HDTenEightyP/NetNews huggingface dataset:
From: peters@physics.ubc.ca (Dan Peters)
Newsgroups: rec.games.frp.marketplace
Subject: Wanted: Dragon #34 (or is it 35?)
Date: 6 Jan 1993 01:59:40 GMT
Organization: The University of British Columbia
Distribution: world
NNTP-Posting-Host: physics.ubc.ca

Hi- I'm looking for the issue of the Dragon which has the variants for
TSR's "Divine Right" (or copies of the relevant pages). Can anyone help
me out?

Drin

(back in netland after a long exile....)
--
-------------------------------------------------------------------------------
"I think I think, therefore I think I am." 
- Descartes' failed attempt to discard the notion of objective reality.
-------------------------------------------------------------------------------
Newsgroups: rec.games.frp.marketplace
From: cstudly@athena.mit.edu (Todd Sterling Anderson)
Subject: Wanted Bloodstone modules H1 and H3...
Organization: Massachusetts Institute of Technology
Date: Wed, 13 Jan 1993 02:39:13 GMT

	Does anyone out there have the Bloodstone modules H1 and H3??  I
would be willing to buy or rent them for a few months.  I will pay for 
postage both ways should you choose the later possibility.  I am not sure
what their original prices are, but if they are in original condition, I
will be willing to pay their original price.  I would be willing to rent
them for a few months for 1/2 price.




Thanks,

todd anderson
cstudly@athena.mit.edu (please send all responses directly to this address)
Newsgroups: rec.games.frp.marketplace
From: alyon@silver.ucs.indiana.edu (arthur alexander lyon)
Subject: Re: WANTED: FASA'S STAR TREK STARSHIP CONSTRUCTION MANUAL (2nd Ed.)
Organization: Indiana University
Date: Mon, 11 Jan 1993 02:36:33 GMT

In article <C02E7L.n18@ccu.umanitoba.ca> roholdr@ccu.umanitoba.ca (R Ross Holder Jr) writes:
>As the subject line suggests, I'm looking for the Starship Construction Manual
>Second Edition by FASA Corporation for use with the Star Trek RPG.  If
>someone is willing to part with theirs I'll make you an offer on it.
>
>-- 
>R. Ross Holder, Jr.    INTERNET: roholdr@ccu.umanitoba.ca   (Winnipeg, Manitoba)
>Department of Philosophy   ---Season's-Greetings---   The University of Manitoba
>--------------------------------------------------------------------------------
>DISCLAIMER: The views I express are not neccessarily those of the U of Manitoba.

So am I!! respond directly.
Organization: Central Michigan University
Date: Tuesday, 12 Jan 1993 08:04:26 EST
From: <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Newsgroups: rec.games.frp.marketplace
Subject: Fantasy Trip Sale

I am selling the following Fantasy Trip items:
   Melee  (4th edition)
   Wizard (2nd edition)
   Advanced Melee
   Advanced Wizard
   In the Labyrinth
   Death Test
   Death Test 2
   Grail Quest
   Orb Quest
   Master of the Amulets
   Treasure of the Silver Dragon
   Treasure of Unicorn Gold
   Tollenkar's Lair (plasticized cover and colored upon-not by me!)
   Fantasy Master's Codex 1981
   The Forest-Lords of Dihad
   The Warrior-Lords of Darok
   ...and a few issues of INTERPLAY that I have around (4, I think.)
      Because of intermixed counters and poor memory, these should probably be
sold as a set. The best offer received by Feb. 1st  gets the whole shebang!
This much TFT stuff in one place is hard to come by these days, so act now!
                                Allen Shock
Newsgroups: rec.games.frp.marketplace
From: mittman1@athena.mit.edu (Christopher T Chiu)
Subject: modules for sale
Organization: Massachusetts Institute of Technology
Date: Fri, 8 Jan 1993 18:55:43 GMT

I have several modules for sale; all are in very good condition.

For D&D:
X4-Master of the Desert Nomads: $4
CM8-The Endless Stair: $4

For Tunnels & Trolls:
Caravan to Tiern: $6
Red Circle: $4
Elven Lords: $7
Blue Frog Tavern: $4
Arena of Khazan $4
Amulet of the Salkti: $5
Sewers of Oblivion: $4
Captif d' Yvoire: $4

Shipping is $3, by Priority Mail.  This is a flat rate, no matter
how many items you purchase.

If you're interested, e-mail me before you order, so that I can
get ready!

From a curious adventurer,
Genghis
mittman1@athena.mit.edu
Newsgroups: rec.games.frp.misc
From: bret@technix.mn.org (Bret Indrelee)
Subject: Re: Killing Attacks
Organization: Private System - Saint Paul, MN
Date: Sat, 9 Jan 1993 07:59:08 GMT

In article <1993Jan8.223807.8606@netcom.com> akuma@netcom.com (Steven E Barnes) writes:
[ About the high variance of STUN with Killing Attacks ]

>When I GM, I get rid of the D6-1, and just use a fixed x3
>multiplier for killing attacks.  If you check the math,
>you will see that this rule causes KAs and normal attacks
>to have the same minimium, average and maximium results.

We tried a similar rule.

Killing attacks did x2.5 in STUN.  This was because in that
campaign, you would only use a killing attack if you wanted
to actually KILL someone.  If you were after STUN, then the
Normal attack was a better option.

Another method that I have never tried but thought about is
start the Killing dice at d6-2.  This makes it more likely
to do x1 damage (50% chance), yet still have a chance to do
slightly more damage than a normal attack.

-Bret


-- 
------------------------------------------------------------------------------
Bret Indrelee               |         Nature Adores Chaos
email: bret@technix.mn.org  |
From: plantee@JSP.UMontreal.CA (Plante Eric)
Newsgroups: rec.games.frp.misc
Subject: Problem with battletech
Date: 4 Jan 93 15:39:22 GMT
Distribution: na
Organization: Universite de Montreal

My problem is that I lost my documentation for battletech and I don't remember
the password in the map's room(the one with the planets);if you have the game,
email me at 'plantee@jsp.umontreal.ca'
            
                  thanks!
Newsgroups: rec.games.frp.misc
From: rhunt@med.unc.edu (Rick Hunt)
Subject: Re: Yet more killing attacks
Organization: UNC-CH School of Medicine
Date: Mon, 11 Jan 1993 16:55:57 GMT

In article <1iq1l1INN48g@usenet.INS.CWRU.Edu> by670@cleveland.Freenet.Edu (Marc-Eivind Cruz Evensen) writes:
>
>I agree, d6-1 is too random (like I said in another post), but using the hit
>location table works great -- give it a try (if you haven't)... personally,
>I don't think I want to go back. (It also makes partial armor more realistic
>as well).
>
>-- Marc

What I use in my Champions game where hit location is not recommended is a
2d6/2-1 method.  I wanted the stun multiplier to cluster around 2.5 to 3
but not always be there and I also feel that the 1d6-1 method is too
variable.  We did the calcualtions on the fly but here is a chart to show
what I mean:

roll	stun mult
----	---------
2,3,4	1
5,6	2
7,8	3
9,10	4
11,12	5

As you can see most of the stun multipliers are going to be 2 or 3 with a
few 1,4,5's scattered about.  My players liked it mostly because they have
a tendency to roll 1's in crucial situations.

Rick Hunt
rhunt@med.unc.edu
From: torbenm@diku.dk (Torben AEgidius Mogensen)
Newsgroups: rec.games.frp.misc
Subject: Re: What do you look for in a magic system?
Date: 8 Jan 93 13:15:42 GMT
Organization: Department of Computer Science, U of Copenhagen

bkoike@sdcc13.ucsd.edu (Bryce Koike) writes:

>In article <1993Jan7.195612.14616@organpipe.uug.arizona.edu> dddawson@lpl.arizona.edu (Doug Dawson) writes:

>>  For what it's worth, my understanding has always been (based on
>>  comments by Gygax) that the D&D spell system was essentially lifted
>>  straight from the fantasy works of Jack Vance.

>I think that the
>*D&D system is a bit too powerful so far as magic goes (as well as
>the high proliferation of magic weapons).  Characters being able to
>cast wishes?  Hmn.  (And the color spray spell is absolutely silly.
>Simply too effective.

The colour spray spell is an almost exact duplicate of a spell used in
one of Vance's short stories. I don't recall the title.

	Torben Mogensen (torbenm@diku.dk)
Newsgroups: rec.games.frp.misc
From: dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen)
Subject: Re: net.hero.bestiary?
Organization: The Ohio State University
Date: Sun, 10 Jan 1993 05:08:47 GMT

In article <C0Ltr2.Mw2@usenet.ucs.indiana.edu> user unknown <jsalter@silver.ucs
.indiana.edu> writes:
>
>    I am looking for a collection of HERO creatures and villians;
>without having to buy anything. Is there such a thing as a net.hero.
>bestiary?
>
>                                  -jsalter
>                                  "      "

Hrm.  Tall order, since the temptation to slip copyrighted stuff into such a 
thing would be pretty big.  Also it would be, to say the least, unethical, if 
not actually illegal.  If you make Hero System stuff and then distribute it 
over the net, you cost them the profits they would have made by selling similar
stuff.  If no money is made, I don't think it will be illegal, but the Hero 
folks would not appreciate it one bit.
     Of course, you could always do what I do when I don't want to buy new 
villains: MAKE YOUR OWN UP.
     Dave Van Domelen, doesn't mean to be rude, but jsalter seems to want a 
free lunch at Hero's expense.
From: P.C.Steele@newcastle.ac.uk (P. Steele)
Newsgroups: rec.games.frp.misc
Subject: Re: Spell locks
Date: 5 Jan 93 14:48:58 GMT
Organization: University of Newcastle upon Tyne, UK, NE1 7RU
Originator: n1z6g@tuda


In article <Bzq5Mo.5rp@mentor.cc.purdue.edu>, jester@sage.cc.purdue.edu (Jester) writes:

> Spell locks cost 3pts of karma to bond. They also cost between
> 25-50000 Nuyen from a talismonger. Quickening a spell costs 1 pt
> of karma and the spell is permanent until the spell is either
> dispelled or fought in astral space.o
> 
> I suggest you by the SRII grimoire..and fast...

You are slightly wrong here. Spell locks only take 1 karma point to bond,
regardless of the force of the spell and quickenings cost karma equal to the force
of the spell cast.

Just another point. Regarding spell locks and quickenings.
Spell locks and quickenings can be attacked in astral. All spell locks can be
dispelled. Only quickenings with a force less than or equal to the initates grade
can be dispelled. Physical only spells can be grouded through a quickening and
area effect spells have no area effect. On change critter spells any spell locks
the mage was carrying do NOT work in the critter form. However any quickenings do.

These last 2 bits of info came from a list of questions someone (I forget who)
asked Tom Dowd (one of the game designers at FASA).
-- 
Phillip Steele

P.C.Steele@uk.ac.ncl
Newsgroups: rec.games.frp.misc
Subject: Re: Dumb Moves By Game Companies
From: agapow@latcs1.lat.oz.au (p-m agapow)
Date: 11 Jan 93 00:04:13 GMT
Organization: Calvin Coolidge Home for Dead Biologists

Nick_Janow@mindlink.bc.ca (Nick Janow) writes:

>seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:

>> FGU's publishing really marvelous games (V&V, Space Opera) and never
>> advertising, revising, or even redoing the artwork. The simple lack of
>> repackaging and advertising destroyed them.

>Uhh, maybe it was the lack of people who considered them "really marvelous"
>that killed them.  For nearly any product, there are at least a few people
>who will think it is "really marvelous"--and who wonder why the product never
>caught on.

Amen. To cite a few examples, we have FGU's poor organisation,
inconsistent mechanics, terrible artwork, complexity, lack of support
materials and continual production of new systems that were entirely
incompatiable with any of their previous systems.

Mind, this is not restricted to FGU. Post Twilight:2000 GDW is another
good example of how to do things wrong. 2300, a game with potential IMHO,
was plagued with soooo many bugs in the first edition that it should never
have been released. Why Space:1889 failed is slightly mysterious but
related at least in part to the terrible organisation of the rulebook.
Then GDW started pumping out new RPGs every other month to the detriment
of any pre-existing. 

Sigh.

p-m

--------------------------------------------------------------------------------
paul-michael agapow (agapow@latcs1.oz.au) Machine Intelligence Lab, LaTrobe Uni

        "Teenage sex, nuclear winter, Junior Miss fashion 
               & the mechanics of emotional capitalism ..."
Newsgroups: rec.games.frp.misc
From: dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen)
Subject: Re: Hero Bestiary and other Hero Stuff
Organization: The Ohio State University
Date: Wed, 6 Jan 1993 02:53:17 GMT

Does No KnockBack is a -1/4 Limitation in the rules.  STUN Only is seen as a 
combination of No Body and No KB limitations, from back when there was a -1/4 
limit No Body.  This was in 3rd Ed.  Back then, you could take -3/4 total for 
No STUN, No BOD, No KB.  Pretty futile, eh?
     Also, as long as Kills are being bandied about under this header, I'd like
to add that I did an analysis of the increase multiplier advantage, and found 
that not only does it give you less BOD for your points like you'd expect, it 
gives DRASTICALLY less STUN.  However, making the advantage +1/4 per +1 works 
quite well, giving slightly higher STUN for your active points at the cost of 
lower BOD.  Example:  60 active points = 4d6 KA (14,37) Average, (24,120) max
                              = 2d6 KA with +2 Mult on the old system
                                   for (7,32) average, (12,84) max
                              = 2d6 KA with +4 Mult on new system
                                   for (7,46) average, (12,108) max
     So a +1/4 per level of damage multiple gives you better average STUN on 
your KA at the cost of lower BOD and lower max STUN.  At +1/2 it's a real 
loser.  I ran a game for a few years with the +1/4 version and it was well 
balanced.
     Dave Van Domelen, "Carpe Ranam!"
From: snewton@oac.hsc.uth.tmc.edu (Steven E. Newton)
Newsgroups: rec.games.frp.misc
Subject: Re: The Fantasy Trip: Problems with Illusion
Date: 11 Jan 1993 17:06:15 GMT
Organization: UT Health Science Center Houston

In article <1993Jan10.224539.7722@cc.umontreal.ca> bartzako@ERE.UMontreal.CA (Bartzakos Peter) writes:
>
>	I find that the illusion spells of The Fantasy Trip (TFT) are
>too powerful.
[stuff deleted]
>	My ideas are: 
>a) to ban illusions,
>b) limit the power of the illusion (of course you can make an illusion
>of a bear, but it will have the strength of and do damage like a
>man...) or
>c) increase the strength cost and decrease the duration of the spell.
>
>	Any other ideas?

As GM, I always decreed bonuses for disbelieving illusions that were
created under obviously illogical circumstances.  If, for instance, your
wizard is wandering about on say a South Pacific island and cast an
illusion of a Grizzly Bear, I'd give a bonus for disbelieving that
because it obviously couldn't have come wandering out of the coconut
tree grove on its own!

Another point-- normally the one trying to disbelieve can't know whether
or not it is an illusion or a summoned being, but there are only certain
creatures that can be summoned, so if it is an illusion of something
else then I give a bonus to disbelieve, especially to opposing wizards,
who of course would know better.

Finally, if you are a dumb cannon-fodder sword-swinger and you go up
against a mean mage, then you deserve to be bear food.

s


-- 
+      +      +      +      +      +      +    |snewton@oac.hsc.uth.tmc.edu
            I can hear you well,               |Nobody else speaks for me,
            George Orwell.                     |and I speak for no one else.
                                               |     +     +     +     +     +
Newsgroups: rec.games.frp.misc
From: gray@visix.com (Gray Jones)
Subject: Re: SRII: Phys Adept and Narcojet
Date: Tue, 12 Jan 1993 16:08:36 GMT
Distribution: usa
Reply-To: gray@visix.com (Gray Jones)
Organization: Visix Software, Reston, Virginia
Keywords: slower than street sam?

On PAs:

I just realized that a PA can have a 10 or 12 stealth skill with
a minimal point investment (6 skill points and 1 or 1.5 Magic points).

The bonus combat pool dice and the ablility to use the combat pool
in a surprise situation are also helpful (assuming you pay for them).

My guess is that the new PAs are designed for stealth work instead
of head to head combat.

On Narcojet:

Yeah, it's deadly.  It's also 200Y per shot, short
ranged and useless against vehicles.  It can also
be counteracted by a stimpatch.  It fits nicely into
a balanced game.

--gray
Newsgroups: rec.games.frp.misc
Subject: What do you look for in a magic system?
From: Dan Karipides <DK6TOPER@MIAMIU.BITNET>
Date: Wednesday, 6 Jan 1993 12:36:35 EST
Organization: Miami University - Academic Computer Service

This is an informal survey concerning what role-players like in a
RPG magic system.  (I am currently working on my own system--aren't
we all--and would greatly appreciate you opinions.)

I would prefer comments like, "I demand a magic system be..." as opposed
to "I like GURPS magic."  Email responses are fine, or you may post your
response if you feel that it is net-worthy.

Thanks in advance.

                                                 -Dan
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: RQ: discussions on america on-line
Date: 12 Jan 93 01:27:05 GMT
Organization: Newt World Order

This week on Wednesday and Friday America OnLine has two sessions for
discussion of RuneQuest stuff. On wednesday is a discussion of RuneQuest
with several of the high muckety mucks in the development of RQ4, and on
Friday is a discussion of Glorantha with Greg Stafford. If you have an
AOL account but hate to use it because, like me, you prefer the anarchy
of the usenet, and its low cost, this might be a good time to show up
and raise your voice.

here are the pertinent selections from the america on-line schedule.

1/13/93 Wednesday
9pm - "Miniatures Painting by Games Workshop U.S." (GamesW), OGF Commons
9pm - Avalon Hill RueQuest Chat (KenRolston, Gray, Sog city), OGF Commons #2

1/15/93 Friday
10pm - Glorantha Discussion with Greg Stafford of Chaosium (Chaosium), OGF
Commons

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
Newsgroups: rec.games.frp.misc
From: Petri.Wessman@hut.fi (Petri Wessman)
Subject: Re: Dumb Moves By Game Companies
Followup-To: rec.games.frp.misc
Reply-To: Petri.Wessman@hut.fi
Organization: La Gata Encantada
	<1462@blue.cis.pitt.edu>
Date: 7 Jan 93 01:21:46

On 6 Jan 93 20:45:57 GMT, seawasp@vm2.cis.pitt.edu (Sea Wasp) said:

Wasp> 	By comparison, one of the Smartest Moves was by Wizards of the
Wasp> Coast -- watch the Net, find good consultants, make a good product, then
Wasp> ADVERTISE  IT!

Yup. WotC (hi Peter!) managed to put their new company on the
electronic "map" very quickly, and their style of active interaction
with net roleplayers is very refreshing compared to most other
companies who more or less ignore electronic communications. Now, if
only ICE had someone on the net.... :-)

//Petri
Newsgroups: rec.games.frp.misc
From: jlperkin@eos.ncsu.edu (JERRY LEE PERKINSON)
Subject: Re: SR: Question about shielding
Originator: jlperkin@c00804-247dan.eos.ncsu.edu
Reply-To: jlperkin@eos.ncsu.edu (JERRY LEE PERKINSON)
Organization: North Carolina State University, Project Eos
Date: Mon, 11 Jan 1993 14:22:30 GMT


In article <1993Jan8.204509.27393@head-cfa.harvard.edu>, dmm@head-cfa.harvard.edu (David Meleedy) writes:
|>I have a question about shielding.
|>
|>As you know shielding can be used to raise the "willpower" of the caster
|>or someone of the caster's choice by X number of dice ( depending on how
|>many dice you allocate ) for the purposes of defending oneself vs. a
|>spell.
|>
|>now, my GM, and fellow players have interpreted this to mean that the
|>reverse could also be true.  i.e. a mage could apply anti-shielding
|>to a person, in order to lower their willpower for purposes of
|>defending vs. a spell.

[Examples deleted]

|>Does anyone out there have any thoughts about all this?

Bleh.  My understanding is that shielding is simply that, using some
of your magic to "shield" someone else from the brunt of an attack.
You do not mystically add to a person's attribute, but rather reduce the
effectiveness of the incoming magic.  To use "anti-shielding" suggests many
nasty things, and would be quite unfair.  The concept would require a resisted
test, at the least, and should have a drain test on the mage as per reduce
attribute spell (probably deadly) and then apply the rules for casting two
spells at once (I believe that is splitting dice)... Either way, I doubt that 
anyone would want to be on the recieving end if it was allowed as a simple
uncontested ability, say the PCs get attacked by a big NPC
initiate, only for it to be a combination "anti-shield"/force 6 mana blast. 
Goodbye PCs.  Roll 6s vs. roll 2s?  

Killjoy, eater of used cars.
Newsgroups: rec.games.frp.misc
From: mfterman@phoenix.Princeton.EDU (Mutant for Hire)
Subject: Re: Game Systems vs. Worlds/Ideas
Originator: news@nimaster
Reply-To: mfterman@phoenix.princeton.edu (Mutant for Hire)
Organization: Mutant for Hire, Inc.
Date: Tue, 12 Jan 1993 18:25:01 GMT

In article <1iujk8INN4k5@usenet.INS.CWRU.Edu>, cg533@cleveland.Freenet.Edu (James Eugene Alloway) writes:
>
>In readin g the net here recently, and the responses on my post of Ars Magica
>product ideas, I found an interesting trend developing.  That is, that many 
>people prefer an interesting, developed world OVER another system, because of
>the learning curve.

There are already established rule systems that are flexible enough so
that with a little tweaking you can get them to work with any world.
GURPS, HERO, Chaosium's system are the big three. A lot of players
have long experience with one of these systems, so why should they go
to a new system if there is no real benefit to using the new rules?

In terms of comprehensive rule systems, I'd say the market is fairly
saturated. The new systems that have really taken off have gone off in
the direction of simplicity, like Amber and Storyteller. Since there
are several different ways one can simplify a rule system, I'd say
there's plenty of room there for a new contender.

In terms of gaming worlds, there's always room for a new world if its
inventive enough. The trend away from generic fantasy worlds is a good
one. Additionally an innovative world can bouy a weak rules system.
There are many people who love Shadowrun and Storyteller worlds, but
hate their rules systems.

>   So what do prefer?  Would it take a Really unique system to get you
>to experiment?  Or would a new environment for what you have be more 
>attractive?

Personally, I gather rule systems only when they have some interesting
concepts to offer that haven't appeared elsewhere, like the advanced
damage rules in Warpworld and the Over the Edge rule system. In terms
of gaming systems, I've pretty much got something already to cover
most cases. It would take a new world to really get my interest.


-- 
    Martin Terman, Mutant for Hire, Mean Ol' Top, Priest of Shub-Internet
    Disclaimer: Nobody else takes me seriously, why should you be the first?
mfterman@phoenix.princeton.edu mfterman@pucc.bitnet terman@pupgga.princeton.edu
"Sig quotes are like bumper stickers, only without the same sense of relevance"
Newsgroups: rec.games.frp.misc