HDTenEightyP/NetNews huggingface dataset:
From: wgarrett@cs.cornell.edu (William F. Garrett)
Subject: Re: help.
Organization: Cornell Univ. CS Dept
Distribution: usa
Date: Mon, 11 Jan 1993 23:25:07 GMT

In article <C0pML1.165@news.udel.edu> mcohen@ravel.udel.edu (Michael Roger Cohen) writes:
> Hi.  I am starting a new campaign, and the people 'elected' me as the DM...

I hope you're being facetious about that.  Be the DM only if you *want*
to DM; don't do it just because you drew the short straw or were the
last person in the group to say "not me!"  Seriously consider letting
someone else DM if you've never DM'ed before but that other person has.

> I was wondering if there was somebody out there that could help me.
> Are there any hints that anyone could share?  What would be a good
> module or world to start in?  Some say Forgotten Realms, and others
> say different things.  I would appreciate your opinion and help.
> Thanks in advance. :)
>							 Coaster

You're asking for a lot of help there, squire.  Since it sounds
like you're starting from ground-zero and don't have the leisure
to develop your own world, go for one of those boxed sets.
Forgotten Realms is OK, but I've always had a predilection for
Greyhawk.

You'll probably want to pick a module to take the characters through
at first level.  That'll give you something to start with.  But
don't just read the module and run through it like a script...
take some time to think about how you can customize it and use it
as a stepping stone to further adventures.  After that, see if you
can start coming up with your own adventures.  (nb: one drawback to
using prepackaged materials is the expense, although you can
probably defray it a bit by extorting some of the money from your
players)

As for the characters: encourage the players to create simple
characters, especially if they're new to the game.  By simple, I
mean everything that's in the standard rulebooks.  Creative role-
playing should be encouraged but creative rulebending (eg, Half-Ogre
Assassin-Alchemists with wild Psionic talent) is what you should
avoid.  Remember, nothing's more bothersome than having to look up
the details of some *&^@! special ability every 30 seconds.

And the one Rule Which Must Not Be Broken Even At The Expense Of
Every Other Rule:

	Have Fun.

Hope these suggestions help.

				- The Wizard


-- 
*-----------------------------------------------------------------------*
| Bill Garrett                                       Cornell University |
| wgarrett@cs.cornell.edu                Department of Computer Science |
*-----------------------------------------------------------------------*
Newsgroups: rec.games.frp.dnd
From: mrmarcel@eos.ncsu.edu (Mike Marcelais)
Subject: Re: Cursed Items... TSR's answer
Organization: North Carolina State University
Date: Wed, 13 Jan 1993 02:44:09 GMT

In article <19565@mindlink.bc.ca>, Clayten_Hamacher@mindlink.bc.ca (Clayten Hamacher) writes:
|> P.S. I wonder what happens if an attempts to make a cursed item goes wrong?
|> Would it work well? Maybe a low level character should try making a -5
|> vorpral sword of ally slaying, their percentage to make such a powerful item
|> would be so low that maybe it would fail and make a +5 vorpral sword of enemy
|> destruction.. :)
|> 
|> --
|> 
|> Clayten_Hamacher@Mindlink.bc.ca                 Land of the rising snow.

Read your player's handbook some more.  Failure on a magical item always
results in a sword that is undesirable to the mage.  If he was trying to make
a -5 sword for an emeny, it might become +5 because the mage won't use it.  If
the mage is trying to make a -5 sword because he will probably fail and get a
+5 sword, he might get 'only' a -1 sword or (at best) +0 sword


-- 

+-------------------------------------+------------------------------+
|  Mike Marcelais                     | mrmarcel@eos.ncsu.edu        |
|  356 Tucker, Box 04783, NCSU        | Fourth Bryan Productions     |
|  Raleigh, NC  27607                 | #include <disclaim.h>        |
+-------------------------------------+------------------------------+
| if the above address bounces, then try the address below:          |
| mrmarcel%eos.ncsu.edu@ncsuvx.ncsu.edu                              |
+--------------------------------------------------------------------+
From: tiede@ohstpy.mps.ohio-state.edu
Newsgroups: rec.games.frp.dnd
Subject: Test - Please Ignore
Date: 8 Jan 93 11:54:34 EST
Organization: The Ohio State University, Department of Physics

Test
Newsgroups: rec.games.frp.dnd
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: D&D and soc.religion.christian
Organization: The Ohio State University
Date: Wed, 6 Jan 1993 20:35:01 GMT

In article <1993Jan6.193233.15860@magnus.acs.ohio-state.edu> jnielsen@magnus.acs.ohio-state.edu (John F Nielsen) writes:
>The moderator on that newsgroup finally got back to me saying he
>would be happy to accept contributions to their FAQ. 
>
>I offered this newsgroup's FAQ on the matter, but he would rather not post it
>without the knowledge of the appropriate person who created it.
>
>So, I forget who did make it, but if you want, post it to that newsgroup.
>
>john
>-- 
>John Nielsen   MAGNUS Consultant            ______   ______   __  __	

Gee, and you're at the same site also!   B^)

I, Coyt Watters, cwatters@magnus.acs.ohio-state.edu, am the current keeper of
the FAQ, which was given to me by Loren Miller shortly after the creation of 
the new hierarchy.  The FAQ in question has not changed since Loren sent it.

The FAQ is, however, the result of several different people's efforts.  If
your posting was used to create the FAQ, let me know also, and I'll try to
make sure everyone gets credit for their part.

Quite literally, every part of the FAQ is the creation of the Usenet and 
Bitnet communities.  Without the contributions of the net, there'd be no
FAQ.  Thanks all!  Anytime you find a correction to something I have in
the FAQs (and boy are they BIG B^(   ) drop me a line.

(yes, Virginia, I've not forgotten about the Arms/Armor/Bows faq either.
 Soon as I get if nice and coherent (something I could not do in December
 since the holidays send me into depression), I'll run it through Gmast-l
 before it shows up here.)
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp.dnd
Subject: Re: Walking Bandages
Date: 6 Jan 93 21:29:55 GMT
Organization: Georgia Institute of Technology

In article <1993Jan6.025125.3999@mailer.cc.fsu.edu> kdelgado@loligo.cc.fsu.edu (Kevin Delgado) writes:

>Or, if you
>are a non-good aligned character, you can simply charge a moderate fee for
>any healing you do on a fighter...if they refuse to pay...don't carry the heal
>spells, or keep them for yourself and those who will pay.

Why a non-good aligned character?  It's not the cleric's responsibility to
provide free healing, regardless of his alignment.  I see no problem with
a LG cleric charging a modest fee for healing party members.

On the other hand, here's something that only a non-good cleric could get
away with:

When that first level fighter gets into a scrap with some orcs, and demands
that you cure light wounds him, pray for *cause* light wounds.  Cast the
spell on him (he won't know what it is, so he won't try to resist, therefore
eliminating the need for a hit roll).  Even better, cast it on the guy that's
really pissed you off when he's unconsious.  Everyone will think that he
died before you could get to him.  Only you and the DM will know the truth.

Of course, now we're talking murder, but....

>Remember, it is very
>difficult for you to be forced to cast a spell, and even more difficult for 
>you to be forced to pray for a certain spell.

It's also very difficult for a non-cleric to know what spell you cast.  In
fact, even a cleric of a different god(dess) might not know what spell you
cast (different gods might have different ways for their clerics to cast
the same spell).

>I think the henchman idea is 
>best if you have only one cleric in the party to begin with, but often I 
>prefer to have at least two different cleric types in the party (cleric/
>specialty preist and a druid for instance). This way, the healing can be split
>up between the two clerics and they both can still carry a variety of other
>spells to play with.

Yes!  Remember, two multi-class clerics are better than one single-classed
one.  Our party has two multi-classed clerics.  I'm second level, and the
other is first.  We can cast up to 7 cure light wounds per day.  Not even a
fourth level cleric could do that (assuming a moderate wisdom).

-- 
Jorge Diaz                       | "I want you to remember, Clark... in all
Georgia Institute of Technology  |  the years to come, in your most private
Office of Information Technology |  moments...my hand at your throat.  I want
ccoprdj@prism.gatech.edu         |  you to remember the one man who beat you."
Newsgroups: rec.games.frp.dnd
From: jfarrell@morgan.ucs.mun.ca (James Farrell)
Subject: Re: Broken Weapons & Arrows
Organization: Memorial University of Newfoundland
Date: Mon, 11 Jan 1993 23:38:35 GMT

In article <1993Jan11.060046.12843@lclark.edu> ross@lclark.edu (Anthony Ross) writes:
>	2. I read in some novel about coasting an arrow with magnesium
>	so that when you fired it in the dark, it'd be like a flare.
>	Can any chemistry majors tell me if this is possible?

What do you mean by coasting? Magnesium burns with a brilliant white
flame, and once started is very hard to stop burning. If magnesium
trailed a fired arrow (burning Mg, that is), I think that it would
produce the desired effects. Only thing is that the flame may be small,
therefore making it good only for very close proximities.

-- 
********************************************************************
* Jim Farrell  -  Memorial University of Newfoundland (ie. CANADA) *
* These are my opinions, so BUGGER OFF!!!                          * 
********************************************************************
From: tomj@kibo.enet.dec.com (Tom Jaskiewicz)
Newsgroups: rec.games.frp.dnd
Subject: Re: Cursed Items - Why?
Keywords: magic items, cursed items, wizards
Date: 12 Jan 93 18:18:08 GMT
Reply-To: tomj@kibo.enet.dec.com (Tom Jaskiewicz)
Organization: Digital Equipment Corporation


In article <1993Jan8.005616.9419@lclark.edu>, ross@lclark.edu (Anthony Ross) writes:
]	OK, given the amount of time, effort, money, etc... needed
]to contruct a magical item, why would a mage be making a cursed one?

Given the amount of time, effort, etc... needed to construct a computer
program, why would a hacker make a virus?
From: lewis@unpsun1.cc.unp.ac.za (Greg Lewis)
Newsgroups: rec.games.frp.dnd
Subject: Re: AD&D Gamers Wanted on Long Island/NY.
Date: 8 Jan 93 11:47:16 GMT
Article-I.D.: unpsun1.lewis.3.726493636
Organization: Univeristy of Natal, Pietermaritzburg, RSA
NNTP-Posting-Host: pc022.cc.unp.ac.za

In article <151@jptcs.COM> wolfman@jptcs.COM (wolfman) writes:
>From: wolfman@jptcs.COM (wolfman)
>Subject: AD&D Gamers Wanted on Long Island/NY.
>Date: 2 Jan 93 04:40:36 GMT
>
>Greetings, Net land... 
>
>We are currently looking for a new non-munchkin, (non-hack-&-slash type)
>player to enter an already set world of Dungeons & Dragons.  Advanced 
>Rule playing is the only requirement.  If interested please get back to me 
>asap.  
>
>wolfman
Hi I am pretty new to dnd on the Net, butm have extensive Adnd experience, 
perhaps you would like to get hold of me.

Greg
Newsgroups: rec.games.frp.dnd
From: kdelgado@loligo.cc.fsu.edu (Kevin Delgado)
Subject: Re: D&D and Christianity
Organization: Florida State University Computing Center
Date: Wed, 6 Jan 93 02:43:25 GMT

In article <wilder.726203310@mik.uky.edu> wilder@nx02.mik.uky.edu (jeff wilder) writes:
><shrug>  My DM for the first 5 years of my gaming experience, and
>a continuing friend and GenCon travelling companion, is an ordained
>Southern Baptist minister.  He is also an extremely intelligent guy,
>thus capable of recognizing the difference between reality and fantasy.
>
>I volunteer this information (though I am a confirmed agnostic, and
                                             ^^^^^^^^^^^^^^^^^^

Isn't that sort of an oxymoron? :)

>really wouldn't mind seeing every fanatic Christian *and* atheist
>struck mute by the all-powerful god, Non-Zero Chance) with the hope
>that nobody will get the impression that *all* Christians are like
>this.  Not even all "fire and brimstone" preachers, like my friend.
>
>--
>==============================================================================
>| Jeff W  uk06666@ukpr.uky.edu | Meddle not in the affairs of cats, for they |
>| Wilder  & wilder@mik.uky.edu | are subtle, and will piss on your cyberdeck.|
>==============================================================================


Kevin

Xref: sparky rec.games.frp.dnd:8046 rec.games.frp.misc:10717
From: ewalents@magnus.acs.ohio-state.edu (Erich Walentschak)
Subject: Rolemaster
Organization: The Ohio State University
Date: Wed, 6 Jan 1993 20:30:19 GMT

I was just wondering how many out there have gotten hooked on Rolemaster as 
opposed to D&D.  Also, is this where Im allowed to even ask this question or 
should I be elsewhere?  Any chance of a PBEM Rolemaster game happening or would
all the dice rolling make it impossible?  Talk to me?

Erich
Newsgroups: rec.games.frp.dnd
From: vernon@iadpsa.safe.ia.gov ( Mark Vernon - DSB )
Subject: FTP Sites
Organization: Iowa Department of Public Safety
Date: Mon, 4 Jan 1993 14:13:33 GMT

	Help, I just recieved FTP access and need to know some good sites for
	AD&D stuff - in particular the NET books - I know I should have been 
	keeping track of these but I never thought I would get FTP access. 
        Thanks in advance for any replys - you can just mail them unless you
	think they are worth posting


			Thanks Again 

	Whats a sig?                  Mark Vernon

Newsgroups: rec.games.frp.dnd
From: bdavis@decsun3.cray.com (Brent Davis  {67000 CF/DEV})
Subject: Re: No Healers
Organization: Cray Research Inc., Chippewa Falls, WI
Date: 12 Jan 93 04:52:23 CST


   DM'ing a party without a healer is an excellent opportunity for
roleplaying encounters rather than always hack'n'slashing through them.
If the characters realize that they don't have the quick fix for hit
points, most of them are much more willing to bargain with their
enemies and even flee from uncertain encounters.  To me, this gives the
game a much more realistic feel.  There is another benefit here - you
don't have to always grab the Monster Manual to fish out some Xth level
monsters to scare the party with.  A band of humanoids (even lowly
kobolds) can strike fear into the characters.

   I also don't allow raise dead/resurrection in my campaigns.  This takes
the game a step further - if you die, you're really dead.  I've found that
this strategy cures even hardcore munchkin/monty-haul/hack'n'slash style
players without detracting from the game.


Brent

--
bdavis@cray.com
Cray Research, Inc.
Chippewa Falls, WI
Newsgroups: rec.games.frp.dnd
From: galahad@leland.Stanford.EDU (Scott Compton)
Subject: MOTES (Manual Of The Eternal Sages)
Organization: DSG, Stanford University, CA 94305, USA
Distribution: na
Date: Mon, 11 Jan 93 08:59:27 GMT


Just wanted to let you all know that I've finished the RPG. This
seven year project (I've lost track now) has been a 35+ per-
son effort.  The game is 132 pages long with over 30 original 
pieces of art from Eden Celeste Durnford, an upcoming fantasy 
artist.  Before the game is published at local bookstores and
hobby shops, I am selling it for 5% above wholesale price to 
anyone over the net.  
		Hole punched copy: $11.00
		Cardboard binded:  $13.50
		Vinal Binded:      $15.00
		-- Shipping is an additional $2.00

MOTES will stand alone as an RPG, but can also be integrated into
any fantasy role-playing game.  There are hundreds of new concepts,
including 17 new cultural races and 200 degree skills.  For more
information, questions, or to pick up a copy, leave e-mail at this 
address or send a check ormoney order to:

			Scott J. Compton
			4b Hoskins
			Escondido Village
			Stanford, CA  94305	

Prices will change in February to a 15-20% mark-up.  Keep up the
FRPG-ing!!!

-- 

Sir Galahad, Son of Sir Lancelot, Grandson of Sir Parkinglot.
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.dnd
Subject: Re: Rolemaster
Date: 7 Jan 93 08:23:40 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <1993Jan6.203019.17156@magnus.acs.ohio-state.edu>, ewalents@magnus.acs.ohio-state.edu (Erich Walentschak) writes:
|> I was just wondering how many out there have gotten hooked on Rolemaster as 
|> opposed to D&D.  Also, is this where Im allowed to even ask this question or 
|> should I be elsewhere?  Any chance of a PBEM Rolemaster game happening or would
|> all the dice rolling make it impossible?  Talk to me?

  You should probably be in rec.games.frp.misc...

  See ya there ( about Rolemaster ).
|> 
|> Erich

							Redwing.
From: scythe@stein.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.frp.dnd
Subject: Re: AL-QADIM PBEM
Date: 5 Jan 93 01:03:13 GMT
Organization: University of Washington, Seattle
NNTP-Posting-Host: stein.u.washington.edu

In article <1iadsuINN2o3@shelley.u.washington.edu> scythe@stein.u.washington.edu (The Grim Reaper) writes:
>Hear ye, hear ye.  Seeing as I have receved some responses,
>I am now making an actual pbem announcement.
>This is an announcement for an AL-QADIM PBEM.
>It will be 2nd edition with minor variants.  Moves will
>be as often as I feel like it, probably a couple times per week.
>Characters should be created at 3rd level, using the guidelines
>in the Al-Qadim Adventures book.  Only people with an Al-Qadim Player's
>Manual should apply.  Sorry, but the rules modifications are too great
>to be explained by email.  Send characters to scythe@u.washington.edu,
>with the header as something like "PBEM" or "AL-QADIM".
>No PBEM experience is required, but it's a nice extra.
>
A few things I forgot- All kits are okay, but desert riders and corsairs
need a good reason to be in a city.  Starting gold is twice that for
a first level character.  1000 exp of magic items, or 2 magic items 
(whichever is less) OR 1000 gold.  


----------------------------------------------------------------------------
When he goes swimming does he get wet, | The Grim Reaper
Or does the water get him instead?     | scythe@u.washington.edu
-They Might Be Giants, "Particle Man"  |
---------------------------------------+------------------------------------
Villager: She turned me into a newt!   |Lister, If two people came to you 
Bedevere: A newt?                      |for a job, and one of them was dead,
Villager: I got better.....            |who would you choose? -Rimmer
----------------------------------------------------------------------------
Newsgroups: rec.games.frp.dnd
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: No Healers
Organization: The Ohio State University
Date: Fri, 8 Jan 1993 14:10:17 GMT

In article <1993Jan8.010719.9735@lclark.edu> ross@lclark.edu (Anthony Ross) writes:
>
>	I think the thread of "Walking Bandages" has been one of the
>best, most productive I've seen since I've been reading this group.  
>The party I'm DMing right now has one priest (with no access to healing
>spells), no one with healing/herbalism proficiencies, and no healing
>potions. Have others been in this situation before? If so, what are some
>of your expreinces, the advantages and disadvantages of lacking any
>healer, etc.. Thanks!


The party I currently run has 2 fighters and a mage.

Not having a healer is a problem which can be surmounted by allowing the 
characters to buy potions of CLW (at inflated prices).  If the characters 
get into something worse than normal wounds (i.e. poison or disease) they
have to hope that they can get to a town quickly.  They have to be a little
more careful in combat, because there is no "clerical support" to let
them step back and get healed.  Since it takes a least a round to dig out
a potion, open it and quaff it (assuming that it's in a pouch/pack), there's
little time in the heat of melee to stop and take a drink.

Now, I do allow everyone the ability to "bind" wounds and stop the bleeding
(i.e. stabilize hit point loss), but that too takes at least a round.

Of course, the undead problem is a little harder to overcome when there is 
no cleric.  You have to chop/burn your way through the zombie hordes B^).

-Coyt
Newsgroups: rec.games.frp.dnd
From: caliban@cybernet.cse.fau.edu (James)
Newsgroups: rec.games.frp.dnd
Subject: Proposed School of Law
Date: 7 Jan 93 05:06:32 GMT
Organization: Cybernet BBS, Boca Raton, Florida

Well, around here, the School of Law is located 
downtown, just south of Interstate 595.  I audited
some classes, then decided that deconstruction was
more interesting, or at least more practical.
Newsgroups: rec.games.frp.dnd
From: alongley@cape.UWaterloo.ca (Allan Longley)
Subject: Re: Walking Bandages
Organization: University of Waterloo
Date: Thu, 7 Jan 1993 15:59:50 GMT

pkralik@ecst.csuchico.edu (Wintermute) writes:
> 
> I often play Clerics, and it seems that every time I do, I wind up in the 
> position of being viewed as the party's walking first aid kit.  I find that
> I am unable to be very creative with my PC's spell selection.  Anytime I take
> a non-healing spell, i.e. one i would like to experiment with, and we come 
> across a combat situation, I feel a little guilty about not having that extra
> CLW for the front line fighters, etc.  I was wondering how, as a dm, I could
> help to prevent this from happening to PC Clerics.  

Does the priest's god(dess) provide miracles just to heal violent
bloodthirsty warriors?  The priest is serving the deity, and foolish waste
of granted powers is viewed unfavourably.  Quite often warriors will result
to combat too quickly or without forsight (wisdom).  A priest that acts like
a slave to stupid behaviour is not fullfilling the deities wishes.  Teaching
the warriors to be less violent and/or more careful when planning combat is
often the responsiblity of the priest.  A good method to reinforce these
teachings is to choose few healing spells.  The other spells choosen to
further the deity's goals in other more productive methods.  For example, my
9th level priest of a god of thieving chose 2 CLW, 1 CSW, 1CCW, that's it!!
Occassionally I'd make an acception.  It is amazing how the attitudes of the
warriors change after a few combats that require 2 weeks healing time.  Try
it.

-----------------------------------------------------------------------------
Allan Longley, University of Waterloo, Department of Chemical Engineering
e-mail: alongley@cape.uwaterloo.ca
voice: (519) 885-1211			Damn-it Jim, I'm a priest of	
home: (519) 746-1498			magic, not a doctor!!
-----------------------------------------------------------------------------
           "Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"              
-----------------------------------------------------------------------------

Newsgroups: rec.games.frp.dnd
From: casivils@lescsse.jsc.nasa.gov (craig sivils)
Subject: Re: No Healers
Organization: Lockheed Engineering and Sciences
Date: 11 Jan 93 17:13:01 GMT

   Once played a Fighter/Druid who really liked being a hit point battery 
(just for himself).  Oh good, another battle, I run to the front (again).
(other fighters, hows that ranger take so much damage?)

				Craig