HDTenEightyP/NetNews huggingface dataset:
From: urban@yoda.fsl.noaa.gov (Art Urban)
Newsgroups: rec.games.frp.misc
Subject: Re: Room for a New OOP RPG?
Date: 27 Jan 93 23:12:07 GMT
Organization: Forecast Systems Lab, NOAA, Boulder CO, USA

In article <loren.290@wmkt.wharton.upenn.edu> loren@wmkt.wharton.upenn.edu (Loren Miller) writes:
%In article <1993Jan27.174122.4817@fsl.noaa.gov> urban@yoda.fsl.noaa.gov (Art Urban) writes:
%>Well, those are the biggies that I see. A truely proper implementation of
%>an OORPG, would have a sufficiently large abstract set of rules from which
%>to build upon; meta-rules, I guess.
%
%>So, whadayathink?
%
%Look! It's the Hero system!

Thanx laughing boy! :-)

Okay, I guess Hero, from here on out, is the ultimate game system. I wish I
could actually examine this piece of art, but all the hobby stores seem to
keep it in its shrink-wrap. I rather bet that even if I *did* get a chance
to read it, I would find that it was not what I described above. However,
like I stated at the start of the original post, I knew somebody would
think their pet system is in fact the implementation of "my" definition. Of
course, additional corroboration would probably make me buy a copy.
Unfortunately, Hero doesn't seem to have the kind of support that GURPS or
even (forbid) AD&D has. It seems to have more of a office-in-garage
production feel. This is *not* a flame, lest the more sensative overreact
and give themselves a hemorage.


-- 
Art Urban 					        urban@yoda.fsl.noaa.gov
===============================================================================
 "Look, he's being attacked by creamy nugget centers."		 	 -Joel
===============================================================================
Xref: sparky rec.games.frp.misc:11455 rec.games.frp.advocacy:3782
From: brandon@cc.usu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: DragonQuest?! T$R, HAVE TO KEEP THAT MONEY!
Date: 27 Jan 93 12:30:54 MDT
Distribution: world
Organization: Utah State University

In article <1k52vtINNnv2@iskut.ucs.ubc.ca>, peters@physics.ubc.ca (Dan Peters) writes:
> cwatters@magnus.acs.ohio-state.edu (Coyt D Watters) writes:
> 
>>The WolF writes:
>>>In essence, DragonQuest is a stripped-down version of D&D (not AD&D). It's
>>>intended to be a gateway into D&D. Seems T$R is aggressively pursuing the
>>>novice gamer. :)
>>>

	Yea, who else are they going to get money out of!?!?  Most advanced
gamers find other games to play, and spend less and less time with dnd.
Therefore, they will be spending less money on T$R products, not beneficial. 
Buuuuut, if you are a novice gamer, you don't know much about other games, so
all of your mony is focused on one game, beneficial.


		All large organizations need to be stripped of power, brought
down, and de-corrupted (sp).



			Shade Pendragon
			Lynx
			Brandon
From: johnelbl@matt.ksu.ksu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Physical Adepts
Date: 24 Jan 1993 00:10:51 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

I have just subscribed to this group, so i am not so sure about what has been
completely stated. In the 2nd ed. Grimoire there are VERY nifty items for 
pys Ad.'s such as Enchnced Centering and mystical armour.  Plus, using the
new meta-magic Anchoring, it IS possible for a physical Adept to have a 
9d6 initiative(sp).  1d6 for natural, 3d6 for phys. Adept skill, 2d6 for 
Synaptic Accelerator(a little geasa), and 3d6 initiative increase anchored will
give 9d6.(ouch)  Can Mr. Samurai match that??
     Enhanced centering can make a physical adept extremely nasty too.  Althoughit is stated that a phys.Ap can ONLY make weapon foci, imagine this: Katana
(my personal favorite) Skill at rating 10, & Centering at 10, and Weapon Focus
at rating 10 = 30 dice to hit mr. cyberguy (lots of blood).  Annnnnd...
since Adept's can preceive too, there goes mr. mage.
     Trying not to get too sarcastic on my first postage, i shall end here,
but you get the idea.  (initiate 4 = 10 magic points:)  

signed
     -Scratch (hospitialized cyber/tac. computer guy <damn phys. adepts>!!
From: apace@mta.ca
Newsgroups: rec.games.frp.misc
Subject: Re: SR2: Variant dodging rules
Date: 28 Jan 93 03:39:29 GMT
Reply-To: apace@mta.ca
Organization: Mount Allison U, Sackville, N.B. Canada

In article <C1JKwI.DEA@news2.cis.umn.edu>, esper@cs35b.cs.umn.edu (Dave Sherohman) writes:
>As promised, here's my (current) version of the system which was posted some
>time ago for basing dodging TNs on how clumsy the attacker's weapon is, rather
>than on how hard it hits.  The basic rationale behind it is that bullets move
>fast enough that if the gun is pointing at you when it fires, you'll get hit,
>but bigger, clumsier guns can't follow you as easily if you're moving semi-
>randomly (also known in some circles as dodging).
   A reasonable idea, as long as these changes apply only to combat pool
defense dice, as opposed to body dice.

[stuff deleted]

   You seem to be missing rules for walking fire to hit people.  Very important
for automatic weapons.  Also, power mods for lots of bullets ought to be
included in these target numbers.  This should make a big difference in being
able to miraculously dodge a cloud of Vindicator ammo headed your way.
   This may already be a base rule, but if you haven't acted yet, then you
shouldn't be able to use combat pool dice to dodge. (in other words, your pool
is always empty until you have a combat action)  If you are forewarned, you can
fill the sucker up.  Or maybe this wouldn't work, but some kind of rule is
needed to simulate shooting someone _before_ they have a chance to dodge.

It's a cool idea though.



	"Sublett said it was the Devil's work.
	 Rydell said it was a Tokyo franchise operation."
	          _Virtual Light_   -    William Gibson.

	 Tony Pace           -            <apace@mta.ca>   
Newsgroups: rec.games.frp.misc
From: esper@cs35b.cs.umn.edu (Dave Sherohman)
Subject: Re: SRII: armor spell
Organization: University of Minnesota
Date: Wed, 27 Jan 1993 04:08:03 GMT

In article <1ji3akINNiu7@shelley.u.washington.edu> mkkuhner@phylo.genetics.washington.edu (Mary K. Kuhner) writes:
>A wise Shadowrun mage will wear armor or something that looks like
>armor, carry a gun,

This applies just as much to any character as it does to a mage.  Considering
that mages take no penalties for wearing armor, they have no reason to not
wear as much as a samurai.  However, (at least in my game) wearing armor is
good, wearing anything (including armor) that looks like armor is bad unless
you're looking for trouble - prance around town in obvious armor toting an
automatic weapon, and trouble will find you.  Even if someone calls them, Lone
Star probably won't catch up with you before the local gangers do...
>
>Don't forget that you can assign Elementals to other people.

Don't forget that your elementals won't manifest unless you order them to;
they're much safer (and much less obvious) if they stay astral.  Or, for that
matter, unless you're expecting trouble, you should let them cavort freely about
their home metaplanes (it takes up 1 service per 24 hrs for them to follow you
around).
>
>Incidentally, how obvious do other SR groups think the spells actually
>are?  If you use Control Thoughts on someone, is she aware of it (and
>just helpless to resist) or unaware?  Is the spellcasting itself
>visible?  How about Mind Probe?

The actions of spellcasting are noticable on a perrception check against a TN of
(Caster's Magic Stat - Spell Force) * 2 from the physical, _very_ obvious on the
astral.  The effects will be noticed by anyone affected by the spell (and anyone
in LOS of any elemental effects), but unless it's a manipulation spell, they
won't be able to see where it came from (or if you have to touch the target that
might make it obvious depending on the circumstances).

esper@ima.umn.edu
Newsgroups: rec.games.frp.misc
From: silber@cs.uiuc.edu
Subject: Re: Call of Cthulhu Mailing List?
Organization: Dept. of Computer Sci - University of Illinois
Date: Wed, 27 Jan 1993 19:48:45 GMT


>Can anyone tell me if the Call of Cthulhu mailing list still exists?
>I was looking into it yesterday, as per the FAQs, and the entire
>machine seems to be gone...

Perhaps they were eaten by Yog-Soggoths?

.
-- 
ami silberman - janitor of lunacy
	silber@cs.uiuc.edu
From: gt7797a@prism.gatech.EDU (Travis Works)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII Combat System: Bugs
Date: 22 Jan 93 02:08:10 GMT
Organization: Georgia Institute of Technology

In <1993Jan21.104925.17012@uumeme.chi.il.us> drac@uumeme.chi.il.us (Bruce Maynard) writes:

>No SMG miniguns? Quite true... howver, the 'minigun' used in SR is NOT an SMG!
>Take a look at the stats for the weapon... it rather closely approximates
>the US  M-240 5.56x45mm rotary-barrel beastie (uses M16 ammo).

>Altho it'd take a VERY strong person who's VERY coordinated to use the thing
>without it's tripod mount, I suspect it could be done... (ignore the Predator
>movie... it's pretty obvious the guy with the minigun was firing blanks, as
>the recoil shown was trivial...)

Yes, this is a heavy gun, but it was designed to be able to be fired
from the hip and to have practically no recoil.  BTW, recoil from blanks
is less than recoil for a live round, but in a semi- or full-auto weapon,
especially one with relatively light bullets like the 5.56mm NATO, the
recoil is not a lot less.  Also, there _is_ an SMG minigun at the present,
and has been around for years - it fires .22LR (don't laugh, .22's at
4000 rpm literally chewed a Kevlar vest to scrap in seconds in the demo.)
Also, the Six-Pac's designation is the M-247, not the M-240.  You did
get the part about using M-16 ammo right, though, so I'll give you 1 point
out of 10 on this post :-)

-Travis


>-- 
>* The above are the meanderings of a demented soul. | drac@uumeme.chi.il.us
>* Long live Dementia!  8-{)}                        | Bruce Maynard
>*-----------------------------------------------------------------------------*
--
From: jeff@pangea.Stanford.EDU (Jeff Freymueller)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ and Glorantha AOL transcripts anywhere??
Date: 28 Jan 1993 18:36:04 GMT
Organization: Stanford Univ. Earth Sciences
NNTP-Posting-Host: pangea.stanford.edu

In article <1993Jan28.094401.5955@rdg.dec.com> johnston@heart.enet.dec.com () writes:
>	Hi Folks,
>Due to a hiccup with our notes-news reader I lost the last few days
>notes for this group. Therefore if the transcripts from the
>America-on-line RQ and Glorantha discussions were posted recently (I
>know Loren Miller had plans to do so), could some kind soul mail them to me ??
>
>Thanks 
>	Nigel Johnston		Reading, UK	johnston@heart.enet.dec.com

I've been watching and waiting, and haven't seen any transcripts. I would
be delighted if someone would post them, even if they are in "rough" form.

Jeff
Newsgroups: rec.games.frp.misc
From: ewalents@magnus.acs.ohio-state.edu (Erich Walentschak)
Subject: Rolemaster Power Points
Organization: The Ohio State University
Date: Thu, 21 Jan 1993 06:39:48 GMT

Im just writing to ask all the GMs out there how they distribute Power Points 
to their spell users.  We've tried the base PP per level with that amount added
again if they train PP dev and we've tried giving a d6 PP when they train dev 
along with a few others, and we havent seemed to get a good balance between 
pure and non spell users yet.  Any suggestions or methods youve found to work?

Erich
Newsgroups: rec.games.frp.misc
From: Joseph.Cotton@launchpad.unc.edu (Joseph Cotton)
Subject: Re: SR: Sasquatch(3)
Organization: University of North Carolina Extended Bulletin Board Service
Date: Thu, 28 Jan 1993 18:38:30 GMT

In article <4fNp8K_00YVX05axUF@andrew.cmu.edu> Robert Everett Brunskill <rb6t+@andrew.cmu.edu> writes:
>From: praxis@jhunix.hcf.jhu.edu (Laura L Perkinson)
>>        Correct me if I'm wrong, but didn't the Sasquatch in "Never Deal
>>With a Dragon" have a skillsoft with english language?
>
>That's what she claimed.  I don't know if I'm remembering this right,
>but I think she immediately removed the 'cyberheadsetthingy' and was
>still able to talk in and comprehend english.  I figured it was probably
>magic.
>
My impression (from other novels, and from her actions) was that she
was not a Sasquatch at all, but a Wendigo.

--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
Newsgroups: rec.games.frp.misc
From: burke@vxdesy.desy.de (Stephen Burke)
Subject: Re: SRII Pricing Problems
Organization: (DESY, Hamburg, Germany)
Date: Thu, 28 Jan 1993 13:56:40 GMT

In article <cbekar.728177883@sfu.ca>, cbekar@fraser.sfu.ca (Clifford Bekar) writes:
> (iii) Suzuki Watersport: 1,200,000(!) compare this with a
> motor yacht which costs 50,000.

Or a Lear jet for half a mil ...

e----><----p | Stephen Burke           | Internet: burke@vxdesy.desy.de
 H   H   1   | Gruppe FH1T (Liverpool) | DECnet:   vxdesy::burke (13313::burke)
 H   H  11   | DESY, Notkestrasse 85   | BITNET:   BURKE@DESYVAX or SB2@UKACRL
 HHHHH   1   | 2000 Hamburg 52         | JANET:    sb2@uk.ac.rl.ib
 H   H   1   | Germany                 | Phone:    + 49 40 8998 2282
 H   H 11111 | HERA, the world's largest electron microscope!
Newsgroups: rec.games.frp.misc
From: bcash@crchh410.BNR.CA (Brian Cash)
Subject: Re: Rolemaster
Date: Wed, 27 Jan 1993 16:51:35 GMT
Reply-To: bcash@crchh410.BNR.CA (Brian Cash)
Organization: Bell-Northern Research Ltd.

From: mppc3@syma.sussex.ac.uk (Duncan White)
>What would I want in a second edition?
>GET RID OF LEVELS! It's easily done. I did it and my players seem to
>like it. It simplifies a lot of bookkeeping and makes for more fluid
>character progression. (The fact that I had just sprung this rather major
>change on my players is the only reason I don't use the skill system in
>RMC6 which I like a lot). The stuff in RMC6 was a good start, but it
>needs to be carried through to the skill system and everything else.

How?  We were considering doing a level-less RM game, but it looks like
there are too many level-dependant factors to RM (saves, lists, stat
changes,...)
I would be VERY interested in hearing about this!

Brian /-|-\
Newsgroups: rec.games.frp.misc
From: mppc3@syma.sussex.ac.uk (Duncan White)
Subject: Re: Rolemaster
Organization: University of Sussex
X-Newsreader: Tin 1.1 PL5
Date: Wed, 27 Jan 1993 12:37:23 GMT

Some notes on what I think of the current stuff since somebody mentioned
a possible 2nd edition.

RMC1+2 Not bad, fair amount of useful material, the new classes fill
   some gaps, pity about the length of the skill lists in RMC2.

RMC3 Ritual magic is nice, other than that....

RMC4+5+EC+SUC+AC The less said the better. I don't use anything from any
   of them. Seem to be mainly new professions/spells for the sake of
   having them.

RMC6 Surprised me this did. Lots of fairly useful material. The section
   on other genres was nice but a bit too brief. I liked almost
   everything about the skill system and the initiative/action point
   thingy (cant remember what its actually called) looks good but maybe
   a bit slow to run (can anybody comment on this?). More new
   professions and spells I can do without unless they are radically new
   raher than minor variations on older ones. The experience guidelines
   I liked for one major reason: I tried to introduce something similar
   and had my players really whinge, BUT they seem to accept it if it
   appears in an "official" rulebook (strange but true). The
   reduce/increase critical level stuff for large/small creatures is a
   big improvement on using the L/SL crit tables and I cant see why I
   didn't think of it myself. The new combat system looked nice but I
   decided not to use it after some thought: It removes a lot of the
   differences between various weapons and armour types and makes armour
   too important to have (you lose the "Do I wear no armour and have
   less chance of being hit or wear lots, resign myself to being hit but
   hope the concussion hits don't kill me" dilemma).



What would I want in a second edition?
GET RID OF LEVELS! It's easily done. I did it and my players seem to
like it. It simplifies a lot of bookkeeping and makes for more fluid
character progression. (The fact that I had just sprung this rather major
change on my players is the only reason I don't use the skill system in
RMC6 which I like a lot). The stuff in RMC6 was a good start, but it
needs to be carried through to the skill system and everything else.

Organisation: The rules really, really, really need this. Even the basic
rulebooks can be a bit scatty at times.


Other than that, I like the basic game mechanics as they stand.
From: alex@dcs.glasgow.ac.uk (Alex Ferguson)
Newsgroups: rec.games.frp.misc
Subject: Re: Zorak Zorani fire powers (RQ)
Date: 26 Jan 93 19:47:37 GMT
Organization: Computing Sci, Glasgow Univ, Scotland

In article <C1CD6x.26y@mentor.cc.purdue.edu> jacobus@symphony.cc.purdue.edu (Bryan J. Maloney) writes:
>1.  Zorak Zorani in lands where Elmal is still worshipped have no fire powers.
>    "Their" Zorak Zoran simply never attained them to give to his worshippers.

I don't follow the assumption here that they couldn't have been obtained by
the _same_ route.  Is there a strong indication to this effect in King of
Sartar?

>Alternatively, EITHER could be true, depending on location.  The neat thing
>is that a Zorak Zorani from "Yelmalio Country" could obtain the fire powers
>through ANY temples of Zorak Zoran, regardless of the local manifestation.

Disagree.  The fire powers are obtained through a sub-cult.  If a shrine to
Amanstan is present, a worshipper can obtain the magic.  If not, not.
This is pretty much similar to the case where a given cult has different
associates in different areas, or indeed spell availibility by temple size.

>Perhaps completely altering the myths might be sufficient to change a god?
>I would say that this would be extremely difficult (although the Jrusteli
>seemed to do it rather well for a while--look at Lodril and what's-her-name,
>I don't think that they were associated via Heroquest so much as by
>systematically going through and changing ALL the myths about them--which
>probably included lopping off quite a few heads.

The Caladra & Aurelion cult writeup suggests otherwise: they changed the
myths _by_heroquesting_, both in founding the cult, and in removing the
God Learner connection after the fact.

It's an interesting question though.  To take an extreme example, if all
the worshippers of a god are killed off, it might ruin the deity's entire
day...  On the other hand, trying to do so would probably provoke direct
divine retaliation, in a way that heroquesting wouldn't.
-- 
Alex Ferguson.
ARPA: alex%dcs.glasgow.ac.uk@nsfnet-relay.ac.uk    UUCP: alex@glasgow.uucp
BANGNET: ...!mcvax!ukc!dcs.glasgow.ac.uk!alex     JANET: alex@uk.ac.glasgow.dcs
"You mean you could have walked the galaxy and you simply never bothered?"
Newsgroups: rec.games.frp.misc
From: markl@dvorak.amd.com (Mark Luedtke)
Subject: Re: SRII: Magic Resistance
Organization: Advanced Micro Devices, Inc.; Austin, Texas
Date: Fri, 22 Jan 93 17:06:55 GMT

In article <1993Jan20.001940.140992@zeus.calpoly.edu> claudius@zeus.calpoly.edu (King_Claudius (Chris Knight)) writes:
>I personally use the same staging mechanism used for regular combat damage...
>Considering you use Damage Resistance Test for damaging manipulation spells, I
>don't see why they shouldn't apply to combat spells.  [Although from what I
>gather, the mechanics of combat spells is different than manipulation spells.]

In this case, do you then use the standard resistance test like combat pool,
i.e. make it and dodge completely?  Then, if you don't resist, you go for
some damage reduction?  How useful is this against force 6 spells?
-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
From: at731@cleveland.Freenet.Edu (Troy L. Nothnagel)
Newsgroups: rec.games.frp.misc
Subject: Re: Obscure Shadowrun Rules Questions (and my answers)
Date: 22 Jan 1993 14:45:50 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: at731@cleveland.Freenet.Edu (Troy L. Nothnagel)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, CSD108@psuvm.psu.edu () says:

>In article <93020.160747CSD108@psuvm.psu.edu>, <CSD108@psuvm.psu.edu> says:
>>>(1) What exactly do Physical Adepts get in the way of Metamagic?
>>>
>>>Our Answer:  Centering and Masking.  A Physical Adept may only use
>>>DELIBERATE Masking if he/she has Astral Perception.
>>>
>>Centering and Masking are pretty much it.
>>
>I take that back. I just re-read that stuff last night and regular Centering
>is only good for Spellcasting/Drain Resistance. *Enhanced* Centering, one
>of the new Initiate PA abilities is what you would need.
>
>--Presto

Close, but not quite.  Physical Adept initiates may center against
penalties for physical skills (namely stealth and athletics).  ENHANCED
centering allows them to center against penalties for other skills, but
you must pay 2 points of magic PER group of skills.  (Gee, to me that
sounds like Combat would be the group to have, eh?)  All this according
to the Grimoire II, of course.
From: elliott@oliafd.shel.isc-br.com (Elliott Kleinrock)
Newsgroups: rec.games.frp.misc
Subject: Re: Ethical Dilemna (GURPS Fantasy - LONG)
Date: 27 Jan 93 15:59:30 GMT
Organization: Olivetti Advanced Finance Development

In article <C1G2uD.Hsz.1@cs.cmu.edu> tsmith+@cs.cmu.edu (Tom Smith) writes:
>My advice is to reboot the campaign.  The fault lies with the GM for not 
>fully informing the players about the world they were in.  Therefore, the 
>players should not be punished.  Simply redo the scene with a better 
>explanation of what is and isn't tolerated by this game world and a full 
>understanding of what is and isn't expected of the characters based on 
>their social caste.  This will avoid wrecking the campaign and avoid a lot 
>of hard feelings.

Reboot the campagin, but play it out.  In other words if they should be 
responsible, and charged with a crime, charge them.  If they get killed or 
thrown in the dungon, do it.  They should learn that they are responsible 
for their characters actions, and will be held accountable.  Do not do 
anything that shouldn't be done in the game.  If they get away with it and 
they shouldn't have gotten away with it they will keep on doing things like 
that.
	- Elliott

	elliott@oliafd.shel.isc-br.com
	...!{ philabs | yale | oliveb | decvax | iscuva }!oliafd!elliott
Newsgroups: rec.games.frp.misc