HDTenEightyP/NetNews huggingface dataset:
From: n9045178@henson.cc.wwu.edu (Sean Dean)
Newsgroups: rec.games.frp.misc
Subject: Megatraveller Information X-Change
Summary: Looking for other MegaTraveller fans
Keywords: Megatraveller
Date: 26 Jan 93 04:57:43 GMT
Article-I.D.: henson.1993Jan26.045743.18693
Organization: Western Washington University

I am fairly new to the game of MegaTraveller...I purchased it five years ago
and never played until the end of last year.  I am looking for other players
with whom I can share information, ideas, resouces, etc.  If you are
interested in such a correspondence then please email me.  I am also open to
the idea of on line gaming for MegaTraveller(possibly on irc).  Also if you
live in Western Washington state, USA then I might be interested in getting
together to game.

If you are interested at all, have questions, or answers then please drop me
an email line.

Thanks,
Sean Dean (n9045178@henson.cc.wwu.edu  or  9045178@nessie.cc.wwu.edu)
Newsgroups: rec.games.frp.misc
From: tsl@munta.cs.mu.OZ.AU (Tim Leask)
Subject: RQ: Daka Fal and Spirit Block
Organization: Computer Science, University of Melbourne, Australia
Date: Fri, 22 Jan 1993 05:39:44 GMT


I am I the only one who finds it surprising that Daka Fal does NOT get
the spell Spirit Block ? There is no mention of this spell in the Daka Fal
write up in River of Cradles, this seems surprising since in Cults of
Prax it stated that Daka Fal taught the spell to everyone. I can only assume
it was dropped from the spell list for play balance reasons. So much for
Daka Fal worshippers vote on the spirit plane. Do others feel this a
reasonable omission for RQ3.

Just pondering,
Tim
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp.misc
Subject: GURPS Paranoia
Distribution: world
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith
Date: 23 Jan 93 22:40:50 CST
Organization: Texas Net Illuminati

dripton@csugrad.cs.vt.edu (David Ripton) writes:
>
> Actually, I kind of like the idea of GURPS Paranoia...

Me too, but they wouldn't sell. :-)

Loyd

***************************************************************************
* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
* GEnie: SJGAMES	    Mr. Grenade is no longer *	PO Box 18957	  *
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***************************************************************************
From: bell@cs.unc.edu (Andrew Bell)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Chalana Array Cult (Possible River of Cradles spoilers)
Date: 26 Jan 1993 22:43:30 -0500
Organization: The University of North Carolina at Chapel Hill
NNTP-Posting-Host: beethoven.cs.unc.edu

In article <1993Jan26.184737.10642@news.tufts.edu> gharris@jade.tufts.edu (George W. Harris) writes:
>	While Chalana Arroy prohibits members of the cult from using violence,

Not strictly true, the cult write-up clearly allows for circumstances where
violence can be used as a last resort.  Face to face conflict with a fast
gorp that seems to be immune to magic, or when low on magic points, would
fall under the exceptions.  However, such circumstances are very rare.  My
CA priestess was cornered by the gorp she hit with a torch; normally she
should run away.  (If the gorp is in the process of eating someone,
however, their view of a hierarchy of life should not disallow doing
what she can to rescue the person, including violence as the last resort.)

>Although a CA priestess would prefer that her Storm Khan friend refrain
>from slaughtering Walktapi

Cult strictures regulate actions, not attitudes.  It certainly should
make it easier to get in if you're naive enough to believe that chaos
will respond positively to non-violence, but one can certainly imagine
that a more experienced CAer would replace that with cynicism without
leaving the cult.  Rather like Churchill on liberalism and conservatism...

>It is *not* justified for Naiya to slay them.

Out of hand, yes.  Under certain rare circumstances, it would be
permissable.  But the CAer should take every precaution he/she can
to make sure this doesn't happen,  except when it would affect their
abilities to heal someone or rescue someone from harm.

The more pure to the ideal of absolute non-violence a CAer is, the
more respect she will be treated with.

>So, Naiya should not have struck that Gorp.
>To do so was a severe violation of her cult vows, and she should seek advice
>from a High Healer on what she should do.

Any inexperienced character who would take prohibited actions should be
reminded that they are prohibited under the GM's interpretation of the
cult vows.  After all, the characters would "in reality" have a much
better understanding of the vows -- or would hardly know to seek advice
about breaking them.

>	Remember that CA's are forbidden from violence even if they are 
>attacked directly.

If that was true, they would be specifically prohibited from carrying
weapons.  They aren't.  "needlessly cause pain" provides an out for
those less devout who need the crutch.  After a while, those less
devout will come to realize that the crutch isn't necessary.

Andrew Bell
bell@cs.unc.edu



Xref: sparky rec.games.frp.misc:11523 rec.games.frp.advocacy:3800
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Re: Random Rolls
Date: 22 Jan 93 16:35:03 GMT
Organization: Tufts University - Medford, MA

In article <1993Jan21.220026.12671@news.vanderbilt.edu> talbert@athena.cas.vanderbilt.edu (Robert Talbert) writes:
>
>That's why GURPS characters don't start out with 0 points. They start out with
>some positive number (usually around 100) that they can spend on things 
>*before* taking anything extra. And any advantage, skill, or what-have-you 
>that exceeds the initial point value must be countered by an equal and 
>opposite disadvantage. What's lame about that? Would you rather make it so
>that characters can get outrageous powers without a counterbalance? That's
>the D&D way, and it's just not the way things work in real life. 

	Appealing to real life is a bad idea if you're trying to justify
the way GURPS `balances' advantages (using the term here to mean *anything*
that helps the character) and disadvantages.  In real life, someone who gets
a college degree, or makes friends with the mayors daughter, doesn't suddenly
find herself saddled with a phobia or an allergy to milk.  It *doesn't* work
that way in real life.

	Now, requiring characters to *start out* with their positive and 
negative features reasonably balanced is ok, since there should be some
structure in character creation.  However, maintaining this balance with
`Character Points' after play has begun is entirely unnecessary.

>Robert N. Talbert    		  | "I saw what cannot be seen
>talbert@athena.cas.vanderbilt.edu |   See what you'll see.' " --- King's X
--
gharris@jade.tufts.edu          
George W. Harris              	"He'd kill us if he had the chance."  
Dept. of Mathematics            
Tufts University              			The Conversation
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: DragonQuest?!
Date: 26 Jan 93 08:38:21 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <1993Jan26.010303.29856@samba.oit.unc.edu>, David.Rapp@launchpad.unc.edu (David Rapp) writes:
|> 
|> Hi.  Does anyone know about this new TSR game? I was browsing through Toys
|> R Us and noticed it. Please send me info about it if possible..... 
|> Thanks.

 It's a reedition of one of the oldest games in existence, first published by
SPI. It has interesting features, especially in its magic system. Combat makes
heavy use of hexes - which I hate. All in all, good for info, but I don't know
if it really works.
|> 
|> 
|> Dave
|> in%"Dr4740@albnyvms.bitnet"

								Redwing
Newsgroups: rec.games.frp.misc
From: seurer@rchland.vnet.ibm.com (Bill Seurer)
Subject: Re: Burn, GURPS, BURN!
Date: Thu, 21 Jan 1993 18:37:07 GMT
Reply-To: BillSeurer@vnet.ibm.com
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester

In article <2266@blue.cis.pitt.edu>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
|> 
|> 	450 spells a vast selection? Rolemaster's original release had
|> four times that many. GURPS is for Girly-men.

Yeah, over half of which are different power levels of the same few basic
spells.

|> 	ALl those skills and advantages work precisely the same way.
|> Flavorless. There's no difference IN GAME between casting a fireball,
|> shooting a gun, controlling a mind, or flying a  ship. That was one
|> of my major gripes about Spacemaster's PSI system -- they took their
|> spell system and just taped  the word Psion over it.
|> 	Things which are different in KIND should be different in FEEL,
|> or else just ignore the existence of mechanics and go all out roleplay.
|> Don't compromise.

Excuse me, but they do NOT work the same way.  There isn't even a single
GURPS mechanic to do all of them (some of the actions you listed are
"opposed" and some not) though the same fundamental mechanic is used.
In game terms there are HUGE game differences between all of the actions 
you mention.  No less so than in a game that used different mechanics for
resolving every different action.

How does using a different game mechanic to resolve different sorts of
actions result in a difference in "feel"?  The feel comes from how the
players describe what they are doing, not from the mechanics.

The worst games I can think of have a different way to resolve everything.
They obviously weren't thought out and the different systems were just
pasted on as people thought them up.

The best games I can think of have very few different mechanics for
resolving things.  Ars Magica for instance uses the same mechanic for
resolving EVERYTHING and no one would call that game flavorless (I hope).
-- 

- Bill Seurer     Language and Compiler Development      IBM Rochester, MN
  Internet: BillSeurer@vnet.ibm.com    America On-Line: BillSeurer@aol.com
From: atmpas@vax.oxford.ac.uk
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Chalana Array Cult (Possible River of Cradles spoilers)
Date: 26 Jan 93 12:27:52 GMT
Organization: Oxford University VAX 6620

In article <1993Jan25.202201.2546@mercury.unt.edu>, cpearce@nemesis.acs.unt.edu writes:
> However, I think that the manner in which the cult is presented in the
> sourcebooks is almost too passive. I see strong parallels between the
> Cult of Chalana Arroy and that of Buddhist monks (at least how they are
> portrayed in popular literature).
> 
> Buddhist monks also share a creed of non-violence and are vegetarians.

	Chalana Arroy healers are not allowed to employ violence themselves,
but other cults do employ violence on their behalf, and my feeling is that
the code of non-violence is primarily a personal thing - Chalana Arroy wouldn't
hurt a fly, but she is an Orlanth pantheon goddess, and I woundn't put it past a
healer temple to occasionally employ people to engage in selective violence.

	The exception is that people Befuddled or Slept by a healer cannot
be attacked, as they are under her protection, but she can easily use the
spells to help her group win a battle and kill all the OTHER opponents.  
Chaos is exempt from this protection, but someone else must still do the
throat slitting.  (from Cults of Prax)

	The 18% staff attack in River of Cradles sounds like base skill + bonus
to me; the parry was probably experience, and Chalana Arroy cultists are not
forbidden to parry, just to train in doing it.  (but the higher ranks probably
think it a bit dubious)

		- Paul
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: SRII PhysAds
Organization: University of Illinois at Urbana
Date: Tue, 26 Jan 1993 18:04:58 GMT
Keywords: Physical Adept Abilities

hyatt@owlnet.rice.edu (David Waterman Hyatt) writes:

>Tech A.  Nice.  So he has 50 Force Points and 1,000,000 Nuyen.

Do PA's get force points? I didn't think they did, but I'm not much
up on PA's these days. I haven't got Grimmy II.

>Owww.  You're right about that.  This guy is just a walking bullseye for
>any mage, though.  You've really got to consider that.  With all those
>spell locks, he can't take them off or he loses the spells.  So once he
>has these on, he's just asking to get reamed, with a capital R.  Yes,
>this guy is powerful to mundanes, but a mage is just going to laugh and
>start his target practice.

Here's a question. I know mundanes can't see or affect spell locks. 
Can nonspellcasting adepts see or affect them either? I.e. can HoJo
even take those spelllocks off himself, or does he have to wait
for the Shaman to do it? BTW..since the Shaman has those spells
locked, can't he drop them anytime *he* feels like it? *grin* 
Yeah, I trust someone else so much that I'd make myself impotent
without their help. "Gosh, those guards are right behind us..If 
I drop HoJo's locks, they'll have to get around him while I
get away."

>And correct me if I'm wrong, but I believe that you could only use
>8 dice from your Combat Pool.  That is your base skill rating after all.
>That's how I would call it, at least.

You are correct sir.

>Sure.  But you're introducing this second character to bolster the
>first.  This is a ridiculous argument, because I could just as easily
>have Spanky the Wondermage cast/lock/quicken/anchor you name it etc.
>and so on Improved Invisibility/Improved Hide Andre the Troll/Improved
>Turn Tall Troll Samurais into Whirling Dervishes of Death and Devastation/
>Make Andre the Troll into an Engine of Death and Maiming/etc.  Sure. 
>Anyone can have their guy augmented with spells.  Fine.
>Take away your spell locks.  Take away your shaman.  Look at him then.

Just curious, but do the spells locked go offline if the Shaman dies?

Axly
********************************************************************************
*  Axly            * "Well, yes, I did it... but it's not my fault. "          *
*  Red Sword Targa * "Alright, it is my fault... but I'm not responsible."     *
*                  * "Well, maybe I am responsible..but I'm not to blame."     *
*                  * "Yes, I am to blame... but they made me do it."           *
*                  *   -Axly                                                   *
********************************************************************************

Newsgroups: rec.games.frp.misc
From: phardie@nastar.uucp (Pete Hardie)
Subject: Re: Random Rolls
Organization: Digital Transmission Systems, Duluth, GA.
Date: Wed, 27 Jan 1993 19:34:53 GMT

In article <2582@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>In article <1993Jan26.171711.16347@nastar.uucp> phardie@nastar.uucp (Pete Hardie) writes:
>>Seems to me, that any 'godlike being' that is trapped as such has limits on
>>its powers, and those might prevent this miracle healing.
>
>	Ha. How many times have you heard of superiors or equals trapping
>some renegade, who is later let loose (for good or evil) by someone who
>was just lucky or very smart? 

Read:  superiors/equals become a new Enemy for cripple

>	Actual crippled character in question was a psionic who could
>do quite a few things. None of awesome power, but pretty neat. There are
>a couple of dozen other similar possibilities.
>
>	How could he "distract" a being of that nature? Well, consider
>this scenario: 
>
>	Two Organian or Q-type entities are locked in a struggle. Both
>are very nearly equal, and are almost completely focused on the 
>battle at hand. Psi cripple, sensing this from a distance, focuses
>his entire energies in a psionic attack on one, distracting that one
>for one millisecond. 
>	IN the millisecond, the other one nukes his opponent.

Assumes that cripple can even affect such beings.  Assumes that cripple
can survive the area long enough to act.  Assumes that the gods are even
accessible to the cripple.

Look, you *appear* to be advocating throw-away disads.  If so, fine, find
a GM who uses them just for color, and not for points.  But don't complain
if something that gets you points at the start requires you pay back those
points when you decide that there is no more 'need' for the disad later.


-- 
Pete Hardie:  phardie@nastar  (voice) (404) 497-0101
Digital Transmission Systems, Inc., Duluth GA
Member, DTS Dart Team           |  cat * | egrep -v "signature virus|infection" 
Position:  Goalie               |
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Subject: Re: Random Rolls
Organization: Purdue University
Date: Fri, 22 Jan 1993 22:08:37 GMT

In article <1993Jan22.163503.7783@news.tufts.edu> gharris@jade.tufts.edu (George W. Harris) writes:
>	Now, requiring characters to *start out* with their positive and 
>negative features reasonably balanced is ok, since there should be some
>structure in character creation.  However, maintaining this balance with
>`Character Points' after play has begun is entirely unnecessary.



Uh, are there any GURPS GMs out there brain-dead enough to NOT run things
in the way George suggests?


I, for one, do not play Insane GM Accountant, insisting that my players
"balance" their characters for every damned thing they manage to get.  I
run a pretty tough world, and if my players manage to actually do something
like get hold of a barony (which one group did), they DESERVE it.  Their
characters have ALREADY "paid" for it through loss of life, limb, putting
themselves through harrowing danger, etc.

Newsgroups: rec.games.frp.misc
From: felis@wucs1.wustl.edu (Felis Lynx)
Subject: Re: Bard's Tale III (wrong group, I know)
Organization: Washington University, St. Louis MO
Date: Sun, 24 Jan 1993 05:52:07 GMT

In article <1993Jan22.212244.1@phcu.helsinki.fi> jurasanen@phcu.helsinki.fi writes:
>In article <C16B9z.526@rice.edu>, alewis@owlnet.rice.edu (Adam Lewis) writes:
>> Help!   I'm stuck at the end of the sixth world (out of seven) on Bard's Tale
>>  III.  After learning each world's respective name, I am faced with the
>>  sentence:  "speak my true name if you dare."  I believe that I have been to
>>  every space in the world and have seen no clues.  I would greatly appreciate
>>  any information regarding:
>> 
>
>> a)the true name
>The true name is Werra.
> 
>> b)how one learns the true name from the game
>Sorry, can't remember. Perhaps it is mentioned when you are sent to Tarmitia?

In the maze (I think it's a maze) where the thing asks you its true name,
there are spaces on that level that contain letters.  And if you mapped
the level in just the right way, the letters will be printed in the correct
order.  Of course, I didn't map it the correct way and had to do permutations
for a while to get the correct answer.
>
>> and
>> c)whether there is any importance to the various spaces on the sixth world that
>>  the characters cannot enter with either teleport spells or phase door.
>Hm. I don't remember more than one such square. Where exactly are these?

How do you expect me to remember a game after almost 5 years!  Jeesh!
> 
>> Thanks in advance.  
>
>Cease purpose and die.
Optimist, aren't we?
>
Felis Lynx

Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: SRII initiative
Organization: University of Illinois at Urbana
Date: Tue, 26 Jan 1993 02:04:07 GMT

johnelbl@matt.ksu.ksu.edu writes:

>     In the Physical Adept debate, I posted that it was possible for a 
>Physical Adept(who WAS an npc) to have 9d6 initiative.  There have been
>several responses that this is not possible. 
>     First of all I stated that the character chose the adept ability of
>3d6 initiative.  If this does not add to the 1d6 then what is the purpose
>of the 1d6 increase initiative ability that costs 1 magic point?

What people stated was that was the only initiative bonus (i.e. you add
3d6 to your 1d6 to get a total of 4d6).

>     Second he had the Synaptic Accelerator.  Again, why get the one die 
>only.  Plus, the rules only state that this piece of Bioware does not
>work with cyber-ware.  No mention of Adept abilities or magic.

According to Tom Dowd, when dealing with different types of initiative
bonus, only the highest rating counts. Since the 2d6 of the bioware
is lower than your 3d6, you only get the 3d6 bonus.


>     Lastly I got the Increase Reaction Spell Lock (or anchored spell,  
>whichever you prefer).  This spell states that it does not work in 
>conjuction with CYBER-ware.  Does not mention anything about BIO-ware or
>adept abilities.

See above.  You already basically have this spell cast on you with
your adept ability. 

>    So, for my initiative I have the following recorded:
>1d6 [initial] + 3d6 [adept] + 2d6 [Synaptic Accelerator] + 3d6 [spell when
>active] =9d6.

No, you have 4d6.  Of course, since everyone on the net posted telling
you differently and you keep looking for some sort of rule loophole
to allow you to have more dice than a squad of Knight Errant Security
guards, you are hereby awarded the Munchkin of the Month Medal. Wear it
and go real fast.

Axly
********************************************************************************
*  Axly       *   "Just because its my gun doesn't mean I'm the one who fired  **             *    it."                                                        *
* Red Sword   *   "OK, I fired it, but I didn't think I'd hit any civilians."  *
*  Targa      *   "Well, yes, it did occur to me that I might hit one or two   *
*             *    civilians. But I really never thought I would hit all of    *
*             *    them. "                                                     *
*             *      - Axly                                                    *
********************************************************************************
 
Newsgroups: rec.games.frp.misc
From: johnson1@cs.uwp.edu (Christina Johnson)
Subject: Re: SRII PhysAds v. ANDRE
Organization: University of Wisconsin - Parkside
X-Newsreader: TIN [version 1.1 PL8]
Date: Thu, 28 Jan 1993 04:25:28 GMT

: mewling little dragon would make a nice snuggle toy for him, too.  Get a clue,
: numbnuts.  You get your shaman buttbuddy to tag along, and I'll have my
: friend's Grade 1 Initiate Wolf Shaman back me up (he's a member of our party),
: and the two of us will go to town on you porchmonkeys.  Reallistically adjust
: your physical adept and I'll come out and play with you, one on one.  And maybe
: I'll have a few magic tricks up my sleeve, too.  Just to clear things up.  Bye
: bye for now.
:                              Yours truly,
:                              Chris Freisenbruch
:                              Rice University
:  
Gee, way to seperate your life from your characters....
-- 
-Brandywine-
Klein Bottle for rent:  Inquire within.
Newsgroups: rec.games.frp.misc