HDTenEightyP/NetNews huggingface dataset:
From: psavoie@terranet.cts.com (Pierre Savoie)
Subject: Re: East Bay D&D?
Organization: People-Net [terranet], Thornhill Ontario 
Date: Sun, 16 Aug 1992 21:56:12 GMT

   Though I live in Toronto, Canada, I could assist you in finding groups in
Fremont, CA or vicinity.  The Role-Playing Game Association's POLYHEDRON
magazine has monthly classifieds filled with such pleas to meet other gamers. 
Ho, boy, I realize I can't place the towns mentioned in the ads classified
under California...
   There's a guy called Jeremiah Cook, 2016 San Antonia Ave., Alameda, CA;
94501, ph. (510)522-4214 who says he plays various games and advertised in
Feb. 1992.  Hmm, he advertised previously but there seems to have been an area
code switch-over from (415) to (510).
   In June 1991 a guy advertised to solicit members for an official RPGA club
in the Bay area, write to Christ McGuigan, 2010 Hillside Dr., Burlingame CA,
94010.  Yes, I know this is West Bay, so just tread a little water.
   How about the Far Flung Gamers:  c/o Steve Null, 973 Sherman Oaks Drive;
San Jose, CA; 95128?  His members are scattered all over the U.S. but he lives
close to you.  "Official RPGA clubs" may let in some non-RPGA types too,
although no guarantee of age compatibility.
   Phew!  I consulted back-issues to Dec. 1989 and checked an atlas until I
got sick of California.  It's shaped funny.  Anyway, these 3 may be prospects
for your consideration.  The club scene is much, much better than one
individual gaming group because you get to see different games in action and
share news, and in my experience even put down some weird religious preacher
ranting against our games at a university...grin.  RPGA clubs are coming along
nicely, although I would like to see a way to collect the addresses of game
clubs all over the U.S. and the world which do NOT depend on any sort of
fealty to TSR, Incorporated.
   Also, you may ask the owners of hobby shops which specialize in RPGs; they
may know who their buyers are and whether these organize into clubs.  In
Ontario, almost no university is known to be *without* a game club in the
broader sense, and that naturally means a lot of RPGs (you expect young, aware
intellectuals to play *checkers*?)  Besides universities and some high
schools, library programs, and after-hours clubs in game stores and comic
shops may exist.
   It's also strange how all these individual gamers and clubs seem to be from
smaller towns.  I see less of big-city clubs, maybe there's such a
concentration of gamers that people don't bother forming large clubs.  If
people are really organized, they can "federate" clubs over large areas, such
as a mostly French-language Association in the province of Quebec, covering
several cities there!
   I wish gamers were less individualistic and more organized...grin!

UUCP: zoo.toronto.edu!generic!terranet!psavoie
ARPA: generic!terranet!psavoie@zoo.toronto.edu
INET: psavoie@terranet.cts.com
From: beast@mentor.cc.purdue.edu (Beast of Mentor)
Newsgroups: rec.games.frp
Subject: Re: SR: A few Questions...
Keywords: SR, ShadowRun, SRun, Shadow Run
Date: 17 Aug 92 05:32:50 GMT
Distribution: usa
Organization: Purdue University Computing Center

I tend to use B+W for Low-Light (like Night-vision goggles today, which amplify
the effects of existing light, as L-L eyes do).  Thermo is in color in my
campaign (as it is for most of the IR cameras I've seen where the differences
in temp. are important).

It's been pointed out that the fire-extinguisher idea is silly (I planned to
use it as a thermal smoke-screen).  How about thermal insulation/coolant in
armor?

The reason for the noise/smell question is that there are those with enhanced
senses (smell and/or hearing) whome I want to protect against.

-Predator
From: acd@cbnewsh.cb.att.com (andrew.c.durston)
Newsgroups: rec.games.frp
Subject: Re: Hello out there...
Summary: rec.games.board
Date: 17 Aug 92 14:13:08 GMT
Organization: AT&T

In article <2a8a629e@f406.n247.z2.fidonet.org>, Brian_Matschke@f406.n247.z2.fidonet.org (Brian Matschke) writes:
>  DJB> I'm new to this group and was wondering if this is just for D&D style  
> DJB> gaming or are there strategic simulation gamers (eg. Avalon 
>  DJB> Hill...) out here as well.
>I wish there was an area for 
>wargaming/Strategy! Since this subject is "Off Topic" here, I will netmail you 
> with some ideas for PBEM (Play by E-Mail)...and others..

	Try rec.games.board, wargames and the like ( as well as board games
	and lots of Battletech ) are covered there...

	ACD

p
o	f
s	o
t	d
n	d
e	e
w	r
s
Newsgroups: rec.games.frp.announce
From: Dave.P.Martin@EBay.Sun.COM (Dave P. Martin)
Subject: Re: BBSes of interest to roleplayers
Followup-To: rec.games.frp.misc
Originator: cwatters@top.magnus.acs.ohio-state.edu
X-Moderator-Ref: FAQ Update
Organization: The Ohio State University
Date: Fri, 14 Aug 1992 12:03:24 GMT


I am no longer compiling a list of RPG BBS's.  The address
bbs@ignem.Corp.Sun.COM doesn't work anymore anyways, so anyone who has
tried it recently has no doubt already found out.

Please remove information about my list from the r.g.frp.announce
monthly postings.

Thanks,

David

[I am removing this entry from the FAQ, but posting the update.]

Newsgroups: rec.games.frp.announce
From: smash@oucsace.cs.ohiou.edu (Scott Mash)
Subject: Silver, Swords & Slaughter #2 Is Done
Status: OR
Apparently-To: rec-games-frp-announce@cis.ohio-state.edu
Originator: cwatters@top.magnus.acs.ohio-state.edu
X-Moderator-Ref: Smash
Organization: Smasher Land BBS (614)593-8359
Distribution: usa
Date: Tue, 11 Aug 1992 16:28:13 GMT


The second issue of "Silver, Swords & Slaughter" is ready!

"Silver, Swords & Slaughter" is an amateur rpg magazine that covers
nearly every rpg past and present.  All articles have been submitted
by readers, friends and net-folks.  The only charge for this small
zine is $1 which will cover the cost of the paper and stamp and will
only be distributed in the USA. (this is to keep the costs down).

I am making no money from this magazine all the money goes back into
the next issue of this zine.  "Silver, Swords & Slaughter" is nothing
special, it is done in black and white on standard 8 1/2 paper which
has been folded so you get more for your buck.

If you are interested in a subscription or just one issue please email
me at sss@smashland.nelsonville.oh.us.  

Submissions are needed for the third issue.  The authors of the
articles that have been used will receive a free copy of SS&S.
Submissions can be emailed to the address above.

Scott Mash
Editor of "Silver, Swords & Slaughter"
Sysop Of Smasher Land RPG BBS



-- 
| smash@oucsace.cs.ohiou.edu         |  Scott A. Mash               |
| smash@bigbird.cs.ohiou.edu         |  Smasher Land RPG BBS        |
| system@smashland.nelsonville.oh.us |  (614) 593-8359, 2400 Baud   |
| cs819@ouaccvmb.bitnet              |  RPG Textfiles And Utilities |

Xref: sparky rec.games.frp:24772 rec.games.frp.misc:4207 rec.games.frp.dnd:2777
From: jgostin@eternal.chi.il.us (Jeff Gostin)
Newsgroups: rec.games.frp,rec.games.frp.misc,rec.games.frp.dnd
Subject: Ravenloft Mailing List
Date: 19 Aug 92 03:48:52 GMT
Organization: The little node that could...


     I've noticed more than a few messages from people asking about the
status of the Ravenloft Mailing List. Take heart! :-) We're still alive,
just in a slump. With most of our readers home for inter-session, it makes
for unusually low amounts of posting, and low traffic. If you are a member
of this list, feel free to post! :-)

     If you arent, and are interested in talking about Ravenloft, or the
Gothic genre, please mail a subscription request to rl-request@ais.org.
It'll actually be handled by a (*gasp*) real live person! :-) If you have
any questions, either mail me directly (I'm one of the moderators), or
mail to rl-request@ais.org, and it'll get bursted to the three moderators.


                              Jeff Gostin
                              Ravenloft Mailing List
                              Co-Moderator
                          

...From a tiny little node called Eternal!
--
    /|Email  to:   jgostin@eternal.chi.il.us, offline@infopls.chi.il.us
   / |Smail  to:   Jeff Gostin, 917 High Ridge Pass, Carol Stream IL 60188
   \ |Vmail  to:   708-293-5526
    \|Flames to:   trashcan@eternal.chi.il.us
Newsgroups: rec.games.frp
From: trip@cco.caltech.edu (Trip)
Subject: Re: Hero System damage
Organization: California Institute of Technology, Pasadena
Date: Fri, 21 Aug 1992 22:22:50 GMT

PCHEM14@Zeus.unomaha.edu (FALL88) writes:

>In <1992Aug18.223255.5461@cco.caltech.edu> trip@cco.caltech.edu writes:

>> PCHEM14@Zeus.unomaha.edu (FALL88) writes:

>Well, in the Heroic genre we definitely don't want people ripping up tanks,
>but do we need DEF 50 to do that, or is 25-30 sufficient?  How much damage
>can a Heroic level character do, anyway?

Well, a LAW is rated at 4d6, and it will *not* penetrate modern tank
armor (The armor may fail it's activation roll, but that's a separate
issue). At a guess, tank armor should be near the top of the damage for
a TOW, which is listed as 6d6, but then we get back into the question of
whether or not military weapons are underrated.

>> Anyone who is at all on the same scale as human beings who is hit by a
>> tank gun is going to be gone. 16d6 RKA => 56 Body average, which takes
>> a normal to -30. This is a fair approximation of vaporized.

>Well, yeah.  But I kinda think taking a normal to -15 or so is pretty
>vaporized too.

Many normals (well, not *normals*, but unpowered humans) are just barely
dead at -15.

>And a few less dice will allow for a godsend low roll
>simulating a 'lucky' hit that merely grazes, etc.

This is an overall problem with the way damage is determined. It
probably goes on the 'to do' list right after blow-through rules.

>> >Depends on your game, especially your house rules on how damage is
>> >applied.  I choose to stick to an old 'sudden death' house rule, saying
>> >that any attack that scores your BODY in a single hit kills you
>> >outright. [...] If you use the existing .44 magnum (2d6 K, +1 stun x),
>> >then you'll score an instant kill 42% of the time.  Make it so much as
>> >2d6+1, and you expand it to 58%.  Anything past that is starting to get
>> >to be simply too vicious, even by 'real world' type standards.
>> 
>> That's already too vicious. My understanding is that only about 20% of
>> people shot with small arms actually croak, and most of them probably
>> don't die instantly.

>20% is for all firearms.  Remember this value, 42%, is for the class of
>very heavy pistols only.

'All firearms' includes rifles and shotguns, which do a fair bit more
than pistols. *Shrug* I still think 50% instant death is too high, not
only for realism but for playability.

>Granted, you can bleed at positive BODY, but, believe it or not, I'm trying
>to figure out simpler models for bleeding and death, not more complex ones.
>That is one of the reasons why mutating the sudden death rules as above
>bothers me.

Unfortunately, as many game designers have discovered (and as many have
never figured out), reality is damn complicated and does not model well
in playably simply rules.

Trip				|   Never stay a minute too long
President, ECNG			|   Don't forget the best will go wrong
(trip@cobalt.cco.caltech.edu)	|   Nobody's on nobody's side
				|			-_Chess_
Newsgroups: rec.games.frp,rec.games.rpg,rec.games.frp.marketplace,rec.games.frp.misc
From: summers%asylum.cs.utah.edu@cs.utah.edu (Jim Summers)
Subject: WANTED: 1st Edition Paranoia (and discussion)
Date: 19 Aug 92 09:08:42 MDT
Organization: University of Utah CS Dept


I am interested in finding/purchasing any 1st edition Paranoia modules
anyone has around (especially the gamemaster's screen).  I have been
comparing the 1st and 2nd Editions, and find the first edition to be
much more...well, paranoid.

While I am so grossly cross-posting, I would like to ask others who
have run either 1st or 2nd Edition paranoia what they have found works
well with their players.  Do they do better if you force them into
situations where they must kill each other (a la Secret
Society/Service Group orders)?  Or do you just let nature and the
adventure take it toll without pre-arranged player/player setups?

Any modules you thought worked extremely well/poorly? (I know
OrcBusters was a flop for me -- wizards and magic in a paranoia
setting really teed them off -- the complaint was that the world of
Paranoia was no longer consistent; at least before they sort of knew
what type of being was trying to screw them over.

Comments? Suggestion? Spare modules/screen for sale?

Since this runs into more than 1 group, please be sure to edit the
follow-up line appropriately...

LostBoy			 | Sleep all day.    | "Say            
jim summers@cs.utah.edu	 | Party all night.  |     hello       
			 | Never grow old.   |        to the   
                         | Never die.        |             night" 


Newsgroups: rec.games.frp,rec.games.rpg,rec.games.frp.marketplace,rec.games.frp.misc
From: lgrant@maths.tcd.ie (Lesley Grant)
Subject: Re: WANTED: 1st Edition Paranoia (and discussion)
Organization: Dept. of Maths, Trinity College, Dublin, Ireland.
Date: Fri, 21 Aug 1992 14:24:17 GMT

In article <1992Aug21.045710.3538@honte.uleth.ca> tagg@hg.uleth.ca writes:
>    Personally, my problem is to keep players from just shooting each other
>outright.  They get so hyped for the game, they want action and start popping
>off shots, knowing that there characters are expenable.

	After they've all died a few times, have them hauled back to the
Briefing Room and/or Internal Security. Have an impressively highly cleared
citizen detail in mind numbing exactitude the cost of cloning, training, and
equipping Troubleshooters. Explain how much money has been wasted so far.
Then fine them the full amount (divided among PCs). As an 'afterthought', have
the citizen say The Computer will give them one more chance -- if they finish
the mission without too many more clone replacements, the fine will be waived.
Do this for ever until your players start taking the hint.

>Say, where does one discuss Paranoia ideas, anyway?  FRP is obviously wrong,
>but...

	No, no, no....Frantic Role Playing, right? :-)

				
				Lesley


Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp
Date: Tue, 18 Aug 1992 19:43:40 -0400 
From: Alex Feely <af2e+@andrew.cmu.edu>
Subject: finding a game

hello, 

     I'm interested in finding an AD&D 2 game this year. would someone
please take me on thier campaign! call me at 362-1420, or try
af2e+@andrew.cmu.edu.
                                                                        
      Alex Feely
Newsgroups: rec.games.frp
From: jking@gucis.cit.gu.edu.au (Jason King)
Subject: Re: No longer Re: Dangerous Journeys
Organization: Griffith University, Brisbane, Australia.
Date: Sun, 23 Aug 92 07:21:25 GMT

William Henry Timmins <wt0b+@andrew.cmu.edu> writes:

>>Jase.
>>PS :-
>>Sorry to include the whole article, but I wanted those who had not read it to
>>be aware of the context in which I write this.

>I still think YOU'RE the ass.

Who me? or the irrepressible wankstain with the I'm-a-f*cking-genius attitude?

Newsgroups: rec.games.frp
Newsgroups: rec.games.frp
Subject: Re: future of rec.games.frp
From: ppugliese@pimacc.pima.edu
Date: 21 Aug 92 07:30:43 -0700

In article <D5eTPB2w164w@cellar.org>, arioch@cellar.org (Arioch) writes:
> I have heard that this newsgroup is going down on 8/25/92. Is this true? If 
> so, what is going to replace it?
> 
> ------
> arioch@cellar.org (Arioch)
> The Cellar BBS - (215) 654-9184

the 'splinter' groups are already set up & operating.

Some posters have indicated they might put out a CFD to revive r.g.f
but so far no one has actually stepped forward.
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.frp
Subject: Re: Halfling Thieves
Date: 21 Aug 92 23:52:56 GMT
Organization: =CSE Dept., U.C. San Diego

>> Has anybody here ever actually played a halfling thief?

Has anyone every played a halfling that *wasn't* a thief? 
(be nice to see a halfling cook in the party now and then)
-- 
Darin Johnson
djohnson@ucsd.edu
    Where am I?  In the village...  What do you want?  Information...
From: gt7219a@prism.gatech.EDU (Christopher Michael Lawyer)
Newsgroups: rec.games.frp
Subject: Re: Email and Postings
Date: 16 Aug 92 00:04:29 GMT
Organization: Georgia Institute of Technology


>>>>This is a message to Beth Savage.  If that is not your name, please hit
>>>>'k' now.
>>>
>>>
>>>>Any other nosy people who got this far can feel free to reply if they think
>>>>they can help.  Otherwise, just BUTT OUT!  THIS IS A PRIVATE CONVERSATION!
>>>
>>>
>>>This is the reason for email you yo-yo.
>>>Please keep your postings civil.
>>>And Fuck Off.
>>>

(I write) 

>>Are you a complete ninny or what?   If you read the post you 
>>would realize that he *couldn't* reach her by e-mail.

Tammy writes:
>
>Yes, but this is a public forum.  If he didn't have a e-mail
>address there were much more **TACTFUL** ways of handling the
>situation.  Also nobody forced him to post a PRIVATE MESSAGE
>in a PUBLIC FORUM.  no
>Perhaps people would be more simpathetic to his cause if he 
>had put it another way.

In fact the original post was tactful.  One of the things
that was cut out in the follow up was a line full of smileys.
it originally read like this;

>Any other nosy people who got this far can reply if they think
they can help.  Otherwise, JUST BUTT OUT! THIS IS A PRIVATE CONVERSATION!
8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8)

I don't know about you, but I would be mad if someoone took
out the smileys from my article.  I've said a *lot* of things
tounge-in-cheek that would make me look like a buffoon if
the smileys were removed.  This was why I didn't like seeing
the post being cited out of context.  That was rude.  (Perhaps
I got a little carried away in pointing that out 8) .)


[real life example of e-mail on a public forum deleted.]

( I agree with your example. )

Tammy writes:
 
>As far as taking out of context.....
>Fuck off.....

Again, it is (IMHO) rude to take things totally out of context.
Especially when smileys are removed.  Smilies are the only way
you can explicitly show that you are joking on the net.

the manatee
"I don't *hate* anyone."

Newsgroups: rec.games.frp,rec.games.rpg,rec.games.frp.marketplace,rec.games.frp.misc
From: heron!gregs@attcan.att.com
Subject: Attention Beth Savage!
Content-Type: text
Organization: University of Waterloo
Date: Wed, 12 Aug 1992 22:29:00 GMT
Content-Length: 1094

This is a message to Beth Savage.  If that is not your name, please hit
'k' now.

I tried to reply to the address on your mail (bsavage@vax.clarksu.edu) but
could not get through.  Please get back to me ASAP, with another address I
could try.  The problem was that vax.clarksu.edu was not known by
attcan.att.com.  The address I actually used was attcan!att!vax...!bsavage
(if this means nothing to you, don't worry).  If vax.clarksu.edu is a valid
machine, I just need to know another machine that knows where it is, so
that I can route mail through there.

Any other nosy people who got this far can feel free to reply if they think
they can help.  Otherwise, just BUTT OUT!  THIS IS A PRIVATE CONVERSATION!
:-)  :-)  :-)  :-)  :-)  :-)  :-)  :-)  :-)  :-)  :-)  :-)  :-)  :-)  :-)  
-----------------------------------------------------------------------------
Greg Schmidt                   |  "Why don't you tell your dreams to me?
heron!gregs@attcan.att.com     |   Fantasy will set you free." - Steppenwolf
-----------------------------------------------------------------------------
From: count@nyx.cs.du.edu (Carl Ount)
Subject: Dragon lancing kenders and other such sports
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Sat, 15 Aug 92 21:30:22 GMT

This was posted to alt.sex.bondage but might amuse some people here.

The kender held, by bonds unfair,
"But Tas, you have such _useful_ hair."
The highlord in her leathers grim
Gets out her whip and grins at him.

"A lash for every taunt I think,
And two for every pearl or link
That you have 'borrowed' and forgot
(An' 'pon my word that _is_ a lot)."

Next comes Sturm, a solomn knight,
Patronising, always right.
Kit just smiles, because she knows,
just where to stick that bloody rose.

Last comes Raistlin, count of five.
It's a wonder he's alive.
For gagged he cannot make the call
And so to Bulpa _that_ does fall.

(c) 1992 Count Alucard (reproduce, but don't alter, sell, or fail to
                       include this notice)
Newsgroups: rec.games.frp
Subject: Re: SR - Unskilled vs. Skill-1
From: bkreed@oread.cc.ukans.edu
Date: 19 Aug 92 00:23:36 CDT
Distribution: usa
Organization: University of Kansas Academic Computing Serces

In article <1992Aug14.134426.18598@newshost.unh.edu>, gel@kepler.unh.edu (Geoffrey E Littlefield) writes:

>  again.  Now, my question is...
> 
>    Being a Street Samurai/Bodyguard type, I have a high Quickness or
>  whatever it's called (again, it's been a while and I don't have the
>  book with me).  I can opt (GM's decision, I believe) to use either
>  my skill at no penalty or my Quickness at a +2 or +4 target #.  This
>  is kind of wierd.  I mean I _have_ the skill, but I can only use
>  one die so my chances for success aren't great with a T# of 4.  
>  My target # for using quickness is 6 or 8, but I have 8 dice to roll,
>  so all I need, really is one six (with the rule of sixes) to achieve
>  the same level of success with quickness.  
> 
>    Any ideas on how to make the transition from unskilled to skilled
>  a little smoother? 
>  
>    Regards...
> 
>       Lifeguard
> 
>    
> 
> 
-- 
Rotor skill is based off of your reaction.  (Natural or
cyber-modified is a good question.  I can't find it explained in the
rules.  I would say natural for piloting, as your wired reflexes don't
count in vehichle combat.)  Count the number of dots between the skill
and the attribute that it is based on and multiply by two.  That's
what you add to your target number.  In this case that makes it a +8.
So for a target number of 4, it would, in effect, be 12.  12 on six
dice is probably less likely than a four on a single die (you
statisticians help me out, please).  So there is really a trade off
between number of dice and target number.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
There are very few personal problems  |	Ghostrider@f120.n280.z1.fidonet.org
that cannot be solved by suitable     |      bkreed@oread.cc.ukans.ed
Aplications of plastic explosives.    |            EGARC/BKREED
   ---Anonymous                       |          Bryan Kennedy Reed
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Newsgroups: rec.games.frp