak points.  But both sides can probably 
>afford this kind of magic.

	The fact that both sides have this kind of magic does not mean that 
things will be just the same as without it. 
	Magic will not *replace* medieval technology in most fantasy games - 
it will *supplement* it. 
	In AD&D, intelligence gathering by magic - whether by augury, owl 
familiars, etc. - is *much* easier than counter intelligence. This means 
that both sides will know about each others' positions much more than in 
medieval battles. Furthermore, borders can be guarded with magic mouth 
stones - although guards are still required. 
	Continual light is *extremely* important for night operations, making 
campfires used only for cooking. Food supplies may be supplemented by 
clerical Create Food and Water.
	Fireballs, even though they are not that common, can be devastating 
to key positions and troops. Illusions and darkness can also be very hard 
on morale. 
	The list goes on and on...

>Just because there are a couple of mages who could teleport to your keep 
>wherever it is doesn't mean that you should ignore the 40,000 barbarians who 
>just rode out of the hills.  Magic doesn't necessarily negate everything we 
>know about medieval technology.

	No, but it does *seriously* alter it. Magic will not replace troops 
and weapons, but it will change how they are used. 

---------------------------------------------------------------------------
John Kim                    | Alice: "But if I wasn't real, I shouldn't be
jhk6@cunixb.cc.columbia.edu | able to cry."  Tweedledee: "I hope you don't
Columbia University         | imagine those are *real* tears."