HDTenEightyP/NetNews huggingface dataset:
From: dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun)
Subject: Re: Newbie System?
Organization: University of Illinois at Urbana
Date: Sat, 10 Oct 1992 19:06:28 GMT

bkoike@sdcc13.ucsd.edu (Bryce Koike) writes:

>[On pre-made characters vs. self-made]

>	If the players know the game system and I can trust them
>(which is usually true these days), sure, I'll let them bring their
>characters over to my game without me having seen them first.
>Spending the first hour+ waiting for people to make their
>characters, debate, re-write their characters, outfit them, etc, is
>irritating to say the least, and seriously ruins game time that I'd
>prefer to use for role-playing and not character-making.

Well, the problem I have with this method is that I find as a GM, they
wind up having NO reason to be together. The method that seems to work
best is telling everyone the central reason the party is together
(You work for Ares Corp., You are followers of Osric of Burgandia, you
are all mutant sparrows.) and then let them develop characters from
there. It prevents the "caped loners with attitudes" (Thanks to whoever
said that first, it so fits.) from showing up in droves. " But I was going
to play him as a quiet guy, just don't piss him off " Anyone ever notice
this is the normal munchkin chorus when asked about their character?

Axly
From: buggy@qiclab.scn.rain.com (Jeff C. Green)
Newsgroups: rec.games.frp.misc
Subject: Tri Tac Systems - Bureau 13
Summary: Great customer service
Keywords: Tri Tac Systems, Bureau 13, Customer Service
Date: 7 Oct 92 04:35:42 GMT
Article-I.D.: qiclab.1992Oct7.043542.973
Distribution: usa
Organization: SCN Research/Qic Laboratories of Tigard, Oregon.

Hi,

A couple of days ago, I posted an article asking if anyone had any ideas
about scenarios for Bureau 13: Stalking the Night Fantastic.  The next day,
I received mail from a representative from Tri Tac Systems, the company that
published the game.  He sent me some "seeds" for adventures and an addenum
to their combat rules.  He also is going to mail me a Bureau 13 newsletter
that the company puts out.

Basically, I just want to say that I have never received such service and
help from a game company in the past.  Tri Tac Systems deserves a round of
applause.  (Insert sounds of numerous people clapping here)

In case anyone else would like to contact the rep, here's his address:

TriTacRep2@AOL.COM

He's a very helpful and pleasant guy.

I would also like to thank all those that responded to my original post -
Thanks!

Later,

Jeff
-- 
Jeff C. Green              "It is a lot easier to kill one vampire than ten."
buggy@qiclab.scn.rain.com    "Does the word 'duhh' mean anything to you?"
jeff_green@f14.n105.z1.fidonet.org           - Buffy the Vampire Slayer
From: mason
Subject: Re: Shadowrun Questions
Organization: Rice University  
Date: Wed, 7 Oct 1992 22:20:15 GMT

In article <BvrnAx.6pH@news.cso.uiuc.edu>
cs125a89@dcl-nxt29.cso.uiuc.edu (cs125 student) writes:
 
>In article <1687813D49.MHART00@RICEVM1.RICE.EDU> mortimer writes:
>> In article <1992Oct6.235019.27961@monu6.cc.monash.edu.au>
>> ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs]) writes:
>>
>> [ re: psionics ]
>>
>> >I'm considering implementing something like the metapsychic powers from
>> >Julian May's Pliocene Saga and Milieu trilogy. Stay Tuned.
>>
>> Bad idea.  Julian May completely ignored every conventional theory
>> regarding psychic phenomena in favor of making Gods out of her
>> characters.  While this makes for interesting reading, it has no
>> place in the Shadowrun game.  You'd be much better off modeling a
>> "Mental Adept" on the rules detailing Physical Adepts, where a
>> character can acquire Talents (telepathy, tk, empathy, esp, shield,
>> precognition, mind over body, sixth sense, astral perception, or
>> maybe even astral projection) according to his Magic attribute.
>
>Well, I have to say this
>
>Conventional theory regarding psychic phenomena (That of the larger
>portion of the population) is that of the conventional theory regarding
>magical phenomena: That is, it doesn't exist. Therefore, if you have
>magic existing, heck, psychic powers aren't that much more of a reality
>stretch.
>
>Axly
 
But Shadowrun is very careful to incorporate common conceptions of
magic -- from shamanic masks and lodges to hermetic circles to
focuses and fetishes to astral beings ... the list is endless.  It
stands to reason that rules approximating psychic talents should
follow the same pattern.
 
"If you're not having fun, you're doing something wrong."
-- mason
From: mfp+@CS.CMU.EDU (Michael Polis)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
Date: 9 Oct 92 21:54:46 GMT
Organization: Carnegie Mellon University

In article <1992Oct9.145053.25370@unix.brighton.ac.uk>, rt22@unix.brighton.ac.uk (thomassen) writes:
|> Never use frenzy unless you are in full plate.
Perhaps you don't care as much as your fellow party members as you should.  I would
say that the first rule to remember is:  make sure you can leave frenzy before you enter
it.  A little frenzy skill is a dangerous thing.  Of course, if the party was probably
going to die anyway, this doesn't matter so much.

|> Always use a shield if you are a fighter, and ALWAYS ALWAYS parry.
Two weapons can do more for some fighters than a shield.  Those who have a high OB or DB
fall into this category.  You can make up for the lack of a shield by parrying more, and
two attacks are better than one (unless parrying makes your OB too low).  Also, remember
that a shield won't do you any good if you frenzy.  'Though frenzy is not the sort of
thing to make a habit of.

|> If playing a spell caster, I prefer spells which need saving throws to bolts
|> as
|> 
|> 1	-	Monsters are often imune to some bolts
|> 2	-	Level bonuses to base spells make high levl RR based spells
|> 		almost imposible to save against
|> 
|> 3	-	( bloody vi ) front row fighters often obscure line of sight
|> 		for bolt spells.
I find that monsters are more often of high level than immune to bolts.  And that high
level makes their RR's quite easy.  A mixture of spells is best, of course.  Almost
every essence user should have the Spirit Mastery list.

|> My personal preference is to play evil priests - all spells on the dark
|> channels list are instantenious!
Well, if your GM allows this, OK.  The Dark Channels list is heinous.  The spells are
overpowered for their levels, and many have RR penalties too, which are nearly unheard
of in Spell Law.
From: dhoberma@pearl.tufts.edu
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS - Bunnies in Aussieland
Date: 16 Oct 92 18:46:06 GMT
Article-I.D.: pearl.1992Oct16.134606.1
Organization: Tufts University - Medford, MA

In article <1992Oct16.033510.20888@usage.csd.unsw.OZ.AU>, barnett@mummy.agsm.unsw.OZ.AU (Glen Barnett) writes:
> In article <3841@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>>Just a curious question about SJG B&B: does it include an Aussie Apocalypse 
>>scenario? :-) (Sorry, I'm in a warped frame of mind today.)
>>
>>-- 
>> 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
> 
> 
> I assume you are referring to "The year of the rabbit" as a
> setting for a B&B type game. An interesting idea. The book is worth
> a look for FRP'ers. Glen

For all of us out there that have never heard of "The year of the rabbit"
	please elaborate! It sounds really interesting, and I am looking
	forward to running a B & B game once I can convince some players
	that bunnies aren't all that weird compared to Droyne, mages or
	psionic secret agents.

	Dobie
From: dhenry@plains.NoDak.edu (David Henry)
Newsgroups: rec.games.frp.misc
Subject: Re: Is the Warhammer mailing list defucnt?
Keywords: WHFRP WFRP
Date: 13 Oct 92 04:12:19 GMT
Article-I.D.: plains.21178
Organization: North Dakota Higher Education Computing Network

In article <1992Oct9.205055.12279@magnus.acs.ohio-state.edu> npearl@magnus
.acs.ohio-state.edu (Nathan Y Pearlstein) writes:
>
>Fellow cultists, is the mailing list @morticia defunct?

Yup. The Solkanites took it down with their cursed Staves of Law some time
ago, I believe. Only us net.snotlings, lurking around its rotted bones,
now...

I'm happy to discuss WFRP, but I rarely have anything to bring up on it, a
rather perverse situation. *Sigh*.

>*                Beware lest the Slaaneshi hordes pervert the Net

Nice to see you've corrected your spelling. :-)
-- 
David R. Henry - Rogue Fan Club - CTHULHU in '92! Why vote for LESSER evils?
"Boy, do I love PLASTIC!" -- TJ Teru // What was your question? --Kate Bush
"All you of Earth are IDIOTS!"-P9fOS // Thanks... for the memories.--Rogue
dhenry@plains.nodak.edu * ud137927@ndsuvm1.bitnet * ud137927@vm1.nodak.edu
Newsgroups: rec.games.frp.misc
From: goldman@orac.cray.com (Matthew D. Goldman)
Subject: Re: SJG and Secret Service
Organization: Cray Research, Inc.
Distribution: usa
Date: 7 Oct 92 15:53:54 CDT

In article <loydb.098w@fnordbox.UUCP> loydb@fnordbox.UUCP (Loyd Blankenship) writes:
>
>Loyd has lots of kinky things to tell . . . and doesn't want to see *any*
>of them on national T.V. :-)
>
>Loyd

How about public access cable?

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: burkhold@next.com (Thomas Burkholder)
Newsgroups: rec.games.frp.misc
Subject: Seeking game in the Redwood City area
Date: 16 Oct 92 21:10:31 GMT

Hi all

I'm brand new in the area, and looking for an interesting role-playing  
campaign to play somewhere near Redwood City.  Within bicycle-riding  
distance, as I am currently car-less.  I've played mostly GURPS, AD&D, and  
Shadowrun, plus a sprinkling of Torg, Cthulu, Paranoia, Toon, Warhammer,  
TMNT, etc., ad nauseum - but will play anything if it is fun.  Interested  
in a fun, only semi-serious campaign that stresses role-playing,  
problem-solving, and moderate-to-minimal hack & slash.

I realize that there may not be a whole lot of campaigns out there looking  
for new players, let alone in the right area, but I thought I'd give it a  
shot.

Please respond by e-mail, as I don't read this group regularly.

Thanks,
Thomas
Thomas Burkholder (burkhold@next.com)
(My opinions are my own... Anyone espousing the same opinions owes me a  
royalty.)
From: null@diku.dk (Niels Ull Jacobsen)
Newsgroups: rec.games.frp.misc
Subject: Re: RFD: GURPS disad limits
Date: 9 Oct 92 13:15:56 GMT
Organization: Department of Computer Science, U of Copenhagen

cm182s182@pdrome.UUCP (Clayton Miner) writes:

>I am not a GURPS player, so take my comments with a grain of salt, but...
> 
>    Who was the IDIOT who came up wit the term DISADDS!?!?!?!?!?!?!??!?!

Well, the term is "Disads", short for "disadvantages".
Which rather invalidates the rest of your post. Sorry.

> 
>    For God sake, they are MINUSES!  Have we as gamers become so sensative 
>that we can not longer face the thought of having minuses, penalties, or 
>whatever but instead have to refere to them as 'negative positives'?!?!?!?!?!?

You use rather strong language for someone writing on a subject he confess
to know nothing about. 

> 
>Skeksis

   Niels Ull Jacobsen, Dep. of C.S., U of Copenhagen (null@diku.dk)
   Adaz sighed.  "So how long will this journey take?" 
   "A month?" Sutekh shrugged.  "Depends on when the horses die." 
     -- from "Adaz & Sutekh" by Jeff Stehman

PS. I agree that "disadd" is a horrible word.
-- 
   Niels Ull Jacobsen, Dep. of C.S., U of Copenhagen (null@diku.dk)
   Adaz sighed.  "So how long will this journey take?" 
   "A month?" Sutekh shrugged.  "Depends on when the horses die." 
     -- from "Adaz & Sutekh" by Jeff Stehman
Newsgroups: rec.games.frp.misc
From: ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs])
Subject: Re: Shadowrun Questions
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Fri, 9 Oct 1992 03:41:09 GMT

cs125 student (cs125a89@dcl-nxt29.cso.uiuc.edu) wrote:
: In article <1687813D49.MHART00@RICEVM1.RICE.EDU> mortimer writes:
: > In article <1992Oct6.235019.27961@monu6.cc.monash.edu.au>
: > ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs]) writes:
: >  
: > [ re: psionics ]
: >  
: > >I'm considering implementing something like the metapsychic powers from
: > >Julian May's Pliocene Saga and Milieu trilogy. Stay Tuned.
: >  
: > Bad idea. 
[ rest or article omited ]

: That is, it doesn't exist. Therefore, if you have
: magic existing, heck, psychic powers aren't that much more of a reality
: stretch.
: 
: Axly

Hear hear :)

BTW - I've looked at the AD&D 2ed Psionics handbook, and they are of several
magnitudes worse, IMHO.

The real reason I posted is because the article Axly followed up
hasn't yet arrived here, if it has at all reached Australia.
*Argh* Damn I hate slow propagation :(

The Wigs of Oz,
Aaron Wigley

Newsgroups: rec.games.frp.misc
From: palmerbh@mentor.cc.purdue.edu (The Dark One)
Subject: Re: Shadowrun Psionics
Organization: Campus Crusade for Cthulhu
Date: Fri, 9 Oct 1992 22:39:12 GMT

In article <BvrnAx.6pH@news.cso.uiuc.edu> cs125a89@dcl-nxt29.cso.uiuc.edu (cs125 student) writes:
>In article <1687813D49.MHART00@RICEVM1.RICE.EDU> mortimer writes:
>> In article <1992Oct6.235019.27961@monu6.cc.monash.edu.au>
>> ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs]) writes:
>>  
>> [ re: psionics ]
>> You'd be much better off modeling a
>> "Mental Adept" on the rules detailing Physical Adepts, where a
>> character can acquire Talents (telepathy, tk, empathy, esp, shield,
>> precognition, mind over body, sixth sense, astral perception, or
>> maybe even astral projection) according to his Magic attribute.
>
>Well, I have to say this
>
>Conventional theory regarding psychic phenomena (That of the larger
>portion of the population) is that of the conventional theory regarding
>magical phenomena: That is, it doesn't exist. Therefore, if you have
>magic existing, heck, psychic powers aren't that much more of a reality
>stretch.
>
>Axly

There is a reason that magic and psychic phenomena are grouped together
(and disbelieved together).  They are merely 2 different ways to do the
same thing, like Shamanic and Hermetic magic, psionics should be considered
a form of 'magic', just without the ritualism that both Hermetics and
Shamanics involve.  A 'sorcerer adept' looks a lot* like a true psionicist,
though some of the rules regarding mages/shamen would have to be tweeked.
For example, psychic 'initiation' is nothing like magical initiation.
Also, I doubt that psionicists can partake in magic rituals.  Perhaps you
can make a psychic adept based on the socerer adept, and allow Astral
perception and projection, but dissalow ritual magic, and tweak some of the
other stuff (they can't join magical groups, etc).  Also, psionics does not
deal with spirits as Hermeticism and Shamanism.  And as to why use rules
for the sorcerer adept and not the physical adept: Drain.  Psionicists have
just as much trouble with drain when using they're abilities as do Spell
Tossers, if not more (if you add a little mystical ceremonialism, magic
gets easier to use :) ).

Enough of my bantering...
-Brian, the mad thaumaturge
From: tsang@cs.washington.edu (Donald Tsang)
Subject: Re: Champions Question
Organization: Computer Science & Engineering, U. of Washington, Seattle
Date: Thu, 15 Oct 92 22:49:06 GMT

In article <> uplink@cwis.unomaha.edu (John M. Scheibeler) writes:
>tsang@cs.washington.edu (Donald Tsang) writes:
>>>	"Sticky" - this means that if someone crosses the line of fire 
>>>(NPI), and gets burned, and a friend comes to help him, and touches him,
>>>he will get burned as well.  Doesn't make sense here.
>
>>Ever been on fire, REALLY on fire?  Funny thing about fire, it spreads.
>>Since any "uncontrolled sticky" power must have an obvious way to turn
>>it off, we can define it as "getting off the line", or "douse flames",
>>or whatever.  Easy GM call.
>	Okay, I can see this one, but I think it's too much for just
>a simple power.

Any more than any uncontrolled attack?  1d6 RKA, 1 hex, uncontrolled
continuous... "hellfire"... it's probably harder to put this one out.

>>>	"Damage Shield" - this advantage cannot be used at range unless you
>>>buy it so, and then it gets really expensive.  I see what you're trying
>>>to do --- and this is a really munchkin way of doing things.
>
>>Since when is it at range?  You lay it down, it stays there...
>
>	It's at range from your CHARACTER, you nob.  You activate a damage
>shield, it stays around YOU, it doesn't get left behind.  Buy it usable
>at range too.

That's why the sticky was there.  To make it "usable by the ground".
You run across the ground, and you do your 1d6 uncontrolled continuous
RKA to the (flammable) ground.  If someone else comes in contact
with the ground, he gets sticky'ed.  The damage shield is only there
to allow your feet to transfer it to the ground as you move.


>	Against a hero with limited or no resistant defense (yes, there are
>heroes like that out there), this is a killer.

So is any killing attack.  This one's visible, easy to avoid, ... generally
less of a problem than most KA's.

Mostly, it's for effect.  The Roadrunner zooms off into the horizon, a
trail of flame following behind him... the Coyote, following, gets a
hotfoot...

-- 
Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
..!uw-beaver!june!tsang                       -- Robin Hood Daffy
Newsgroups: rec.games.frp.misc
From: DL@Realm.of.Chaos (DarkLord)
Subject: Test
Organization: Chaos and Madness (Inc)
Summary: This is a test
Keywords: Test, Test, Test
Date: Tue, 13 Oct 1992 03:55:44 GMT
X-Posted-From: cc02-cc113.levels.unisa.edu.au
NNTP-Posting-Host: sol.ctr.columbia.edu

Sorry about wasting bandwidth, but I just have to check out this specci
new NewsReader...

Ciao!
Newsgroups: rec.games.frp.misc
From: ratinox@kappa.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Subject: Re: SRUN: a question from the sprawl
Followup-To: rec.games.frp.misc
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]
Reply-To: ratinox@meceng.coe.northeastern.edu
X-Signature-Virus-Protection: Version 1.51
X-Get-A-Clue: Have two, they're small.
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
Date: Wed, 14 Oct 1992 21:45:42 GMT

>>>>> "A" == Aeleck <phi@sage.cc.purdue.edu> writes:

A> Say your character decides to up a particular skill by using the
A> rules for concentrations and specializations.

A> For instance:
A>  Firearms: 5
A>  -SMG's: 6

A> Now the character decides that he wants to up his base firearms
A> skill.  What happens to the concentration?  Does it get upped by
A> the same amount?  Does it get lost totally?  Does it get lost, but
A> the uppage of the base skill costs less?  Just what happens?

They increase independantly: if you increase Firearms, Firearms (SMG)
remains at six; if you increase Firearms (SMG), then Firearms remains
at five.

However, concentrations and specializations are cheaper to up than the
primary skills.

A> If there are rules for this in the books PLEASE, please, PLEASE! tell
A> me where they are.  

SR1: re-read the whole section on skills, especially concentration and
specializations.

SR2: dunnow.

--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
Sleep with one eye open / Gripping your pillow tight...
Exit: Light / Enter: Night / Take my hand / We're off to Never-Never Land
                                                     --Metallica, Enter Sandman
From: goldman@cray.com (Matthew D. Goldman)
Subject: Weird stuff I found last night...
Date: 7 Oct 92 14:46:04 CDT


I was looking through old magazines last night and I found an issue
with pictures of various design folks from Origins in 82.  Since a
number of them turn up on the net every so often, it was interesting
to see what they look like.

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: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: New From SJ Games!
Date: 13 Oct 92 10:30:34 CST
Organization: Stephen F. Austin State University

In article <1bee5qINNq00@early-bird.think.com>, laird@think.com (Laird Popkin) writes:
> And then there was GURPS
> Autoduel, which added GURPS roleplaying to Car Wars, or added Car Wars
> vehicular combat to GURPS, depending on how you look at it; it was a good
> idea, but badly flawed.  As a friend put it "everything in it is great
> except for the vehicles, weapons, and rules".

	Well, the weapons can be forgiven, if only because there was a problem
with firearms damage in GURPS in 1st and 2nd Edition.

	The vehicle rules (except for the armor, which is flawed because it is
scaled with the weapon damage) aren't too bad. They are a bit too simple at
times (computing acceleration and top speed, for instance), but not that bad.
GURPS Vehicles is much improved on designing vehicles, though a bit more
complicated.

	The vehicle combat and movement rules were good and bad; I found them
much easier to use for role-playing than the ones in CW. Unfortunately, even a
very good driver (skill 14-16) has a *very* good chance of wrecking if they
don't go in a straight line. Even after GURPS Vehicles comes out (if it ever
does) I'll probably go with the Autoduel rules, with a few important additions
(like using the MR and SR from Vehicles rather than the pathetic Driver Skill
modifer from Autoduel), since Vehicles is just too complicated in this area for
a RPG.

Brandon Cope
From: harmonix@stein.u.washington.edu (Chaz Stevens)
Newsgroups: rec.games.frp.misc
Subject: Re: RM:herbs
Keywords: Rolemaster
Date: 16 Oct 92 21:34:10 GMT
Organization: University of Washington, Dept. of Physics/Astronomy

ghuber@gandalf.rutgers.edu (George Huber) said:
>A recent session has raised a unique question.  It is generally assumed that
>the users of herb are using them for the effects that they give, ie they are
>willing targets.
>The question is what happens when an herb is given to an unwilling target?
>
>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:
>1) should the party get saving throws vs. the affect to the herb, and if so
>   what should the level of the herb be?
>
>2) would detect poison/trap spells pick up the herb in the food?
>
>Thanks in advance - George Huber

	Rolemaster Companion VI has a section entitled "Attack Levels for
Herbs".  This section gives the attack levels for all the herbs listed in 
ChL, RMCI, and the Shadow World Master Atlas.  With this information, I'd give
the party members the appropriate saving throws, and a successful detect 
poison spell/roll should certainly detect the presence of the unwanted herb.

---
Chaz Stevens                                         Call the Neutral Zone BBS!
harmonix@u.washington.edu                              (206) 527-9049, 24 hours
Newsgroups: rec.games.frp.misc