HDTenEightyP/NetNews huggingface dataset:
Organization: Miskatonic University
Date: Tue, 8 Sep 1992 19:57:49 EDT
From: Brian Panulla, MooCow <BJP108@psuvm.psu.edu>
Newsgroups: rec.games.frp.misc
Subject: Re: Legos as props
 <Bu25wu.7ry@usenet.ucs.indiana.edu>
 <1992Sep4.192453.8798@dartvax.dartmouth.edu>
 <1992Sep4.224026.13886@caeco.mentorg.com>

In article <1992Sep4.224026.13886@caeco.mentorg.com>,
phatch@coyote.slc.mentorg.com (Phill Hatch (CONTRACTOR Documentation)) says:
>
>In article <1992Sep4.192453.8798@dartvax.dartmouth.edu>,
>kmitcham@coos.dartmouth.edu (Kevin Mitcham) writes:
>> When you use legos to make setups, do yoyu tend to use
>> ordinary minatures or the silly little lego-men to represent
>> characters and such?
>> I found the lego-men to be far to wide to be useful.
>> (if the lego-men are 6' tall, they are 3' wide!)
>> Can't put too many 3 foot wide men in a corridor.
>
>I use ordinary miniatures.  Besides, Lego men all look a like.
>Must be some peculiar racial characteristic.... :)  Besides,

Yeah, and when you stab them, they just SMILE...


>I don't have nearly enough lego figures to run the battles I
>throw at my party.
>
>Phil
______
Brian Panulla                                              Hail Sinfonia!
bjp108 @ psuvm.psu.edu / ender @ vivaldi.psu.edu / panulla @ math.psu.edu
(The opinions expressed above are mine alone, and do not reflect those of)
(Penn State University, or the Center for Academic Computing, so there!  )
Newsgroups: rec.games.frp.misc
From: wildcard@nevada.edu ( WildCard !!)
Subject: Re: SR: Ruthenium(?) Swords
Organization: Shadowland BBS, TechnoStealth Division
Date: Fri, 11 Sep 1992 20:27:41 GMT

In article <BuFDzJ.9z8@news.cso.uiuc.edu> pmwg1641@uxa.cso.uiuc.edu (Peter M. White) writes:
>ins769v@lindblat.cc.monash.edu.au (Veltyen) writes:

>>Just looking for some ideas about Rutheniuming (The camoflage stuff) 
>>the blade of a sword. What do people think of this? 
>>Seems to me that a sword you can't see is gunna be _much_ harder to
>>dodge or block.

>If you think about it carefully, you would realize that camouflage
>has a negligible affect for moving objects, *even if* the camouflage
>is dynamic.  Remember the Predator?  When hiding in the bushes, he
>was extremely difficult to spot.  When moving around and killing people,
>he was only marginally more difficult to track than a normal target.
>Think that something better than the Predator camou is possible?
>Not unless you go to a full Romulan Cloakinig Device.  Fact is that, since
>most people have two eyes, merely altering the surface of an object
>to *any* degree will not hide it completely in the background,
>and, I repeat, especially when it moves.

Sorry to burst your bubble, but (if memory serves) Shadowtech explicitly says
that the fibers can change color so quickly that there is no distortion or
bleeding with motion. There is one target number to spot Ruthenium and it is
the same still as it is moving and it is based on the numer of sensors you
have for the unit. "Better" than Predator cammo is possible *and* it is a full
suit of Ruthenium fibers with 10+ sensors on it and and extended battery pack
to keep the fibers blending for more than a couple of minutes. (sidenote: the
Predators cammo is superior in the fact that it seemed to be able to used 
indefinately and is not wrecked too badly by damage to the wearer).


IMO, a ruthenium sword would work until you actualy struck somone with it. 
After which you will have ruined an expensive item. The fibers aren't 
indestructable, they'll be crushed/snapped/mangled/whatever.

But if you were to Di-Kote it after the fibers were in place.... :)

                                    - WildCard !!

+-----------------------------------------------------------------------------+
+  "It's like Sartre said,'Consciousness (in this case The Matrix) is a being +
+  such that in its being, its being is in question insofar as this being im- +
+  plies a being other than itself.' Profound? Maybe.I dont think it matters."+
+                                   - WildCard !!                             +
+                                     [ "Plex Personalities," Shadowland BBS] +
+--------  wildcard@redrock.nevada.edu  --------------------------------------+
From: mark@trillian.jsc.nasa.gov (Mark Manning)
Newsgroups: rec.games.frp.misc
Subject: Re: Repartee in Gaming
Date: 9 Sep 1992 20:42:42 GMT
Organization: Simulacron I

I agree with the other people.  A lot depends upon the ref.  However,
as an added incentive you can allocate experience points based upon
how well they reparted.  In other words:"We kill it ref!" would get
zero eps while "Excuse me you hog washed, low browed, creature who
doesn't have the decency to die, but I believe that's my sword sticking
out of your gut!" should be rewarded with five or ten eps.  In no
time at all you will get people who always want to say something.
Later, you can drop the eps thing because everyone will have gotten
into the swing of things. :)
Newsgroups: rec.games.frp.misc
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: RE:  Matriarchal Socieites
Date: 9 Sep 92 11:13:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

I cannot state categorically that there are any matriarchal socieites in
existance today (despite my housemate leaning over and telling me repeatedly
about some Arab tribe).  Before going digging about, what type of evidence are
you willing to accept...let me rephrase that as it sounds like a slur...for the
sake of the discussion, what are the ground rules?

Skeksis
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Newsgroups: rec.games.frp.misc
Subject: Re: champ: What if...
Date: 9 Sep 92 17:42:31 GMT
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University

jdugger@nextweek.Reed.Edu (Jay Dugger) writes:
>v076jy2p@ubvmsb.cc.buffalo.edu (Cosmo Of The Cosmos) writes:
>>	How would the world react to finding out that it had real,
>>live superheroes?  Please try to keep your replies semi-serious,
>>as this will be a semi-serious campain with a touch of black humor.
>
>I strongly suggest that you NOT:
>
>a) Let the players be the first ones to manifest.
>
>b) Play at a high power level.
>
>I played over the summer in a game where both of these mistakes were made.
>As a group, we effectively took over the world, and the game turned into  
>social engineering.  (The fact that my character was a disembodied invi  
>sible psi with long-term mind control helped this a lot. 8-) )

	Well, it's a question of how you want the game to go. I was in a 
game (colloquially referred to as the 'GodGame') where everyone played 
people who suddenly gained god-like powers. 
	The GM thought of it as something of an experiment - just to see 
what the PC's did to the world. Of course, there were others who also gained 
godlike powers - but the PC's were about one-third of the total pantheon. 
We ended up leaving alone the being that declared himself King of Ethiopia, 
but we got into a fight with someone who tried to create the Palace of the 
Dead out of some Egyptian city (tough one, that), etc. 

	It did not turn out that well in the end, but there were a number 
of good moments. Some things to make sure of - that PC's have goals which 
are interesting to work out, and which do not conflict with each other 
(I got into trouble because I was playing a Communist, while others played 
fairly All-American types). 

	Some things I suggest - make sure you have well-developed other 
'gods' with goals of their own. Make sure that there are interesting 
mysteries about where their powers come from and what causes them. Make 
sure there are occaisional challenges which require the powers and efforts 
of all the PC's, but leave them some time to experiment on their own, to 
pursue their own goals. 

--------------------------------------------------------------------------
John Kim                    | "Deservin's got nothing to do with it."
jhk6@cunixb.cc.columbia.edu |
Columbia University         |                - William Munny, 'Unforgiven'
From: dseal@armltd.co.uk (David Seal)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS Combat - Step & Wait vs. All Out Attack
Date: 11 Sep 92 12:37:23 GMT
Distribution: rec
Organization: A.R.M. Ltd, Swaffham Bulbeck, Cambs, UK

In article <92254.155347MRM122@psuvm.psu.edu> MRM122@psuvm.psu.edu writes:

>OK, the flaw here is the the combatant who did step and wait did TWO manuevers
>in one round:  Step & Wait, which turned into Step & Attack (essentially), and
>THEN did All Out Attack.  This is not legal- he already did his action for the
>round.  He could do an All Out Attack in the subsequent round, but then the
>other combatant could have a defense depending on his action of choice, as long
>as he wasn't All Out Attacking or just running, he could defend.  I think the
>first combatant was taking advantage of lack of full understanding.  I hope
>this helps.

No, it was legitimate: it involves two of player A's turns, even though it
only involves one of player B's. The sequence goes:

Player A's 1st turn: He says he is doing a Step & Wait. He can change it
  into a normal attack at any opportunity up to the start of his next turn.
  His defences are normal until the same time.

Player B's 1st turn: He charges and All-Out Attacks player A. Player A takes
  his opportunity to attack, wins the contest of skills and gets his attack
  in first. He hits and does damage. Player B either misses because of the
  minuses for the damage he's taken, or hits but doesn't do damage
  because player A makes his defence roll.
    Because player B has All-Out Attacked, he has no active defences until
  the start of his next turn.

Player A's 2nd turn: He All-Out attacks player B. Player B still has no
  active defences, so gets hit and damaged twice more. Now player A has no
  active defences until the start of his next turn: he's gambling that he
  can do enough damage to keep player B off him.

Player B's 2nd turn: Assuming he's still on his feet, one can hope he comes
  to his senses and uses All-Out Defence. He's certainly suffering the
  attack penalties for the two wounds he took from player A's All-Out
  Attack: I don't know whether he is also suffering from the original
  wound's penalties. (I probably wouldn't inflict them on him, on the basis
  that he's already had an attack affected by them, but the official rules
  may be otherwise, since the attack was during his last turn.)

All this assumes that you are using the standard turn sequencing, with each
player announcing his intentions as you get to his turn, and his actions
being resolved before you move on to the next player's turn. If you're using
some sort of synchronised turn sequencing (i.e. in which all players declare
their intentions, then all actions are resolved), it can't happen. But this
is definitely not the turn sequencing method that is presented in the
rulebooks. (An aside: I wonder whether at least some of the people who have
trouble with the time it takes to resolve GURPS combats are trying to do it
this way? It could certainly take longer than the official turn sequencing.)

David Seal
dseal@armltd.co.uk

All opinions are mine only...
Newsgroups: rec.games.frp.misc
Subject: Re: SRII:  Burst fire...
From: bkreed@oread.cc.ukans.edu
Date: 5 Sep 92 12:00:51 CDT
Organization: University of Kansas Academic Computing Serces

In article <wilder.715619849@mik.uky.edu>, wilder@mik.uky.edu (jeff wilder) writes:
> Check out the recoil penalties listed for burst-fire (at least in the
> text.)  +3 per 3-round burst, as opposed to the +2 given in TRBB.  This
> can't be right, as it makes autofiring 3 rounds more efficient, at the
> same +2 that burst-fire had before.
>

The only reason I can think of is that it may help keep game balance.
Let's see.  If you fire two bursts at a single target with, let's say
an UZI III.  No visibility modifiers, no recoil compensation.  Oh, and
I can forget to add smartgun link (no self-respecting samurai would be
caught without one.)  Target is at short range.  That gives us a
target number of 2.  Base damage is 6M.

First burst:
Damage becomes 9S.  Target number is 5.

Second burst:
Damage still 9S.  Target number is 8.

Full Auto: (6 rounds)
Damage is 11D.  Target number is 7.

First burst looks deadly.  Most likely you will be able to move it up.
Possibly to deadly.  Second burst will do some damage if you can get a
hit.  The full auto looks pretty mean too, as long as you get a hit.
There won't be too much of a chance of moving it up, but unless
they've got really good armor, you won't need to.  Maybe we should get
some stats guys to look at this and see if they could tell us what the
average damage would be.  I'm not sure what a reduced recoil on the
burst would do to the probablility.  Then you have to add recoil
modification into the fray.

I guess the only reason that I can figure, is that burst fire only
takes simple action and auto takes a complex action.  Maybe that
justifies getting a round off for free on autofire.

My question is how many rounds can you fire on autofire?  I can't find
the answer anywhere in the book.
-- 

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
There are very few personal problems  |	Ghostrider@f120.n280.z1.fidonet.org
that cannot be solved by suitable     |      bkreed@oread.cc.ukans.ed
Aplications of plastic explosives.    |            EGARC/BKREED
   ---Anonymous                       |          Bryan Kennedy Reed
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
From: klaus@diku.dk (Klaus Ole Kristiansen)
Newsgroups: rec.games.frp.misc
Subject: not really Matriarchal Societies...
Date: 15 Sep 92 11:34:36 GMT
Organization: Department of Computer Science, U of Copenhagen

v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!) writes:

>   You wouldn't happen to be talkin about any societies in the real world,
>would you?  ;) ;) ;)

>Nahhhhh...had to be some well run fantasy world where the elected officials
>thought that throwing currency at a social problem could clear it all up...

>;) ;) ;)

>Skeksis

>P.S. - What *would* you call a society like that...

I know some societies like that. They seem to be run by the news media,
so I guess they must be mediocraties.
Newsgroups: rec.games.frp.misc
From: slb3y@cc.usu.edu (Punk Rocketeer)
Newsgroups: rec.games.frp.misc
Subject: Resurrection in HERO (was Re: Permenant damage in HERO)
Date: 9 Sep 92 09:27:44 MDT
Organization: Omega:  The Final Solution

In article <uplink.716004875@cwis>, uplink@cwis.unomaha.edu (John M.
Scheibeler) writes:
> Here's something for you to chew on: An actual "Resurrection" spell for 
> Fantasy Hero.  The power is bought like a Nd6 Major Transformation,
> Dead Body to Living Human, with an Obvious Accessible focus
> (the dead character's body, which can be stolen) limitation, the limitation
> that you can only transform him into what he was when he was alive ("Living
> Human" can take a LOT of meanings, you know), and no, you can't heal
> back from the Transform.  However, there is one VERY obvious way
> to transform this person back to a corpse.  Three guesses how, and the
> first two don't count.

     This little gem came up in the last Champions game I ran.  Player
had a Transformation which he originally explained to me as being for
the reattachment of severed limbs, setting broken bones, etc.  No
healing, of course, since Aid does that, but at least repairing the
visible damage.

     The problem came up when I turned one of the PC's into a vampire. 
Suddenly the Transformer tells me that he originally envisioned the
power to also allow anything up to and including resurrection.  My
response as GM can be summed up as follows:  "You gotta be kidding."

     What do all you Hero gamers think?  To me, resurrection is not
genre for superheroes, Jean Grey to the contrary.  Superheroes die
seldom enough that it generally turns out to be a major event.  (Which
this one was supposed to be, anyway.  The player with the now-vampire
was moving away, leaving the campaign for good, so we gave him a
sendoff.)  Opinions on resurrecting metahumans, anyone?
-- 
Patrick S. Clark | When the world's in trouble I am not slow.
Email is life!   | So it's hip-hip-hip and away I go!
Usual Disclaimer | (You should know this one.)
Newsgroups: rec.games.frp.misc
From: macgyver@turtle.cis.ohio-state.edu (MacGyver)
Subject: Re: SRUN: SRII (un)availability
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Fri, 4 Sep 1992 21:36:55 GMT

In article <1992Sep1.172719.408@magnus.acs.ohio-state.edu> GAYNOR@agvax2.ag.ohio-state.edu (Jim Gaynor) writes:
>If this is true, it looks like at -least- 2 more weeks until FASA can
>get re-printed SRII out to distributors, and another week to get from
>there to the dealers.  Me, I'll bet on October.  Anyone wanna start up
>a pool?

Just talked to FASA, they aren't sure what the deal with the binding is,
however, they did tell me that the shipping will resume next week.

				Mac

-- 
Wilson MacGyver                      |"I do like a road, because you can be 
Internet:macgyver@cis.ohio-state.edu | always wondering what is at the end
=====================================| of it."
Disclaimer:All opinions are mine only|=======================================
Newsgroups: rec.games.frp.misc
From: davis@cwis.unomaha.edu (James J Davis)
Subject: Re: Mulit-Reality Roleplaying
Organization: University of Nebraska at Omaha
Date: Fri, 11 Sep 1992 08:46:31 GMT

<ECN101@psuvm.psu.edu> writes:

>  This is some information for people who gamemaster more than one game system.
>I've found that the enjoyment of a game can be increase by joining two or more
>games.

That's the idea behind cyber/magic games, I think.

>Using the Marvel Superhero System, The Watcher deicides:  What if the Marvel un
>iverse collided with the DC universe?  (By the by, one of the more exciting bat
>tles was Lobo vs Wolverine.  'Nuff Said?)

Well, if they would just kill each other forever I would not mind.  :)

-james
Newsgroups: rec.games.frp.misc
From: lib1p@rosie.uh.edu (Tammy Stark Blandino)
Subject: Matriarchal flame war
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Tue, 15 Sep 1992 01:54:00 GMT

Guys, can we let this die away now.  It is obvious that we
will just have to agree to disagree.  No matter what one says
the other will take the opposition and distort what the first
one said.  (this is true with both sides)  This all taking
us farther and farther away and accomplishing nothing.

Let it go, please.

Thanks
Tammy
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: Matriarchal Societies...Fact or Fiction
Date: 8 Sep 92 10:44:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

I am not going to debate the value of Matriarchal socieites despite current
growing trends to claim that they did exists and were without exception
veritable golden eras while patriarchal societies are hell on earth...all Iwant
to say is that there is archeological evidence to suggest that therer was a
time when Greece was indeed a matriarchal society.  Now then, if there is
sufficient evidence to suggest this possibility can we not accept the
probability if the existance of matriarchal societies and include them in our
gaming worlds with a clear concious, a noble thought, and all of that other bs? 
It is ironic, people accept the existance of Atlantis on an off handed remark
by one philosopher but they seem to run in fear of the idea that men were not
always in charge???

No SIG
From: v076jy2p@ubvmsd.cc.buffalo.edu (Cosmo Of The Cosmos)
Newsgroups: rec.games.frp.misc
Subject: Re: Let's talk REAL sci-Fi systems
Keywords: The best
Date: 13 Sep 92 01:41:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

>told Larry I put my pistol under my jacket and walked up to the front o
>the house, with a guy in our van covering us with an automatic weapon, but
>out of sight.  He convinces me I need to put on my armor.  He basically
>commandeered my character into putting my armor on.
>trying not to catch too much attention by walking up a man's house in a
>city in full battlearmor and a rifle.
>
>I think the main problem is that Larry's got a playing style more closely
>related to hack & slash than he thinks; his concept of roleplaying is to
>carefully describe HOW you kill your opponent.  
>.....
>sink anymore of my money into a game system designed by a whole team of
>bloodthirsty, misguided, deluded hack & slashers.

Hold it!
	I had something to say in this game! (Very little, but some.)
I am not Hack-N-Slash!  I'm the first guy to try out the non-combat types
cause I find that guys who's abilities exstend out of the combat arena are
more fun to play.  I was the first guy to play a Zen Rigeln for any length of
time.  (Zen Rigelns don't use weapons. IE. I went into battle carring a medic
kit and all the BRI Massives I could get my hands on.)  I could have played
a Tza Zen, suffered no penalties, and been way better off.  I didn't
I'm not bloodthirsty, I'm a nice guy.  As for being Deluded/Misguided...

Well...  I was that way before BattleLords.



					-Robert Goodfellow
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy,rec.games.frp.dnd,rec.games.frp.marketplace
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: r.g.frp.* and sci fi games
Followup-To: rec.games/frp.advocacy
Reply-To: rec.games.frp.advocacy
Organization: The Ohio State University
Date: Mon, 14 Sep 1992 15:17:18 GMT


Alright - I didn't want to have to do this, but....

The general FAQ, all 7 glorious bandwidth hogging part of it is about to hit
all the unmoderated rec.games.frp groups plus news.answers.

Hold on to your system....


-Coyt
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: Imp vs Prep
Date: 9 Sep 92 10:58:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Mad Chris,

   I was directing my comments at the pompous attitude of "I prep EVERYTHING
there is to think of'.  You yourself certainly made it sound as if you were
blowing your own horn, patting yourself on the back, and in general accepting
the Academy Award for your level of preperation and *I* was asserting that NO
ONE could cover EVERYTHING.  As for my killing a thread....yeah, right...and as
for learninganything from it, what have we learned lately other than the two
sides of the debate are steadfast in their preferance to their own styles of
refereeing.  Chris, the next time you want to make an assertion about
something that someone, anyone has said, maybe you should also take into
Skeksis
Newsgroups: rec.games.frp.misc
From: lib1p@rosie.uh.edu (Tammy Stark Blandino)
Subject: FASA group (was Re: rec.games.frp.srun)
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Sat, 12 Sep 1992 20:38:00 GMT

In article <1992Sep8.161505.21851@ncsu.edu>, bkdavis@eos.ncsu.edu (B K DAVIS) writes...
> 


...stuff deleted.....


>Well now I read the stuff in Cyebr and it AT THE MOST has 4 postings to it.
>I believe that we should move all FASA games like Shadowrun and battletech into 
>one posting. I mean they deserve it and it will be easy to find the games there.


Well Brian, while I appreciate you sentiment, I don't think
that would work.  Shadowruna and Battletech are two very
different games.  Walter and I love Battletech but we hate
Shadowrun.  Just cause FASA put both out .....

Well, it might work.  Actually I was thinking about doing a
group that had both elements of board gaming and role-playing
and maybe even designing.  The would include Battletech/Mechwarrior,
Warhammer/Warhammer 40K, and possibly Car Wars.  I'm sure there
are others out there that fit that mold.  (Does renegade legion
fit this.  I've never played, but Walter played the computer
version and it lets you design ships.  Does the roleplaying
version do that also?)

What does this board have in the way of opinions on that?

Tammy
lib1p@jetson.uh.edu