HDTenEightyP/NetNews huggingface dataset:
From: mcdougal@lonestar.utsa.edu (Jon . McDougal)
Newsgroups: rec.games.frp
Subject: Re: Palladium Fantasy: Game worlds
Summary: Yep!
Keywords: Palladium and Fantasy and Cindy Crawford
Date: 15 Apr 92 07:03:39 GMT
Distribution: rec
Organization: University of Texas at San Antonio
Location: Six inches below an extremely naught part.


    Hell, yes! Do I grove to the funk of a different drummer, or is the
map of Palladium RPG supposed to be thrown out so you can use your own
world? Nah, Chiefsmoke. Use that map, abuse those encounters, amuse the
players, choose life, never stife, ever hear your wife?

    Nothing gets the juices flowing like a romp throught the Northern
Wilderness! Just plop a fat old 'hard freeze' on the PCs and make sure
they have little/no protection from the elements: WHAMO! That gladiator
is snuggling right up next to the juggler for body warmth, and that
smelly dwarf with a stoopid looking axe is the center of attention because
he has all the fur and all the wine. Don't ask me how to deal with the
catty female elf who has enough spells to take out a hydra on her own, she
would rather freeze to death than conform and go along with something the
GM has planned on. Just when everyone thinks they are safe: ZAPPO! march
in a patrol of 7' Wolfen with Longbows and other giant sized weapon, have
them escourt the ONLY Wolfen Alchemist who happens to carry a globe of
anit-magic (fix that sneaky Elf woman!) and enslave ALL the players,
what are they going to do? Say, "Oh! Leave me alone, I am cold and like
sniffing the toes of this dwarf while an ignorant juggler makes fun of my
mother. I love having snot freeze to my upper lip, Mr Wolfen, sir!"????
Throw their 'I-can-think-my-way-out-of-anything!' rumps into a pit and
make them grind meal for a while, and the strong ones who can bash your
average guard to a jubbled pulp of wolflike paste, put THEM into a mine
where they can dig around with picks for a while.

    The Palladium world is GREAT! The Wastelands, Cyclops Island, Byz,
Mithrandir, those are ALL wonderfull places to adventure. Why waste
perfectly good soil?

    Let's not rag on Rifts! You go changing THAT world around and I'll
inform the Coalition of what you are up to. Expect an Elite team of Juicers
and Cyberninjas in SAMAS armor to be making an appearance on your front door.
I doubt they will care what kind of damn cookies your mum has baked or
if 'Married With Children' is on or not! They'll plow into you like a
bandicoot in a beehive and leave you wondering, "Hey, were those Bugleboy
Jeans they were wearing?"

    Just a wee bit of a bang-chang-alang for you. Peace and humptiness!

Keeper of Forgotten References To Nixon's Anatomy,
                                               Jon
Newsgroups: rec.games.frp
From: cjudd@esk (Craig Thomas Judd)
Subject: Re: Why not a NET.RPG?
Keywords: NET.RPG
Organization: University of Tasmania at Launceston
Date: Wed, 8 Apr 92 08:32:09 GMT

In article <44275@mentor.cc.purdue.edu>, jacobus@symphony.cc.purdue.edu (Bryan J. Maloney) writes:
>
>Once again, it will be stated:
>
>There is a net.rpg project going on over in the rec.games.design
>newsgroup, and it has been for a while.  Take a look over there
>some time.

Which game? I have been there for a while, but have only seen people talking
about their games in general, and have only seen two games actually posted -
mine... :-)

Is there a concerted project I am unaware of?

Yours obscurely;

-- 
   \/\  "Men, we're going to the Olympics."  The Colonel, Akira (movie)  /\/
====\/\       "You REFUSE to drink my wine...?"  Kahm, Outlanders       /\/====
=====\/\      *** WANT ANY MANGA ARTWORK DONE? Just email me! ***      /\/=====
      \/\   cjudd@esk.compserv.utas.edu.au    a.k.a. Kuro to Shiroi   /\/
From: sue%miracle@merk.com (The Dragon Queen)
Newsgroups: rec.games.frp
Subject: re: Advice on Killing a Lich
Date: 12 Apr 92 09:03:50 GMT
Article-I.D.: miracle.12Apr92040350
Organization: Miracle Computer Consultants

jwolf@isis.cs.du.edu (Jon WolF) writes:
>Come on folks!  The lich is your FRIEND!  The lich knows what is best for
>you!  Please consult your local loyalty officer if you have any further
>questions.
>
>Jon WolF - J'aime la lich!


Are you suggesting he surrender to the lich, and give up his life?

You Commie Traitor! :-)










---
|	  _\|/_          |This posting compliments of The Dragon Queen|
|	 /     \         |                                            |
|      	| O   O |        | Any imaginative suggestions about what can |
|__ooo__|___ ___|__ooo__ | be writen in this box are welcome at:      |
|  UUU      U      UUU   |           sue%miracle@merk.com             |
Newsgroups: rec.games.frp
From: mmcalees@cs16.UVic.CA (Michael McAleese)
Subject: Re: Rolemaster magic items & alchemy rules
Organization: The Forgotten Legions of... umm... uhh...
Date: Thu, 9 Apr 92 22:08:34 GMT

In article <1992Apr9.111715.9069@maths.tcd.ie> gwills@maths.tcd.ie (Graham Wills) writes:
(speaking about RM alchemists)
> Of course, for *game playing value* it's not so exciting. But then what
> sensible person whose spent *years* learning about making items would go out
> where he can't possibly use his experience to face high danger for no good
> reason?

  I'm playing an alchemist in a Middle-Earth campaign where he has done 
just that.  You just have to have the proper motivation.  (He was one of
the elves that helped make the original rings and was the main dupe of
Sauron in his guise of the "gift giver", so he's got a score to settle 
now that this "one ring" business is going on.)
  Virtually anything can be a proper character for a campaign.  I 
understand in Call of Cthulhu you can roll up such unlikely heros as 
plumbers and carpenters.
-- 
*     mmcalees@cs14.UVic.CA (Michael McAleese) : I speak only for me...       *
From: ratinox@meceng.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Newsgroups: rec.games.frp
Subject: Re: SRUN: Silenced weapons
Date: 16 Apr 92 02:06:12 GMT
	<cyang.703302838@chilko.ucs.ubc.ca>
	<1992Apr15.082324@kazoo.ssd.loral.com> <31682@sdcc12.ucsd.edu>
Reply-To: ratinox@meceng.coe.northeastern.edu
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
In-reply-to: cg108fai@icogsci1.ucsd.edu's message of 15 Apr 92 18:12:11 GMT
X-Signature-Virus-Protection: Version 1.51
X-Quote: "'Weird' is a relative, not an absolute term."
X-Quote: -- Baron Frank N. Furter
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]

>>>>> On 15 Apr 92 18:12:11 GMT, cg108fai@icogsci1.ucsd.edu (Steerpike) said:

cg108fai> In article <1992Apr15.082324@kazoo.ssd.loral.com> brunner@kazoo.ssd.loral.com (Brian Brunner) writes:
>1: The ammunition is subsonic... the silencer does NOT slow
>    the bullet down... 

cg108fai> A silencer DOES slow the bullet down, as I understand it. Noise
cg108fai> suppressors, on the other hand, actually speed it up. I think
cg108fai> that's how it works, anyway. (?)

Not on your life. As I mentioned in another article, the term ``silencer''
is a misnomer. There is no way to completely suppress the sound of firing a
firearm, only make it harder to hear at a distance. The whispery ``phut!
phut!'' sound from the movies is just that, a sound from the movies.

For best effect, and this time around Brian will agree with me, you need to
use special loads that give the projectile a velocity of less than 1100
feet per second, and a sound suppressor to bleed off the expanding gasses
from the burning propellant.

Another method is used in the Heckler & Kock MP5 SD (for scholldamper)
which has a series of tiny holes drilled into the barrel which bleed off
the propellant gasses, slowing the standard NATO 9mm rounds down to about
935 feet per second. An extension tube is also part of the MP5 SD system
(it's removable to make cleaning easier). The drawback to this method of
slowing the slug down is that it also reduces the damage potential --
subsonic rounds do better than slowed down normal ones.

--Rat
--
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
                                                   __        ___ 
Richard Pieri, Northeastern's Stainless Steel Rat/   | /| / /   | The Worlds
Internet: ratinox@splinter.coe.northeastern.edu /__  |/ |/ / /| | Welfare Works
    UUCP: ...!northeastern.edu!splinter!ratinox/   | /| / / / | | Association:
  BITNET: UA_RLP@NUHUB{.BITNET}               /__  |/ |/ / /  | | I will solve
  USNail: 14 Westdale RD  Holbrook, MA 02343 /   | /| / / /___| | any problem
 ICBMnet: 42 deg 1 min N, 71 deg 0 min W    /    |/ |/ /_//_____| for you.
From: dddawson@lpl.arizona.edu (Doug Dawson)
Newsgroups: rec.games.frp
Subject: Re: Playing yourself in GURPS
Date: 12 Apr 92 19:10:38 GMT
Organization: Lunar & Planetary Laboratory, Tucson AZ.

Hmmm....someone said it was nearly impossible to design yourself in
GURPS on a reasonable amount of points....huh?  Am I THAT inferior to
everyone else?  I did a reasonable job of portrayihng myself with 30
pts.  Give me 50, and I don't think there's any doubt you've got me.
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.frp
Subject: Re: SRUN: Cyberware & sanity loss
Date: 11 Apr 92 17:26:05 MDT
Organization: Utah State University

In article <1992Apr11.173440.1@gacvx1.gac.edu>, tyros@gacvx1.gac.edu writes:

> Shadowrun offers the character score of essence to limit the amount of
> cyberware a person can accomodate. But is there any side effects to having your
> brain and various members of your body scrambled with tinfoil? The sourcebook
> mentions the loss of sanity as the cyberware is added, but does not give any
> guidelines on how to incorperate this loss into the campaign. Perhaps the
> creators assumed that these players' characters should be played a little (or
> real) nuts. However, I find that this does not inflict any real problem for
> gameplay. Therefore I suggest a sanity loss table according to cyberware
> essence loss. Any suggestions? -Tyros

	From those I've talked to, the Cyberpsychosis does not take effect
until the essence hits zero.  After that they flip, loose their mind, or just
simply instantaneously combust, nobody has ever cemented that fact.  However,
they can have it below zero.  They are just insane.  If you look at Michael
Stackpole's short stories with Kid Stealth.  Stackpole said Kid stealth has
about -6 essence.  But that was because they made him before the rules were
made.  And yes, if you have not read the stories, he IS insane...

		Shade Pendragon
Newsgroups: rec.games.frp
Subject: Re: Shadowrun: Economics of Running
From: ward1@husc8.harvard.edu (Lester Ward)
Date: 15 Apr 92 05:49:31 GMT
Keywords: Shadowrun

earl@cco.caltech.edu (Earl A. Hubbell) writes:
[Stuff deleted.]

I like this kind of analysis.  Interesting, and thourough.

>>From the UCAS census estimates, we have approximately 1% of the population
>having 'significant' cyber-enhancements (so called 'samurai', 'riggers'
>or 'deckers') or significant magical enhancement ('physical adepts').

This is the weak link in the argument.  First off, deckers only need
a datajack (and maybe some head MPs), but just about all corp empoyees
have that, so that is not 'significant'.  Secondly, 'significant' cyberware
is hideously illegal is most parts of the world.  Corps are not likely to
admit they use it if they don't have to, and freelancers are most likely
not going to fill out a census form, if they can even be found.  In spite
of the UCAS's best intentions and estimates, 1% is likely to be off by
at least an order of magnitude.

This figure is also completely contra-factual to most capaigns I've seen.
For the technology involved, cyberware is VERY cheap, and we populate
our campaign with those who use it, not just as PC's or villians, but
random stuffing as well.

We use a similar consept of the frequency of magic use (which I've mentioned
before) where the percentage of mages in the poulation is related (but
lower, obviously) to the percentage of mages in the runner's party.

I guess your point was partly to inform us that campaigns like this are
not to reality-based, for lack of a better term.  Wakarimasu yo.

Wordman
Newsgroups: rec.games.frp
From: rmgreen@watyew.uwaterloo.ca (Ronald M. Green)
Subject: Re: DMing Question: Player/Character IQ differences
Organization: University of Waterloo
Date: Fri, 17 Apr 1992 06:52:42 GMT

In article <1992Apr16.171036.1@tesla.njit.edu>, jpk2581@tesla.njit.edu writes:
> 
> What is the best way to resolve a difference in the
> intelligence of a player and the intelligence of 
> his/her character?
> 
> I am thinking specifically of a situation where all
> the PLAYERS were stumped by a particular riddle, but
> several of the CHARACTERS had Int's of 18 and would 
> have been able to solve it easily.
> 
> I'm looking for a technique which evens the effective
> IQ's of the character and player, but still has the
> player do some thinking (i.e. simply rolling a die
> to see if you solved the riddle is icky). I also would
> like to avoid insulting my players ("I don't think
> you'r as smart as your character so here's a blatant
> hint...")
> 
> Anybody got any good ideas?
> 
> - JPK



   Well...
   One standard tactic which I make use of - and which I picked up from
watching other GMs deal with the same problem - is to let *all* players
freely consult on a particular challenge or problem, even if only one or
two of them are in a position to deal with it.  Regardless of which *player*
comes up with the solution, the group generally assumes through role-playing
that one of the high-INT/IQ *characters* thought of the answer (although we
occasionally allowed for flashes of brilliance from some of the average or
not-so-average thinkers, too, just for variety - it depended on the flow of
the role-playing).
   In your own example, of course, they would have still been mucked up
since none of them thought of the answer.  Assuming that it's a passive need
- i.e., a solution to open a door rather than a riddle from a hungry sphinx -
players in my campaigns shrug and mutter, "Well, we'll come back once we can
consult with a sage...", then go away for awhile.
   In short, my solution is to allow player consultation to substitute for
character genius, and to encourage PCs to use discretion, patience and
research whenever they think riddles or problems are likely to be encountered
on an adventure.

   Just my $0.02 worth (plus the GST...)

                                                      - Ronald M. Green -
 
   "History repeats itself; that's one of the things wrong with history."

From: moursund@hpcvnb.CV.HP.COM (David_Moursund)
Date: Mon, 13 Apr 92 12:15:39 PDT
Subject: Re: looking for some 2ed help.
Organization: Hewlett-Packard Co., Corvallis, Oregon
Newsgroups: rec.games.frp

|/ hpcvnb:rec.games.frp / unixwiz@mcl.mcl.ucsb.edu (Asimov Fan) /  4:54 pm  Apr  8, 1992 /
|I'm creating a 1st level 2ed fighter...he's going to be a quarterstaff
|xpert, and not know much else...the only weapon he'll carry is his staff.
|I'm looking for nwp's, etc for him, including a name...
|
|for wp's, he'll have:
|
|spec. quarterstaff
|2 handed style spec.
|
|can anyone suggest anything i should add???  <i.e. xtra wp's, fighter kit,
|etc.>
|
|tks,
|
|k.mencher
|----------

As a fighter kit (if you want to use one), peasant hero would be suitable.
(Being a peasant type would explain the use of quarterstaff, rather than
some type of sword, for instance.)  If you want to use a peasant background,
you might wish to also have 'sling' as a weapon proficiency, and perhaps
carving/woodworking as nwp, along with 'farming', perhaps cooking,
possibly brewing...  Throw in a musical instrument, like flute (pan pipes
would be neat, and with woodcarving you could make your own), and
this could work pretty well.

For a name, keep it simple.  Not many people would name their kid
"Orksbane Shieldbreaker Musclebulge".  Make it a normal name, and
if later heroic events warrant it, a heroic title may be added later.
So "Tom, son of Peter" or "Tom of red pine" could someday be
"Tom Dragondeath, Defender of Olm".

(But if you do name your character "Tom Peterson", prepare to be
razzed.  Especially if the character is female... =)

All  IMHO

dm
Newsgroups: rec.games.frp
Subject: SJG: Address & phone number
From: WJR@Go-Player.SCH.Symbolics.COM (Wayne J. Rasmussen)
Date: 7 Apr 92 10:29:30 EST
Reply-To: <wjr@PHOENIX.SCH.Symbolics.COM>
Organization: Symbolics Tech. Support

I am looking for the address & phone number
for Steve Jackson Games.  Please email if you
have them.  

Thanks,
Wayne J. Rasmussen

wjr@symbolics.com
wjr@phoenix.sch.symbolics.com
From: s082@brems.ii.uib.no (Ketil Malde)
Newsgroups: rec.games.frp
Subject: Creating game systems
Date: 7 Apr 92 16:37:49 GMT
Followup-To: poster
Organization: University of Bergen, Norway

Every once in a while, somebody proudly posts that he or she is
tired of every other system in existence, and shall have to
write his (or her, if you insist) own.

Now, what I wonder is: has anybody actually finished a rpg-system,
and is it public domain (available by FTP, perhaps)?  I'd really
like to know, please reply by email!

Thanks!

    ; Ketil Malde,           In real life: s082@ii.uib.no +
    ; ISO-8859-1 rules         Honk if you love unicorns! +
Newsgroups: rec.games.frp
From: stevens@horta.rice.edu (Richard Stevens)
Subject: Ad&d humanoid shamans
Organization: Rice University
Date: Wed, 15 Apr 1992 19:57:01 GMT

Here's a question: How many hit dice do you roll for a Gnoll shaman of
4th lvl clerical ability? Only 2 cause he's a gnoll, or 4 for being
a 4th lvl cleric? Or even 6 for both? What if he's a witch doctor?
does one roll mu d4 and average these in?
thanks.
Richard
From: stevea@jab.tucson.az.us (Steve Albany)
Newsgroups: rec.games.frp
Subject: CS: Bollocks to Shadow Run
Date: Fri, 17 Apr 92 00:55:36 PDT
Organization: Just Another Bbs. Tucson, AZ

        You know, I've gotten really irked at all this SHADOW RUN C-R-A-P! 
Shadow Run is WARHAMMER. In other words, its a game for D&D Simps who 
can't handle a RPG without Monsters and Magic. That's why the game is so 
popular, because most of the people are SIMPS.
        The real Cyberpunk RPG's seem to be ignored in this newsgroup and in 
REC.GAMES.CYBER. Cyberpunk:2020 and Cyberspace are REAL Cyberpunk games! I 
openly encourage you ShadowRun weenies to flame me all you want.. Let's get 
into it... Heheheh.
 
        Seriously, I'd like to see some folks out there who do play the REAL 
deals.. SRUN just leaves me with a bad taste.. I bought it when it first  
came out, and while I thought the art was good, art does not make a good 
RPG..

        ================================================================
        |                    Capt. Steve E. Albany                     |
        |                 Cmdr. USS PATTON (NCC-8570)                  |
        |--------------------------------------------------------------|
        |                           | "My son, ask for thyself another |
        | SteveA@Coyote.Datalog.Com | kingdom, for that which I leave  |
        |  SteveA@Jab.Tucson.Az.Us  | is too small for thee.."         |
        |                           |    - King Phillip of Macedonia   |
        ================================================================
Xref: sparky rec.games.frp:17653 rec.games.design:965
From: thantos@wyvern.via.mind.org (Paul Williams)
Newsgroups: rec.games.frp,rec.games.design
Subject: Re: NPCs Weaker than PC's?
Keywords: GDW, Twilight, Dark Conspiracy
Date: 10 Apr 92 11:19:33 GMT
Organization: The Wyvern's Nest (Lawrenceville, GA)

c9e-al@danube.Berkeley.EDU (Chua Hak Lien) writes:

> If you've ever looked through or played withe the T2000, or Dark Conspiracy
> rules, you'll see that Pc's have a great advantage over NPC's in terms of
> ability to withstand damage. ( About 3-4 times as much, at least... )
> I can see how this fits into the concept of the PC as a 'heroic' character,
> but think that it's pretty unrealistic. It just doesn't seem as fun to
> have characters that have such distinct advantages over their advesaries.

  I can't speak for T2000, but in DkC, the Dark Minions (and  just about 
  anyone else) NPCs generally  have at  least the  advantage of  numbers 
  over their PC counterparts, not to mention boosted  Empathic abilities 
  that the PCs'll never be able to reach.

  On a parallel note, does anyone think that discarding the skill cap on 
  Empathic skills would be a good idea?  It takes a gawd-awful amount of 
  ExPt to advance past one's Attribute at the high levels anyway.

  I  really  like  the  DkC  world,  but I  thought it  needed a  little 
  something, so I have preliminary stats for some crossover Minions/Dark 
  Ones from Call of Cthulhu...  }:) It is now a very real possibility to 
  have to worry about meeting a  Hunting Horror  on the  quad in  my DkC 
  games.  [evil leer]


-----
thantos@wyvern.via.mind.org (Paul Williams)
The Wyvern's Nest (Lawrenceville, GA)
From: acd@cbnewsh.cb.att.com (andrew.c.durston)
Newsgroups: rec.games.frp
Subject: Re: Rolemaster magic items & alchemy rules
Summary: PArty of Alchemists!!
Date: 8 Apr 92 13:38:41 GMT
Organization: AT&T

In article <mlharley.702706980@unix1.tcd.ie>, mlharley@unix1.tcd.ie (Kubik) writes:
>In <MAN.92Apr7101426@ibm320h.at> man@magwien.gv.at (Andreas Manessinger) writes
> >I think it needs a lot of effort to make `alchemist' an attractive
> >profession. There is nothing fascinating in the standard rules.
> >--
> I don't know about that, my favorite character ever, was an elven
> alchemist, who went looking for formulas & materials, then did favors
> for the more powerful rulers, in exchange for use of their enchanted
> forges. He was really interesting to play, 'cause of his motivations and
> frame of mind, not because of the "rules" for alchemy, but because of
> the profession all the same.

	As an aside, I've always threaten my Rolemaster GM ( Hi, Mike! ) that
	the next party of PCs would consist solely of Elven Alchemists. We
	would take some additional Base Lists to make the characters adventure
	worthy but keep 5 or 6 of the standard Alchemist lists. Then, we'd have
	an adventure or two, 50 YEARs of downtime, another adventure, 50 more
	YEARs of downtime, etcetera. With good Magic Ritual skills, we could be
	making all that nifty +88 armor that you can see in Lords of Middle
	Earth ( LOME, a MERP supplement ) in no time! :-) ( Pure munchkinism! )

	Nyuk nyuk...
	ACDurston
	..!att!hotld!acd
From: Nicolai.Shapero@f524.n102.z1.fidonet.org (Nicolai Shapero)
Newsgroups: rec.games.frp
Subject: Re: Sex and RPG's - Why Oh Why ?
Date: Sat, 11 Apr 92 06:12:57 PDT
Organization: FidoNet node 1:102/524 - StormGate Aerie, Los Angeles CA

Faye Levine wrote:

>I play OTHER SUNS, HERO, and Cyberpunk 2.0.2.0 and SURPRISE, SURPRISE!
>ALL of the female gamers I know play one of the aforementioned games.
>A "little" statistical skew?

 FL>In fact, I
 FL>know of no women who play the games Nicolai mentioned.

 FL>Now this may just vary from campus to campus, etc.

My point was that the games we play in are the ones we will run
into women players in.  If one only plays Gurps, then one will
see women Gurps players (or none at all).

What sort of women players one runs into will not be a function
of where one is, but of what games one plays.  The sample is
pre-selected (producing a huge bobble in the statistics).

==========================================
=Nicolai.Shapero@f524.n102.z1.fidonet.org=
==========================================
 



--  

Nicolai Shapero
Internet: Nicolai.Shapero@f524.n102.z1.fidonet.org
Compuserve: >internet:Nicolai.Shapero@f524.n102.z1.fidonet.org