HDTenEightyP/NetNews huggingface dataset:
From: wilsom3@nuge114.its.rpi.edu (Michael Lane Wilson)
Subject: Problem player
Keywords: Problem, player, lantern
Reply-To: wilsom3@rpi.edu
Organization: Rennselaer Polytechnic Institute.
Date: Mon, 13 Apr 1992 20:03:23 GMT

	I've got a minor problem in one of my campaign's that I can't seem to
work out.  I've got a player running a character that, through it's personality,
doesn't work well with the rest of the party.  I'd just kill it off, but it's the
player's dream character, and it IS a good character, for a solo adventure.
	It's a Green Lantern based character, in a modified AD&D campaign.  The
other characters include a number of characters that work poorly together, but
I planned on that and had plenty or work-arounds, so there was no problem.  But
this one...  Anyone got a clue?  I've tried a lot already.  I've got one more
thing to try without getting drastic, that might solve all the problems for me,
but if not, I'm REALLY going to need osme help.  Oh, and a caution - the player -
whom I've already talked to about this problem - probably reads this group, so
I regrettably can't get too specific on some of these things.
						Mike.

-- 
___________________________    |
|                         |    |        Mike Wilson, the Hierarch:
|  No Sig is a Good Sig.  |    |        Wilsom3@rpi.edu
|_________________________|    |        Hierarch@acm.rpi.edu
From: daybell@nunki.usc.edu (Donald Daybell)
Newsgroups: rec.games.frp
Subject: Re: Funhouse traps for superheroes
Date: 15 Apr 1992 18:05:14 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: nunki.usc.edu

In article <1992Apr15.154713.23955@ux1.cso.uiuc.edu> sjs28257@uxa.cso.uiuc.edu (Steve Stelter) writes:
>jsanders@symcom.math.uiuc.edu (John Eric Sanders) writes:
>
>>Was wondering if anybody had any interesting traps for superheroes.
>
>>My guys are being trapped in a funhouse to die, and I am looking
>>for interesting ways of killing them (or at least making them think
>>I am going to kill them :-)
>
>I can think of no better source for devilish traps than the "Grimtooth's
>Traps" four-book series, available at finer gaming stores everywhere.


I agree!  Grimtooth's Traps are really silly, and with a little upgunning, 
deadly enough for superheros.  Note, however, that they are REALLY stupid
things to use on a D&D party.  There is no logical reason why some fantasy 
person would build a fishing pole, chair, and entire fishing pier in an 
underground cavern just so they could see some poor slob catapult himself into 
the ceiling.  A twisted maniac supervillian would!

-------------------------------------------------------------------------------
bumper sticker seen on stealth bomber:

"IF YOU CAN READ THIS, THEN WE WASTED 50 BILLION BUCKS."

Donald Daybell		daybell@usc.edu
Newsgroups: rec.games.frp
From: sjs28257@uxa.cso.uiuc.edu (Steve Stelter)
Subject: Re: Funhouse traps for superheroes
Organization: University of Illinois at Urbana
Date: Wed, 15 Apr 1992 15:47:13 GMT

jsanders@symcom.math.uiuc.edu (John Eric Sanders) writes:

>Was wondering if anybody had any interesting traps for superheroes.

>My guys are being trapped in a funhouse to die, and I am looking
>for interesting ways of killing them (or at least making them think
>I am going to kill them :-)

I can think of no better source for devilish traps than the "Grimtooth's
Traps" four-book series, available at finer gaming stores everywhere.

                                       --Steve Stelter
                                         sjs28257@uxa.cso.uiuc.edu

Newsgroups: rec.games.frp
From: MHART00@ricevm1.rice.edu (mason hart)
Subject: Re: AD+D VALHERU
Organization: Rice University, Houston, TX
Date: Mon, 13 Apr 1992 20:00:36 GMT

In article <tkelly.703162836@unix2.tcd.ie>
tkelly@unix2.tcd.ie (Rincewind) writes:

> Combat:Valheru almost always appear to do battle on their favourite
>dragon.This dragon is the same colour as the Valheru's Dominant Armor
>Colour,and it is totally subservient to the Valheru.Regardless of
>colour,the Dragon has the stats of a Great Wyrm Adamantite Dragon.These
>creatures were banished with their masters,but were the sires of the
>dragons of today.Todays Dragons are much weaker than their predecessors.

Not to hear Ryath (? -- the dragon summoned by Tomas) tell it.  I don't
recall the actual quote, but I believe she made it perfectly clear that
the dragons of later generations were more powerful than their predecessors.
Yes, the Valheru could defeat them in battle, but they could never again be
made to submit.  In short: Ryath flew Tomas and Pug not because Tomas
commanded her to, but because he asked nicely.


"If you're not having fun, you're doing something wrong."

-- mason
From: allens@yang.earlham.edu (Allen Smith)
Newsgroups: rec.games.frp
Subject: Re: Inter-Party Conflicts
Date: 15 Apr 92 22:29:29 GMT
Article-I.D.: yang.1992Apr15.172929.16992
Distribution: usa
Organization: Earlham College, Richmond, Indiana

In article <92101.110610BJP108@psuvm.psu.edu>, BJP108@psuvm.psu.edu (Brian Panulla) writes:
> Huh? I'm sorry, but I've played in games like that, where everybody
> backstabbed and got pissed at someone else. The biggest reason I've heard
> for playing an evil character is to be able to do anything you want; which in
> almost every case caused the destruction of fellow party members.
> 
> In fact, I experimented with an evil cleric once (Lawful, cleric of Wee Jas).
> everything was going well until one of the other players (an evil mage named
> "Gargamel") began to needle me about me being in charge. I couldn't take it
> after a while, and pulled the same stunt the their did in the earlier post:
> I found a chest full of yellow mold. I didn't tell Gargamel about it. He opened
> the chest. I had already taken precautions, so I didn't die with half of the
> party.
> 

> Do you thin that evil characters should be the rule in a campaign. When
> played correctly (read: within alignment) they will most probably destroy the
> party. A single evil character can add much flavor to a game, but the entire
> group?
> 
	I'm admittedly not very experienced with alignment systems (I tend 
to play GURPS or Champions), but a group of villainous characters can 
potentially work very well together- if given proper motivation. 
Motivation such as (in a GURPS Supers campaign) the rest of the world 
being after them because they're supervillains. Villainous characters can 
also be quite a bit of fun to play.
	Admittedly, from what I've seen Villain campaigns tend to have the 
characters being a bit too nice (associating with the heros too much). 
I've tried to cure that problem with my character- he's got a few 
interesting disads such as Intolerance vs. Normals and Dependency: Killing 
Humans (1/week).
	-Allen
Newsgroups: rec.games.frp
From: grex@world.std.com (Mark J Urbin)
Subject: Re: "Rules of the Shadow" in Amber RPG
Organization: The World Public Access UNIX, Brookline, MA
Date: Thu, 16 Apr 1992 21:13:37 GMT

In article <15APR199218351640@utkvx4.utk.edu> ian@utkvx4.utk.edu (Maurer, John Joseph) writes:
>In article <33015@darkstar.ucsc.edu>, hapa@cats.ucsc.edu (Doug Easterly) writes...
>>Re: whether Amberites would be affected mentally or physically
>>by Shadows they enter.... In the second series, there _is_ a shadow
>>where Merlin is mentally affected by a shadow... Luke's "bad trip."
>>It is _possible_. Also, Zelazny's books always hint at how 
>>dangerous Hellriding is. Presumably, an Amberite can shift to a
>>hostile environment. HOWEVER, it also seems likely that when an
>>Amberite learns to travel shadows,the Amberite that is taught
>>how to avoid stumbling into places that will kill him/her and how
>>to keep your wits about them when they travel. 
>The "bad trip" scene in the Third book is what I use to draw some ideas from.
>Merlin actually could NOT leave the shadow under normal means due to the
>unusuallness of the shadow. [snip]
  Actually Merlin could start shifting shadow at the `Alice' bar.  It's just
that the shifting goes much faster when you're moving.  He could have shifted 
by pacing circles around the bar, but that's SO SLOW!  You have to start with
small details and the growling beasts weren't small details.
  Remember that if an enemy (this includes hostile critters) is close enough
to you, they can actually follow you through shadow.  This is another reason
for putting some distance between you and your foes.  Once you get far enough
away, you can shift to a shadow where they aren't.  Of course near by shadows
may have a shade of the attacker ready to cleave you in multiple pieces, so
the key here is to keep moving and keep shifting shadow.  
  Of course it may be faster to stand fast and dispatch the foe.
-- 
Mark Urbin  grex@world.std.com     These opinions are mine.
"Justice Department studies show that armed citizens are much less likely to 
suffer losses or personal injury from thieves" -- Washington Post 1/7/92
Newsgroups: rec.games.frp
From: gblock@csd4.csd.uwm.edu (Gregory R Block)
Subject: Re: AD&D:  So what happens when ...
Organization: University of Wisconsin - Milwaukee
Date: Tue, 7 Apr 1992 18:31:54 GMT

alongley@cape.UWaterloo.ca (Allan Longley) writes:
: Here's some unproductive dribble.
: 
: What happens when you:
: 	(a) Turn a Bag of Holding inside-out?

Tough call.  I'd say you can't.  You certainly can't reach inside and
pull the bottom out through the top.  And I'd say that trying to push
the bottom up through the mouth wouldn't work:  It would "stop" at the
mouth.  Either that, or you'd destroy the bag, creating a small hole
to the astral plane (where all extradimensional spaces are...)

: 	(b) Cast Chainlightning in a Rope Trick?

Kiss your butt goodbye.

: 	(c) Cast Rope Trick inside a Rope Trick and the first one ends?

You can't--You can't open up an extradimensional space within an
extradimensional space.  The same reason you can't use your
extradimensional spaces while on the Astral plane.

: 	(d) Eat the horse summoned by Mount?

It goes away.  You're left malnourished.  I'd give you a certain
amount of damage in the withdrawal from the system.

: 	(e) Feed people Troll pieces?

The acid in their stomachs would destroy it.  If you can get them to
keep it down, that is.  They're either not going to want to eat it, or
they'll retch afterwards.  Probably all over you.

: 	(f) Are an elf polymorphed into a Fire Giant and are about to have
: 	    children with your new Fire Giant wife?

You'll get some neato mutants.

;)

Greg
-- 
 __________________________________________________________________________
|				     The Chesterfield Electronic Towel (TM)|
|gblock@csd4.csd.uwm.edu                    Don't leave Krikkit without it!|
|__________________________________________________________________________|
From: a481@mindlink.bc.ca (J.D. Frazer)
Newsgroups: rec.games.frp
Subject: Re: New Games (repost)/High Colonies
Date: 8 Apr 92 03:23:27 GMT
Article-I.D.: mindlink.11311
Organization: MIND LINK! - British Columbia, Canada

HC is a pretty fun game, but that's all it is. FUN. It isn't realistic, but it
is simple and smooth flowing. I recommend it heartily to anyone who wants to
play a one-shot adventure. It's sort of like Paranoia that way.

Ed King wrote and developed the game. I worked with him for over a year at
Columbia Games (a la Harn and Harnmaster) where he was the editor. Sharp fellow
with an eye for a good game.

He doesn't know much about science tho. ;-)

Again, the game is light and simple. Ratings: (out of a possible four stars)

Playability: * * * *
Realism: *
Completeness: * *
Value: * * * (sells for roughly CAN$18.00)

Overall: * * and a half

--
J.D. Frazer, a481@mindlink.bc.ca, (Vancouver, B.C., Canada)
        Discordian Games * We Engineer New Realities!
              "Oh, damn. I missed the VTOL."
Newsgroups: rec.games.frp
From: cripe@cunixf.cc.columbia.edu (Richard Cripe)
Subject: Re: GURPS Spellcasting question
Organization: Columbia University
Date: Mon, 13 Apr 1992 16:52:31 GMT

On a slightly different slant for spell casting, what happens when a very
large, spell-casting creature tries to cast a spell on itself?  I was a mage
who tried to cast a spell on a Dragon before being reminded by the DM that
I had to multiply the cost of the spell by the size in hexes of the subject.
Thus, against the 14hex size Dragon, virtually ANY spell would be cost-
prohibitive (even my Curse, which was normally free at level 25).  But then
the Dragon tried to cast invisibility on itself until I asked the DM if it 
still cost the x14 fatigue.  (The Dragon still cast the spell, it just couldn't
maintain it for long.)  

I know that the Beastiary has rules for mana organs and such, but I would 
rather have some codefied way of making spell-casting monsters SOMEWHAT by
rules rather than relying on an excuse of "well, it has a mana organ, so it
can do it." 

Any comments, clarifications, flames?

Thanx!

--Rick

Rick Cripe			:I must not fear.  Fear is the mind-killer.
cripe@cunixf.cc.columbia.edu	:Fear is the little-death that brings total
				:obliteration.  I will face my fear.
				:  --Duke Paul Muad'Dib Atreides
From: donald@dvinci.USask.Ca (David Donald)
Newsgroups: rec.games.frp
Subject: Re: AD&D: question about ravenloft & underdark, silly PC actions.
Keywords: raveloft,underdark, silly actions
Date: 14 Apr 92 15:40:50 GMT
Organization: University of Saskatchewan

ttn6@sci.kun.nl (Charles Hendriks) writes:
>Two 'stupid' PC-actions:
>-The first level group I already mentioned in the geases query... (average lvl1)
>with a baby dragon and a 6th lvl fighter guide.
>They come to a situation that they must cross a river. There is a bridge that is
>guarded by 5 orcs, 2 verbeeghs and 1 fomorian giant. They start to make plans
>to attack the humanoids (1st lvl against fomorian giant... *shiver*). 
>After a discussion they come to the brilliant conclusion that they can cross the
>river at another place. They have a dragon with them that can fly, one of them
>can fly, so that shouldn't be a problem.
>But then they go on: We can attack them from two sides then! They go on making
>plans to attack the humanoids. 
>Their plan works out rather well, and they manage to eleminate the orcs very
>quickly, the verbeegs take some more time (two unconcious). They were lucky
>that the fomorian was inside the guard-building and couldn't get out till
>the rest was defeated. It did try to break through the walls, but failed...
>The fight didn't took too long, only four rounds in which I rolled a 3, a 4
>and 9 (a hit on the guide who took 12 damage (for 4d8)) and a 5 which was 
>another miss. In other words they were incredibly lucky and survived!
>It would have been so much easier if the crossed the river at another place
>and forgot about the guards...

>Charles Hendriks ttn6@sci.kun.nl

1st Level Group against Fomori???? Are they nuts... in my current group, we
all average 5th Level (a few 6th and 2 4th).. personally, I am a 5th level 
Ranger with 18/00 (Major Lucky roll to get 18/98 + 1 for age)... We fought 
a single fomori and some humanoid archers and two huge black evil dogs (I forget the name right now..their howl is a fear-type spell that makes you run if
you don't make the save...but I digress)... in the divion of labor, I (of course  ... Rangers get +1 / level damage vs. Giants) and a 4th level fighter who is
no slouch (18/92, AC -1) took on 1 fomori... I was slapped in the first round
for 28 HP ... Went to Long range attack with bow (after getting up from 30 
feet away from my horse...) and fighter engaged at point blank... It only took
us 5 ROUNDS to kill it... and we both were at < 10 HP (from 54 and 44
respectively...) 

Your Group sounds very lucky that the older, smarter tougher guide didn't 
desert them after a plan like that...:), oh, well, the luck of the foolish, 
I guess...

David
From: dfrancis@tronsbox.UUCP (Dennis Heffernan)
Newsgroups: rec.games.frp
Subject: Re: GURPS: UlTRA Tech ?= Ultra Death??
Keywords: GURPS DEATH ULTRA
Date: 8 Apr 92 09:18:23 GMT
Organization: Xanadu Enterprises Inc.

In article <rsuelINNcgl@agate.berkeley.edu> labc-4ac@web-2e.berkeley.edu writes:
|I was playing inan extensive GURPS Supers/Ulta Tech game and we came accross
|an interesting problem with Ultra Tech, and to a lesser extent Supers.  With
|the amazingly HUGE numbers of dice involved in damage (20D6 dino-lasers) and
|the huge DR's of the super high tech armor, for us a hit was either bounced
|by armor, or fried the character.  The shot either didn't penetrate the armor
|or it penetrated with 10+ hitd and toasted the PC.  What ever happened to
|injury's??  Have other people had this problem?

	Careful, most of the time massive weapons like that will run into the
blow-through limit.  (Although theoretically a dino laser wouldn't fall
under the blow-through rules.)  Most of the time, it's pretty hard to whack
someone in one shot.


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
Newsgroups: rec.games.frp
From: seawasp+@pitt.edu (Ryk E Spoor)
Newsgroups: rec.games.frp
Subject: Re: Mages and Armor Question ( AD&D )
Date: 12 Apr 92 21:24:29 GMT
Organization: University of Pittsburgh

In article <kdu9p_C00awNE3f0Y4@andrew.cmu.edu> ar2j+@andrew.cmu.edu (Anthony Russell Rosania) writes:
>
>  The problem with Armor is it encumbers one too much to properly enact
>somatic components, as well as the fact mages never had time to study
>how to don or use it. I don't not much about armor but it make sense to

	I know we just went through this, but  PLEASE let's not have THIS
silly justification. If you're going to say that good, well fitted armor
encumbers so much that you can't cast spells, then a mage shouldn't be able
to cast spells wearing heavy robes. He CERTAINLY should not be  able
to cast spells when in  a cold climate and dressed for the weather; the
interference  with movement that  comes from heavy winter clothing makes 
the interference from chainmail feel like nothing.

				Sea Wasp
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp
Subject: Switching to new Dual-class (was Re: ADND2: Help with Dual-Class)
Date: 8 Apr 92 16:35:51 -0500
Organization: University of Northern Iowa

In article <1992Apr6.202516.6959@news.nd.edu>, dmatiske@vyasa.helios.nd.edu (david matiskella) writes:
> 	What I do is charge 1+1d4 years to become the new class.  Five years is
> probrably to long to become a fighter or thief, but to become a Mage or priest
> is is most likely to little so it evens out. The problem is what does the rest
> of the party due will thier friend is out training?

   This is a problem I've often run into in my campaigns, when one character
wants to do something that takes up x amount of time, but the other characters
either don't have anything to do for that time, or don't want to wait.  I've
tried a number of solutions, none of which are perfect or satisfactory, but I
have yet to come up with one that is to all persons involved.

   One way is to just say there isn't really anything around the area that
needs to be adventured to or anything.. No dungeons, evil necromancers, etc..
They've all been cleared out.  PCs can have normal lives (what's that?).  I
just take the PCs that aren't doing anything, and tell them that they have x
amount of time, what would you like to do (in general).  A lot of times, the
characters will use this time to train in untrained slots, visit a sage for
information about something or some magic item they have, get a job to earn
some money, help with something in the town (charity project, a job by someone
else, etc..)

   This, to me, is the best method that works.  Any other ideas out there?  I'd
love to hear them.

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* I don't know, I don't care, I don't want * They're fleeing the wrong way!!  *
* to know, and I don't want to care.       *        -confused adventurer-     *
*        -Martian Manhunter-               ************************************
*        -Justice League International-    * Why is the DM smiling like that? *
*******************************************************************************
From: camelsho@matt.ksu.ksu.edu (   James A Seymour)
Newsgroups: rec.games.frp
Subject: Re: GenCon auction
Date: 17 Apr 1992 13:04:17 -0500
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

In article <1992Apr16.174942.22474@oz.plymouth.edu> sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>What was galling was that a half hour later, a copy of the same game was
>listed at $3 minimum bid (I asked $20) and through spirited bidding
>finally sold for $25!  Human nature . . . 

The specific name for this among the regular farm auction goers 
around here is "auction fever"  Certain people just get caught
up in the bidding war going on.

If you go to any auction and spot something you like, decide on a
price you are willing to pay.  Dont go over that price one penny.

camel
From: rsm@delfax.Amiga.OCunix.On.Ca (Rick Morrow)
Newsgroups: rec.games.frp
Subject: Re: 100-DICE
Reply-To: rsm@delfax.amiga.ocunix.on.ca (Rick Morrow)
Organization: Gamer's Guild BBS - 1200-9600(v.32) - (613) 834-8582 - 24 hours
Distribution: world
Date: 15 Apr 92 19:15:44 EST

mcdougal@lonestar.utsa.edu (Jon . McDougal) writes:
>
>    Yeah, the d100 is real and called a Zocchihedron. It was invented by
>a game warehouse in Gulfport, Mississippi, about 4yrs ago. Since I lived
>there I know all about the bugger. It is basically a golfball with some
 
   Hmmm, I wonder about your dates. I picked one of these up at GenCon in
1986. It worked pretty good, but the two halfs were joined with inferior
glue, and it split apart during a session. All the little plastic beadie
things did the darndest disappearing act, and it didn't quite work without
them (just kept rolling and rolling..... :-). All in all I prefer using a
pair of d10's....
 
                                        _Rick_

---via BBX 0.1040
----------  
Rick Morrow  (aka Faldarian Delfax, sysop Gamer's Guild BBS)  
Ottawa Ontario Canada  -  rsm@delfax.Amiga.OCUnix.On.Ca  
Newsgroups: rec.games.frp
From: a_curtis@oz.plymouth.edu (Andrew M. Curtis)
Subject: Test
Reply-To: a_curtis@oz.plymouth.edu (Andrew M. Curtis)
Organization: Plymouth State College - Plymouth, N.H.
Distribution: global
Date: Wed, 8 Apr 92 14:32:29 GMT

Test for new sig.  Please ignore...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--<Charon WhiteWater, Barbarian Cleric>--
--<Worshipper of The Great Wyrm Red Dragon>--
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
-->a_curtis@oz.plymouth.edu<--
*******************************************************************************
Newsgroups: rec.games.frp
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Subject: Re: Steve Jackson Games is gone?
Organization: California State University, Chico
Distribution: world,local
Date: Fri, 10 Apr 1992 17:02:16 GMT

Ted Krueger writes:
>Over in rec.games.misc a few weeks ago, someone posted concerning a 
>new game called Ultima 9 which requires the following hardware:
[...]

Just following the thread, so flame units at port arms, please.

I've seen the MPC-spce Battlechess, which only comes on CDRom, requires
Windows w/MPC extensions (multimedia) and etc.  On the Rom, the program
takes 42 MEGS!  As is, with windows, you won't be able to do much w/o
a good 4 Megs of memory or so, and at least a 386-33.  In other words,
the specs for that Ultima-9 don't seem so outrageous.

Oh, and the game?  It's freakin' beautiful!  See it if you can.
Newsgroups: rec.games.frp