HDTenEightyP/NetNews huggingface dataset:
From: gblock@csd4.csd.uwm.edu (Gregory R Block)
Newsgroups: rec.games.frp
Subject: Re: AD&D: So what happens when ...
Date: 16 Apr 92 08:21:15 GMT
Article-I.D.: uwm.1992Apr16.082115.4743
Organization: University of Wisconsin - Milwaukee

nesiusra@sage.cc.purdue.edu (Keith) writes:
: 
: 
:   I just had to respond to the comments put forth by Gregory R Block in
:   Article #63664-

As I, in turn.  ;)

:   1.  Bags of Holding and such access the Ethereal Plane.  Look it up in a
:     Manual of the Planes.

I have, and I don't like it.  It's the astral in all my campaigns.
Why?  Because the ASTRAL plane, in mine, is the central dumping ground
for all things.  It's why its such a great and such an un-great place
to go/get to.

:   2.  Rope Trick within a Rope Trick.  As far as additional space.  I would
:     have to say NO!!!.  But I would allow the recasting to lengthen the 
:     duration of the first spell...

I would say either would be okay.  It would depend upon the intent...

:   3.  And you CAN open up an extra-dimensional space within another already
:     existing one.  Look at the Portable Hole in a Bag of Holding information
:     sources.  I NEVER SAID it would be a peaceful opening-  ;)

Creating and opening existing are two different things...  And again,
it, in my opinion, would depend upon the intent...  Just to keep
things random.

:   4.  Eating an Illusion would probably end up giving the individual(s)
:     the feel of eating the flesh (OH YUCK!!!) but would vanish at some
:     RAPDILY APPROACHING point in time.

They're NOT illusions.  They're summoned creatures, usually someone
else's.  Summoned creatures aren't created--they're existing creatures.

:   5.  Troll Pieces for lunch.  First of all, did they cook it?  Second of
:     all stomach acid would -probably- destroy the process.  Third, who would
:     want to eat Troll Flesh?

If you ate a big chunk, it would take some time for the acids to work
their way to the center.  Meanwhile, the flesh in the center is doing
a small amount of regenerating...

:   6.  I have to agree, the mutation possibilities for the Elf/Giant-Giant
:     mating would be neat.  But the GM/DM would have to be REALLY open-minded
:     about that stuff.

Yup.  On second look, I wouldn't mutate.  Sorry.  ;)

Greg
-- 
"Walking in London, and you are watching me walk,      gblock@csd4.csd.uwm.edu
 Talking Italian, and you are watching me talk,            Gregory R Block
 Singing in Sydney, and you are sitting right there,
 Feeling you with me, everywhere, everywhere."  -Concrete Blonde
mailer.cc.fsu.edu!uflorida!math.ufl.edu!maple.circa.ufl.edu!MORPHEUS
From: morpheus@maple.circa.ufl.edu (Morpheus--Lord of the Dreamrealm)
Newsgroups: rec.games.frp
Subject: Re: Gamma World
Date: 14 Apr 92 05:33:47 GMT
Reply-To: MORPHEUS%oak.decnet@pine.circa.ufl.edu
Organization: The CIRCA Underground

In article <glock.14@glock.chip.cba.ufl.edu>, glock@glock.chip.cba.ufl.edu (Joe Granto (BACL)) writes:
>I saw in the new TSR catalog that Gamma World is being released in May.  
>Now, I have played both of the previous versions, and found the second 
>edition to be great.  The cover on the new edition is different from that of 
>the second edition, so I am assuming that things have been modified.  Anyone 
>out there know more about this??

Can't say that I know anything about this, but I always liked the first edition
and thought that subsequent revisals just went downhill from the previous one. 
I wish they'd come up with a good, strong version and stick with it, and then
get to work on supplementary material...
+--------------------------------------------[Morpheus, Lord of the Dreamrealm]
|The revelations of Devout and Learned                     +------------------+
|Who rose before us, and as Prophets burned,               |Frederick Hicks   |
|Are all but Stories, which, awoke from Sleep,             |Apartment 328     |
|They told their comrades, and to Sleep returned.          |307 SW 16th       |
|                             -- Omar Khayyam              |Gainesville 32601 |
+----------------------------------------------------------+------------------+
From: loren@wmkt.wharton.upenn.edu (Loren Miller)
Newsgroups: rec.games.frp
Subject: Re: GAME SYSTEMS!!
Summary: RuneQuest yes! RoleMaster no!
Keywords: RuneQuest, RoleMaster, Warhammer
Date: 14 Apr 92 01:30:11 GMT
Organization: Wharton Marketing

In article <1992Apr13.211246.18449@m.cs.uiuc.edu> silber@m.cs.uiuc.edu (Ami A. Silberman) writes:
Denigrates RuneQuest, somewhat unfairly...
>Only if you want the following:
>a) Every character a spell caster

ahem. rather, every character is capable of learning magic. this is *not* 
the same as every character a spell caster. on the other hand, your average 
sorceror or magic specialist must be pretty handy with at least one weapon 
and with other survival skills if he wants to go gallivanting around the 
countryside without the protection of a huge caravan. I find the lack of 
limiting roles (like character classes) a good thing in runequest, not a 
flaw.

>b) All of the above with at least a couple of combat improvement spells
>       (+s to hit etc.)

weapon enchantments exist, but they are low-power and short duration. you 
end up with a fair amount of low-powered magic running around, but high-
powered magic is *extremely* rare.

>c) A damage absorbtion combat system, so very often two handed weapons are
>the only way to go.

True that light weapons (such as a dagger or fencing foil) aren't going to 
help in battle against armored foes unless you get a critical hit, but that 
seems like a positive part of the system rather than a disadvantage.

>d) Stackable spells.  Imagine being able to cast multiple strengths on
>someone.

Most magic is not stackable as ami defines it. Rather, many spells have 
variable levels, and you can cast as high level a version of a spell as you 
have learned, if you have the power to back it up. The spells that are 
stackable are divine miracles supplied by gods, not the kind of things 
beginning characters get.

Furthermore, if you are trying to get away from the ad&d combat and class 
systems, I think that Rolemaster would be a mistake. Rolemaster was 
originally written as a replacement combat system for D&D, then a 
replacement magic system, then a replacement character generation system; 
and it shows. The whole game is a hugely complicated, ill-conceived, AD&D 
variant that is so overburdened with charts and tables that it is unplayable 
except for people who memorize logarithm tables for fun. The best part about 
it is the critical hit tables, which in their more gory parts produce some 
unintended guffaws... and if you want to laugh at gory critical hit charts 
you'll do a lot better with Warhammer, which is a *good* game, with a *good* 
world background, and a *bad* company making it.

-- 
+++++++++++++++++++++++23
Loren Miller              LOREN@wmkt.wharton.upenn.edu
Shoes are the most basic prerequisite for liberty
From: jcurran@nic.near.net (John Curran)
Newsgroups: rec.games.frp
Subject: META:  RE: Game Abbreviation List
Date: 8 Apr 92 17:23:37 GMT
Article-I.D.: nic.ku6b0pINNk84
Organization: Circle of Death, Inc.
NNTP-Posting-Host: nic.near.net

In article <1992Apr7.123322.5130@magnus.acs.ohio-state.edu> cwatters@magnus.acs.ohio-state.edu (Coyt D Watters) writes:
>
>Please use the gaming system name when possible in your posts.  When this is 
>not possible, please use one of the suggested abbreviations from the list.
>Doing this will increase the usefulness of a KILL file, and let readers without
>KILLfiles to determine the message system from the subject line.

Why not just post this list in KILLFILE format, so people can simple insert
the entire file and delete the lines for the games/topics of interest?

/John

(better, why not break up rec.games.frp into... no, no, no, I will not say it)
Newsgroups: rec.games.frp
From: pentangl@spdcc.com (Scott Moir)
Subject: Re: AD&D: Rings and gauntlets (result of discussion)
Organization: S.P. Dyer Computer Consulting, Cambridge MA
Date: Fri, 17 Apr 1992 09:01:49 GMT

In article <1992Apr16.230731.29914@spdcc.com> pentangl@spdcc.com (Scott Moir) writes:
>In article <1992Apr14.162759.27661@rhrk.uni-kl.de> chst@stud.uni-sb.de writes:
>>
>>                                Hi There!
>>First Point: Rings and Gauntlets in AD&D 2nd Edition
>>After considering what I read, I decided to handle the problem in the following
>>way:
>>You may wear more than two Rings at the same time BUT then there are penalties
>>performing actions like CLIMBING WALLS or even FIGHTING (just try swinging a
>>sword with rings on all five fingers)
>
>I have, Real life, and it doesn't make a damnn bit of difference.
> 
>>Second Point: Prices for magical items in AD&D 2nd Edition
>>Is there anyone working at any terminal who possesses a pricelist for magical
>>Items? Yes? OK! EMAIL IT, SEND IT TO ME. If I get enough of these lists or just
>>single Items with prices I can make a GREAT NET MAGICAL PRICELIST. 
>
>These are just BASE PRICE, adjusted by the character's charisma. Price =
> book price- 1* -.05(charisma -12)   [18 = 6, 3 = -9]
>
UGH! Tell me I didn't post this! (Damn, I guess I did)

There should be no 'magical price list', that sort of thing you should
not just be able to go out and buy. When you find something good, chances
are that someone will be USING it. You have to make it worth his while
to give it up. My group is now trying to find three Necklaces of Adaptation
and they are having a HELL of a time because those who have them are not
very willing to give it up. If -you- had one would -you- give it up?
Didn't think so...

Scott

-- 
Scott Moir / Pentangle / Satyr ______ # "There's really only one requirement 
pentangl@Ursa-Major.spdcc.com  \ \/ / #  for a Prophet, and you've got it."
B4 f t+ w g k+(+) s+ m r p+     \/\/  # "What's that?"
These are my opinions, not SPDCC's    # "A mouth." - 'God' to J.R.'BoB' Dobbs
Newsgroups: rec.games.frp
From: caa@Unify.Com (Chris A. Anderson)
Subject: Re: Inspired character names
Followup-To: rec.games.frp
Reply-To: caa@unify.com (Chris Anderson)
Organization: Unify Corporation, Sacramento, California
Date: Thu, 16 Apr 92 16:13:06 GMT

In article <15Apr92065528@miracle.com> sue%miracle@merk.com (The Dragon Queen) writes:
> Well, one more thread can't hurt..... :-)
> 
> Here's a question:  What's the silliest or most unusual name you've
> ever given a character?
> 
> sjs28257@uxa.cso.uiuc.edu (Steve Stelter) writes:
> >In a Champions solo adventure, I played a ninja with the inspired name
> >"Katana."  (Hey, I was young.)
> 
> Before I started DMing, I played a ninja named Kawasaki.....
> 

Long ago, we had a player named Peter deBoldt.  His characters were named:

    Peter deCleric
    Peter deMonk
    Peter deWizard

and on and on and on

Of course, there was also the half-elven ranger whom we immediately dubbed
"Ranger Rupert" just to piss off the character.  He spent the rest of the
campaign saying, "My name is *not* Rupert" to anyone who would listen.  The
final blow was when we introduced him to the King of the land and his
beautiful daughter (whom this character practically worshipped) as Rupert.
Both of then broke up. :-)

Chris
-- 
+------------------------------------------------------------+
|  Chris Anderson, Unify Corp.                caa@unify.com  |
+------------------------------------------------------------+
Newsgroups: rec.games.frp
From: pentangl@spdcc.com (Scott Moir)
Subject: Re: The Undead and level loss
Organization: S.P. Dyer Computer Consulting, Cambridge MA
Date: Fri, 17 Apr 1992 08:42:43 GMT

In article <205029@unix.cis.pitt.edu> seawasp+@pitt.edu (Ryk E Spoor) writes:
>In article <1992Apr16.212521.25107@spdcc.com> pentangl@spdcc.com (Scott Moir) writes:
>>That also assumes you don't have a cleric capable of making scrolls in the 
>>group.
>
>	Hm. Takes a while to make a scroll. And they have to be megahigh
>level to cast Resurrection and Restoration.

In between most major adventures, my group usually pulls "We take six months
of game time off to make xxxx." So they are pretty well supplied. Also, what
is wrong with a 'Raise Dead' instead of a 'Ressurection'? Does essentially
the same thing. Restoration, admittedly they have only needed a few times.

>	Me, I do like Dave Hargrave in Arduin: give 'em a save versus life
>drain. And even if they lose levels they don't lose skills.
>
>>As far as ravenloft, no, I have not ever been there, but I never run modules.
>>I always write my own stuff. You have to when you DM a group that is ALL DMs.
>
>	Never noticed that myself. I've often run modules, and my group is
>all GMs. Some who have more modules than I've ever read. It doesn't get in
>the way of our fun -- heck, I've been through the ravenloft module _Feast of
>Goblyns_ three times. Each time it works differently. And if you think one
>of your players will cheat, just CHANGE a couple crucial things. If the
>dude cheats, he dies.
>
Part of it is also personal taste. I don't want my players having even a
-clue- what is going on (My games are plot intensive). Also, my group is
likely to have ANY module that I could possibly get. One runs a comics/gaming
store and one is a game-a-holic who GM's at Gencon regularly. Besides,
I just don't feel as comfortable running someone else's scenario and just
changing a few things.

>
>                                 Sea Wasp
>                                   /^\
>                                   ;;;

Hmm.. counting you and I, that makes 3 people I have seen with 12+ in this
game. Anyone else out there? (I still have my old 'Chainmail' books :)

Scott

-- 
Scott Moir / Pentangle / Satyr ______ # "There's really only one requirement 
pentangl@Ursa-Major.spdcc.com  \ \/ / #  for a Prophet, and you've got it."
B4 f t+ w g k+(+) s+ m r p+     \/\/  # "What's that?"
These are my opinions, not SPDCC's    # "A mouth." - 'God' to J.R.'BoB' Dobbs
From: 910252m@ace.acadiau.ca (DWAYNE ALLAN MAC KINNON)
Newsgroups: rec.games.frp
Subject: Greyhawk
Summary: Anyone using it?
Date: 16 Apr 92 16:51:12 GMT
Organization: Acadia University

Yo,
    Just wondering if there's anyone still using the World of Greyhawk out 
there. I'm a DM, and that's where my campaign is based. Just curious!!!!!!

DMK
From: kq07+@andrew.cmu.edu (Kevin P. Quigley)
Newsgroups: rec.games.frp
Subject: Re: ADND2: Help with Dual-Class
Date: 7 Apr 92 15:30:30 GMT
Organization: Senior, Music, Carnegie Mellon, Pittsburgh, PA

I think the dual class rules are stupid.  Why is there a stats
requirenent at all? Why can't  a magic-user pick up a sword and take a
few lessons.  Now, I agree that unrestricted switching would be
riduculous and unbalancing, but this must have a really high ability in
both classes just doesn't work for me, as well as the no experience if
you revert before your reach an equal level.  To be honest, it has been
a long time since any player in my campaign has tried this.  But I
suggest something like this.  If the character's stat in the class to be
changed to is really high (17 or 18) then he may switch early in his
career, say as early as fourth level.  The lower the stat becomes, the
longer he must wait to switch.  I don't think that his prime requisite
in his origional class should matter at all.  Then that character must
gain as many levels as the prime requisite demands before using his old
class abilities at all.  (If it is really high he must reach fourth
level in the new class before he reverts back to the old or continues.) 
He must then gain the same ammount of levels in the next chosen class
(either the origional or the second - never a third - before he must
again decide. I could ramble on, but this is  system that may work
better - it may not.  The question is, "when can the caharacter use
both?"  
        A character may use the abilities of both when he declares that
he will end all advancement in one of the classes.
            RAX
From: jcurrie@ccu.umanitoba.ca (James Gordon Currie)
Newsgroups: rec.games.frp
Subject: Re: RAVENLOFT
Date: 9 Apr 92 21:36:29 GMT
Organization: University of Manitoba, Winnipeg, Canada

In <1992Apr8.125724.1679@vax1.mankato.msus.edu> mscs057@vax1.mankato.msus.edu writes:

>RAVENLOFT

>I WAS IN A RAVENLOFT CAMP. WE WERE TRAVELING. I HAVE A QUESTION ABOUT UNDEAD IN
>RAVENLOFT. HOW COME THEY ARE SO POWERFUL?

          Because the author was a *real* nasty SOB???
          Seriously, Vampires are *supposed* to be nasty!

>STEVEN "MSCS057" OLSON
>
Ciao
J G Currie 
Newsgroups: rec.games.frp
From: steveh@ocf.berkeley.edu (Steve Huntsberry)
Newsgroups: rec.games.frp
Subject: Gamma World
Date: 17 Apr 92 00:41:53 GMT
Organization: Steve's Game World
NNTP-Posting-Host: planecrash.berkeley.edu

First, there were three editions of GW, not two.
The first was the grey cover original.
The second had a reddish cover and was basically the first one,
but expanded, and with some rules which made PSHs immune
to mutation (since in the 1st edition, PSHs did not remain
PSHs for very long ... they soon became mutants ...)
The third edition was based on the Marvel Super Heros system,
with a strange color chart, etc., which I played only once.

So the new edition will be the fourth edition.

As for stealing stuff from AD&D, the gamma world stuff came first.
However, it was stolen from Metamorphisis Alpha, which was an
early space game that eventually mutated :) into Gamma World.

-- 
-------------------------------------------------------------------------------
Steve Huntsberry    steveh@ocf.berkeley.edu	steveh@soda.berkeley.edu
-------------------------------------------------------------------------------
From: mark@trillian.jsc.nasa.gov (Mark Manning)
Newsgroups: rec.games.frp
Subject: Some older Riddles
Date: 7 Apr 1992 18:50:28 GMT
Organization: Simulacron I

A REALLY old riddle from Ireland:

As I was going to Saint Ives,
I met a man with seven wives,
With each wife were seven sacks,
In each sack were seven kids,
With each kid were seven cats,
Kids, cats, sacks, and wives,
How many were going to Saint Ives?

And of course there is:

Thirty white horses upon a red hill,
Now they stamp,
Now they champ,
Now they stand still.

Who are they?

And two new ones recently heard:

Dawns away,
The day's turned grey,
And I must travel far away.
But I'll be back,
And then we'll track,
The light of yet another day.

What am I?

And:

Deep, dark, underground,
That is the place where I'll be found.
Yet brought into the light of day,
I sprinkle sunlight every-which-a-way.
Though dulled with oil I will be found,
I am remarkably well and throughly sound.
Cut me quick and it will be seen,
That I instantly have a marvelous sheen.

What am I?

And Finally:

Little hips,
Bent thighs,
Long legs,
One eye.

What am I?

E-mail me if you want the answers.
From: dfrancis@tronsbox.UUCP (Dennis Heffernan)
Newsgroups: rec.games.frp
Subject: Re: GURPS: UlTRA Tech ?= Ultra Death??
Keywords: GURPS DEATH ULTRA
Date: 9 Apr 92 01:44:26 GMT
Organization: Xanadu Enterprises Inc.

In article <1992Apr8.045808@kazoo.ssd.loral.com> brunner@kazoo.ssd.loral.com (Brian Brunner) writes:
|At the risk of sounding <shudder> realistic,most  anybody hit by a
|.50BMG (unarmored hit) or anti-tank-sized laser is history.
|If the game is playing with things like that, remember that they
|kill. Getting run over by a Harley Davidson (Hogley Furgeson)
|will be hurt but might live. Getting hit by a steam roller is curtains.
|Talk about a 20d laser... how many dice to a .44 Magnum
|hand-held meatgrinder? Sounds like we want game rules
|to let us survive something designed to open bank vaults.

	Either a) you don't play GURPS or b) you're not familiar with the
blowthrough rules.

|
|Solution: when clobbered by instant-death-no-saving-throw
|(oops, wrong game) attack forms like a HUGE laser, allow for
|crippling hits. Taking a 30d  artillery shell in the foot will result in
|a crater (and no more me) if it is a catestrophic hit (shell detonates)
|or a 'graze hit' that takes my foot and keeps on going. In the former
|case, I DO need a new character. Unless I was playing a toon.
|Or a munchkin. In the latter case I need a new foot.
|
	You left out the one in the book:  weapons that do more than 15d basic
damage aren't limited by blow-through.  Thus the comment noting that the
dino laser isn't covered...though the GM could always ignore that if he's
trying to promote player survival.


dfrancis@tronsbox.xei.com   ...uunet!tronsbox!dfrancis     GEnie: D.HEFFERNAN1
------------------------------------------------------------------------------
"I don't understand why you make such a big deal out of everything...haven't
you learned; if it's not happenning to me it's not important?" -Murphy Brown
From: sverkerw@Minsk.docs.uu.se (Sverker Wiberg)
Newsgroups: rec.games.frp
Subject: Re: META: Game Abbreviation List
Date: 9 Apr 92 19:59:20 GMT
Organization: UDAC, Uppsala, Sweden

Some Swedish RPGs:

	DoD		Drakar och Demoner	(fantasy)
	EDD		Expert DoD		(extension of DoD)
	GDD		Gigant DoD		(extension of DoD)
	MT		Mutant			(cyberpunk)
	KULT					(horror)
	
These games are produced by \"Aventyrsspel HB. Lancelot Games have released
some games too, but I don't know about them.

----------------------------------------------------------------------------------------------
#include<stddisclaim.h>				Every interesting data structure is recursive.
sverkerw@mizar.docs.uu.se (Sverker Wiberg)		/Cons
----------------------------------------------------------------------------------------------
--
----------------------------------------------------------------------------------------------
#include<stddisclaim.h>				Every interesting data structure is recursive.
sverkerw@mizar.docs.uu.se (Sverker Wiberg)		/Cons
----------------------------------------------------------------------------------------------
From: mcdougal@lonestar.utsa.edu (Jon . McDougal)
Newsgroups: rec.games.frp
Subject: GURPS/GURPS/GURPS
Date: 10 Apr 92 02:56:24 GMT
Organization: University of Texas at San Antonio


    Been a week since I logged on, and missed all of the lovely GURPS
messages. Think I'll spool in my .10 bits.

    Combat Time: If you have ever been in a real, modern-day (no guns!)
fight, it goes FAST, less than 10secs of fast. None of this,
'24hrs Nick vrs Eddie 5min fight'. It blitzes by. If you want to lengthen
your modern-day campaign, pick up GURPS: Martial Arts! That'll about
double your play time and add a great deal to the imagery. If you want
to topple the players-hivemind, just do not allow talking during a fight,
and allow only 5secs of thinking for each player, but I think somebody
already said that. MY PROBLEM: The players all team up on one enemy at
a team and beat the living snot out of him. SOLUTION: Have the NPCs do
the same, and see how long the players stand for it.

    Fatigue? Remember that for every point of damage a player suffers,
he has that many points subtracted from his agressive actions next round.
This serves to create gaps between hits to allow players to overcome
damage. Exp: Player A hits B for 5HT. Next round, instead of -5 to hit,
Player B does a step and ready or a wait action. Simple. Again, this adds
to combat time.

    Ultratech: Yeah, overkill is a big factor. We tried to play a game
of GURPS: Living Steel, and it was a waste. Either we walked around in
our armor all day and smacked the purple oogies out of everything and
never took any damage, or we died. Sort of pointless.

    Supers: What is so wrong with bullets bouncing off of players, I
thought that was part of the game plan of being a Super.

    GREAT IDEA: Send the players up against a Martial Artist, Cybernetic,
Psionic who dabbles in the occult and knows the names of a few demons
which have LARGE Horror Factors. See how long it takes them to change
their shorts....

Wondering what happens after wearing an 18hr Bra for more than 18hrs,
                                                                  Jon