HDTenEightyP/NetNews huggingface dataset:
From: mauht@csv.warwick.ac.uk (Mr A Jones)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Advice needed for sci-fi campaign
Date: 26 Jan 1993 00:10:25 -0000
Organization: Computing Services, University of Warwick, UK
Distribution: world
NNTP-Posting-Host: cayenne.csv.warwick.ac.uk
Keywords: supplements


In article <loren.288@wmkt.wharton.upenn.edu>, loren@wmkt.wharton.upenn.edu (Loren Miller) writes:
|> In article <C1FAu4.52B@undergrad.math.waterloo.edu> jszeder@napier.uwaterloo.ca (John Szeder) writes:
|>
[Bits deleted.]
|> 
|> >I want to play a sci-fi campaign with 
|> >a bunch of alien races (I already have GURPS BASIC and GURPS UPLIFT) and I 
|> >would like to know what supplements will enhance my campaign.. GURPS SPACE is
|> 
|> How about GURPS/aliens? It sounds like it would fit right up your alley 
|> (no insult intended). I'd also look at GURPS/psionics if you want to have a 
|> substitute for magic in your space campaign, for instance if you're doing 
|> zhodani conspiracy against the imperium.

GURPS Space is virtually a must. You'll very likely also want Ultra-Tech, and
possibly Vehicles, when it comes out. You make like to consider the Space Atlases,
and possibly Space Adventures, etc, etc... 

These are in approximate order of usefulness (I suppose I'd better add '/reverse
order of uselessness' to keep everyone happy and to stop this reply getting
completely flamed :-). Get Space though.


Alex 
-- 
*****************************************************************
*Alexander Lewis "Second and Special" Jones - the terminal sloth*
*****************************************************************
Organization: Penn State University
Date: Mon, 25 Jan 1993 10:33:26 EST
From: <CSD108@psuvm.psu.edu>
Newsgroups: rec.games.frp.misc
Subject: Re: Obscure Shadowrun Rules Questions (and my answers)
 <93020.160747CSD108@psuvm.psu.edu> <1jp1auINN2ga@usenet.INS.CWRU.Edu>

In article <1jp1auINN2ga@usenet.INS.CWRU.Edu>, at731@cleveland.Freenet.Edu (Troy
L. Nothnagel) says:
>>>>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.
>
You are correct sir. I apologize. That's what you get for posting something
you half remember about something you half read the night before when you
were half-awake. :)

-Presto

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From: CX6L@MUSICA.MCGILL.CA (CX6L)
Newsgroups: rec.games.frp.misc
Subject: Re: GM needs help/ideas
Date: 26 Jan 93 16:04:44 GMT
Organization: McGill University

In article <1993Jan26.024636.19127@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:

>|>Greetings:
>|>I'm kinda new to this group, and i need advice/help. I'm gonna be running
>|> a campaign soon in Gurps or champs where my players play themselves. I want to
>|> give them powers of some type in the adventure, but im not sure of a good way
>|>to do it.  I also need a good excuse for an adventure. Can i FTP stuff like tha
>|>t anywhere? I appreciate all help/advice.. Thanx lotz
>|>                                                     Charles

> Common origin: A single event grants everyone powers.
>   5) all players were a part of genetic experiment before they were
>      born.  The genes are manifesting NOW!

Hee hee hee hee . . . depending on the level of campiness you want,
you should check out the Scanners movies (I, II and cheezy III).
Therein you will find a whole slew of "ordinary folks" who, thanks
to some drug given to their mother during pregnancy, develop psi
powers. In the first flick, this is just your standard TP/PK stuf,
but as the trilogy progresses, and gets more cheezy and campy, we
see almost any number of super feats being performed: many of them
hardly subtle! Amongst other things, a bunch of psi losers with
psi migraines in the third movie seem to become expert criminals,
complete with kung-fu skills, after taking yet another drug.

-Kromm

_______________________________________________________________________
|    "It's true! When you load    |   This reality has experienced    |
|     WordPerfect into memory     |          . . . failure.           |
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|               -=-               |Dr Manfred Kromm can be reached at:|
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|               -=-               |McGill University, Montreal, Canada|
|_________________________________|___________________________________|
From: lward@husc11.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp.misc
Subject: Re: SR: Sasquatch(3)
Date: 28 Jan 93 18:22:28 GMT

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.

Plus, wansn't she actually a Wendigo anyway? I don't know why that would
matter, but I remember thinking that it was significant at the time.

Wordman
Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (uplink 2099)
Subject: SRII: payment and karma
Organization: University of Nebraska at Omaha
Date: Thu, 28 Jan 1993 00:54:49 GMT

	It's time someone started a new thread.

	Hey, it's not _my_ game.  The adventure is "One Stage Beyond",
published by FASA.  In the back it does state that team karma is 
can get up to 15 to 18; some people might interpret this to mean that it gets
divided amongst the team, but we don't.  And yes, it also states that the
final reward is 150,000 Y to EACH player.  And there are several times where
PCs can pick up some fenceable stuff worth some major nuyen too.

	And this is after 6 gaming sessions.

	So y'all say you give karma slowly?  I don't think we're munchkin;
I actually can't see why your players stay with you for not handing out
enough rewards.  5,000 nuyen for a run isn't enough to make my eyes blink,
unless the run is REALLY simple.

	I once played a rigger whose minimum was 10,000 nuyen per job, 
anything less and the party got hosed due to no rigger support.

uplink

--
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From: osiris@crash.cts.com (James Lanaghan)
Newsgroups: rec.games.frp.misc
Subject: Re: What Fantasy RPG to buy?
Date: 28 Jan 93 05:47:50 GMT
Organization: CTS Network Services (crash, ctsnet), El Cajon, CA

In <1993Jan27.070344.26277@lth.se> d90ba@efd.lth.se (Bjoern Andersson) writes:

>Hello World!

>Our RPG-gang is thinking about investing in a new Fantasy-style RPG. We
>would like to get some idead/input from all you out there with some
>experience of (new) good RPG's.

>The following games have been on our mind, but we know too little about them:

>* AMBER

A friend of mine bought a copy of this game and swears we would all like it
if we play it.  BUt we do not have the time, though the books it is based on
are all great books.

>* Mythos (Gygax New)

Can't say, haven't seen it yet.

>* GURPS (with some modules)

I have a copy of the original rules of GURPS, the only thing I use from GURPS
are their AutoDuel rules, I mix it in with Car Wars.

>We have/have played the following systems:
>AD&D 2nd Ed.
>MiddleEarth
>RoleMaster
>Palladium RPG
>Warhammer Fantasy RPG
>HarnMaster
>+ a number of Swedish games...

>If you have/head of a system that might suit us, please drop me a note.
>Input on the 3 mentioned games would be invaluable...

The game I play every weekend is RuneQuest, which IMHOP is the best Fantasy
RPG made.  It is distributed by Avalon Hill, and is set in the world of
Glorantha, though there are some some extension sets that you can use to
set the game on Earth.  For a RPG RuneQuest has one of best World histories
and gives you more info to start with that will keep your world more
constant than D&D, and AD&D ever did.
--
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   // //\ \_\   // Internet Address:   //  San Diego,CA //   /_/ /\\ \\
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Newsgroups: rec.games.frp.misc
From: sa2263263@v9001 (ROLAND U)
Subject: Advise on Buying BattleTech
News-Software: VAX/VMS VNEWS 1.41    
Organization: Nanyang Technological University - Singapore
Date: Tue, 26 Jan 1993 06:06:00 GMT

I'll be buying FASA's Battletech (hopefully 3rd edition) but I'm confused
about the tech readouts. There are man{_y tech readouts ranging from the
early ones to the latest 3050. Do the later tech readouts contain the earlier
mechs. I'm still pretty interested in the house mechs such as the Atlas or
Battlemaster. I can only afford one tech read out. Please advise.

Roland U.
sa2263263@ntuvax.ntu.ac.sg
-- 
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Roland Yeo  Computer Centre Operations Team 
Nanyang Technological University  Nanyang Avenue  Singapore 2263 
Phone: (65) 799-4709  Fax: (65) 791-0688  Internet: ry@ntu.ac.sg
Organization: Penn State University
Date: Fri, 22 Jan 1993 09:43:10 EST
From: <CSD108@psuvm.psu.edu>
Newsgroups: rec.games.frp.misc
Subject: Re: SRII Combat System: Bugs

In article <1993Jan22.163243.570@otago.ac.nz>, wintermute@otago.ac.nz says:
><CSD108@psuvm.psu.edu> writes:
>>>1) It is possible to kill someone in full suit armor with a burst of shotgun
>>>shot fire at maximum effective range.
>>>
>>Possible, but unlikely.
>
>Actually, it's a certainty if the target has body 1 and has no combat pool
>dice
>left. Also if the shooter gets at least as many successes as the target.

 I did say it was *possible*.

>>No, compare the *base* power of the weapon to the vehicle's armor rating. If
>>the base power is not higher, the weapon can't damage the vehicle. The armor
>>on the Banshee is 18. 'Nuff said.
>
>Is this *base* power thing a standard rule? It seems sensible, but I don't
>remember seeing it anywhere.
>
It's listed on the errata sheet I got at GenCon.

>Thanks to both of you for your ideas.
>
Hey, no problem.

--Presto

_______________________________________________________________________
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Newsgroups: rec.games.frp.misc
From: mark@kurango.cit.gu.edu.au (Mark Staples)
Subject: Re: SRII initiative
Organization: Griffith University.
Date: Thu, 28 Jan 1993 01:19:34 GMT

dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
>johnelbl@matt.ksu.ksu.edu writes:

[mucho stuff deleted]

>>    So, for my initiative I have the following recorded:
>>1d6 [initial] + 3d6 [adept] + 2d6 [Synaptic Accelerator] + 3d6 [spell when
>>active] =9d6.

>No, you have 4d6.  Of course, since everyone on the net posted telling
>you differently and you keep looking for some sort of rule loophole
>to allow you to have more dice than a squad of Knight Errant Security
>guards, you are hereby awarded the Munchkin of the Month Medal. Wear it
>and go real fast.

I dunno, how about this as a house rule?... Roll 9d6 and take the highest 4
dice. If he's bothered to pay the nuyen and karma, he may as well get *some*
small bonus...

(Not that I'd ever get to playtest this house rule, as I'm not likely to be in
a campaign as Munchkin as 9d6! :)


Mark "capricorn" Staples
.sig? what's a .sig??
From: aa657@cleveland.Freenet.Edu (Paul Mize)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII PhysAds
Date: 26 Jan 1993 11:26:00 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: aa657@cleveland.Freenet.Edu (Paul Mize)
NNTP-Posting-Host: slc12.ins.cwru.edu


In a previous article, hyatt@owlnet.rice.edu (David Waterman Hyatt) says:

>>       He buys Force 6 Naginata Weapon Focus (+2 Reach).  He spends 
>> remaining Force points/cash on Spell Locks that party Combat Shaman 
>> uses to Lock Increase Reflexes +3 dice, Increase 
>> Will/Int/Quick/Charisma/Reaction +4, Combat Sense, Invisibility on 
>> Naginata.  The Combat Shaman has also bought spell locks for use by 
>> himself (Increase Intelligence +4) and a Power focus, as well as 
>> some fetish foci.
>>       Veteran Shadowrun GMs and spellcasters are already nodding 
>> their heads and wincing.  Jomyo's powers are Astral Perception and 
>> +8 Armed Combat dice,

> Owww.  You're right about that.  This guy is just a walking bullseye for
> any mage, though.
>
> Potshots, anyone?

I seem to agree there, any Initiate worth his magic is going to 
Cancel the increase willpower spell lock, waste the PA and trace 
the astral link back to the shamen for just thinking about doing 
something so stupid.

NightShade/Initiate of the 3rd circle

-- 
Lord Arioch/LoT/AIp/SplatterPunk/Hellions/MC

may Tzeentch smile favorably apon you...
Newsgroups: rec.games.frp.misc
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: Random Name Generators
Organization: The Ohio State University
Date: Thu, 28 Jan 1993 18:44:46 GMT

In article <1993Jan27.165620.63267@cc.usu.edu> brandon@cc.usu.edu writes:
>
>	Well, I was just wondering if anybody knew of any random name
>generators, that could be found via ftp.  I have seen several, that are
>purely random, but I would like one that has a little bit of de-randomization,
>by using vowels and constanants in places etc.  If I ever get time, I will
>program one myself, but what I have designed is actually very complicated...to
>put out different sounding names, depending upon the culture...
>

What several of us have done (mine was written in '83 on a Commodore 64, but
has been converted to Qbasic) at different times in different languages is
to build a program which uses "word parts" to build the name.

For example, in my little program, I had 30 "parts" for each of 4 different
name sections:

fname(1) fname(2)  lname(1) lname(2)

The parts were determined randomly, and concatenated to create a first and 
last name.  I included empty strings in all 4 sections, so it was possible to
get a character with no name.  If you take the name parts and put them into
different files, you should be able to create files which are "elvish",
"dwarvish", "northern", "southern", etc.

Here's a simple beginning:

Dimension fname1$(5),fname2$(5),lname1$(5),lname2$(5)
for x = 0 to 5
	read fname1$(x),fname2$(x),lname1$(x),lname2$(x)
next
data "","","",""
data "red","leg","belg","oth"
data "der","wing","black","hand"
data "Co","yt","Wat","ters"
data "mis","kin","gren","rat"
data "zar","tan","pol","din"

let seed= {some number > 1}

randomize timer

input "How many to generate?",b%
for loop= 1 to b%
	print fname1$(int(rnd(seed)*6));fname2$(int(rnd(seed)*6));" ";
	print lname1$(int(rnd(seed)*6));lname2$(int(rnd(seed)*6))
next
stop


This simple program is but the barest of beginnings for such a project, but
it does work.

-Coyt


Newsgroups: rec.games.frp.misc
From: josv@sci.kun.nl (Jos Ververgaard)
Subject: Tekumel, Empire of the Petal Throne
Organization: University of Nijmegen, The Netherlands
X-Newsreader: NN version 6.4.19
Date: Tue, 26 Jan 1993 12:18:05 GMT

Last weekend I stumbled across a book called Man of Gold by M.A.R. Barker
which was based on a roleplaying-system named Tekumel or maybe Empire of
the Petal Throne (or a combination of these two). I liked the book a lot but
had never heard of the system before. Any info about Tekumel would be welcome.
Also I'd like to know if Barker (or any other writer) wrote more novels based
on this world (the book seemed to imply more would follow), if so I'd like the
titles (and possible authors) of those books. As far as I'm concerned this book
was one of the best RPG-based novels I've read so far.

			-Jos
Organization: Penn State University
Date: Thu, 21 Jan 1993 09:41:42 EST
From: <CSD108@psuvm.psu.edu>
Newsgroups: rec.games.frp.misc
Subject: Re: SRII Physical Adepts
Distribution: world
 <1993Jan18.154015.1@hamp.hampshire.edu>
 <STXTNT.93Jan19211042@rs733.GSFC.NASA.Gov> <2675@cix.cict.fr>

In article <2675@cix.cict.fr>, maillet@tls-cs.cert.fr (Luc Maillet) says:
>|> I can't quite understand to policy of restraining hth weapons like
>|> razors and not doing much about mages who can turn people to goo.
>
>  And how, pray tell, do you restrain mages ?
>

Uh, blindfold them?

--Presto

_______________________________________________________________________
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Xref: sparky rec.games.frp.misc:11460 rec.games.frp.advocacy:3785
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Re: Random Rolls
Date: 21 Jan 93 22:58:27 GMT
Followup-To: rec.games.frp.misc
Organization: University of Pittsburgh
Originator: seawasp@unixd3.cis.pitt.edu

In article <21JAN93.17912834.0153@VM1.MCGILL.CA> CX6L@MUSICA.MCGILL.CA (CX6L) writes:
>In article <1jn0j8INNgns@titan.ucs.umass.edu> dunkelza@titan.ucs.umass.edu (KEITH C MCCORMIC) writes:
>>In article <20JAN93.23287310.0073@VM1.MCGILL.CA> CX6L <CX6L@MUSICA.MCGILL.CA> writes:
>>  Oooh...  Now you've got my hackle up!  Random roll restrictive??!!??!!
>
>Yup: those are my words.
>So, you like this:       "You roll x & y & z! Here's your character!"
>                         "I can't play this: it's a random mass of
>                          unrelated abilities!"
>                         "Guess you're an infantile wimp, then, buddy!"
>Geez. What fun it must be to game with you!

	Boy, it's great to see you switching your tactics, Kromm. 
The typical move of the unscrupulous flame-thrower: whenever we discuss
GURPS, you always emphasize how "the GM has to do x... the Players
have to be mature..." ...

	But if we discuss RANDOM ROLLS, why, Gog forbid that you should
consider the same principle  applying! Oh, no, you assume complete
unmodified unconsidered never-rerolled character creation... and
compare it with your GM-moderated, Mature  Player Point Allocation.

	Ha! The way RR characters are  really made is:

	Roll until you get a character, which in SOME way is usable.

	Go from there. Add, subtract, bargain.


	Of course, the REAL way to make characters is just to BUILD
them without attention to points OR rolls.

>> Or amybe you should realize that
>>everyone is not the same.  What is this Advangtage/Disadvantage crap?

>True, in real-life.

	HA! Reversing field  again, Kromm? Here, you sneer at the 
"real life" bit. Before, you used "real life" to justify GURPS.

	Face it. Your arguments are logically bankrupt and GURPS
is the creation of Satan. 

		(This text produced by Flame-Rite software guaranteed
to move all opinions to extremes)

				Sea Wasp
Newsgroups: rec.games.frp.misc
From: smurphy@unix1.tcd.ie (Mithrandir(S))
Subject: Re: Faerie Folk
Organization: Trinity College, Dublin
Date: Tue, 26 Jan 1993 11:05:24 GMT

In <C1FMxz.Fy9@news.cso.uiuc.edu> tara@uxa.cso.uiuc.edu (Lady Johanna Constantine) writes:


>Morgan, Morgana, ect is a corruption of Morrighan most likely.  She was not
>a "bad guy" in the earliest stories.  That was later.

   I like this one a hell of a lot, BTW. I'm using it in a Vampire
thingy at the moment. On with the discussion


>Who have you been reading?

    It's what we were taught in scholl for years and years, when I was
a lad learning Irish, here in Dublin.

--
  To those tryiong to get in touch with Mithrandir, do not email
to the Address in the header. It is borrowed, cause my newsfeed
has exploded.  
     Email:tkelly@unix2.tcd.ie  Thanks.
From: cook@shaman.nexagen.com
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
Date: 26 Jan 1993 02:25:24 -0700
Organization: NeXagen.com
NNTP-Posting-Host: shaman.nexagen.com

matta@lclark.edu (Matt Alexander) writes:

>In article <1k07sbINN7od@shaman.nexagen.com> cook@shaman.nexagen.com writes:
>>
>>If there are any other product suggestions that anyone has, I'd lke to hear 
>>about them--dealing with Rolemaster or any other ICE product line. What
>>do you want to see in the future, what have/haven't you liked that we have
>>put out so far, etc. Speaking of which, any Rolemaster players out there
>>get a copy of the Oriental Companion yet? What did you think? 

>You know, I've always hoped beyond hope that some day ICE would take
>Character/Campagin law, the Companions, and anything else handy and
>compile them into some kind of whole, single... coherent... MASS, of sorts.

>I mean, Rolemaster _is_ my favorite system, but wading through all those
>books is sort of like swimming in snow shoes. My ref actually SCREAMED
>IN TERROR when he saw the new oriental book in the store the other day.
>(On further purusal, however, he said it looked pretty good...)

>Have any of you considered publishing a ... (ohh, this hurts to say..)
>Second Edition(tm)??

As a matter of fact, yes. It wont come out until late 1994, and it is still
uncertain what exactly it will include (and wont include). Some things that
are a certainty--the skill system will be revised to make it more playable
without losing realism. No more lists of thousands of skills like in RM 
Companion II. Yet, the skill system will be flexible enough so that if you
want your character to be skilled in Left-handed arrow fletching, you still
have that option too. :) Basically, how this will be done is that a number
of general skills will be presented, and then guidelines for developing
more specific skills will be included afterwards. By that, I mean that the
skill costs for Perception will be given, and then some suggestions for 
specialized skills like Detect Secret door will be mentioned.

Also to look for in the new edition--balanced character professions, maybe
handled like skills, i.e., we'll present the general, basic professions 
(fighter) and then give suggested guidelines to create your own specialized
ones (like bounty hunter).

Obviously, some of the RM Companion stuff will be included with the core rules
 this time around, but I have no idea at this time which ones it will be.

Afterwards, there is a definate possibility of re-publishing all the spell
lists in one book, all the combat options in another. But I hate to look
that far in the future--it hurts my head.

Monte Cook
Rolemaster Editor
cook@shaman.nexagen.com


Newsgroups: rec.games.frp.misc