HDTenEightyP/NetNews huggingface dataset:
From: boyes@forty2.enet.dec.com (Mark Boyes)
Subject: Re: Torg:  Thoughts about settings.
Organization: Digital Equipment Corporation
Date: Tue, 6 Oct 1992 15:35:47 GMT


In article <69965@hydra.gatech.EDU>, gt7219a@prism.gatech.EDU (the manatee) writes...
>The point of this post is this:  How do you Gm's in net.land deal
>with adventures and modules that take place in your own hometown,

I live in Oxford UK, so most of Torg GMing was spent correcting the ludicrous
spelling of Oxford suburbs (Iffey and Headlington should be Iffley and
Headington).

>the manatee                 "What we have here is a failure to 
>gt7219a@prism.gatech.edu    communicate bilingually"  SNL 
> 
`Marky' Mark Boyes | Psychological Profile: Sesame Street's Elmo meets Sher Hite
Basement Flat      | Mantra: You can dance or you can sit and stare at the floor
28 Walton St.      | Mail: Mark.Boyes@reo.mts.dec.com  | Kinsey rating: Nobody 
Oxford, UK         | Day: 0734 206708 Night: 0865 53868|  knows I'm straight.
From: tony@phsbbs.princeton.nj.us (Anthony Foglia)
Newsgroups: rec.games.frp.misc
Subject: Re: Where is everybody (am I deaf or is no one talking?)
Date: 30 Sep 92 19:39:48 GMT
Organization: Princeton High School, Princeton, New Jersey

emamid@athena.ecs.csus.edu (David Emami) writes:

> 
> Where is everybody? My newsreader shows only 5 articles in this group; is my
> newsreader broken, or did this group suddenly die off or split or something?

It's split into rec.games.frp.announce/marketplace/dnd/archives/advocacy/m
isc


--------------------------------------------------------------------------
Disclaimer: The above views may be mine but may be those of the guy       
            behind me.  You decide.
There are two types of people in the world:
The first type always, no matter what, finishes what they start;
From: npalmer@magnus.acs.ohio-state.edu (Nicholas P Palmer)
Newsgroups: rec.games.frp.misc
Subject: Re: Rifts
Date: 2 Oct 92 18:52:02 GMT
Article-I.D.: magnus.1992Oct2.185202.19497
Organization: The Ohio State University

In article <1992Oct2.180032.17981@magnus.acs.ohio-state.edu> dmcgown@magnus.acs.ohio-state.edu (Daniel J McGown) writes:
>-Doomdragon
>     "Believe It Or Don't!"

As your GM, what the Hell does this mean?
Waste of good disk space, I tell you...

Sheesh....
Palmer
Newsgroups: rec.games.frp.misc
Organization: Arizona State University
Date: Wednesday, 30 Sep 1992 13:04:40 MST
From: <ICECW@ASUACAD.BITNET>
Newsgroups: rec.games.frp.misc
Subject:    Dallas/Ft. Worth area gaming stores

Hi!  i need some help!  I will be in the Dallas/Ft. Worth area over
Christmas.  While I won't get a chance to do any gaming there, I would
like to check out some decent gaming shops without going on a wild
goose chase!  I am primarily interested in shops that carry used out-of-
print stuff and/or Citadel figures.  Please email responses, 'cause I
don't think networld is interested in this in general!!  Thanks!
Newsgroups: rec.games.frp.misc
From: CX6L000 <CX6L@MUSICA.MCGILL.CA>
Subject: RE: SJG and Secret Service
Organization: McGill University
Date: Sat, 3 Oct 1992 07:11:11 GMT

In article <183732@pyramid.pyramid.com> mshaver@pyrhard2.eng.pyramid.com (Matthew Shaver) writes:
>Gee, I wonder if they will reenact the Steve Jackson Games raid on the
>new "Secret Service" show?  :-) :-)
>
>Matt.

I don't know the show...

..but a lot of Americans would be proud to see their tax-dollars
Newsgroups: rec.games.frp.misc
From: lonewolf@wam.umd.edu (Lone Wolf)
Subject: Werewolf
Organization: University of Maryland, College Park
Date: Wed, 30 Sep 1992 00:39:27 GMT

A question to those in the know.  Relating to the Rite of Talisman Dedication,
does anyone know how long it lasts?  I can't seem to find the answer any
place.  My GM wants to limit it to a Story length, and this seems awfully
limited to me.  How about some ammunition, guys.  Word from White Wolf would
be great, if any one out there has a more direct access.

Thanks,

	Longtooth.



==========
LUPINES RULE
=========


-- 
--------------------------------------------------------------------------
David Wood			lonewolf@wam.umd.edu
"The opinions expressed here are 100% true, give or take a lie or two."
--------------------------------------------------------------------------
From: gt7797a@prism.gatech.EDU (WORKS,TRAVIS EDWARD)
Newsgroups: rec.games.frp.misc
Subject: SRun: NAGEE 3
Summary: Where was that again?
Date: 2 Oct 92 20:17:21 GMT
Organization: Georgia Institute of Technology

BTW, can someone please tell me again where
the Third Annual Neo-Anarchist's Guide to
Everything Else is archived?

Thanks!
			-Travis
From: npalmer@magnus.acs.ohio-state.edu (Nicholas P Palmer)
Newsgroups: rec.games.frp.misc
Subject: Re: LARP: Vampire
Keywords: n
Date: 29 Sep 92 20:59:21 GMT
Organization: The Ohio State University

In article <28573@life.ai.mit.edu> ringrose@femur.ai.mit.edu (Robert Ringrose) writes:
>By their nature, killer and assassin games occur in times and places where
>people are isolated, and therefore real-world vulnerable. But making it center
>around a vampire walking the streets could make things even worse.  Also, you
>need to consider what other people will think of this.  Sure, you might not
>care now, but when they call the police you will.

Exactly, That's why we don't want this to happen.  The idea you present
below will be expanded further.  Also I forgot to add, for what it's worth,
all players are recommended (at least the human ones) to travel in pairs
or more, that way, reducing the chances of an isolated assault (Real world).

[It's hard to concentrate with Clinton and all these damn helicopters outside
my window, sorry for the short message/response]

>Vampires are supposed to be able to hypnotize their victims, no?  Give them
>something at range they can show to a player, come up with some mechanic to
>give them a chance of resisting.  Or give the vampires a disc gun: when they
>shoot, they are running while the victim is entranced and biting him.
>Something along those lines.

We were looking into this.  I brought it up to some others and I think what
we're looking at is the use of a flashlight or a mirror.  If they catch the
poor player in the face, Bam! Hypnosis.   The player has a 1 in 10 chance
of breaking the contact, but we're still working on how to do this. Probably
"Ok, pick a number, one through 10," says the vampire.
"Uhh... 4?" says hypnotized palyer.
"Nope! Now.. where should I bite you.... <EVIL GRIN>"

The only problem is the honor system, but since most Assassin/Killer games
are honor based, this shouldn't be a problem.

[This clinton guy sure is whipping up the crowd... "Do you want four more
years of name calling?"  Geeze....]

Do you mind if we use this Idea presented? (the hypnosis idea with chance
of breaking)


>	- Robert Ringrose

      Nik
Newsgroups: rec.games.frp.misc
From: seurer@rchland.vnet.ibm.com (Bill Seurer)
Subject: Re: RFD: GURPS disad limits
Date: Sun, 04 Oct 1992 21:38:52 GMT
Distribution: all
Reply-To: BillSeurer@vnet.ibm.com
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester

In article <1992Oct2.003801.9153@netcom.com>, agent86@netcom.com (Michael McBride) writes:
|> I am about to start a GURPS campaign.  It will be the first GURPS game
|> I have run.  In fact it is a bit of an experiment as well.  The group I
|> am about to GM for has never played GURPS.  We all use to play V&V (!)
|> RuneQuest, SR, AD&D (ages ago), and Call of Cthulhu.
|> 
|> so...since I haven't had the benefit of playtesting the character generation
|> guidelines...I would like some advice/discussion about some thing if
|> anyone would be so kind.
|> 
|> The game will be for 100 pt characters.  I am looking at the 40 pt disad
|> recommended limit and thinking this is reasonable.  but some questions come
|> to mind.  Should points gained from Lowering an attribute count toward
|> that 40 point "limit"....also is this (in Your experience) a truly good
|> disad limit?...would you recommend higher? or lower? and why?

The best way that I have come up with for handling disadvantages (and quirks)
is that players don't get any points for them and can take as many or as few
as they want to take.  To "compensate" for the lost points start them with
145 positive points to spend on attributes, skills, powers, and advantages.

That said, I do allow lowering attributes below 10 to give extra points.  Low
attributes (yes, even ST in a high tech game) almost always come back to
haunt the character.

In several years of practice I have seen my players go from point-grubbing 
with disadvantages to taking more and more of them (average is now nearly
50) to describe their character's personality.

I know of several other groups that also use this system and all have had
great success with it.

- Bill Seurer     Language and Compiler Development      IBM Rochester, MN
  Internet: BillSeurer@vnet.ibm.com    America On-Line: BillSeurer@aol.com
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Amber: Question
Originator: jmkaraka@c00070-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Mon, 5 Oct 1992 22:36:36 GMT


|>For anyone who's running an Amber campaign, a question:
|>
|>Scenario:  Player character wishes to locate another Amberite character in
|>           Shadow.  PC walks the Pattern and asks to be sent to the Amberite's
|>           location.  Should it work?  Why or Why not?
|>
|>If it works, how do you hide anything in Shadow?  None of the amberites in
|>the books used the Pattern in this manner, but Coral was able to ask the 
|>Pattern to send her where it thought best.  Should the Pattern only take you
|>to locations you have clearly in mind, so you can't find items or characters
|>in this manner?
|>
|>Any thoughts would be appreciated.
|>
|>  Barbara
|>
	The Pattern send you to PLACES.  Except for that special case where
the pattern itself decided where to send Coral, every user tells it WHERE they
want to be sent.  One of the essences of Pattern is control.  Having a firm
idea of where you want to go is essential.

	-john 'named & numbered' karakash-
Organization: Arizona State University
Date: Wednesday, 30 Sep 1992 13:00:46 MST
From: <ICECW@ASUACAD.BITNET>
Newsgroups: rec.games.frp.misc
Subject:    Sanctuary/Glorantha

Before I pose this question, I would like to mention that I am an avid fan
of both the Santuary series edited by Asprin and the world of Glorantha
by Stafford.  But....doesn't anyone else see the parallelisms of the relation-
ship between Sanctuary and Ranke in the Santuary series and the relationship
between Pavis in Glorantha and the Lunar Empire?  Just curious.
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: GURPS: Body Location Table Usage
Originator: jmkaraka@c00070-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Mon, 5 Oct 1992 21:51:27 GMT


|>Besides, your model is not realistic. It IS easier to just swing (or
|>shoot etc.) at someone then to aim for anything, even torso. If you
|>connect, you connect _somewhere_, intended or not, good or not.
|>
|>--------
|>maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)


	Thanks for saying it, saves me the trouble.

		-john-
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp.misc
Subject: Re: SJG and Secret Service
Distribution: usa
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith
Date: 5 Oct 92 11:52:37 CST
Organization: Texas Net Illuminati

dbasinge@silver.ucs.indiana.edu (Mike Basinger) writes:
> mshaver@pyrhard2.eng.pyramid.com (Matthew Shaver) writes:
> >Gee, I wonder if they will reenact the Steve Jackson Games raid on the
> >new "Secret Service" show?  :-) :-)
> >
> >Matt.
>
> I don't think they will make one. Not enough sex to sell the show
> (unless Loyd B. has something kinky to tell :-). Personally The last
> thing I want to see is another anti RPG TV show.
>

Loyd has lots of kinky things to tell . . . and doesn't want to see *any*
of them on national T.V. :-)

Loyd

***************************************************************************
* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
* GEnie: SJGAMES	    Mr. Grenade is no longer *	PO Box 18957	  *
* Compu$erve: [73407,515]	 your friend!	     *	Austin, TX 78760  *
* cs.utexas.edu!dogface!fnordbox!loydb		     *	512/447-7866	  *
***************************************************************************
Newsgroups: rec.games.frp.misc
From: swaim@owlnet.rice.edu (Michael Parks Swaim)
Subject: Re: WereVamp->Ars?
Organization: Rice University
Date: Mon, 5 Oct 1992 10:46:27 GMT

In article <LJe5RB1w165w@runic.via.mind.org> thantos@runic.via.mind.org (Paul Williams [SysOp]) writes:
>swaim@owlnet.rice.edu (Michael Parks Swaim) writes:
>
>> >Granted, the index is horrible, but Vamp II will rectify that...
>>   Look at the table of contents for AM III and say that again with a
>> straight face.
>
>   Aside  from  all  the other very good rebuttal in your message (most of
>        which I agreed  with  in  one  degree  or  another)  I  must  take
>        umberage with this comment.
>
>   I rather  like  the  organization  of  AM  ]I[.  Simple, modular, and a
>        really nice index.  Perhaps its just me...

  I'll agree that the book's well written, but it really could have been
edited better. As for the index, it's wrong in my copy for about the first
third of the book.
  The table of contents, on the other hand, pretty much has all the chapters,
just in a different orderthan where they appear.
  I can still find things faster in it than in my copy of vampire.


-- 
Mike Swaim            | Canada will become the next world power
swaim@owlnet.rice.edu | and they will work to ENSLAVE all the nations
Disclamer: I lie      | of your planet. -Ricardo
Cthulhu in '92! The stars are right!
From: brehob@plantain.cps.msu.edu (Mark W Brehob)
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun: Credsticks, a minor date error
Date: 30 Sep 92 03:57:47 GMT
Organization: Michigan State University

sl7sg@cc.usu.edu writes
> 
> 	Times are catching up, better stop buyin' CD's looks like  
something
> else is coming in its place...And this is not Science fiction
> 
> 	Perhaps somebody else saw the press release ?
> 
> 
> 		Condescendingly:
> 
> 			Shade Pendragon
> 
Actulay DADC in Terre Haute has had the 'new CD' stuff out and boy is it  
cool.  (can play the CD type thing AFTER you have removed it!)
Just goes to show that predicting the future is difficult.  Just think how  
far SR will be off in the year 201X.  
Hob
Newsgroups: rec.games.frp.misc
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: GURPS: Body Location Table Usage
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Sun, 4 Oct 92 19:34:32 GMT

urban@stout.atd.ucar.edu (Art Urban (PROFS)) writes:
>In the Advanced Combat rules, an attacker has the option of aiming an attack
>at a body location, or randomly rolling for the body location. My question
>is: does the negative hit modifier apply to the person *randomly* attacking 
>like it does for the person aiming their attack?

Yes.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.frp.misc
From: uldry@eig.unige.ch
Subject: Where Are Sauramund's Advice Column Issue #1 to #8?
Followup-To: rec.games.frp.misc
Organization: University of Geneva, Switzerland
Date: Wed, 30 Sep 1992 14:21:58 GMT

Dear Sauramud,

I got a little problem, I wanna know where I can find the first eight of 
your issues. Can you answer me quickly ?

	The Great and Lonely Fu
	Uldry Francois
	19 Village-Suisse
	CH-1205 Geneva
	Switzerland
From: markl@dvorak.amd.com (Mark Luedtke)
Newsgroups: rec.games.frp.misc
Subject: SR: No Risk Conjury?
Keywords: rule updates
Date: 30 Sep 92 19:20:33 GMT
Article-I.D.: dvorak.1992Sep30.192033.11766
Organization: Advanced Micro Devices, Inc.; Austin, Texas

I have been contemplating the current SR Conjury rules, and I simply don't
like the fact that a magician, at his leisure, is not in any real danger from
conjuring a spirit up to twice his Charisma.  Given the cheap attribute
increases in SRII (as cheap as a specialized skill increase), I imagine most
elf mages will have Charisma 8.  Sure, they will likely take a serious wound
for conjurying that force 16 spirit, but think of the benefit if they
succeed!  The damn thing's virtually invulnerable.

Of course, the more common situation is that the same mage can summon force
8 spirits with virtual impunity.  He'll probable take moderate stun, but who
cares, and that old force 8 spirit is a bugger in his own right.

I opted to throw a little more spice into the system.  I think the averages
are very similar, but the effects can be more extreme.  I decided the basic
flaw was that a successful conjury implied successful control, so instead
of an unresisted success test, I made conjury a resisted success test where
the spirit rolls it's force against the conjurer's Charisma.  Any successes
by the conjurer will summon the spirit, and any net successes by the
conjurer translate into services.  However, if the spirit and conjurer score
equal successes, the spirit will simply go home, and if the spirit gets net
successes over the conjurer, it will go free (using it's net successes as
it's initial spirit power).

The conjurer gets twice his conjury skill when performing the summoning, and
he can allocate those dice to either the conjury or drain resistance test.
The net effect of this is that high charisma characters will get more
services from low power spirits (which is fine with me, mainly because it
means mages get more for thier buck, and they need it) but there is
additional risk for conjuring higher powered spirits.

-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
Newsgroups: rec.games.frp.misc
From: wilcoxon@tweedledee.cis.udel.edu (Stephen Wilcoxon)
Subject: Re: SR II, how good is it?
Organization: University of Delaware
Date: Mon, 28 Sep 1992 16:43:52 GMT

I figured I'd throw in my 2 nuyen on this...

I gave up playing SR I very soon after it came out (and I bought it).  After
playing it after only 2 or 3 games, I was sick of the major problems in the
system (my main complaint was combat).  Until SR II came out, I only bought
supplements to convert over and use with Cyberspace.  After reading through
SR II (you have to give a game with this much great background a second
chance), I've got a fealing that I'll actually keep playing it.  The combat
system has all the problems that I originally noticed worked out (well, almost)
and they've changed and expanded rules to make them more playable and 
realistic (IMHO).

I only have two minor complaints.  Both are more a matter of taste than 
anything else.  First, I didn't like the general layout of sections (notably,
all the gear crammed near the back).  Second, it was kind of annoying to be
reading the Matrix, Magic, and Vehicles sections and basically being referred
to Virtual Realities, Grimoire II, and Rigger's Black Book respectively for
further rules (of course, they're rules that I want to see); I can't complain
too much about this because I'm sure one reason they did this was the space
constraint (reading it, I got a kind of crammed impression as is).

l8r...

                                          Twilight

The Crystal Wind is the Storm, and the Storm is Data, and the Data is Life.
  --  The Player's Litany
From: burke@vxdesy.desy.de
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Initiative Die
Date: 6 Oct 92 13:07:58 GMT
Organization: (DESY, Hamburg, Germany)

In article <rible.718331673@vorpal>, rible@vorpal.dell.com (Max "Slanty-wise Potions" Rible) writes:
> "Urban Renewal" with "Stun Blast", and Barry pulls out his bow and
> arrows.  He was going to have some hi-tech arrowheads made up to
> carry minigrenades, but he hasn't found a good armorer yet...)

Try taser cartriges ...

e----><----p | Stephen Burke           | Internet: burke@vxdesy.desy.de
 H   H   1   | Gruppe FH1T (Liverpool) | DECnet:   vxdesy::burke (13313::burke)
 H   H  11   | DESY, Notkestrasse 85   | BITNET:   BURKE@DESYVAX or SB2@UKACRL
 HHHHH   1   | 2000 Hamburg 52         | JANET:    sb2@uk.ac.rl.ib
 H   H   1   | Germany                 | Phone:    + 49 40 8998 2282
 H   H 11111 | HERA, the world's largest electron microscope!
Newsgroups: rec.games.frp.misc
From: braca2@cspyr1.cs.adfa.oz.au (BRAY CHRISTOPHER)
Subject: Re: Was Watson Jack the Ripper?
Organization: Australian Defence Force Academy, Canberra, Australia
Date: Sat, 3 Oct 1992 13:15:21 GMT

cm182s182@pdrome.UUCP (Clayton Miner) writes:

>Holmes was addicted to cocaine....
> 

Or morphine, or opium.  It was one of those, I am definate about this. 
One of the adventures details how he overcame this.
I think that ACD _tried_ to kill Holmes off with Moriarty because he found
the actual character of Sherlock to be ungentalmanly.  Popular demand 
brought him back however.

hook
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: TW:2000 firearm rules
Date: 26 Sep 92 17:00:42 CST
Organization: Stephen F. Austin State University

In article <Bv57oA.9E@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun) writes:
> porterg@gems.vcu.edu writes:
> 
> 
>>3. For both of these to make any sense in Twlight:2000, the damage of the
>>.45 should be *1*, and the 9mm should be *2*, and the Pen of both should be
>>*1* (1/nil for the .45, 2/1 for the 9mm).
> The 9mm is going faster, but the .45 is much larger. That has an enormous
> effect as far as damagimg people is concerned. There are many documented
> cases by the DEA of the 9mm being used and failing to acheive a kill
> even after many rounds had hit the perpetrator. (sp?) The .45 tends to
> kill or disable much faster. On the whole energy-damage relationship,
> the only study relating caliber to first shot kills (they accumulated
> all the shooting statistics available) the .357 Magnum leads the pack
> and no gun expert can tell you why.

	Still, because of the (screwy) way that T:2000 handles bullet
penetration, the 9mm has to have a higher damage than the .45 to simulate its
ability to get through body armor (which is *is* better at doing than a .45).
Also, I'm wondering about one thing when Traveller: The New Era comes out,
supposedly based on T:2000 -- what is going to happen to the old armors less
effective than the flak vest (mesh, jack, etc.), since T:2000 gives kevlar body
armor a rating of 1?

Brandon Cope

Newsgroups: rec.games.frp.misc
From: markl@dvorak.amd.com (Mark Luedtke)
Subject: Re: SRII: Initiative Die
Organization: Advanced Micro Devices, Inc.; Austin, Texas
Date: Tue, 6 Oct 92 21:57:38 GMT

In article <1992Oct6.204914.209@dvorak.amd.com> markl@dvorak.amd.com (Mark Luedtke) writes:
>wanted munies to be able to outstrip PAs, unless that PA became an adept,
                                                                    initiate,

Can you say long day?

-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
Newsgroups: rec.games.frp.misc
From: motto@cbnewsf.cb.att.com (mary.rita.otto)
Subject: Re: RFD: GURPS disad limits
Organization: AT&T
Date: Fri, 2 Oct 1992 05:17:57 GMT

In article <1992Oct2.003801.9153@netcom.com> agent86@netcom.com (Michael McBride) writes:
>to mind.  Should points gained from Lowering an attribute count toward
>that 40 point "limit"....also is this (in Your experience) a truly good
>disad limit?...would you recommend higher? or lower? and why?
>
From page 26 of GURPS Basic Set:
Limiting Disadvantages: "Poverty, ugliness, bad reputation, and
attributes of 7 or less count as disadvantages."

Yours sincerely,
Mary (typing for Andy the Outrageous)
Email us if you need more help.


Newsgroups: rec.games.frp.misc