HDTenEightyP/NetNews huggingface dataset:
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: REPOST: Straw Poll: rec.games.frp.shadowrun
Followup-To: cwatters@magnus.acs.ohio-state.edu
Originator: cwatters@bottom.magnus.acs.ohio-state.edu
Supersedes: <1992Nov13.193351.12896@magnus.acs.ohio-state.edu>
Reply-To: cwatters@magnus.acs.ohio-state.edu
Organization: The Ohio State University
Date: Mon, 16 Nov 1992 21:09:07 GMT

This is a repost - if you have already responded, please ignore.

Please note the limitation on crossposting; while this issue may have
further interest than the two groups mentioned above, these two are the
only discussion groups in the rec.games.frp hierarchy which need to be 
involved at this time.  Once a concensus is reached, then we may involve the
wider net.community.

Question:

Are the readers of rec.games.frp.misc and rec.games.frp.advocacy ready to
hold a rational discusssion on the concept of creating a new newsgroup
similar to rec.games.frp.dnd, designed to handle the discussion of items
so specific to FASA's _SHADOWRUN_ rpg that they would be better served
in a group separate from .misc?  Discussions of items of a more general
nature should be directed to rec.games.frp.misc, just as the charter for
rec.games.frp.dnd states.

Justification (positive):

There is no apparent decrease in the traffic pertaining to _SHADOWRUN_, and 
much of that traffic is not of a general enough nature to be of interest to 
the r.g.f.misc and .avocacy discussion groups.  Allowing this group to form
will provide a forum for more "game-specific" items in it, while asking that
the gaming issues of wider interest be posted to rec.games.frp.misc.

Problems:

Another group in the heirarchy to deal with, especially for people like the 
general FAQ maintainer B^|.  Also, another reduction in the amount of 
"Cross-pollenation" of game/scenario ideas.

NOTE:  This is not an RFD, nor a CFV.  I am polling to determine if the time
has come to begin this ardous process.

How to reply:

Please note the followup and reply fields (if you can B^), they have both
been directed to ME.  Use the same subject (Re: is okay), but include only
YES or NO in your message body.  My .procmail sorter is being instructed to 
handle these emails.  Any not conforming to the simple YES/NO will be fed to
 /dev/null, and any flames may be posted to the .net for everyone's amusement.

Cutoff Dates:

I will take the polls until Friday Nov. 20th.  I will post the results on 
Monday Nov 23, then we'll decide what to do from there.

-Coyt
Whwhwhwhooo's trying to breakk the caffiene habit ansd is having a tuff time 
typing today.
From: elliott@oliafd.shel.isc-br.com (Elliott Kleinrock)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Armor (Basic vs. Advanced)
Date: 18 Nov 92 14:06:39 GMT
Organization: Olivetti Advanced Finance Development

In article <betel.721411178@camelot> betel@camelot.bradley.edu (Robert Crawford) writes:
>jhk6@cunixb.cc.columbia.edu (John H Kim) writes:
>>>     The main problem is that the Fear of the Weapon doesn't seem
>>>to exist.  Isn't there a danger involved in closing with an enemy?
>>      Not that much. 
>>      He gets an attack which you can parry if he has used the Wait 
>>maneuver. Otherwise there is no opposition to your moving into his hex. 
>>You can beat away incoming weapons with your own, but there is nothing 
>>you can do about an entire person moving into your hex. 

>>      Even if you have used the Wait maneuver, this doesn't prevent the 
>>guy from charging. Even an unskilled attacker can accept a hit, and go on 
>>to Slam or Tackle the weaponed defender (Obviously, this works much better 
>>when you have armor and High Pain Threshold). 

>       Most of the characters I've had who would be in combat have
>been good enough to knock down an unarmored opponent with a single
>hit. If you have a sword, and you have a decent level of skill
>(commensurate with that of the martial artists in question), an aimed
>blow to a leg will end the idea of unarmed combat real quick.

>--
>       Ya know, there's a _lot_ of wine in a gallon!

>Robert Crawford                        betel@camelot.bradley.edu

I don't know very much about Gurps rules, however an unarmored person
trying to sheild slam a swordsman with a sheild should have no chance
of  success ands hould probably end up flat on their back.

This gives a good defense -- the armed and armored person should do
the slam to the person trying to close -- and then kill them.
	- Elliott

	elliott@oliafd.shel.isc-br.com
	...!{ philabs | yale | oliveb | decvax | iscuva }!oliafd!elliott
Newsgroups: rec.games.frp.misc
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Subject: Re: Srun 2: Questions
Organization: Harris Corporation - ISD
Date: Fri, 20 Nov 1992 13:29:31 GMT

In <168A414DE0.MHART00@RICEVM1.RICE.EDU> mason writes:

>Some questions for the board:
> 
>3) Can a physical spell be grounded through to the body of an
>     astrally projecting mage (as opposed to a percieving one)?

You bet you can!  anytime you cast a physical spell at an object inastral
space the spell will ground into it physical body.

A particularly deadly use of this is for a shamon to summon a force 1
spirit command him to glide over to his victem in astral space, then
Manifest.  At this point the spirit is dual nature.  The Shaman, a
nasty one, then blasts his spirit in astral space with all that he's got
The physical spell will spill over into the non-astral plane through the
spirit and blast the unsuspecting victem.
--
Joe Carl Jr.               "If you ever drop your watch      |Deep Thoughts
jcarl@jabba.ess.harris.com  in a pool of molten lava,        | Saturday Night
                            let it go, cause man it's gone"  | Live
From: thor@daimi.aau.dk (Torsten J|rgensen)
Newsgroups: rec.games.frp.misc
Subject: Re: A GURPS Inquiry...
Date: 22 Nov 92 10:56:23 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

futrena@wkuvx1.bitnet writes:

>In my opinion, GURPS, Generic Universal RolePlaying System, by
>Steve Jackson Games is one the best RPG's on the market today.
>However, a good RPG can't overcome writer's block.  Here's the scoop.

>I am currently between adventures in my current campaign.  The
>campaign 'universe' is called Space Fantasy.  It contains elements of
>science fiction (hi-technology, starships, weird alien races,
>futuristic weapons, psionics, etc.) and fantasy (magic, melee weapons,
>fantasy races, etc.).  I have also thrown in a bit of cyberpunk to add
>tension.  There is much more to it than this, but I don't want to bore
>you to tears.

>I am just asking to find out if any of you can give some new plot ideas 
>for adventures.  I have acquired several used copies of AD & D
>adventures, but I prefer to write my own.  My gaming group is very
>advanced, meaning they haved gamed for a number of years.  I am
>running out of original ideas for adventures.

>If you want more information, I can e-mail the basic, overview
>document.  Any questions, comments, thoughts, and ideas will be
>appreciated.

If you run out of 'outside events', dig into your characters past. Explore the
characters into depth, along with the world.
But first you need to take a looong talk with them about their characters. ask 
them about everything (Advs., disadvs. quirks, story, etc.), and get it in
detail. Don't settle with 'this guy is impulsive'. Why is he impulsive, in what
way, how does it manifest etc.
Use all this as clues to a story. Tell the players that they are more than 
welcome to leave open holes in their past ('It happened so long ago, I can't
remember it anymore, but the psycic scar is still there'), and then you fill
in the missing pieces, your way.
They'll love it, I hope!

---

	Torsten J|rgensen		|
	Hasle Centervej 219		|    << 199 quote missing error>>
	DK-8210 Aarhus V.		|	Not yet implemented.
	Ph. +45 86 15 22 63		|
	E-mail: thor@daimi.aau.dk	|		- Beta


>Thanks in advance.
>-- 
>+===============================================================+
>|Nathan Futrell			|DangerMouse:  Penfold...	|
>|futrena@WKUVX1.BITNET		|Penfold:  Yes...?	  	|
>|Western Kentucky University	|DM:  SHUSH!		  	|
>|Bowling Green, KY USA		|P:  Oh, 'eck!		  	|
>+===============================================================+
Newsgroups: rec.games.frp.misc
From: kbos@carina.unm.edu (Kurt "Some Guy" Bose)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Date: Tue, 17 Nov 92 08:31:21 GMT
Organization: University of New Mexico, Albuquerque

In article <1992Nov16.211449.27782@crd.ge.com> (Spike) writes:
>Kurt, I swear, every single gripe you wrote said "will they do this?" 
>"What if that?"
>
Exactly.  As my first sentence said, 'I think that it's the uncertainty of
it all.'  We don't know what's going to happen, and we don't have anything
to look at as precedent for a situation like this.  Personally, I see a lot
of ways in which this might not succeed as much as Loyd and Mark might like.

Are we really required to sit there and have stupid little smiles on our face
waiting for something to happen?  I didn't think so.  So far, Neither Loyd or
Sam Chupp has said anything about the situation which eases my fears, so I
don't see any reason why I shouldn't have them, if it worries me...


-- 
Kurt Bose (as in Daisy, not Rose) * kbos@carina.unm.edu * Make outs, not walks!
TONIGHT-In "Ryecatcher", Holden Caulfield foils a plot to turn his old prep
school into a right-wing military acadamy run by Neo-Nazis. 8PM(7PM C/M) Ch. 7
                                                        -The Book of Sequels...
From: yt1@eng.cam.ac.uk (Y. Tremblay)
Newsgroups: rec.games.frp.misc
Subject: RQ: Divine intervention
Date: 19 Nov 92 10:12:26 GMT
Organization: Cambridge University Engineering Department, UK


Anybody around here plays Runequest ?  

I am in need of some help and a third party/more experienced opinion

I just started playing it a month ago and I am looking for opinions about
divine intervention.  First some general questions.  Sorry for the length.

1:  When can you ask for a divine intervention ?

    Do you need to be in a deseperate situation.  At the edge of death or
    can you ask it in any risky situation.  I know the cost can be high if
    one asks it anytime but _CAN_ he if he is willing to pay the POW cost.

2:  How long does it take.  (mechanics)

    In a melee situation, how long does it take to ask for the help of 
    your god.  Can you keep fighting (dodge, attack, parry, spell ? ) 
    while asking for divine intervention.

3:  Effect of magic items 

    If the character (or NPC ?) asking for divine intervention owns an item
    posseding POW points and wich he can normally use the magic points.  Does
    the POW of that item can be add to the one of the character to ask for 
    divine intervention ?  And if yes (?!) are the lost POW from the character
    or the item first ?  (an elf bow for example? any MP matrix ?)

4:  Can you ask more than once in a given situation/time

    If you were in a situation allowed in 1: (hopeless fight for example) asked
    and failed to roll <= your POW.  I understand it means your God didn't 
    hear you (or didn't bother :-).  Can a character try again during the same
    fight ?  Next round ?!?  If not, the if a priest/initiate is captive
    for months and wants to try to flee using divine intervention ?  Can he 
    try only once ? each days/week/months/years ?

5:  What is a reasonable effect of a divine intervention ?

    In the book they give three examples:  teleport up to ten human-sized 
    creatures, raise one stat, resurrect (sp?) a dead.  Can it be offensive ?
    ex: kill the five ones that are attacking me, (low powered one: make them
    fall inconcious (I'll be able to finish the job *grin*))  Very dependant
    of the deity :  the earth deity could open a hole in wich the foes would
    fall but the sea/forest deity could do nothing if you are not in
    sea/forest ?

6:  What about non-beleivers in the party ?

    Deities and priests are known for hating sorcerer.  If an initiate wished
    to be teleported to a safe place with his friends/party, would the god
    accept totally ? refuse totally cause there is non-beleivers ? or simply
    teleport only the believers and leave the rest of the party there ?


I have an opinion about most of these questions the problem is that the players
don't agree with me.  So I am looking for some more opinion since we may all
be biaised.  FYI the rules I have are RQ Deluxe edition and using Glorantha 
Gods.

I may post later a description of the situation that lead to the argument
but I would like some general answers beforehand.

Thanks in advance

Yannick
yt1@eng.cam.ac.uk
id <m0mrq7p-0000MPC@crash.cts.com>; Wed, 18 Nov 92 06: 11 PST
	id <ki21337@pro-amber.cts.com>; Wed, 18 Nov 92 05: 55 PST
From: rsopicki@pro-amber.cts.com (Randy Sopicki)
Newsgroups: rec.games.frp.misc
Subject: Sheet
Date: 18 Nov 92 13:38:40 GMT
Organization: ProLine [pro-amber] -- Spring Valley, Ca

Could whomever posted the Vampire character sheet please repost or send me
a copy please?? Mine got eaten in a system crash.

ProLine:  rsopicki@pro-amber
Internet: rsopicki@pro-amber.cts.com
UUCP:     crash!pro-amber!rsopicki
From: lward@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp.misc
Subject: Re: SRUN: Legality of packing
Date: 16 Nov 92 23:04:58 GMT

slb3y@cc.usu.edu (Punk Rocketeer) writes:

>     I am a Shadowrun newbie, unashamed to admit it.  I have SR 2nd
>ed., with one major question.  What are the laws governing weapons,
>cyberware, etc.?  Is there a Tir Tairngire Rifle Association dedicated
>to protecting the right of every elf to own Panther Cannons and lesser
>weapons?  Does the California Free State frown on anyone packing
>something bigger than a Swiss Army knife?

>     Did I miss a section in the rulebook?  Is there a supplement that
>details this?  Does the GM make all this up?

I think (if I remember rightly) that this type of stuff is in Shadowtech.
That is most up to date ('cause its in a few other random places, too, like
Sprawl Sites (?).

Short summary: most things have a Legality Code which looks like:
          
             x-y

Where x is a number (usually around 5 or 6, and y is a one or two character code
like B, M1, or CB.  The number is basically a target number for someone to
arrest/prosecute you for having this thing.  The higher the number, the more
likely that a cop will give you slack.  The lower the number, the more likely
a cop will make and arrest (or shoot you).  (For example, the Vindicator
Minigun is 1-J or 1-K or something, while the Streetline Special is like
8-E or something)

The letter codes classify what the item is.  For example (and I'm winging
this, so these are likely wrong):
A - Blunt Weapons
B - Bladed Weapons
E - Pistols
J - Military Weapons
k - Explosives
CA - Datajacks, softlinks
CB - Smartlinks, etc
CC - Wired 3
M1 - Biological implants

And so on.  There is a table in location supplements (like the neo-anarchist's
guide to north america) which lists fines and jail terms (if any) for
possession/use/etc of each of these catagories.

I'm sure someone will correct my mistakes, but that's the gist.  Check out
Shadowtech.

Wordman
Newsgroups: rec.games.frp.misc,rec.games.design
From: mar@physics.su.OZ.AU (David Mar)
Subject: Star Mapping Program posted to rec.games.frp.archives
Organization: School of Physics, University of Sydney, Australia
Date: Fri, 20 Nov 1992 00:35:51 GMT

Help! I've been deluged with requests for my star mapping program. In
response to a couple of suggestions, I have sent it to rec.games.frp.archives
where I expect it shall appear very soon, if not already. Sorry, I just
don't have the time to respond individually to all the people who requested
the program - I never expected so many requests!

Thank you for your cooperation, citizen. The computer wants you to be happy.

David Mar.                                      mar@physics.su.OZ.AU
Astrophysics Department, University of Sydney  NSW  2006, Australia.
From: Henk.Langeveld@holland.sun.com (Henk Langeveld - Sun Nederland)
Newsgroups: rec.games.frp.misc
Subject: [REPOST] Re: RQ: Divine intervention [and the RQ Digest...]
Summary: I forgot the distribution...
Date: 23 Nov 92 16:40:09 GMT
Organization: Sun Microsystems NL B.V.
Originator: news@glorantha

>Finally a decent RQ thread!

>I don't think a god should be able to act outside his/her sphere of
>influence. or runic association.  Only Orlanth and Mastakos can teleport
>worshippers!  (Many will disagree with me on this one...)
Not me :-)

>Hopefully, an essay I wrote on Rune Magic and DI will appear in the RQ
>Digest soon.

It already did.  The latest published issue is volume 8 issue 4.
I'm working on issue 5...  Maybe you refer to TOtRM?

>-DC
>drcheng@sales.stern.nyu.edu

-Henk
[	Maintainer/Editor of the RuneQuest Digest			]
[	Send Submissions to: RuneQuest@Glorantha.Holland.Sun.COM	]
-- 
Henk.Langeveld@Sun.COM/postmaster@sun.nl/System and Network Administrator
Sun NL - Information Resources____________disclaimer: My words, not Sun's	
[For info about the RuneQuest mailing list: |TM:  RuneQuest  is a  role-]
[RuneQuest-Request@Glorantha.Holland.Sun.COM|playing game of Chaosium/AH]
Newsgroups: rec.games.frp.misc
From: badorion@watyew.uwaterloo.ca (Brian A. Dorion)
Subject: MSG for ERIC PARSON
Organization: University of Waterloo
Date: Mon, 23 Nov 1992 13:56:39 GMT

Hi Eric, I've tried mailing you, but I keep bouncing. 
Here is what I wanted to ask...

Hello Eric.  I lost my copies of the Harn-list spell collections for the 
Savoryan and Lyhavian convocations.  I was hoping that you might be able
to send me the ASCI versions of the files?  Please? 

Brian
From: durrell@pinball.arcade.uiowa.edu (Bryant Durrell)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Date: Mon, 16 Nov 1992 15:37:34 GMT
Organization: University of Iowa

In article <92321.081318IK20001@MAINE.MAINE.EDU> Solipsist at Large <IK20001@MAINE.MAINE.EDU> writes:
>Not to put too fine a point on it, but most of those `Campaign Ideas'
>are simply one-paragraph (or sentence) castoffs in a "don't feel bound
>to this time period" article.  They are *hardly* guidelines for running
>in *any* of those genres.

Heh.  GURPS books tend to have "guidelines" of about the same length.
I just flipped through GURPS Martial Arts to double check, and there's
a paragraph or so on everything with a bit more detail on China and
Japan in various time periods.

That's OK.  It's not the guidelines that are so important, it's the
availability of the rules.  Very hard to find cyber implant rules for
Vampire.  All this will, I suspect, increase the number of combat
munchkins playing Vampire.  <grin>  Some of you were complaining 
about flamethrowers?  Every munchkin in the world is gonna want a
vampire with a targeting computer in their head.

Bryant
durrell@chop.isca.uiowa.edu
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy,rec.games.frp.dnd,rec.games.frp.advocacy
From: cbnorman@undergrad.math.uwaterloo.ca (Bruce Norman)
Subject: Re: META: Straw Poll results: Shadowrun newgroup proposal
Organization: University of Waterloo
Date: Tue, 24 Nov 1992 03:00:25 GMT

A little advice.  I think you'd have a better chance if you renamed your
group rec.games.frp.FASA.  It would give it a wider range.
-- 
   cbnorman@undergrad.math.uwaterloo.ca           /|                          
          fidonet 1:221/279.5                 \`o.@'   Ack! Ack! Thbbbpppt!    
 "Fighting the restriction of personal        =(___)=                          
 freedom by the illogical morals of others       U     "Bill and Opus in '92"
From: rowe@soda.glorantha.berkeley.edu (Eric Rowe)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Divine intervention
Date: 19 Nov 92 10:54:32
Organization: UCB Integrative Biology
NNTP-Posting-Host: soda.berkeley.edu
In-reply-to: yt1@eng.cam.ac.uk's message of 19 Nov 92 10:12:26 GMT

In article <1992Nov19.101226.13364@eng.cam.ac.uk> yt1@eng.cam.ac.uk (Y. Tremblay) writes:

[A bunch of questions about divine intervention]

Here is the way we play in my two RQ campaigns. (1 RQ2/3, 1 RQ3/2)

   1:  When can you ask for a divine intervention ?

Anytime. We once had a knowledge collecter discover a great creature of
knowledge while alone and he DIed back to his city with it for his religion.
We also assume some sort of death awareness as well so an unconcious being's
soul can DI if he is killed. (This is one very vague area better left as
personal opinion.)

   2:  How long does it take.  (mechanics)

As long as it takes you to roll the dice. Instant.

   3:  Effect of magic items 

No. Only your allied spirit or yourself can DI. You cannot combine the two
either. Recall that the DIs may even be different because allied spirits of
Rune Levels are initiates of the cult.

   4:  Can you ask more than once in a given situation/time

In RQ2 it always works for Rune Lords except on 96-00. In other situations
and RQ3 there is no cost for failure, so nothing to keep people from trying
again. There is also nothing in the rules about this. I would never let my
players ask again in the same combat/situation/time unless something changed
drastically in the situation.

   5:  What is a reasonable effect of a divine intervention ?

The ones from the book are standard, but Chaosium and most people I have seen
tend to think DI's should be tailored to the powers of the specific god. In
an escape situation a movement god may just teleport the party away while a
air god may turn them into birds that fly away. Lesser gods would be more
restricted than major gods in their options. DI's can never affect the
followers of other gods or unbelievers. I always ask each party member if
they wish to be affected in some unknown way by the respective god of their
friend when a DI occurs. You would be surprised how many times the answer is
no. If they say no they don't get affected by the DI.

   6:  What about non-believers in the party ?

I treat these as believers in other gods. In the extreme case of a god that
is particularly anti-sorcerer I could see them not being taken along for the
ride. However, this is probably a moot question as any follower of a god so
restrictive would only be hanging around sorcerer's if stupid and being
chased by cult spirits of retribution.


   I may post later a description of the situation that lead to the argument
   but I would like some general answers beforehand.

Please do unless it is the can someone DI just as the wepon is striking or
only after they are dead or do they have to do so before type question which
has reared its ugly head unanswerably here before.

eric
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp.misc
Subject: Loyd Confused GENCON/Origins
Distribution: world
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith
Date: 16 Nov 92 17:39:08 CST
Organization: Texas Net Illuminati

Hopefully this will stop the flood of email . . .

Origins is in Ft. Worth this year.

GenCon, as always, is in Milwaulkee.

Loyd, as usual, was confused. :-)

We now return you to your regularly scheduled flamewar.

Loyd

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Newsgroups: rec.games.frp.misc