HDTenEightyP/NetNews huggingface dataset:
From: 10597182@eng2.eng.monash.edu.au (JASON BELL)
Subject: Champions - Using weapons
Organization: Faculty of Engineering, Monash University 
Date: Fri, 24 Jul 1992 00:53:39 GMT


There appear to be no "hard and fast" rules about picking up say a steel 
girder and hitting someone with it. Without going into any rules that we may 
use.... I just wanted to know if people have any ideas or rules they use in 
their campaigns.

(i.e. should a steel girder give an area effect "sweep" attack with no extra 
dice, or should it add say +3D6 to someones strength damage?)

Don't worry about rules for the actual breaking of the object on impact with 
its target as they are already laid out pretty clearly.

Mat.
Organization: Central Michigan University
Date: Tuesday, 21 Jul 1992 06:58:39 EDT
From: <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Newsgroups: rec.games.frp
Subject: Re: best fantasy system: The Fantasy Trip

  TFT is a pretty archaic system. For one thing, the idea of using ST as hit
 points results in characters with ridculous lifting abilities after a very
 short period of time. The skill list is rudimentary compared to GURPS, which,
 while it shares some superficial design similarites with TFT, is a much more
 complete-and realistic-game system. GURPS Magic blows WIZARD right off the
 lot, and this comes from a LONG time TFT fan. I, in fact, collect TFT things
 out of nostalgia. I will say this, though; even TFT is a superior choice to
 AD&D! I highly reccomend GURPS; it is, in my humble view. the best RPG ever
 designed.
Newsgroups: rec.games.frp
From: gmayer@wpi.WPI.EDU (Gary R Mayer)
Subject: SRun Random Enc.
Organization: Worcester Polytechnic Institute
Date: Thu, 23 Jul 1992 21:31:40 GMT

One of the problems that I have found with ShadowRun is the lack of a
"Random Encounters" table.  Thus, I am planning on trying to create one.
If anyone out there has tried/done this or has suggestions they would
be appreciated.  Post if you think others will be interested or email.

I was thinking of using a 2D6 roll.  The lower the security rating or
the further into wilderness, the greater the chance of an encounter.
The frequency of the check would also be location dependant.  Then, I
was planning on using a chart like the one located in the D&D Expert Set(c)
with lists of creatures for each area and specific number(s) attached to
each creature.  The number of individuals would have to be determined by
its description and situation.

On another note, has anyone else thought it odd that almost all
Essence can be lost by only modifying your head, or one particular
part of the body?  I'm thinking about trying out a "location" Essence
loss.  With this, there would be six locations -- head, arms, legs, and
torso -- with six essence points each.  Cyber subtracts its Cyber Rating
from any place it modifies.  Thus, a smartlink would now only effect
one arm and the head, while wired reflexes would effect all areas with
an essence loss of...oh, say .1 x Normal Essence loss, just for the head.
Chips/memory/etc. could now also be placed in cybered arms allowing
for more versitility and creativity.  The Essence Rating for things such
as Magic, magical healing, etc. would now be calculated as the average.
Yes, I know, more complexity in an already complex gaming system for
that omni-present search for a bit more realism. *SHRUG*  It was a
thought.  Constructive (not destructive) criticism is welcome via
post or email.

**=**=**=**=  Gary R. Mayer, gmayer@wpi.wpi.edu, b.k.a The DROW  =**=**=**=**
|    "May Lloth be with you and spread darkness and evil upon your day."    |
*TWANG* ---------- - - -- ----  ---- ----- - ---- - -- ---  >:>>------------>
(A Black Shafted Arrow Flies Through The Air Marking The Passing of The DROW)

"There's a Dragon on the roof!"  -- ReRob
"AAAAAAAAAAHHHHHHHHHHHHHHHHHH!"  -- Everyone Else
"No, no, no.  An Ares Dragon"    -- ReRob

And a sigh of relief escaped until 25 HEAVILY armed troops dropped on
Newsgroups: rec.games.frp
From: af322@cleveland.Freenet.Edu (Kevin Adams)
Subject: Re: SRUN: Dikote and Firearms...
Reply-To: af322@cleveland.Freenet.Edu (Kevin Adams)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Mon, 27 Jul 92 15:13:50 GMT


In a previous article, gil@smtc21.engr.scarolina.edu (Gil Young) says:

>warmongr@mentor.cc.purdue.edu (Krishgan) writes:
>
>
>>  This is just a question for the SR fans out there.  If you were to Dikote
>>  firearm rounds, and it were possible with a rebored weapons to fire them,
>>  what would have the damage modifiers be....
>
>>  -Keith
>
>
Ok suppose you just Dikote the tip of the bullet?
From: canders@isr.harvard.edu (Carl E. Anderson)
Newsgroups: rec.games.frp
Subject: Re: most complete gaming system
Date: 30 Jul 92 15:25:29 GMT
Organization: Harvard University, Cambridge, MA

In article <15208@bwdls58.bnr.ca> pjs@bnr.ca (Paul Jason Snyder) writes:
>I once wrote a computer program that determined damage and criticals 
>in Rolemaster
>combat but it had one problem: how much do you put into the computer? Using it 
>as simply a calculator was decent, but took almost as much time typing in the
>weapon type, armor type and attack roll as looking up the tables by hand.
>I tried
>having the computer keep track internally of all of the combatants weapons,
>armor and such to minimize the information entered, but then the program was 
>more computer game than rpg. What do you netters think about using computers as
>rpg aids. Obviously, they're great for the GM setting up stuff, but how could
>they be used during game play to facilitate the tedious stuff?

	Well, even if I had to enter in weapon, armor, OB, and DB it might
take as much time as the tables but it would require considerably less
brain power.  If mind mind is busy adding and subtracting numbers, then
it's being distracted from the situation in the game.  Just typing in the
relevant info would at least keep my head clear.
	Did your program not have an attack roll generator?  I like to let
my PCs roll their own dice, but for the NPCs I'd just assume have them
entered into the program, press a button for their attacks, and have the
hits and criticals spit out for me.  From each player attack I could enter
the relevant critical damage on each individual NPC, which would affect
future attack rolls.
	Perhaps this system might not save vast quantities of time, but it
would significantly reduce the strain on the GM, who could stop worrying
about mechanics so much and concentrate on the game and story.

	I like the idea of computers as RPG aids, because the can cut out
some of the paperwork.  Like if I could generate xp's (at least the ones
based on kills and such) off of the combat computer aid stuff that would be
helpful too.  I really like Rolemaster, but it is very detailed and this
can distract me from providing good descriptions and story.  I don't want
my head fuzzy with numbers and paperwork, and computers can remove this.
If it provides a good simulation system that I can use to resolve the
mechanics in the game, then I'm all for it - I don't think that detracts
from the role-playing nature of the game, it just changes it from dice and
head-math and charts to computer mechanics.  The mechanics are run
differently, that's all.

	Don't suppose you still have a copy of that combat program?  :)

Cheers,
Carl  

---------------------------------------------------------------------------
Carl Edlund Anderson	            	"Hefi ek ok aldri sva reitt vapn
canders@isr.harvard.edu			at manni at eigi hafi vidh kommit."
OR
anderso2@husc.harvard.edu			- Skarphedhinn Njalsson 
---------------------------------------------------------------------------
Newsgroups: rec.games.frp,rec.games.frp.misc
From: dzik@access.digex.com (Joseph Dzikiewicz)
Subject: Re: Tales from Floating Vagabond
Organization: Express Access Online Communications, Greenbelt, MD USA
Date: Mon, 27 Jul 1992 15:54:17 GMT

In article <QUASAR.92Jul15104402@samurai-cat.ctt.bellcore.com> quasar@ctt.bellcore.com (Laurence R. Brothers) writes:
>
>If you're interested, "Cruel Hoax" will be putting on a live-action
>Floating Vagabond game next year, I believe in February. I can post
>data about it if anyone cares. This will be the third in a series of
>live-action games sanctioned by the creators of the game.
>

More than sanctioned, the first Vagabond game, held in Fall of 1990,
pre-dated the release of the Avalon Hill game.  Lee Garvin, the author
of the game, was one of the GM's of that one and the second game.

BTW, the first two games were great fun, and the third should be as well.
They are significantly different from what I have seen of the AH game,
however.  Most notably, omnipotent characters are quite possible
(YHWH, Satan, Jesus, and Cthulu were all at Vagabond II).

Joe Dzikiewicz
dzik@access.digex.com
From: C0124@vmcms.csuohio.edu
Newsgroups: rec.games.frp
Subject: ---===*> THE DARK ROSE IS BACK <*===---
Date: 21 Jul 92 22:31:16 GMT
Organization: CSU


 
 
'....you heard the party started...ALL RIGHT!...This is what you want to do..'
 
 
                 ======= ( THE DARK ROSE CAMPAIGN ) =======    WK 2, RD 1
 
 
RECAP :  When we last left our heros, they were in desperate peril while
         fighting the evil Toon Tarrasque when....OPPS! Sorry dudes,
         got too far ahead in the script (hehehehehehehe)... When we
         last left the good guys, Kyle was singing a song, Tibby and
         Sneakus were sitting around when suddenly, the door bursts
         open and the smell of smelted iron chokes the air.
 
 
         Six dwarves with long beards walk in, covered head to
         toe with soot, their beards reeking of sweat and
         stentch.  Many of the patrons of the bar back away
         quickly from the advancing dwarfs.  The dwarves
         roughly clammour up the stools and demand pitchers
         of ale.
 
 
                                    B - Bartender
===
= p       d d d d d d|=             S - Sneakus
=   p                |=             T - Tibbey
=  p  p           S  |=             p - Patron
=   p     K    T     |=
=======================
 
 
 
?? What do you wish to do now ??
 
 
PLAYER NOTES : Yes, some of you were intentionally left off.
               Assume you are one of the patrons if you want
               to make an action or look at something.
 
 
The place is made of wood, oak to be exact, of human tinkering, er work
(the dwarf in me) which appears to have been around for quite some time.
A few pictures hang around the Inn to give it some flavor.
 
 
 
Also, action replies will try to be same day.  I would like to delve back up
to speed.
 
 
DM Galthor Bar Torm
From: jacobus@mentor.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp
Subject: Re: realistic experience
Keywords: experience, burned-out
Date: 27 Jul 92 15:30:03 GMT
Organization: Purdue University Computing Center



I won't bother dealing with how "realistic" Dodger's/Riana's/Sean's proposal
for experience is.  (I've started doing some research in the journals and
books pertinent to learning theory and learning psychology--it's a morass,
and no system that would ever be playable would more than vaguely agree
with what is currently considered "true".)  Suffice it to say that it is
at least no less "realistic" than anything else I've seen.
What I will talk about are a few points he raises:


First, if one goes out and slays a dragon once a month and that is all one
does, then one might be able to gain LOTS of experience--but only in those
areas pertinent to dragonslaying.  After all, a good deal of training is
repetitive tasks and/or drills, which are designed to further refine one's
ability in a specialized area.  The key point here is that "experience" in
a "realistic" system should not make the character more skilled all-around
but only in those areas the character actually experiences.  

However, "experience" alone is not the only way to learn something.  After
all, most soldiers don't have their first use of a firearm to be under combat.
Therefore, a system of training is also necessary in a "realistic" model.

(Note:  I agree wholeheartedly that one's ability in training conditions
is not directly related to one's ability "in the field".  However, one's
ability in training conditions tends to be a limiting factor of "field
performance"--if you're no good under optimal conditions, you're even worse
in sub-optimal.  Perhaps some sort of "coolness under pressure" factor could
be added.)

As for long-lived species, Greg Porter has come up with a most elegant 
solution to this in his WarpWorld game--Elves archive their memories and
skills.  The assumption is that a hominoid brain has a relatively fixed
capacity of skill, and to store skills without forgetting over time
requires that one either use the skills or "archive" them.  


My feeling on that matter is go for an elegant model and screw "game balance".
It's just a bugaboo for wargamers anyway.  An elegant game model and a strong
game world impose their own "balance", which may not be a mathematical 
equivalency, but maintains the strictures of that world.  Munchkins will be
munchkins, no matter what "official" rules may say, and a GM ALWAYS has the
option of forbidding a character design if it doesn't fit the world, regardless
of what is technically "allowed by the rules".  (Lord knows I've done it
once or twice in my current campaign.)
From: psavoie@terranet.cts.com (Pierre Savoie)
Newsgroups: rec.games.frp
Subject: Re: Call of Cthulhu
Date: 20 Jul 92 22:16:02 GMT
Organization: People-Net [terranet], Thornhill Ontario


   It is true that Call of Cthulhu is not strong on combat rules.  Why should
it be?  Whenever a friend says he wants a break from AD&D and its 3-hour
complicated melees among 8 characters and 39 bad guys, I turn him on to CoC. 
It's almost a totally different principle in role-playing.  Some other games
by Chaosium Inc. developed more involved melee rules, some of which were
added to CoC in the "Cthulhu Now" supplement.
   Isn't "Masks of Nyarlathotep" (or Ni-har-rut-ho-tep if you prefer, grin)
an older release?  Maybe it was re-edited lately but it's been around for
years.  It was deliberately designed so that the action could take place in
different cities in any order, hence the weak connectivity.
   But I like Call of Cthulhu because it involves a totally different
mentality.  In AD&D you know that your character can progress from a wimp who
can barely hold his shield up through warrior expertise and leadership
expertise and finally he controls an entire continent.  AD&D players believe
in "series continuity", that they are the stars and will not only survive no
matter what, but improve astronomically in ability.  Soon even an entire
planet is not enough and they go off hunting baddies in alternate planes.
   Call of Cthulhu is not like that.  Your physical abilities and "hit points"
don't change.  You are regardless of everything just a weak and helpless
human, and they put in a comparative chart of monster size to drive that point
home.  You can't confront the living (?) terrors of CoC directly; the best
people can do is gather clues about the misguided humans who serve and assist
these beings, and wait for a good moment to thwart their plans.
   For example, Cthugha would toast the average group of characters instantly,
but you can always lie in wait and mess up the necessary ritual that cultists
use to summon Cthugha from the star Fomalhaut.  This indirect, cautious
planning approach contrasts sharply with the AD&D mentality of "forge ahead &
mow them down".

UUCP: zoo.toronto.edu!generic!terranet!psavoie
ARPA: generic!terranet!psavoie@zoo.toronto.edu
INET: psavoie@terranet.cts.com
Newsgroups: rec.games.frp
From: jpb@umbio.med.miami.edu (Joe Block)
Subject: Re: Return of rec.games.frp
Organization: Gene Police - Interstellar Enforcement Division, Sol III Office
Date: Thu, 23 Jul 1992 18:03:29 GMT

dknren01@uctvax.uct.ac.za writes:
: Wonder what gave those BASTARDS the idea that they could get away with removing
: it in the first place.

Holding a vote.

jpb
-- 
Joe Block (jpb@umbio.med.miami.edu)
"They that can give up essential liberty to obtain a little temporary safety
 deserve neither liberty nor safety." - Benjamin Franklin
                                        Historical Review of Pennsylvania, 1759
From: wt0b+@andrew.cmu.edu (William Henry Timmins)
Newsgroups: rec.games.frp
Subject: Re: Ars Magica, the best game yet?
Date: 22 Jul 92 17:47:19 GMT
	<1992Jul22.085229.11688@usceast.cs.scarolina.edu>
Organization: Carnegie Mellon, Pittsburgh, PA


   Well, I think Rifts bites, too. I'll try to explain why.

   I like the idea of multi-dimensional gaming. What I don't like about
many current games is that they focus on Earth, but I can understand
some of their reasoning.

   I bought Rifts, on advice from a friend. I love many of the color art
(I forget which artist I like more... the ley line pictures are cool)

    The things I DIDN'T like? The 'unrealism'. Now, I have no problem
with mixing magic and technology, it was simply the representation and
way it was done. Plus, I'm not really fond of class systems, though that
was something I ignored early (and is not why I don't like Rifts)

    Glitterboys are silly. The cyberwear, which looks like someone stuck
a soda can to your head, is silly. The faintly-veiled Nazi dictatorship
is interesting, but a bit trite. The flying suits are HORRENDOUSLY
silly. (A power-suit, flying STANDING UP, with wings too stubby to
provide any lift, fat jets, and no explanation of where the fuel could
possibly be stored)

    In short, lots of cute ideas but little realistic exploration of
them. My personal feelings are that the more outlandish the concepts you
base a story or game on, the more realistic you have to make things so
that people will swallow it. Ie- tech, magic, cyber, psionics- ok, but
explore and represent them REALISTICALLY.

    Perhaps the simple problem is that my idea of realism differs from
theirs, or that they simply didn't care to put in realism and decided to
make it 'fantastic', but I didn't get a good sense of coherency from the
product.


My opinion, of course.

-Me
Xref: sparky rec.games.frp:24173 rec.games.frp.misc:2705
From: kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer)
Subject: BattleTech
Organization: Student Pool, CSD, University of Erlangen, Germany
Distribution: rec.games.frp
Date: Wed, 29 Jul 1992 11:51:54 GMT

Hi everyone!

I'm probably in the wrong group (fantasy), but does anyone out there
have a version of the BATTLETECH game for the IBM PC?
All I've found are more or less poorly-done arcade and semi-arcade
games, while I'm looking for a full-blown strategy game.
I'm currently writing my own, and let me tell you, it's a bitch :)

So, if anyone knows of a strategy version, please email me.

Thanx,
Klaus
From: skeksis@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp
Subject: Re: How to get LACE & STEEL by The Australian Games Group (TAGG)
Date: 28 Jul 92 02:02:54 GMT
Organization: The PowerDrome BBS [(716)825-3614 CNet]

RE:  Lace & Steel
 
If you can find a used copy of this game somewhere THE BUY IT!!!!!  It is the
best, and I mean the BEST fantasy game ofthe swashbuckling genre I have ever
encountered!  If you are sick of pointless characters doing pointlessthings and
overpowered spell casters actinbhg like humanoid bazookas then this is the one
for you.  First of all the character generation system promoted roleplaying by
giving you your characters basic personality and then enforcing it through some
very elegant (and not hard to use) rules that affect the character's self
esteem.  A poor self esteem and your skills suffer.  Feel good about yourself? 
You can do wonders!
 
The combat system (for melee combat at least) is governed by card that you draw
from a deck, but unless you understand what the cards are doing for you, you
won't do very well in that combat.  This is one game where combat is not
something you do lightly; any character can be killed in one hit no matter how
experienced they are.  The game itself is graced with the artwork of Donna Barr
(whicc is why I bought it).  This is only a pocket review, but the important
this to remeber is that if you can find a copy get it right away!
 
Skeksis
Newsgroups: rec.games.frp,rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (Axly)
Subject: Twilight 2000 SniperRifle
Organization: University of Illinois at Urbana
Date: Wed, 29 Jul 1992 15:22:00 GMT
Keywords: Sniper Rifle

  I was wondering if anyone on here plays Twilight 2000, and if so,
  have you tried to convert the RAl 500 to the Marine Sniper Rifle
  ala Special Operations.

  These are the stats I got when I tried to convert it:

                 ROF Dam  Pen  Blk  Mag  Recoil  Rng 
  Sniper Rifle   SS   9   2-2-3  4   1i    7      75(75)*
  Bipod          SS   9   2-2-3  4   1i    7     300(150)*

  Parenthesized ranges are with standard BMG loads vice Match ammo.
    
    My other question: If a character is playing a Marine Sniper
    should he start with this as his personal weapon? If so, how
    many rounds of match ammo? 180 rds like a normal character gets
    or maybe just a couple match and the rest BMG? 

    Axly

Newsgroups: rec.games.frp,rec.games.frp.advocacy
From: ksoutor@unlinfo.unl.edu (kevin soutor)
Subject: Re: best fantasy system: The Fantasy Trip
Organization: University of Nebraska - Lincoln
Date: Tue, 21 Jul 1992 14:39:47 GMT


I'm one of the good guys too!  I still have a complete
set of The Fantasy Trip (The Fantasy Trip, 
Advanced Melee, Advanced Wizardry).  This was one of
the first roleplaying systems that I seriously
indulged in (even before D&D [Dull & Dreary]) and had 
a blast.  I still play it on occasion and am thinking
of revisiting my former campaign with new players!

Kevin

ksoutor@unlinfo.unl.edu
From: stoddart@garnet.berkeley.edu ()
Newsgroups: rec.games.frp
Subject: Re: SRUN: Dikote and Firearms...
Date: 31 Jul 1992 04:52:47 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: garnet.berkeley.edu

In article <1992Jul31.025229.8129@ncsu.edu> melody@grad00.math.ncsu.edu (Patrick Melody) writes:
 (correct) comments about teflon ignored.  Note that there is a second reason
for teflon--its used to reduce the amount of lead dust which goes into the
air when you fire a bullet, and since lead dust is a significant biohazard,
this is a useful safety measure at a shooting range.

>Dikoting a bullet is ludicrous since the diamond film would shatter right off
>as soon as the bullet hit something.  Diamonds are harder than anything else,
>but they are structurally weak, shattering when stressed.  
>
>On the same note, dikoting armored surfaces will do nothing for the armor's
>ability to protect you from damage.  Film coatings cannot increase a material's
>structural strength.

This is not actually true...a very hard surface will somewhat increase the
tendency of hard bullets to deform against the armor, and this does increase
the effectiveness slightly.  However, most modern body armors intended to
stop high power rounds (i.e. rifle and above) are already made with superhard
reinforcing plates., which generally shatter on the first hit, and diamond
really wouldn't add much.  As long as the armor is harder than the bullet,
how much harder isn't much of an issue.
Xref: sparky rec.games.frp:24365 rec.games.frp.misc:3159