HDTenEightyP/NetNews huggingface dataset:
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Re: Questions about the GMR.
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 16 Dec 1992 20:13:45 GMT

* 
* > Spoilers!!!

* 
* > 
* > The man who wrote this module was genuinely evil!!! My hat is off to
* > him! 
* 
* 	Good.  He wrote the forcoming "Interview with Evil", the 
* biography of the Gaunt Dude.  People were worried after Cry Havoc
* that he might cheese out the GM.  He joked on GEnie about having to
* shower for a week after writing GMR and a month after IWE.
* 
Well we find out what happened to one of TGM former mates. He turned her
into a museum exhibit as a Banshee. I havent read Major Havoc, but the
writing for th GMR was very good.
*
* > train in new skills during the module. I personally give a party of
* > veterans a 40% chance of survival. IE send more storm knights :) :).
* 
* 	My party flat out doesn't want to play this adventure. (This
* is a suprise, maybe.)   I'm offering them the opportunity of playing
* new characters for this adventure (of course, they won't be as powerful
* characters, so the new ones will die much more easily, mwah-hah-hah!)

Yep they will die. Probably in the first act. I give a party of
akashan monitors, starting out at base level, 3 scenes before being
wiped out by the horrors. My favorite part of the first act is if you
go guns blazing, you will get fined by the local government adn thrown
in jail (knowing most storm knight parties the money will be a worse
punishment :)). Also if they dont die in Act 1, the writer leaves it
up to the GM to flesh out going to Illmound keep. You can either have
the Indiana Jones read line (he recommends against it) or a mini
adventure in between.

Oh Rick, you said that your idea of Illmound keep was that it should
never be the same twice. Well, the way they show Heketon reworking
everything under the GM's bidding, it never is the same twice. If he
doesnt like it he'll change it.

And finally I do not have the GM's original write-up but it seems that
he may of been changed slightly by the storm. He also is now carrying
300 possibilities on him so I guess he drained the Heart very well.

* 
* -- 
* Rick Jones				Systems Support Center
* albert@bcm.tmc.edu			Baylor College of Medicine
* Voice: 713-798-7352			standard disclaimers apply
* One jump ahead of the slowpokes, One skip ahead of my doom. - Aladdin
* 
Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: munchkin characters
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Fri, 18 Dec 1992 23:25:23 GMT


Sigh, I have come to the conclusion last night that I tend to go to easy
on the players and have run a munchkin campaign in the past (ok you were
right Kansas Jim...)

 I tried running a pseudo Orrorsh adventure last night.  The premise
was that they are all kids (ages 6-16) who have been orphaned during
the war, and have been placed in an Orphanage in Saint Claire, Texas.
Unbenownst to them, someone has placed an Orroshian Hardpoint (that
made most of the town mixed) somewhere in the town, and a lot of
strange things have occured: Like the morning as they are going to
school, all the toddlers have been kidnapped from the second floor of
the Orphanage. As they are investigating that, and one of the young
kids is being attacked by his teddy bear... someone is chopping up the
girls in the shower on the first floor.

Well the crux of the matter, was I couldnt kill a damn one of them
(there were 8 players and not one died though 6 of them had been
marked for death during the game...) They split up, but kept killing
all the zombies and other monsters that showed up. Now while this goes
with the style of movie little kids versus monsters, it wasnt my
original intent... I had originally wanted to have all the players die
at least once... (or at least the teenagers... killing 6 year olds was
a little chilling for me).

Then came the realization that I had been giving out too many awards
to players over the last 2 years. I tallied up the characters using
the creation sheet on the back of the Character Collection book, and
found out most of them would need 100+ (the mage of the party had 140,
the werewolf and the elf monk had 160+ points, and my favorite the
jazz fighter had 150+ points) to be created. This is at least 50
points over WEG's adept characters who have been created before the
wars began, and have been doing glorious stuff since then. Agh, I
guess I need to strike myself with a lightning bolt for being a
munchkin GM.  If I run in the spring, I will have to re-evaluate the
number of possibilities I give out per advenure.

Ebenezer Smooge
Newsgroups: alt.games.torg
From: xoanon@carina.unm.edu (timothy k istian soholt)
Subject: Re: Removing a Stelae in Orrorsh
Date: Tue, 15 Dec 92 15:37:26 GMT
Organization: University of New Mexico, Albuquerque

"Colin J. Wynne" <cwynne@liberty.uc.wlu.edu> writes:

>Errr...  When they generate the final Occult total, it will be for an
>event that directly affects Heketon.  Therefore Heketon can couter
>possibilities until the cows come home at that step.

If the Occult ritual is used to create an object which must make a roll
to separate a stelae, then the roll to generate an effect value for the
object is not directly affecting Heketon. You just give the object some
horrendous effect value so you aren't likely to need to spend Possibil-
ities when you actually activate it.

>Besides, all this talk is about 'separating' Heketon from its stela.  The
>stelae *are part of Heketon*.  That's like saying, "I want to separate the
>Gaunt Man from his left hand."

It would be kind of strange, but I don't see anything wrong with an
Occult ritual to temporarily separate someone's hand from his/her/its
body. Mind you, if  you're trying to use it on the Gaunt Man, you'd
have a monstrously high difficulty number, but then, that's the whole
point of this discussion.

-- Tim Soholt (xoanon@carina.unm.edu)
Newsgroups: alt.games.torg
From: "Colin J. Wynne" <cwynne@liberty.uc.wlu.edu>
Subject: Re: Removing a Stelae in Orrorsh
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Mon, 14 Dec 1992 10:27:35 GMT

On Mon, 14 Dec 1992, Kevin Maurice Hudson wrote:

> No one's mentioned the possibility of the Storm Knights developing
> their own Occult ritual that will cut the Stelae off from Heketon for
> a short while.  If the Occult made it a part of the Darkness Device,
> then the Occult should be able to remove it...

Another possibility -- but the base DN for the event would still be
something gross - like Heketon's Reality skill, or Occult Skill, or
Corruption value.

CJW


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  =====  Colin J. Wynne                     Washington & Lee University  =====
  =====  cwynne@liberty.uc.wlu.edu              Lexington, Virginia      =====
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<


Newsgroups: alt.games.torg
From: jgl2p@landau5.phys.Virginia.EDU (Joseph G. Louderback)
Subject: Re: GM Cheating
Summary: It isn't necessary  
Organization: University of Virginia
Date: Fri, 11 Dec 1992 23:16:29 GMT

In article <Dave_Wetzel-101292122126@dwetzel.mis.stratus.com> Dave_Wetzel@vos.stratus.com (David Wetzel) writes:

>Every so often this thread comes up - Should GM's cheat?  I say a good GM
>is one that see to it that his/her players have a good time.  Sometimes
>that means you have to cheat either for or against.  I usually try to avoid
>cheating whenever possible, but I also believe firmly in GM fiat.
>
>Thanks,
>Dave_Wetzel@vos.stratus.com

Not necessarily.  I prefer games where the GM doesn't cheat.  But then
again I don't get *too* attached to my characters.  If one dies, oh 
well.  This attitude comes from playing a lot of Call of Cthulhu, where
character survival is rare and unimportant.  Generally though, I would
rather have the GM play it as it lies.  BTW YMMV C'est la vie.

Joe Louderback

Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Guess who is here for christmas!!!!
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Tue, 15 Dec 1992 23:05:57 GMT


I got both the character collection and the gaunt man returns today!!!
Yippeee (I also have just had my 2nd cup of coffee) so I am doing 
much better :)

Ebenezer Smooge
Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Re: Malraux gets his revenge?
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Fri, 11 Dec 1992 18:14:37 GMT

Aha! We find out who this Molodia (someone who is going to take away
the godnet). Well good luck with the contract. Anything that we can
do to help. I realize that a barage of mail to Dr. Tam would not be
good.

Ebenezer Smooge
Newsgroups: alt.games.torg
From: TAROD@VAX1.Mankato.MSUS.EDU
Subject: Re: Superheroes and other terrors
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Sat, 19 Dec 1992 08:37:00 GMT

Just a little sidelight -- if this premise sounds interesting to you, check
out the books The Initiate, The Outcast and The Master, aka the Time Master
Trilogy, by Louise Cooper. Outstanding books. They are set in a world where
Chaos has been banned from the world for centuries, and Order has ruled
unchecked -- peace has become the complete and utter norm, but everything
is in the strictest of ceremonial order. But Order has begun to stagnate
and become lax, and the stage is set for Chaos to attempt a comeback. :)
BTW, Tarod and Yandros, for those of you who know me on MU*, are from these
books. :) Enjoy!

Brian
tarod@vax1.mankato.msus.edu
Tarod @ GodNet
Gorthaur @ TorgMUSH
Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Re: Superworld...
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 16 Dec 1992 02:11:03 GMT

* 
* > and then with strain lifted it off of him. Remember the Lifting skill
* > only allows him to be better at the PowerPush table (max +2).
* 
* Right on that the Lifting skill just increases the result on the Power
* Push table, wrong on the maximum of +2; that is the Speed Push table.
* The Power Push is open-ended.
* 
Ow. My players will be glad to hear that. I have been limiting them so
as to not be able to lift the empire states building with a bunch of Hero
Cards.

Ebenezer Smooge
Newsgroups: alt.games.torg
From: gdavis@ccwf.cc.utexas.edu (Grant R. Davis)
Subject: Re: Superworld...
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 16 Dec 1992 02:54:12 GMT

I disagree that the power push table is open-ended for lifting. The extended
tables have been created for magic, Shatterer backlash, etc. The max push
for lifting is still +6 (I think-don't have it with me).

The Grant Man

Excited about the Gaunt Man's return...
and worried that he'll come after me for back royalties!
Newsgroups: alt.games.torg
From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re: How to remove an orroshian stelae
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Mon, 14 Dec 1992 15:48:47 GMT

Michael writes:

>Well, Say 6 started (typical #).That's one death.As for "just the right cards"

Since this will be taking place in Orrorsh, you'll probably have more
than one death by the 'dramatic conclusion' of the adventure.

> you need the two master plans (not hard in a 6 person, 3 act adventure if you
> spend a non-dramatic combat just cycling cards). Fighting their way to the  
>stelae?I have yet to see any evidence or indication that stelae are guarded as

Getting to a stelae won't be easy, as it will require Research (this
is Orrorsh after all) and that information won't be easy to acquire.
Plus, if any Horror finds out what the party is up to, Heketon will
most certainly dispatch a horde of ravagons to deal with them.

>a rule (at least from the SB's and published adventures).Besides, that can use
> possibilities instead of cards.

Possibilities can be negated of course.

> The perseverance check? What perseverance check? Remember, the first  
>knight got toasted in another location (his job was to distract Hekton).Out of
> sight, out of P-check.

Since the stelae qualifies as an occult object (due to Heketon's
occult ritual linking itself directly to all its stelae) it will
require a Perseverance check when the party uncovers it.  Unless
they've been real lucky with their research and previous encounters, I
doubt that their Perseverance will be high enough to defeat Heketon's
rating.  AND if they can't make the Perseverance check, they cannot
invoke reality storms PERIOD, so it becomes a rather moot point.

>Now, 4 cards not giving the knights initiative?Yes, it's possible, but I thoug
> that it was 25% for the heros on any card. So you'd need (3/4)^4, or about  

Heroes go first 2 out of 3 times in Standard scenes, 1 out of 3 times
in Dramatic scenes.

Kansas Jim (jogle@aoc.nrao.edu)
Newsgroups: alt.games.torg
From: "Colin J. Wynne" <cwynne@liberty.uc.wlu.edu>
Subject: Magic vs. Tech
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Mon, 14 Dec 1992 18:48:01 GMT

In studying for one of my finals, I came across what I think is a really
good characterisation of the difference between the Tech axiom and the
Magic axiom.  The argument as presented discussed science vs. magic, but
since it was referring to science in the 'core earth' sense of the world
(and because I read the rest of the article and know what the author was
talking about :), I am comfortable in substituting "Tech" for "Science".

Basically, a tech methodology is concerned with cause, whereas a magic
methodlogy is concerned with effect.  For the example of a 'car', the tech
approach would be to build from the ground up all the necessary components
whose functions were required to create a working car.  Magic, on the
other hand, is based on empirical observation of the finished product, and
then, in TORG terms, using a spell to simply make a car, all done and
ready to go.

As an example explaining these two methodologies, look at any system of
classification.  For example, two objects might be related by magic
because they smell the same.  By tech, those two object would be observed
to contain similar hydrocarbon groups, and therefore it would be concluded
that the smells were similar.

The idea of magic as 'superstitious' and 'primitive' is associated with
the fact that for less 'civilised' or developed cultures, it is easier to
observe and hypothesise from effect back to cause than from cause to effect.

This concentration of magic with effect meshes very nicely with Ayslish
magic, where the pattern of the spell is simply the sum total of effects
that are to be created, and that is all that need be known for the spell
to work.  To create the same result with tech requires the knowledge of
the causal relation of all intervening steps.

How does this come across?
(BTW, the idea is taken from 'The Science of the Concrete,' by Claude
Levi-Strauss, a linguistic anthropologist.)

CJW

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
  =====  Colin J. Wynne                     Washington & Lee University  =====
  =====  cwynne@liberty.uc.wlu.edu              Lexington, Virginia      =====
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<


Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Re: The stupid Bastards!!!
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Fri, 18 Dec 1992 23:40:30 GMT

I found out that the reason Wargames West didnt have the character
collection on Monday, was that their warehouse had been sitting
on it for the last 3 weeks. I called up to order it over the phone
(which is now with the warehouse and not at the front office any
more.) and they said sure they had tons of copies there. I told
the people at the front office and boy were they pissed. Sigh!

Ebenezer Smooge
Newsgroups: alt.games.torg
From: smooge@jupiter.nmt.edu (the Smooge)
Subject: Re:  Simple question
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Sat, 12 Dec 1992 00:08:12 GMT

TORG is the multigenre game of players trying to save the Earth from
various `cosms' that have invaded. I refer you to the FAQ, which came
out earlier this week. I think it can be found at anonymous ftp
at clay.vortech.com

Ebenezer Smooge
Newsgroups: alt.games.sf2
From: stormoen@plains.NoDak.edu (Michael D. Stormoen)
Subject: Re: Even more Bison (was: Ken's 4-Hit Touch of Death)
Date: Sat, 12 Dec 1992 10:21:46 GMT
Organization: North Dakota Higher Education Computing Network

In article <Bz4793.5Ew@news.cso.uiuc.edu> skillian@ux4.cso.uiuc.edu (Seth James Killian) writes:
>tmorris@tasman.cc.utas.edu.au (Tim Morris) writes:
>>jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

>>>Second, it DOES NOT take off 5 or 6
>>>clicks of energy - I don't understand why people insist on saying that.
>>>It's never taken off more than 4 on me - and ussually 3.  If you turn around
>>>while blocking in the middle of his body you will take less hits - almost
>>>negligable actually.  

As far as how many "clicks" come off.  I'm pretty sure there is a setting
to control the amount of dammage.

It would be nice if all the comparisons done in this newsgroup included
dip switch settings.  They make a /TON/ of difference.

Newsgroups: alt.games.sf2
From: skillian@ux4.cso.uiuc.edu (Seth James Killian)
Subject: Re: SF2 regulars at UIUC.
Organization: University of Illinois at Urbana
Date: Fri, 18 Dec 1992 03:16:40 GMT

dphantom@triton.unm.edu (darlene an  92sep02 lawry) writes:

>This is a general reminder:

>PLEASE, everyone...delete all lines of the original post that aren't
>relative to your reply.  Especially for those people such as myself
>who dial in via modem, getting to the bottom of the first page and
>seeing "16% -- MORE" is a real pain.

	AHAHA.  Operating from the computer lab, we at UIUC have direct optic
	links!  At home, I use a 14.4!  I will never edit my posts, never...
	HAHAHA!

		Seth "Smokin in the computer lab" Killian

>Thank you.
Newsgroups: alt.games.sf2
From: petitc@nuge102.its.rpi.edu (Christopher Jon Petit)
Subject: Re: Street Fighter II FAQ
Date: Sun, 13 Dec 1992 05:54:43 GMT

sdt8s@curry.edschool.Virginia.EDU (Steve Tilson) writes:

>skrul@csugrad.cs.vt.edu  writes:
>> Is there a FAQ available for this group yet?  Or has anyone written
>> anything on all the special combos of each individual player?
>> 
>> Thanks...

>If there is such a FAQ, I would appreciate a copy...

Same here.
-- 
Now on sale, in Aisle 5 of the Divine Supermarket---Lives, and Clues.  Buy
yours now and avoid the rush!  They make great Christmas gifts!
"I may not agree with what you say, but I will defend to the death your right
to say it."  - Voltaire.
Newsgroups: alt.games.sf2
From: caine@uxa.cso.uiuc.edu (Dark Lord of the Sith)
Subject: Re: Ken's HK and invincibility...
Organization: University of Illinois at Urbana
Date: Wed, 16 Dec 1992 06:01:28 GMT

>As you all should know by now, Ken's HK is not invincible at any point.
>But for those of you who refuse to accept this as fact, as I once did, I
>shall prove to you that he is vulnerable at all point in the HK.

>Play Dhalsim, have him throw a fierce or strong yoga fireball.  Wait until
>the fireball is as close as it would have to be for Ryu to go over one of his
>or Ken's fireballs, then do the HK.  You should get torched by the fireball,
>and if you waited long enough, you will see a frame where Ken has his back to
>you when he gets hit.  Obviously, if you had Ryu, this would not be a problem,
>but that is proof that he IS vulnerable while doing the HK.

I forgot to say that you also should know that Ken can do the HK over Dhalsim's
fireball and Guile's SB...as if you didn't already know that.  BTW, this works
for the CE.  I don't think the HK has the same powers in Classic.  Oh, and
don't do the HK too early, or you'll never get it.  Duh...

Caine Schneider
-- 
>------------------------------------------------------------------------------<
"I've got a bad feeling about this..." -Solo -Skywalker -Leia
"Attack me if you dare, I will crush you!" -The One and Only...Ken
<------------------------------------------------------------------------------>
Newsgroups: alt.games.sf2
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: How DO you counter Blanka's bite?
Organization: University of Illinois at Urbana
Date: Mon, 14 Dec 1992 21:50:20 GMT

jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:

I don't find the roundhouse slide all that effective against Blanka.
If he hasn't already attacked, he can stick out a forward kick and
land a combo (aerial forward, crouching forward or aerial forward,
standing strong, crouching forward).

If he HAS attacked already, you can just hit him with a standing fierce
punch when he lands (so he hits the ground and THEN the fierce connects).
This move doesn't hit Blanka out of the air.  This move doesn't leave
you vulnerable for a moment in case you miss.  The roundhouse slide can
cost you if you miss.

The roundhouse slide IS effective against other characters, such as
airborne Ken/Ryu's.  It's also good for sliding under fireballs and
sonic booms.  Word of caution for sliding under sonic booms... make sure
you do it right.  Otherwise, you could get hit by both the sonic boom
and a forward kick after you pause after the slide.

-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
Guys with long sigs are just trying to compensate for something...
From: alex@laurel.ipac.caltech.edu (Alex Werner)
Newsgroups: alt.games.sf2
Subject: Re: Let's play Smash the Lexus
Date: 18 Dec 1992 20:02:18 GMT
Organization: California Institute of Technology
NNTP-Posting-Host: laurel.ipac.caltech.edu

In article <tmorris.724682857@bruny> tmorris@bruny.cc.utas.edu.au (Tim Morris) writes:
>Ken (17 seconds):
>
>  I use two jab DP's to destroy each corner, then crouching fierce 
>interrupted by jab dragon (two hits) to destroy the car from the right
>hand side (assuming I'm player 1).  
To destroy the first side with Ken, do a standing fierce buffered
into jap DP for 3 hits and then jump over and roundhouse kick
while you jump to get the fourth hit. That saves time
Then do 2 standing fierce-jap DP combos on the other side followed