HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.frp
Date: Fri, 17 Apr 1992 01:14:55 -0400 
From: Andrew David Weiland <aw1s+@andrew.cmu.edu>
Subject: Re: SR: Shamans & Spirits; Mages & Elementals....
Distribution: usa

>My question is, do ya think the elemental would wish to be free

I imagine the situation would be similar to the case when a magician
suffers Deadly damage.  The spirit has a chance of returning to its own
plane and a chance of staying around for a little while.  I think the GM
rolls 1d6 under the spirit's force to see if it stays.  There's no
explicit ruling, but the book implies that spirits that hang around will
return to their own plane after a few hours (if not, then free spirits
would be a lot more prevalent than the source material implies).

The question is, why would a spirit want to hang around on the mortal
plane?  And why would it want to stay if staying means that its bound to
a specific mage?  A spirit would certainly be unwilling to stay if the
condition of its residence was its true name (and one interpretation of
the rules is that a magician will automatically know the spirit's true
name because he was present when the spirit became free).

But; the more powerful a spirit is, the bolder it is.  And a bold spirit
wouldn't mind a vacation in the true plane; especially if the visit gave
it a chance to earn karma.  Here's an off-the-cuff rule; roll 2d6 under
the spirits force to determine if the spirt actually wants to stay on
Earth.  A spirit will not choose to stay if staying involved
near-certain death, or if it would be required to give up its true name.

I've been toying with the hypothesis that spirits don't exist as
independent entities until they are summoned and released.  A true name
is a separating factor, what differentiates them from other spirits.  In
this scenario, a spirit would always seek to be a free spirit; though
most free spirits don't have what it takes to handle Earthly life, and
flee back to the metaplane.

As to why there are so few free spirits; well that's an interesting
question, and I assure you that the answer is even more interesting.

>While we at it, what do you think is the relationship between summoner
>and spirit? Do ya think these guys resent being here? How do ya
conjurers >out there treat these guys? Like slaves or like entreatied
friends?

I guess that depends whether your hermetic or shamanic.  Hermetic mages
have the power of life and death over their elementals, and elementals
who are freed have an annoying tendency to turn on the mage.  Some
wizards don't choose to exercise this power, and actually try and be
nice to their elementals and watchers; but you know what they say about
nice guys.  A shaman doesn't have as much power as a wizard, but he has
enough power to make his spirit miserable.  But most shamans are rather
nice to their spirits, at least to the spirits within their chosen
element.
From: tpt2@isi.edu (Tom Tignor)
Newsgroups: rec.games.frp
Subject: ATTENTION: TSR
Date: 13 Apr 92 07:31:53 GMT
Reply-To: tpt2@che.isi.edu (Tom Tignor)
Organization: USC-Information Sciences Institute


	Hi. I'm looking to find someone who works for TSR who could
answer some questions I have about the company. Could whoever
qualifies let me know by e-mail or give me the e-mail address of the
right person to talk to? Thanks muchly.

	Tom Tignor	tpt2@isi.edu
From: sl9b4@cc.usu.edu (Deep Six)
Newsgroups: rec.games.frp
Subject: Re: SJG & TSR???!?!?!?!?!!?
Date: 8 Apr 92 23:38:19 MDT
Organization: Utah State University

In article <bmb06v.54z@wang.com>, smayo@wang.com (Scott Mayo) writes:
> jacobus@symphony.cc.purdue.edu (Bryan J. Maloney) writes:
> 
>>In article <204296@unix.cis.pitt.edu> mbmst12@unix.cis.pitt.edu (Michael B Mullig) writes:
>>>
>>>	I've heard that it was true, but I've also heard that it was a cruel
>>>April Fool's joke.  I'm confused.  Help me out, please!
>>Yes, it is quite true.
>>The new company has yet to have a name, but rumor is that...
> 
> You are being *astonishingly* cruel to the highly-gullible segment of this
> audience.

Okay, I don't usually appreciate being called gullible (not to mention 
highly gullible), but in this case it is a welcome barb. I really don't
have the time or interest to keep up with the behind-the-scenes crap 
with game companies, their parent corporations and petty buy-outs. BBS's 
and Magazines cost too much, and most of the time I spend in the hobby is 
spent playing the games, not analyzing market strategies. I only hope 
this isn't a joke within a joke...

Okay,
--                                              __  __   ______   __  __ 
Chadd  L. VanZanten  SL9B4@CC.USU.EDU   +   /\ \/\ \ /\  ___\ /\ \/\ \
``By  that  time,  my  lungs were aching   +   \ \ \_\ \\ \___  \\ \ \_\ \
for  air!''                                +    \ \_____\\/\_____\\ \_____\
         --Mystery Science Theater 3,000   +     \/_____/ \/_____/ \/_____/ 
Newsgroups: rec.games.frp
From: mar@physics.su.OZ.AU (David Mar)
Subject: The net.fiction.story returns!
Summary: group-written story starting, we need writers!
Organization: School of Physics, University of Sydney, Australia
Date: Thu, 9 Apr 1992 07:06:21 GMT

Okay, this particular project has tried and failed twice on rec.games.frp.
The last person who tried to coordinate this has finally broken down in
despair and given up on the possibility of getting all you would-be
writers out there motivated. In my stupidity, I have taken over the job
of coordinating the net.fiction.story.

For those of you who don't know about this idea, it was first postulated
quite a while ago, and received with some enthusiasm. The basic premise
is this:
    We, as in _us_, as in you (all of you) and I, shall attempt to write
a story together. I will compile a list of all interested people, and we
will take it in turns to write chapters/parts of one continuing story.
The story parts will be posted here as they are written, and before long
we will get a rollicking good story going.

Now, the last two attempts at this died because of general apathy from
whoever's turn it was to write the next part of the story. As the new
coordinator, I am prepared to Kick Some Butt via e-mail in order to keep
things going. If the next part isn't ready by some predetermined deadline,
then the turn will pass on to the next person on the list. This procedure
will be _strictly_enforced_. If you miss a deadline due to Circumstances
Beyond Your Control (tm) then you may be moved up the queue afterwards
in compensation. Otherwise, you lucked out and have to wait until your
turn comes around again.

So that you can get an idea of the sort of thing we will end up with, I
will repost the first two (and only) parts of the last attempt after this
message.

If you would like to join this effort to get a more complete story written,
please send me some e-mail, telling me who you are. The writing list will
go down in first-come-first-served order. The first person to respond will
be told to get working on the first part straight away.

I'd also like a little suggestive input:
* What should our deadline time be?
* Should we start a new story or continue the old one?
* Fantasy? Or some other genre? Or what?
* Should we do some sketchy plot outlining or just let it flow?
* Anything else you may have to say.

<sigh> Maybe we can make this idea work this time around...

David Mar.                              mar@astrop.physics.su.OZ.AU
Astrophysics Department, University of Sydney  NSW  2006, Australia.
From: jik20815@uxa.cso.uiuc.edu (John Iv Kovacik)
Newsgroups: rec.games.frp
Subject: Re: HERO: critical hits (was Re: CHAMP: 1/2d6 vs d6-1)
Date: 15 Apr 92 21:58:22 GMT
Article-I.D.: ux1.1992Apr15.215822.19824
Distribution: usa
Organization: University of Illinois at Urbana

cks@hawkwind.utcs.toronto.edu (Chris Siebenmann) writes:


> Critical hit rules ultimately serve merely to kill player characters
>faster, often *much* faster, than they would otherwise die. The reason
>is simple statistics; PCs, out of all the characters around, have by
>far the most rolls made against them, and thus by probability will get
>pasted sooner or later. The same thing holds for critical failure
>rules.

Depends on what kind of game you play. If the PCs are usually more powerful
than the opponents, and the only advantage the opponents have are numbers, 
then crits usually help the players. 

> Watch out for this effect when introducing crit success/fail into
>your game. Also, do the math for how often they happen; most games
>have far too high a chance of critfails. As an exercise, work out the
>average number of times a norman person can perform their job before
>encountering one, and/or the probability that a normal airplane or
>spaceship flight can be completed without incident.

Unless you assume, like I do, that skill rolls are only needed to be checked 
when something unusual happens, like the plane is in trouble. On a routine 
flight, what would the need be for a skill check? It's like combat piloting, 
you only roll when you try to do something that might fail. You don't need 
a combat piloting roll to park a car...

					- John Kovacik
Newsgroups: rec.games.frp
From: man@magwien.gv.at (Andreas Manessinger)
Subject: Re: Rolemaster magic items & alchemy rules
Organization: Gemeinde Wien, MD-ADV/Md Ref. EPS
Date: Tue, 7 Apr 1992 08:14:31 GMT

Oh yes, yes, yes !!!

I think it needs a lot of effort to make `alchemist' an attractive
profession. There is nothing fascinating in the standard rules.
--
    /\              | eMail: "man@magwien.gv.at"
   /  \ndreas       | pMail: Kaiserstra\3e. 30/26; A-1070 Wien; Austria
  /\/\ \            | Work : Gemeinde Wien MD-ADV/Ma; Ref. EPS
 / /  \anessinger   | Phone: +43 (1) 9350434 or 4039584/13, FAX: 4039584/18
Newsgroups: rec.games.frp
From: cg108fai@icogsci1.ucsd.edu (Steerpike)
Newsgroups: rec.games.frp
Subject: Re: Shadowrun
Date: 13 Apr 92 20:56:33 GMT
Organization: University of California, San Diego

In article <14256@pitt.UUCP> reanor@speedy.cs.pitt.edu (Jeffrey Getzin) writes:

>I'll tell you what surprised my players.    I had a sniper with a specialized
>skill level of 9 (not too hard specialized), and a smartgun.    He shot
>them with a 6S2 and staged upward to a 6-three-over-deadly-2.   This
>dropped the street samurai who had withstood LMG's galore.

Not unless that was an exceptionally stupid street samurai. Anyone
with half a brain, who expects gunfire, wears an armor jacket or
some such. 6-(D+3)-2 merely reduces that 5 points of balistic
protection to 2, which then knocks the damage down to serious. Ok,
even granted the lack of body armor -- with no armor to reduce, the
gun does 6D2. A street samurai needs only 2 successes with what, 6,
7, or 8 body dice? Tricky, but not really (esp. if he's got a single
karma point or more).

Whereas an LMG on full autofire (if it hit, or couse) would do 
(some number in the 'teens)D2 (or something like that) and reduce
armor by two ranks automatically. That's BEFORE you count in the 
extra successes, if any. Use explosive ammo (standard with military
weapons) and it's bye-bye time for anything you hit.
Newsgroups: rec.games.frp
From: brunner@kazoo.ssd.loral.com (Brian Brunner)
Subject: Re: Shadowrun: Controlling magicians
Keywords:  Hot Deck => Cold Sweat
Reply-To: brunner@kazoo.ssd.loral.com (Brian Brunner)
Organization: Space Systems/Loral
Date: Thu, 9 Apr 1992 04:43:36 GMT

Other Mischief (never played SRUN but Tactical Intelligence
Mayhem is as universal as silicon)

Forge defamatory documents and cause them to get leaked to
whoever would get excited... not necessarily for profit but as
a form of electronic sniperfire.  This can distract management
attention away from yourself. Remember Anita Hill? Invent
something like that so two of your enemies wind up accusing
each other rather than hunting you or preparing for your visit...
or so that each thinks the other sent you.

Forge shipping orders to cause things bought by one corp to show
up... like nowhere (some abandoned gutted deserted condemned
addresses) then (since you're there) take the good stuff (a small portion)
and leave the rest... the shippers get blamed by the receivers,
who blame somebody else in return. Since the Unwashed Masses
help themselves after you're gone (and before the real owners
discover where their late shipment got to on time), who knows that
somebody sofistikated was in on the action?

What happens when the retinal pattern for somebody who is normally
allowed access to a "shoot intruders immediately" area gets changed...
a surgeon could do this by changing the real retinae (unnoticed?), the
decker can do it by changing what the security system checks against.
Problem-man is gone, and you fired only electrons.

Screwing with the guidence controls on shipping vehicles can cause
company A's vehicle to land in the penthouse of Company Bs
owner... or into security headquarters for the company you're about
to take a run to.

I'm not talking about taking down the context-equivalent of Internet..
 just creating a distraction or five. Like skillfully forging a crude attempt
on the part of the troll you don't want to meet next week to run a
protection racket upon local Unwashed Masses, then allowing this to get
'accidentally' uncovered by the trolls' owners (or somebody who wouldn't
like it)  the day before you go there... result? the troll you meet is new
to this job because the one with experience is pounding rocks somewhere
else. His ignorance can make the life/profit difference.

Any hotter thoughts?

--
HELP!! Somebody slapped a "stop payment" on my sanity check!!
brunner@kazoo.ssd.loral.com; Space Systems/Loral; Palo Alto, Calif.
Black Holes... the /dev/null of the Universe; the opinion of 65534.
Newsgroups: rec.games.frp
From: a_curtis@oz.plymouth.edu (Andrew M. Curtis)
Subject: Re: Ranger Titles Needed for a DikuMUD
Reply-To: a_curtis@oz.plymouth.edu (Andrew M. Curtis)
Organization: Plymouth State College - Plymouth, N.H.
Distribution: usa
Date: Wed, 8 Apr 92 04:14:49 GMT

In article <53779@hydra.gatech.EDU> gt9398b@prism.gatech.EDU (Chris 'Hollywood' Boggs) writes:
>
>   Fellow RPG Addicts,
>
>  I am helping design a new interactive DikuMUD that runs on the InterNET. We
>are using a DragonLance flavor and are adding several classes such as Ranger
>and Druid. We have 30 mortal levels and 10 Immortal levels for creators. If any
>of you could send me some good Ranger or Druid titles I'd really appreciate
>it. I need about 30 of each and my books arent here at school with me. Also if
>any of you are interested in playing AD&D online over telnet I'll be happy to
>answer any questions. All you need is Telnet access.
>                                                              Chris



Whats the telnet address or your address so I can get in touch with you???

								-Andrew-
-- 
*Andrew M. Curtis......a_curtis@oz.plymouth.edu ************************
*Hathcar Bunjie 'The Cat'*                      /'                    *
*GammaRon  Master Thief*             (*)XXXXXXX{====================> *
Organization: Sophomore, English, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp
Date: Mon,  6 Apr 1992 15:01:23 -0400 
From: "Heather L. Broud" <hb0s+@andrew.cmu.edu>
Subject: Re: Sex and RPG's - Why Oh Why ?

Hello.  I am a young woman who has been role-playing for about eleven
years.  I got started when my older brother's campaign needed an extra
person for a few sessions.  I am currently in four campaigns of various
types.

c9036971@cc.newcastle.edu.au (Maxx) writes:
>I was wondering if this is the case with the rest of you. Is the fairer
>sex poorly suited to gaming, perhaps? Do they just have better things
>to do than sit around a table roling dice, speaking in jargon (whether
>fantasy, futuristic or whatever) and wandering in imaginary places? Or
>is it just me?
I enjoy creating personalities, telling a story in which I am a
participant, performing heroic and clever deeds, and forming a world
with a bunch of friends.  Perhaps this is related to my vocation, as I
am studying to be a writer.

brunner@kazoo.ssd.loral.com (Brian Brunner) writes:
>Remember when we played tanks & guns & rocketships?
>Our sisters were playing house with dolls.
>Sometimes we would join the "house" game,
>sometimes they played our games with us.
>No absolutes implied here...
>but would YOU play "Barbie: The Role Playing Game"?
>Or "The House that Wouldn't Stay Clean"?
>for most of us guys, "Doctor" is as close as we're willing
>to get to playing a game we played with girls.
I don't profess to speak for all the women in my generation.  However, I
can tell you about my childhood.  I never liked playing house with
dolls.  And I don't get a kick out of doing laundry, either.  I played
soccer, commando, and strategic games like chess because they interested
me.  I did (and still do) enjoy stories about knights, dragons, mad
scientists, aliens, etc. 

jsanders@symcom.math.uiuc.edu (John Eric Sanders) writes:
>Now, before the napalm throwers come out,
>realise that there isn't a lot of emotion attached to all the numbers
>involved in role-playing, and women tend to be more emotional than
>men.
Personally, I have no difficulty translating numbers into more tangible
descriptions of objects or scenes of appropriate carnage.  I don't
believe that women are more emotional than men.  I will agree that women
are more likely to show their feelings.  As for women being more
compassionate than men, I occasionally like to incinerate and torture
bad guys, too.  I don't see how I'm profoundly different from any other
gamer.
I'm not trying to flame or antagonize any of my fellow gamers.  I'd like
to hear your comments.  Please excuse the long-windedness of this reply.
--- Heather
From: msuzio@irie.ais.org (Michael Suzio)
Newsgroups: rec.games.frp
Subject: Re: Inspired character names
Date: 15 Apr 92 23:54:16 GMT
Article-I.D.: irie.msuzio.703382056
Organization: UMCC - Ann Arbor, MI  USA

Stupid names, eh?
I would have to nominate a few classics from my good friend Paul (a true
master of the stupid names, but really a nice guy in most other ways):

Dirt Nothing (A character in a Gangbusters game that he really didn't want
to play in - the name says it all as far as his expectations for the
campaign)

Ginsu Cuisinart (A kensai who wielded two katana's - 17th level, I think)

Goon Boy (My favorite - an alien in the Champions game I run; also
responsible for the name of the group - the Windy City Wackmaster's (born
out of a more reasonable name - the Windy City *Warriors*))
Newsgroups: rec.games.frp

  This subject seems to come up a lot.  Hmm...  Anyway, my gaming groups are
always 1/3 female.  This percentage could be higher but, we just stopped 
recruiting when the group got too big.  The main reason is that around here
the guys start the groups and guys usually know more males than females, its
that simple.  In other groups started by ladies, there are probably more 
ladies than guys for the same reason.  There is probably no more sinister
or mysterious reason that that for the sex breakdown in gaming groups.
  I have seen no difference in the style of playing between males and females
in 13 years of gaming.  EVERYONE is different.

DLC
From: vanor@vax1.mankato.msus.edu
Newsgroups: rec.games.frp
Subject: SR: Mins.
Date: 14 Apr 92 17:53:40 GMT
Article-I.D.: vax1.1992Apr14.115346.1719
Organization: Mankato State University

Hoi chumers,  I was woundering if any one out there knows anything about
new Shadow run mintures coming out soon.  I have the 92' Ral Pratha catalog
so I know what's out now.
Thanks Vanor
"I have the mind of God, it works in MYSTERIOUS ways"
From: chadwick@world.std.com (Chadwick Ngan)
Newsgroups: rec.games.frp
Subject: Re: AD+D2 VALHERU STATS
Date: 17 Apr 92 03:47:03 GMT
Organization: The World Public Access UNIX, Brookline, MA

In article <45848@mentor.cc.purdue.edu> osickey@fe614.cc.purdue.edu (Matthew J. O'Sickey) writes:

> could someone fill me in, what is a  Valheru ?  Or better yet, who writes
>  the work they came from.
>
>                                azrael


	Valheru is a very powerful race that can challenge and destroy gods
and raid the universe at will.  Read the Riftwar saga by Raymond E. Fiest.
The whole story is told in four books.  I like them a lot, better than Tolkein,
I would say.
	(IMHO!  IMHO!)

	Donning protection from flame gears ....


					Chadwick
					Sheeta "the Elf"
From: joniteig@solan.unit.no (Jon Inge Teigland)
Newsgroups: rec.games.frp
Subject: Re: Humanoids (Orcs, etc.)
Date: 11 Apr 92 12:44:22 GMT
Organization: Norwegian Institute of Technology

In article <92099.190408JLM@SLACVM.SLAC.STANFORD.EDU>, JLM@SLACVM.SLAC.STANFORD.EDU writes:

 >   Neat idea; I'll contribute to the list by adding
 > what my source has for Kobolds:
 > 
 >  Strength       6-11       Class limitation:
 >  Intelligence   4-11
 >  Wisdom         4- 7       Cleric ....... 2nd
                   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 >  Dexterity      7-15       Mage ......... 4th
 >  Constitution   9-14       Thief ........ no limit
 >  Charisma       4- 7       Assassin ..... no limit
 >                            Fighter ...... 4th
 > 

Just a question, I thought you had to have at least 9 in wisdom to be
allowed to become a cleric ?

Jon Inge Teigland
Newsgroups: rec.games.frp
From: dragon@camelot.bradley.edu (Matthew Korth)
Subject: Re: Death of Steve Jackson Games (Waaming Shop News Announces Third Edition
Organization: Bradley University
Date:  7 Apr 92 17:47:34 GMT

In <1992Apr4.000459.16694@math.ufl.edu> apd@math.ufl.edu (Alexander P Durham) writes:
>Well, I've been off the net for a few days, and so the first half of the day
>expired on me (very fast deletion. volume too high? Naaah.) and so I did not
>see the original message, but was the date on it April 1st, by any chance?

Yes, as a matter of fact.
I wonder how many people bought it? (I selected at least one other article
that *looks* like the author thought it was real...)
--
*** Matt Korth *** dragon@camelot.bradley.edu *** dragon@buhub.bradley.edu ***

Municipal Sewer Department, we've had enough shit out of you...
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp
Subject: Re: AD&D 2ed. Weapon Specialization
Date: 8 Apr 92 16:25:36 -0500
Organization: University of Northern Iowa

In article <6APR199210545213@zeus.tamu.edu>, mpk9716@zeus.tamu.edu (Health Man)
writes:
> 
> 	Did anyone read the last Dragon that stated a Fighter can have
> a specialization in only one weapon?  According this the Dragon, the
> first printing of the Players Handbook and the Fighters Handbook are in
> error when they say a fighter can specialize in more than one weapon.  I had
> figheters that were specialized in many weapons, this new outlook takes
> away much of that power.  But, it does make some sense that one can only
> be SPECIALZED in a single weapon.  

   Nope, didn't read this.  But IMHO anyways, I will still allow Warriors to
specialize in more than one weapon if they want to spend the slots to do it. 
Though in my campaigns, you can only start out with one specialization (if you
want it), and then can specialize futher as you gain new slots.

                                        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? *
*******************************************************************************