HDTenEightyP/NetNews huggingface dataset:
From: v124jw4y@ubvmsd.cc.buffalo.edu (Benjamin R Pierce)
Newsgroups: rec.games.frp.misc
Subject: Re: What is Talislanta
Date: 29 Sep 92 17:55:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Sep29.125145.26631@odin.diku.dk>, klaus@diku.dk (Klaus Ole Kristiansen) writes...
>>	How does Talislanta compare to D&D, AD&D?
> 
>Favorably. I do not know Talislanta, but I DO know D&D & AD&D. Anything
>else is better.
> 
>Klaus O K



Heh...

Seriously, Talislanta is a world specific fantasy role-playing system with an
extremely well-developed background and a fairly simple rules system which
revolves around target numbers.  Basically, if you have a skill, you roll a d20;
if you lack the skill, you roll a d10 on the same chart, with higher numbers
being better.  Your roll is modified by attributes and difficulty of the task.
Not the most elegant-sounding system, I know, but the focus of the game falls
heavily on the role-playing side of the spectrum; you won't find super-realistic
rules here.  You may remember some of the adds that cropped up in Dragon a few
years back, which proclaimed Talislanta's motto, "No Elves".  However, there
are dozens of different cultures and species to make up for the lack of 
conventional dwarves, elves, halflings, and the like.  Overall, there are 
(if I remember correctly) 118 different character archetypes from which to pick,
although some may not really be suitable as PCs.  You then customize your
character by picking up his incidental skills and modifying his stats if you
so choose.  There is no dice rolling involved in creating a character.
The book is packed with background on the Talislanta universe, along with art
which is generally of very high caliber.  Even if you never play the game, the
book might be worth browsing through to pick up ideas.  Overall, I recommend
the book as a very worthwhile buy.



                                                       --Ben
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: THIS NEWSGROUP IS SUPPOSED TO BE GONE!
Date: 2 Oct 92 01:04:42 GMT
Organization: Newt World Order

In article <92275.085951IK20001@MAINE.MAINE.EDU>, IK20001@MAINE.MAINE.EDU (Society for Creative Solipsism) writes:
> That you like being on rec.games.rpg is all fine and good
> for you...but it isn't on my system...so your post on how
> you were `here to stay because rec.games.frp.misc' was too
> big showed up on rec.games.frp.misc, on my system...:-)

...AND MADE IT BIGGER!

Someone had to finish that sentence. :-)

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
The more corrupt the government, the greater the number of laws -- Tacitus
From: gdavis@ccwf.cc.utexas.edu (Grant R. Davis)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS Q: Ultra-Tech blowthrough?
Keywords: GURPS, high damage, killing characters?
Date: 28 Sep 92 01:08:59 GMT
Organization: The University of Texas at Austin, Austin TX

In article <Bv0CMq.CGv@andy.bgsu.edu> pfrazie@andy.bgsu.edu (Paul M. Frazier) writes:

>One of the PCs is hit by a Mil. X-laser Rifle (doing 8 shots at 3d Imp each, 
>stacked into a sin single hit of 24d v. DR of 80 halved to 40).
>
>How much damage does the PC take?
>
>Basic says that blowthrough damage for a laser weapon is twice normal 
>blowthrough, or twice HT maximum loss, the rest blows through. BUT,
>Basic also says that weapons with a basic damage of 15d or more *don't*
>blow through, *all* the damage is applied.  Now, since Ultra-Tech says
>that the autofire of lasers attack DR as a single attack (only subtract
>DR once from damage) and the single attack is 24d, then the damage should not
>blow through.  But, the damage from a single shot of the Mil. X-laser is 3d,
>which could be interpreted as its "basic damage."  

The '15 dice rule' was probably intended for cannonballs and other heavy 
weapons with a large impact area (which begs the question 'why not just 
give them a larger modifier on damage that gets past armor?'). I'd let
the damage blow through.

Grant Davis
gdavis@ccwf.cc.utexas.edu

"This is good[beer]. Remind me to take this world."-Lost Destiny


Newsgroups: rec.games.frp.misc
From: heinenb@rama.informatik.rwth-aachen.de (Benedikt Eric Heinen)
Subject: RQdigest   Where to get them?
Keywords: RQ runequest digest
Organization: Rechnerbetrieb Informatik  /  RWTH Aachen
Date:  7 Oct 92 01:04:05 GMT

Hi,

   does anybody know, where I can ftp the RQ-digests? The only site mentioned
in the "frp-ftpsites-list" was eklektik, but since this site is inactive(?), I
don't know where to get these...

   Another question on rq... Is there an rq-mailing list somewhere, where I
can perhabs subscribe to?

yours,

      Benedikt

Newsgroups: rec.games.frp.misc
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: Bureau 13: Stalking the Night Fantastic
Keywords: bureau 13, horror, comedy, 
Organization: The Ohio State University
Distribution: usa
Date: Fri, 2 Oct 1992 14:30:29 GMT

In article <1992Oct2.052823.13706@qiclab.scn.rain.com> buggy@qiclab.scn.rain.com (Jeff C. Green) writes:
>Hi there, this is my first post to this group and I was wondering:
> 
>   Has anyone heard of a game called Bureau 13: Stalking the Night Fantastic?
>   I bought it, the sourcebook, and want to run it for some friends.  However,
>   I keep coming up blank or with ideas that are already dealt with in the
>   novels by Nick Polotta.  I'm looking for some fresh new ones.  If anyone
>   can help, I'd appreciate it....

I played this game at CapCon (one of the local gaming conventions around here),
and the session was run by the author of the system (name safely stored in
my sieve-like mind).

It was a basic monsters vs. agents bash, except that part of the players were
the monsters.  The scenario was to see who could inflict the most casualties
within the time slot.  We got to pick  the monsters we wanted to be, one
played a "troll" from _Willow_, another played a Predator, I ran a monster
based on John Carpenter's _The Thing_.

Lot's o' mayhem and destruction ensued.  We (the monsters) would have won if
the agents hadn't detonated all the armaments in the "armed to the teeth"
van.

-Coyt

Newsgroups: rec.games.frp.misc
From: goldm@rpi.edu (Mitchell E. Gold)
Subject: Re: Clay-O-Rama Rules: Part 2 (of 3)
Organization: Rensselaer Polytechnic Institute
Date: Mon, 28 Sep 1992 18:41:07 GMT

I haven't received this all, but more more importantly, I won't post it in
the moderated group. As I remember, the rules were published in Dragon
magazine, and as such has TSR's evil circle C on it. Regardless of who actually
published it, it is still copyrighted information and I don't want to be held
liable for the free disemination of it. (If someone can prove otherwise, or
get written permission to me from its verifiable authors, I will change my
mind.)

Sorry to be so strict, but life is tough enough.
--
 Mitchell Gold     /  middleman of
 sundance@rpi.edu /  rec.games.frp.archives
From: mortimer
Newsgroups: rec.games.frp.misc
Subject: Re: SR  Karma Pools
Date: 7 Oct 92 03:09:57 GMT
Organization: Rice University

Karma Pools seem to be unpopular on this net, so I sort of
feel compelled to stand up for them.  Of the new rules
introduced in SR2, this one is far and away the best.
 
It's sort of an elegant way of splitting the difference
between skill-based and level-based systems, reflecting
experience, stamina, and luck outside of a character's base
attributes and skills.  And they go a long way toward reducing
the lethality of the new combat rules.
 
Also, having run several test runs with experienced characters,
let me assure you that the pool gets used up VERY rapidly,
and points lost permanently from buying extra successes add
up quickly.  Opponents with obscenely high Karma Totals will
still have reasonable Karma Pools.
 
An option for those of you who still hate the concept is to
refresh the Karma Pool only between adventures, instead of
between encounters as the book suggests.
 
"Life IS pain.  Anyone who tells you differently is selling something."
-- mason hart, rice u.
From: davis@news.ccutah.edu (mike davis)
Newsgroups: rec.games.frp.misc
Subject: Re: Talislanta
Date: 29 Sep 92 00:11:05 GMT
Organization: University of Utah Computer Center
X-Newsreader: Tin 1.1 PL3

v124jw4y@ubvmsd.cc.buffalo.edu (Benjamin R Pierce) writes:
: Anybody out there pick up the new edition of Talislanta yet?  IMHO, it improves
: things about a thousand percent.  I've always enjoyed the world, but the old
: books were too disorganized and decentralized for my tastes.  Opinions? Anyone?
		I Disagree.  I have been running Talislanta since 1987.  The
new edition ruins the whole system!!  In the earler editions beinging charaters
where balenced, now with them changing the combat ratings some are so unballeinced that they are unplayable!  The same goes with the magic rating.  As for it 
being disorganized and decentralized, are you high or just plane STUPID!  There
is no effert to be concestant with the earler supplments!!!  As for being too
disorganized, listing charaters types alphebetacly makes more sense the listing
them geographicly!!  As for the "new" magic system insteed of giving everyone
the same basic spells and saying they all started with the same spells, now
everyone basicly starts with the same spells but you get the joy of reading
the same spell discritions 15 times!!!  The one thing I liked about Talaslanta,
other than the world, It was VERY consitent!  Noe WOC has gone for design by
committy and not having the creater having finally approveal.  Off hand I am
very PISSED at how they runied my favoret game!!  

	Also as for if I am familler engough to say this,  I helped write the
conversion notes in Pawns for Talislanta.



					Mike Davis
From: hapa@cats.ucsc.edu (Doug Easterly)
Newsgroups: rec.games.frp.misc
Subject: Re: The Primal Order - Is it worth it?
Date: 6 Oct 1992 20:02:47 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: ucsco.ucsc.edu


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

I can't tell you about "Pawns," but I did like TPO. It is a nice
supplement for developing gods in a campaign, and gives useful
guidelines for making suitably nasty deities in damned near any
FRP system. The "capsystem" approach gives a clear set of mechanics
that transfer across systems, and the book is filled with a number
of ideas for developing pantheons, divinities as NPCs, and fleshing
out religions.

The book tends toward powergamers who have active gods involved in
the campaign. However, I found it useful to folks like me who want
to keep gods fairly distant. I have been using it as a reference in
fleshing out the deities in my long-dormant campaign world, and
I have found it a good way to give some meat and personality to 
the deities I use.

As far as using it for Ars Magica, I am afraid I don't have a clue
how well it works, though TPO does include conversion notes....

I hope this helps....

Doug "really, I have no affiliation with WOTC" Easterly

P.S. mavra@blegga.cac.washington.edu can give you lots more info
on TPO or any WOTC product....

-- 
-------------------------- Magic-------------------------------
Sandra's seen a leprechaun,	  Donald heard a mermaid sing,
Eddie touched a troll,		  Susy spied an elf,
Laurie danced with witches once,  But all the magic I have known
Charlie found som goblins' gold.  I've had to make myself.
			-Shel Silverstein
Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (John M. Scheibeler)
Subject: Re: Star Wars questions
Organization: University of Nebraska at Omaha
Date: Sat, 26 Sep 1992 18:33:55 GMT

merricb@mundil.cs.mu.OZ.AU (The ELF) writes:

>One question I have for you (and everyone else here): 
>	How many skill points do you give out per adventure?

>In our group, the general award (recently) has been from 20-30 skill points
>per session (about 6-10 hours). As a result, my character, Eric Rakor, is
>over 500 pts, with 8D piloting & 7D+1 ss gunnery (Yes, he is a brash pilot).
>[He has 6 force points]... this is after about 20-25 of these sessions.

>Is this a lot compared to everyone else? Or does everyone give out more
>than the 3-10 suggested by WEG?

   Let's see.  My character, after six months of playing on every Sunday for 
12-14 hours per session, was around 120 points with three force points.
I had 8D command (being an Old Senatorial)  and some good shipboard skills.
My GM gave out, on the average, 6-12 skill points per game.  When my 
character died (to prove to his home planet the evil of the Empire), I was 
readmitted with a Wookie character (who thought the Smuggler was a teddy
bear ... Hee hee hee :-) with 80 skill points free and clear.

>-- 
>--------------------------------------------------------------------
>Merric Blackman		merricb@mundil		
>--------------------------------------------------------------------

>"First things first -- but not necessarily in that order"
>		-- The Doctor, "Doctor Who"
Uplink Jones
.s

Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (John M. Scheibeler)
Subject: Re: Star Wars questions
Organization: University of Nebraska at Omaha
Date: Sat, 26 Sep 1992 18:15:40 GMT

z_copeab@ccsvax.sfasu.edu writes:

>In article <JONAS.92Sep24132329@his.se>, jonas@his.se (Jonas Mellin) writes:
>> 
>> What I would like to know is if there is anyone who have any more
>> "realistic" space fighter rules, perhaps based on modern jet fighter
>> (which all spacecrafts with the exception of the Death Star seems to
>> emulate more or less, even capital ships). What I find disturbing with
>> the current rules are the ignoring of both attacker's and defender's
>> heading; you can fire at an opponent wherever he is around you, as if
>> you could turn 180 degrees without problems like G-forces or metal
>> stress in the craft.

>	Well, the RPG space combat system *is* supposed to be simple! If you
>want something more detailed, I would suggest you consider getting Star
>Warriors, the starfighter combat game for Star Wars. 

   Even then, the starfighter combat rules in Star Warriors isn't that 
realistic.  But then the genre's calles SPACE OPERA for a reason.  If you
want a realistic space game, play Renegade Legion.

>> 
>> Another thing I've been thinking about is the fact that very few
>> fighters in the films fires single shots. X-wings fires bursts of two
>> shots from diagonally opposed guns. TIEs fires a long burst from both
>> guns and are often using them as tracer fire. The only single shots
>> I've seen are from Y-wings in Return of the Jedi, in the gigantic
>> space battle above Endor.

>	To keep things simple, the designers chose to have each attack by a
>starfighter combine all similar weapons. For example, when an X-Wing fires
>its wing-mounted lasers, the to-hit and damage roll assumes all of them have
>been fired. Treating each individual laser seperately would just take up extra
>time without any real benefits.

   Special effect is the key here.  In this case, when you fire your 
laser cannons and roll you dice, the game assumes that, for reasons of 
special effects, that your cannons are actually firing mutiple shots.

uplinknik
.s :-)
Newsgroups: rec.games.frp.misc
From: CX6L000 <CX6L@MUSICA.MCGILL.CA>
Subject: RE: GURPS: Body Location Table Usage
Organization: McGill University
Date: Sun, 4 Oct 1992 20:11:37 GMT

In article <1992Oct4.164236.5187@ncar.ucar.edu> urban@stout.atd.ucar.edu (Art Urban (PROFS)) writes:
>I hope I can keep this question short...
>
>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?
>
>Example: If a character runs up to an opponant and makes a wild swing, the
>rules say you are at -5 to hit, and to randomly determing body location. If
>I randomly determine the "near arm", is the character at -5, or -7? I assume
>that it is -5, since the table appears to take into account the likelyhood
>of hitting difficult targets.
>
>Our gaming group has submitted this question directly to SJG, but now with
>three weeks gone by, no word from them at all... ('course we did ask about
>50 questions... :^)
>
>--
>Art Urban             urban@stout.atd.ucar.edu
>===============================================================================
> "Oh no! The canary exploded!"                                      -Tom Servo
>===============================================================================
>.
>.

Already answered in the past. On a random missile attack, wild
swing or other unaimed attack, FIRST roll hit location, then
apply that penalty to the attack, and then stack on ALL other
penalites for wild swings, range, etc. In the case of wild
swings, this prevents someone with really low skill from
consistently hitting difficult targets with as much ease as
skilled ones. Skilled fighters may still be swinging wildly,
but they will have better timing and balance. Hope this helps.

______________________________________________________________________
|      From the Most Holy Keyboard of:                               |
|      Dr Manfred Kromm, Reverend of the Temple of the Squid God,    |
|      Professor of Quantum Parapsychology.                          |
|____________________________________________________________________|
|           )                               "This won't hurt a bit.  |
|  |========|OOOOOOOOOOOOOOOOOOO>------      Afterwards . . . you'll |
|           )                                see things MY way!"     |
|____________________________________________________________________|
Newsgroups: rec.games.frp.misc
From: npb41275@uxa.cso.uiuc.edu (Noah Ban)
Subject: Re: White Wolf's Upcoming Vampire LARP
Organization: University of Illinois at Urbana
Date: Thu, 1 Oct 1992 22:27:59 GMT

loydb@fnordbox.UUCP (Loyd Blankenship) writes:

>I noticed there had been some discussion of a Vampire LARP (Live Action
>RolePlaying game), and happened to mention to Mark Rein*Hagen the other
>day. Turns out they're released a boxed LARP set in the Spring. It will
>contain, among other things, an ahnk (when you're wearing it, it indicates
>that you're playing), a Clan pin, bunches o' player handouts, a Narrator's
>book, a Character book, a poster, a collection of short stories or a novel,
>and fun plastic fangs. There'll probably be other stuff too. Priced @ $40.

>Loyd


Will each player have to buy the set, or do you need only one per group?
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Tir life?
From: bob@nutmeg.ntu.edu.au (Robert Watkins)
Date: 3 Oct 92 21:38:35 +0900
Distribution: world
Organization: Information Technology, Northern Territory University

In article <20809@plains.NoDak.edu>, dhenry@plains.NoDak.edu (David Henry) writes:
> In article <29SEP199211373045@jane.uh.edu> chem7l@jane.uh.edu writes:
> >Hi all.
> >
> >My group is about to start a campaign, and one of the characters is from Tir
> >Tangire (sp?).  The player wants to know more about the Tir so she can put
> >together a reasonable history.  Does anyone know of any sourcebooks, modules,
> >etc., available or forthcoming, that give information about the Tir.  I'm 
> >looking for social, political, and economic info, as well as a description of
> >life in general.
> 
> The sourcebook for the Tir is still coming -- I believe after the Grimoire
> II is released, but let's sit back and let the local SR gurus fill us in for
> the correct time, shall we? Until then, the most information available on
> the Tir can be found in either certain of the SR novels, or in the Harlequin
> adventure campaign supplement. None of these are indepth treatments, which
> kind of goes with the "land of mystery" aura FASA wants to create around it.
> 
> >Thanks in advance,
> 
> You're welcome from behind.
> -- 
> David R. Henry - Rogue Fan Club - CTHULHU in '92! Why vote for LESSER evils?
> For Kate is a jealous God, and requires sacrifice./What was your question?--K
> "All you of Earth are IDIOTS!"-P9fOS // Thanks... for the memories.--Rogue
> dhenry@plains.nodak.edu * ud137927@ndsuvm1.bitnet * ud137927@vm1.nodak.edu

Well, if they are going to do the Tir after the pattern they've established in
Harlequin and the novels, I'd expect to see some more about Ireland in it as well
(not just that minute section in London Sourcebook).
From: baj@acfcluster.nyu.edu
Newsgroups: rec.games.frp.misc
Subject: Amber: Question
Date: 5 Oct 92 21:39:04 GMT
Organization: New York University

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
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc
Subject: Re: Clerics in GURPS (Was Re: a GURPS question)
Date: 29 Sep 92 21:17:11 GMT
Organization: Boeing Computer Services, Seattle


 > As yet another addition for Clerics in my GURPS campaigns, I have them
   ... intermediate text deleted for brevity ...
 > Does anyone else use a similar idea?  I kinda of like it because you sort
 > of want to go back to your home familiar territory to rest, recover, and
 > cast all your major spells. - Chuck

I just used a "holy ground" modifier, then added modifiers for worshippers.
This would have the same effect, since worshippers of your Deity would be
more common in your native lands.

I added a +1 to the miracle roll for each multiple of 4 of the population
who are contributing to your prayer. Thus, 4 worshippers adds +1; 16 adds +2;
64 adds +3; and so on. I also used the number of character points of each
worshipper to determine the effectiveness of their contribution to the prayer.
Thus, a 25 point character is worth 1 standard worshipper; a 50 pointer is
worth 2; a 100-pointer is 3; a 200-pointer is 4; and so on.

This rule makes it worthwhile for a populace to go to the church 'en masse'
to contribute to the prayer.
-- 
 Bob Hall,                 | "If at first you don't succeed, try, try again.
 Workstation Peripheral    | Then give up. No use being a damn fool about it."
 Boeing Computer Services  |                                     -Groucho Marx
Newsgroups: rec.games.frp.misc