HDTenEightyP/NetNews huggingface dataset:
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp.misc
Subject: Re: New From SJ Games!
Distribution: world
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith
Date: 11 Oct 92 21:22:35 CST
Organization: Texas Net Illuminati

irvine@uxh.cso.uiuc.edu (Brent Irvine) writes:
>
> Yikes!  That is from an old-ish game by the same name published by
> (probably extinct) an old company called FANTASY GAMES UNLIMITED.
>
> I wonder if they give credit to the original publishers?
>

Publisher, no. The publisher has nothing to do with it. We *are* paying a
licensing fee to Dennis Sustare, though, who wrote the original system. :-)

Loyd

***************************************************************************
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Newsgroups: rec.games.frp.misc
From: goldman@orac.cray.com (Matthew D. Goldman)
Subject: Re: Vampire Question:  The Hunters Hunted - is it out?
Organization: Cray Research, Inc.
Date: 13 Oct 92 08:38:33 CDT

In article <18051@ucdavis.ucdavis.edu> ez005523@othello.ucdavis.edu (David Lucey) writes:
>Hello!
>
>Where the frack is The Hunters Hunted supplement for Vampire?  (My local game
>store says it isn't available yet, and I know at least one store in Sac.
>confirms that this is so.)  Is it available for ordering from WW?  Can it be
>purchased in the Bay Area?  If it's not available, when will it be?
>
>Thanks for any help you can provide.
>
>Sincerely,
>Eric Lulie
>

It has been out for some time.  It looks okay; however, I have not
done more than page through it at the various game stores in the
Minneapolis/St. Paul area.  Your milage may vary.

Matt

-- 
Matthew Goldman              E-mail: goldman@orac.cray.com
Fax: (612) 683-3099                   Work: (612) 683-3061

"It's real handy, havin' an Elder God in the band, eh?"
From: ez007612@othello.ucdavis.edu (Tim Prestero)
Newsgroups: rec.games.frp.misc
Subject: Living Steel
Date: 16 Oct 92 23:38:04 GMT
Organization: Computing Services, UC Davis
Originator: ez007612@othello.ucdavis.edu

After goofing around with the Phoenix Command system for a while, 
I finally went out and bought Leading Edge's role-playing system, 
Living Steel, and the first scenario book, Trident RMBK.  I like 
the rules, etc just fine, but I am unable to find ANYONE who has 
ever played the game. Soooo, anybody out there ever tried it? 
Ever tried to use Phoenix Command for role playing in general?
My players are concerned about the lethality of the system, and 
are pretty freaked out by the volume of rules. I was wondering how
it worked out for other who've tried it.

Tim Prestero
ez007612@hamlet.ucdavis.edu
From: mfp+@CS.CMU.EDU (Michael Polis)
Newsgroups: rec.games.frp.misc
Subject: Re: RM:herbs
Keywords: Rolemaster
Date: 16 Oct 92 22:04:18 GMT
Organization: Carnegie Mellon University

In article <Oct.16.11.47.36.1992.14956@gandalf.rutgers.edu>, ghuber@gandalf.rutgers.edu (George Huber) writes:
|> For example, suppose that someone wnated to capture the party - if he had the
|> chance to spike the parties food with one of the herbs that cause quick 
|> unconsciousness would the following apply:
In this context, it is an herbal poison.  So...

|> 1) should the party get saving throws vs. the affect to the herb, and if so
|>    what should the level of the herb be?
Yes, RR with modifiers for poison.  The level is really a GM judgement call.
Herbs with higher addiction factors, higher prices, and lower availability
might be more potent.  Maybe the low end would be 3rd-5th level.

|> 2) would detect poison/trap spells pick up the herb in the food?
I would consider it a poison, but not a trap.
From: acct252@carroll1.cc.edu (Matt Sheahan)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Disarming Oponents
Date: 16 Oct 92 23:14:00 GMT
Organization: Carroll College-Waukesha, WI

kucloak@kuhub.cc.ukans.edu (Bryan Kennedy Reed) writes:

>After watching Segal's latest flick, a question popped up.  How do we
>deal with disarming in Shadowrun?  For a physical adept (or Samurai
>for that matter) who deals only in hand to hand, it's a good think to
>separate you opponent and his firearm.  Has anyone come up with any
>rules on this?-- 

I'd do it as a resisted Armed/Unarmed Combat success test.  Tougher than just
beating on someone, so make the target a 6.  Resisted with Armed Combat dice
against the attacker's weapon skill.  If the attacker gets a net success, there
goes the weapon.
--
===============================================================================
__   /| All that glitters has a high refractive index.
\~o.O'  The meek will inherit the earth; the rest of us will go to the stars.
=(___)= Don't open your eyes, take it from me; I have found you can find
   U    happiness in slavery...      Matt Sheahan, Jantz Raynor, Corwin, Mancer
 Ack!!  Rub her feet.       Question reality.           acct252@carroll1.cc.edu
===============================================================================
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: New From SJ Games!
Originator: jmkaraka@c00096-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Sat, 10 Oct 1992 21:42:12 GMT


|>>	Don't forget about GURPS Bunnies and Burrows (No joke!).  About the 
|>>trials and adventures of those intelligent denizens of the local forest and
|>>vegetable garden.  Very playable and very funny in spots.  (e.g.  rabbits
|>>are not very good at math, so they can't count very high.  "One, two, three,
|>>four, lots!")
|>>
|>>	-john-
|>
|>Yikes!  That is from an old-ish game by the same name published by 
|>(probably extinct) an old company called FANTASY GAMES UNLIMITED.
|>
|>The game was first published in 1976 (same time as _Watership_Down_)
|>I have a copy from 1982 (second edition).
|>
|>I wonder if they give credit to the original publishers?
|>
|>
	Yep.

	-john-
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.misc
Subject: Re: Newbie System?
Date: 11 Oct 92 13:36:47 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd1.cis.pitt.edu

In article <1992Oct9.183403.16505@oz.plymouth.edu> sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>No, I don't mean all that by "learn."  I mean understand when you need
>to roll the dice, against what skill or attribute, how to play your
>disads and advantages, how to roleplay the character and understand
>what a roleplaying game is all about.  And, no you can't necessarily do
>that in every system - I played AD&D six times and NEVER understood
>what my character was capable of, when to roll what, which actions
>would be better than others, etc.

	*blink blink*

	When to roll the dice seems easy enough, but things like knowing how
to play disads and advantages, and how to ROLEplay... that takes years,
not minutes. 

	But you never knew when to roll or what the character could do
in AD&D? That's so simple. You roll (a) to hit in combat, (b) to avoid
taking damage from non-melee attacks (the saving throw), (c) to use a
special skill (lockpicking, moving silently, or, in second ed, proficiencies).
Offhand I can't think of any other official times to roll.

	As for what the character was capable of... mostly that's the
character class. Mages throw spells, fighters fight.

>I don't think "learning" a system for a *player* has anything to do
>with looking things up in books - players never need to look things up
>in my games.  That's the GM's job. 

	Then my hat's off to you, man. If I tried to take all the lookup
tasks on myself in my game, it'd reduce the speed of play to a crawl
akin to that of a sedated snail:
	"Okay, this round Joe is using a spell... what does that one do?
(look up)... Fred is going to use his sword... wait, does that sword have
that ability?  Hmm. Jane needs to pick locks -- oops, she went up a level,
so I have to change the skill level..."
	As opposed to:
	"Joe uses ____ -- okay, that's cool, Fred, your sword DID warn you
that there is something nasty behind the door, and Jane, this lock was 
VERY difficult, but using stuff you learned just recently you were able
to pick it..."

	My job isn't to be the PC's bookkeeper -- I have hundreds of NPCs
and an entire world to worry about.


				Sea Wasp
				  /^\
				  ;;;
Newsgroups: rec.games.frp.misc
From: lum@cs.tu-berlin.de (Lutz Hofmann)
Subject: Re: Vampire
Organization: Technical University of Berlin, Germany
Date: Tue, 13 Oct 1992 19:36:17 GMT

In article <1992Oct12.214225.26835@news.duc.auburn.edu> fshaver@eng.auburn.edu writes:

>We finally decided that the combinations
>given in the rules were adequate guidelines, but that often the
>character might be using a different combination than the book's
>suggestion. 

>we convinced our ST that the Attribute + (whatever) system basicallyr
>SUCKS and we would have more fun picking more logical
>combinations.

I had the impression that you were free to decide which attribute goes
with which ability/discipline/background for the intended task.
And that is what you did. So arises the question: Why does it suck?

Example Dominate: Played as seduction: Use dominate + appearance for
                                       your pool.
                  Played as intimidation: Use dominate + manipulation
                  Played as physical overbearing : Use dominate + strength

what have you.

Yours Sincerely   Lutz Hofmann
                  lum@cs.tu-berlin.de

-- 
Ob. Disc: Dies ist kein Flame.   ---   This is no flame.
From: hummell+@pitt.edu (Andrew G Hummell)
Newsgroups: rec.games.frp.misc
Subject: Re: GM wants to be a Player
Date: 14 Oct 92 05:25:35 GMT
Organization: University of Pittsburgh

In article <1992Oct13.195126.1@kean.ucs.mun.ca> jbridson@kean.ucs.mun.ca writes:
[stuff deleted]
>
>How does a GM turn into a simple Player again?  How do you get back into 
>the feel of role-playing just one person and having no control over others' 
>actions?
>
Your best course of action is to expand your group and shop around for an
experienced GM to join your group.  Another option would be to recruit other
players in your group and teach them how GM.  This option would take some time
and would require you to co-GM a few sessions (or a short campaign) to give
them time to make the adjustment from player to GM.  The hardest part (at
least for me, since I alternate between GMing and playing) is being *just*
a player in someone else's campaign once you've become a GM.  Also, don't
be afraid to give advice to anyone GMing a game that you play in, but give
the advice outside of the game (before or after the sessions) and be nice
about it -- no need to incur the wrath of a vengeful GM.  ;-) 

Andy
-- 
-------------------------------------------------------------------------------
  "I'm not insane...just a reasonable facsimile."  | Hummell@unix.cis.pitt.edu
  "Character is what you are in the dark."         | Andy Hummell ...that's me 
-------------------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun)
Subject: Re: Vampire Question: The Hunters Hunted - is it out?
Organization: University of Illinois at Urbana
Date: Tue, 13 Oct 1992 01:26:08 GMT

ez005523@othello.ucdavis.edu (David Lucey) writes:

>Hello!

Hi.

>Where the frack is The Hunters Hunted supplement for Vampire?  

It's available in Shampoo-Banana..i.e., the midwest area has it already.

>My local game
>store says it isn't available yet, and I know at least one store in Sac.
>confirms that this is so.)  Is it available for ordering from WW?  Can it be
>purchased in the Bay Area?  If it's not available, when will it be?

Well, I think they just said that 'cause they ain't got it yet. The store
I shop at has had this item for quite a while, and doesn't special order
stuff, so I'd say that it's available through normal distribution channels.

Axly
From: mjl17@mbuc.bio.cam.ac.uk (Michael Lush)
Newsgroups: rec.games.frp.misc
Subject: Re: The Primal Order - Is it worth it?
Date: 7 Oct 92 23:00:12 GMT
Organization: U. of Cambridge, England

In article <17890@ucdavis.ucdavis.edu>, e5af046@cezanne.ucdavis.edu writes:
|> Hi!
|> 
|> A question:  I was browsing through the store the other day, and I picked up a
|> copy of Wizards of the Coast's "The Primal Order."  Due to circumstances beyond
|> my control (read:  shrinkwrapping), I was unable to read any of the material
|> within.  Today, however, I just notice a post in rec.games.frp.announce from
|> WOTC for "Pawns:  The Opening Move," which I am inferring is supporting materialfor TPO.  Should a prospective god-maker buy TPO, and P:TOM?
|> 
|> (I am considering doing an Ars Magica campaign, the information in TPO may be
|> useful as, as of yet, I have not seen the Pax Dei or the Maleficium in any
|> stores in my area...)
|> 
|> Any advice would be greatly appreciated.
|> 
|> Sincerely
|> Eric Lulie
|> 
|> (P.S.  Speaking of the Pax Dei and the Maleficium, does anyone know if these
|> two supplements are out?)


       I would say TPO is defernatly worth it, it  gives suffecent detail
to even run PC's as gods (well at least godlings, and let them work up),
pointing out that they may have been 53rd level on their home plane, 
but now thats just lets them sit the enterence exam.

        TPO has clear consistasnt non-intrusive mechanics for easy 
translation to other systems, or for use 'as is', the rules also :-

a)      Make it abundently clear why mortals dont kick over Gods
(gods use primal power which is at least 100-1000 times better than 
anything mortals can dream of).

b)      Puts numbers to just how gods benifit from worship,  sacrifics, 
 soals, etc generate primal power.

c)      Explains just how much it costs to run a church and hand out
all that healing, and smiting magic.

d)      Gives instructions on how to redecorate your home plane.

and (to me most important)

g)      Explains all this in a highly readible format.

        So if you want your gods to be more than distant names,  and
have them spend their time actualy doing something (ie plot, quarrel, fight 
molest, insest,  and meddle in the affairs of mortels) like Real gods* 
TPO is fine buy.

-- 
Michael

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NPC rights activist           |      Nameless Abominations are people too.


NOTE:   When I say Real gods I am refering to the ancient panthions
sutch as Greek, Roman, Sumarion, Chinese, Australian, 
South American, and Norse panthions.

No slur is intended to any currently active religion.

Well thats my attempt to keep the fundies at bay...  

At least I tryed:-)
From: CX6L@MUSICA.MCGILL.CA (CX6L)
Newsgroups: rec.games.frp.misc
Subject: Re: Newbie System?
Date: 11 Oct 92 05:19:30 GMT
Organization: McGill University

In article <Bvx6Et.IvB@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun) writes:

...snip....snip....snip...
From: CS341A002@Husky1.StMarys.Ca (Loki)
Newsgroups: rec.games.frp.misc
Subject: Re: Newbie System?
Date: 9 Oct 92 01:34:12 GMT
Organization: The Underground
X-News-Reader: VMS NEWS 1.13.SMU

The best game to introduce people to is one where they are surrounded by
experienced gamers. Unconditionally. They will either quit gaming rather
more quickly than they would have *anyway* or will pick up gaming faster,
much faster...

This is one reason why cons are a Good Thing. They bring new gamers
together with older, more experienced gamers.

Seriously. One of my gamers started* gaming in my Dark Conspiracy game;
then going on to join a Shadowrun game and a MechWarrior game. I doubt
anyone here would recommend any of these systems for novice gamers. Still,
after about a year of gaming this gamer's better than most 2 or 3 year-long
gamers... certainly better than I was after a year of gaming. (I started
out gaming with a bunch of complete neos.)

 +--------------------------------------------------------------------------+
 |Most commonly known as Loki, occasionally sysop of TWWOL                  |
 |SCA: Brynjolfr Myrkjartanarson, founder of the Compaignie Mercurie, in the|
 |Canton of Seashire, Barony of Ruantallan, Laurel Kingdom of the East      |
 +--------------------------------------------------------------------------+
 |    The Net: cs341a002@husky1.stmarys.ca, cs341a002@stmarys.bitnet        |
 +--------------------------------------------------------------------------+

Random Quote of the Day:
Outside the SCA, the current king of filk is Weird Al Yankovic.

                --- Angharad (paraphrased)
From: gobeski8618@iscsvax.uni.edu (Steve 'Gobes' Gobeski)
Newsgroups: rec.games.frp.misc
Subject: Re: Champions Question
Date: 16 Oct 92 02:15:59 GMT
Organization: University of Northern Iowa

In article <uplink.719109811@cwis>, uplink@cwis.unomaha.edu (John M. Scheibeler) writes:
> kdmiller@athena.mit.edu (Kenneth D Miller) writes:
> 
>>The character is a flame-powered speedster named (what else?) Flamerunner.
>>His main useful ability is to leave a trail of 1d6K fire behind him where
>>ever he moves.  I did this by purchasing 1d6 RKA, with Continuous, the afore-
>>mentioned Area of Effect, 0 END, x2 hexes.  Is this "fair"?
> 
> 	Except for the fact that a Continuous power counts as an attack 
> action, and the fact that it's 0 END, sure.  Buying it without Uncontrollable
> will mean that wile you're laying down this attack, it counts as your 
> attack action, and therefore, you're only able to move a half-phase if
> you want to leave your energy trail.  Also, you are stuck moving half-phases
> if ANYONE crosses your energy trail.  Buy it Uncontrollable.  Also, put a
> -0 limitation stating a time duration for the attack so it doesn't burn down
> the city.
> 

Granted the power should have Uncontrollable, but I have to disagree with at
least some of this reasoning (sheesh.  talk about your rules-lawyers!).  It's
not like he bough CONCENTRATE on this power.  Specifically I have to take issue
with the "if ANYONE crosses your energy trail."  no.  That just isn't right.

Actually, its pretty much irrelevant & just shows how little sense this post
makes.

Personally, I'd rule something like this:  since the power *is* an attack &
since it is *not* uncontrolled, each time the character gets his phase & wants
to keep the flame trail going, he must forgo his attack.  This is, I believe,
how continuous attacks work, period.  Thus, for as long as the trail is to keep
burning, you're limited to actions taking 1/2 phase or less (ie. one half-phase
action and zero-phase actions).  Thus, it's irrelevant whether anyone crosses
your trail.  you forgo your attack to keep it going whether anyone crosses it
or not.

Likely, the original poster has made the power uncontrolled and moved on.  Good
thing, too.  'Nuff said

-- Steve 'Gobes' Gobeski // GOBESKI8618@iscsvax.uni.edu

PS.  I must agree with the other thread:  how often does fire NOT spread?  IMO,
fire should always be bought continuous, uncontrolled, 0 end & sticky, if it is
to simulate real fire.  Possibly with an activation on the sticky (or, -? only
to flammable objects, i prefer to use the activation to determine flammability
in questionable cases).
Newsgroups: rec.games.frp.misc
From: 003316g@ace.acadiau.ca (STEPHEN EDWARD ELLIOTT GREGORY)
Newsgroups: rec.games.frp.misc
Subject: Re: help
Keywords: mech stuff
Date: 15 Oct 92 17:02:27 GMT
Distribution: usa
Organization: Acadia University

In article <1bihrfINN9j5@charnel.ecst.csuchico.edu> tdunn@ecst.csuchico.edu (Tim Dunn) writes:
>From: tdunn@ecst.csuchico.edu (Tim Dunn)
>Subject: Re: help
>Keywords: mech stuff
>Date: 15 Oct 92 01:34:39 GMT
>Stephen Edward Elliott Gregory writes:
>>Robotech could have been a great game, anyone who saw Anime would love it. 
>
>I would beg to differ.  The source material was a Frankenstein of three 
>shows, watered down and coarsely edited.  It really didn't feel anime, 
>and then we slap on the Pal. system, which IMPO is everything D&D should
>have been, but nothing else.  The on top of that, we completely fubar the
>math and genre-faithfulness to the already flawed translation.
>
>No, I don't think Anime Fans would love it.
>
>>Battletech 
>>there is ABSOLUTELY NO support supplied by FASA 
>-- 

		{stuff deleted}

	Sorry, better clarify myself regarding "ABSOLUTELY NO SUPPORT". I 
was refering to using Battletech as a non-board game. In that area I have 
found nothing published by FASA. It is true that FASA publishes alot of 
supplements regarding the game world and new technology/equipment. In fact 
short of D&D I have seen no other game system with as many supplemants 
published on a near constant basis. Sorry about any confusion I caused.
Newsgroups: rec.games.frp.misc
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Subject: Re: Rolemaster
Organization: /u/student/jamie/.organization
Date: Wed, 14 Oct 1992 21:46:16 GMT
	<pvanheus.719050724@frodo>

In article <pvanheus.719050724@frodo> pvanheus@frodo.cs.uct.ac.za (P A van Heusden) writes:

   In <JAMIE.92Oct9222335@kauri.vuw.ac.nz> jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:

   >Well, I don't think anyone actually *plays* Rolemaster; however I'm
   >sure more than a few have accountancy sessions which might be mistaken
   >for a game. :)

   Sod you. We, at CLAWs UCT, play regularly. It just takes a bit of getting

Note the smilie!!

   There are a couple of standards: Perception is important. It is
   good to have at least 1 rank in swimming, climbing, etc, so as not to
   have the -25 penalty.

Yeah, these are skills that are important for an all-round character,
which of course doesn't mean everyone. With perception, I have an
automatic one rank in that whenever a character is begun, unless
special circumstances apply. 

   As a pure magic user, develop 1 spell list per level.

That is, if you're allowed that many. :)

   Body development is important.

Wouldn't it be interesting to run a game in which, after the initial
adolescent phase is over, it is impossible to increase Body
Development except through profession bonuses or change in stats? Of
course, all the monsters would have to have their hits changed as
well, but I think it would be an interesting idea. It just shows that
with a little effort, Rolemaster can be adapted to quite a number of
different playing styles (or should that be rule styles?)

   Of course, always have a weapon skill, even if you're a mage.

I disagree with this one. Depends entirely on the character.

   skills.... Which Companions do you have? (The best are 1 and 2)

I don't care so much for 1, but 2 is definitely worth it for the
normal RM GM, since it puts everything nicely in one place (that is,
until 3, 4, 5 and 6 (is there a 6?) came along!).

   Up to you.... What levels do you play? At low levels, more specialist
   classes are nice, at high levels, more general ones. Have you seen the
   new skill costs manipulation stuff in RMC5?

With everyone the same class, it doesn't really matter; depending on
opportunity, time etc, anyone can learn any skill, so it's certainly
possible to be specialised. I admit that it's not so easy to be
specialised in one thing and *also* good at others, which having 1/2
costs allows, but I like it that way.

No, I don't own any of the companions after 2, for which I am
eternally grateful. :)

Jamie

Newsgroups: rec.games.frp.misc