HDTenEightyP/NetNews huggingface dataset:
From: imcc@cs.strath.ac.uk (Iain McCord)
Newsgroups: rec.games.frp.advocacy
Subject: Re: GURPS: Munchkin racial package
Date: 12 Oct 92 17:13:38 GMT
Organization: Comp. Sci. Dept., Strathclyde Univ., Scotland.
X-Newsreader: Tin 1.1 PL5

Robert J. Hall (hall@bcstec.ca.boeing.com) wrote:
: 
: <bingcros@leland.Stanford.EDU> writes:
: After the battle is finished, the skull of the MUNCHKIN is suspended over an
: acid bath to prevent regeneration. With his 21 IQ, M. MUNCHKIN realizes he was
: a total fool and should have taken Revolting Appearance instead of Bloodlust.
  Or that with an IQ of 21, a will roll of 14 or less could have saved him from
being overcome by bloodlust.  And that the attack was the result of Bad Temper,
a different dissad.  Of course all decent Munchkins need the Beserk dissad.
: 
: -- 
:  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
-- 

		~~~~~/\~~~~~
Iain McCord	~~~~/()\~~~~	Mon Oct 12 18:13:36 WET DST 1992
		~~~~~~~~~~~~
From: wildcard@nevada.edu ( WildCard !!)
Subject: First game (was Re: Who do you game with?)
Organization: Shadowland BBS, WayBack Division
Date: Tue, 13 Oct 1992 17:19:06 GMT

In article <1992Oct13.065928.7052@cam.compserv.utas.edu.au> cmcarthu@esk.compserv.utas.edu.au (Christopher Gary McArthur) writes:

>	I started playing in grade 5 when a friend bought the basic rules for
>DnD.  We were all very excited, and about six/seven of us started to roll up
>characters.  It was rather amusing, as for those who know, we drew different
>polygons for each attribute on a piece of scrap paper.  I recall took a Cleric
>but don't recall ever playing him.
            [deletia]

I have now read several responses and it seems to me that everyone that 
followed up started out with DND except for me. Now I admit I'm pretty
young but there had to be more games out there. I myself started playing (and
GMing) Avlons Hill's ill-fated Powers and Perils and *then* was introduced to 
DND.

I think it really stunted my attitude toward DND because there was very little
munchkinism and min/maxing allowable in PnP. It was also an open, skill-based,
realistic (read as "complicated") system.  Needless to say, when I was
introduced to DND I was sorely disappointed with the simplicity and rigidity
of it. I didn't see what was so fun about it. Who wants to be godlike at high
levels and orc-munchies at low levels? I digress...

Anyways, my point is:  did anyone else start out with a game other than DND?
                      If so, how do you think your game preferences and 
                      attitudes have been influenced by it?


All responses welcome. Go ahead and flame, we'll make more! :)


                                        - WildCard !!


+-----------------------------------------------------------------------------+
+"This is typical retrograde, low-tech, Chevy Impala-type thinking. We non-   +
+ linear, postindustrial children of the Information Age, however, know that  +
+ the important thing is the Big Picture."  - Cecil Adams, _the_Straight_Dope_+
+ ---------------     wildcard@redrock.nevada.edu     ------------------------+
Newsgroups: rec.games.frp.advocacy
From: tmartin@nyx.cs.du.edu (Thomas Martin)
Subject: System for Newbie GM
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sat, 10 Oct 92 00:47:21 GMT

	In the same vein as the discussion about systems for newbie
roleplayers, let me ask the net audience which is a good *system* for
a newbie gm.

	I have introduced a player to Call of Cthulhu and he has
previous experience in Dungeons and Dragons (doesn't everyone?) He's
an excellent roleplayer and has a vivid imagination. I'm sure that
he'd love to run a CoC game, or even an AD&D game, but I want to wean
the rest of the group off of AD&D and fantasy based roleplay.

	Is it wise to GM from scratch with a system that he doesn't
know? Or should he go with something more familiar? He's willing to
learn anything.

	Thanks.
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.advocacy
Subject: Re: GURPS: Munchkin racial package
Date: 8 Oct 92 20:02:38 GMT
Organization: Stephen F. Austin State University

In article <1992Oct8.005040.19626@leland.Stanford.EDU>, bingcros@leland.Stanford.EDU (Richard Crosby) writes:
> It's taken years and years of careful research and development, but
> I've finally finished creating the "ultimate" GURPS racial package:
> the infamous Munchkins.  Now players can make 100 point characters
> that will outshine any other non-Munchkin with only a few measly
> role-playing drawbacks (that can be mostly ignored anyway).  Without
> further ado:
> 
> MUNCHKIN racial package (-25 points)
> 
	-65 points (see below)

>  290 Advantages

	250 actually (see below)
> 
>   50 Increased Strength (x2)
>   30 +3 DX
>   30 +3 IQ
>   30 +3 HT
>  100 Damage Resistance 20

	At least in 2nd Ed Supers, its 3 per point of DR, so its but 60 cps.

>   50 Fast Regeneration
> 
> -315 Disadvantages
> 
>  -20 Reputation -4: Sane people avoid Munchkins
>  -60 Jinxed -3
>  -50 Short Lifespan (2 levels)
>  -10 Dying Race
>  -15 Glory Hound
>  -15 Great Vow: Challenge every knight met to combat
>   -5 Stubbornness
>   -5 Pyromania
>  -10 Miserliness
>  -10 Megalomania
>  -15 Kleptomania
>  -10 Jealousy
>  -10 Intolerance: Everyone who doesn't treat me like a god
>  -10 Impulsiveness
>  -15 Greed
>   -5 Gluttony
>  -15 Fanaticism: Self
>  -10 Bloodlust
>  -10 Bad Temper
>  -15 Social Stigma: Munchkins are undesirable in most civilizations
> 
> As you can see, Munchkins have some very good advantages going for
> them with just some piddly social and mental disadvantages that really
> don't get in the way of munchkinizing.  So, make the Munchkin racial
> package the choice for your next special PC, and discover what it's
> like to be a god incarnate!
>                             
	I like this very much....

8-)

Brandon Cope
From: maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Newsgroups: rec.games.frp.advocacy
Subject: Re: game vs reality simulation
Date: Thu, 08 Oct 92 10:24:17 EDZ
Distribution: world
Organization: Sweet Oblivion

urban@stout.atd.ucar.edu (Art Urban (PROFS)) writes:

> Okay, here's another suggestion:
> 
>  4) HT rolls to avoid dying are made at -1 for every 5 points of damage
>  already taken.

This is WAY too deadly. A normal HT 10 person makes his first death roll
at -4, or about 10% chance of staying alive.

IMHO, this makes the game more AD&Dish - either you're OK or you're
dead.

>  5) HT rolls to avoid knockout due to blows to the head are made at -1 for
>  every 5 points of basic damage (before armor) done.

This is better, I think I might actually use it. But why BEFORE armor?
Padded helmets such as motorcycle helmets make your head practically
invulnerable to fists and most other concussions of not sufficient force
to affect your neck. If mods are before armor, no amount of padding will
help you to stay conscious.


--------
maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters
From: hummell+@pitt.edu (Andrew G Hummell)
Newsgroups: rec.games.frp.advocacy
Subject: Re: First game (was Re: Who do you game with?)
Date: 14 Oct 92 06:03:29 GMT
Organization: University of Pittsburgh

In article <1992Oct13.171906.6634@nevada.edu> wildcard@nevada.edu ( WildCard !!) writes:
[stuff deleted]
>
>Anyways, my point is:  did anyone else start out with a game other than DND?
>                      If so, how do you think your game preferences and 
>                      attitudes have been influenced by it?
[.sig deleted]

The first RPG I ever played was the Robotech RPG (I had bought Marvel SH and
the Indiana Jones RPG's when they first came out, but never played them due
to lack of players).  I bought it the day my comic store received it, and it
is still my favorite (I am still playing my original character, beleive it or
not).  After that, I tried (and still play) most of the other games published
by Palladium (Rifts is also a favorite).  I also have played D&D, AD&D (both
editions), Call of Cthulhu (*absolutely fantastic* game!!!!), and Star Wars
(another great game!).  Ooops!  Almost forgot to mention Toon!  Love that
game, also. 

As for influence, Palladium's system suits my needs, but it hasn't spoiled
any of the other games I've tried.  I'm always willing to try a new game,
but Robotech will always be my favorite.

Andy
-- 
-------------------------------------------------------------------------------
  "I'm not insane...just a reasonable facsimile."  | Hummell@unix.cis.pitt.edu
  "Character is what you are in the dark."         | Andy Hummell ...that's me 
-------------------------------------------------------------------------------
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.advocacy
Subject: Re: Sexism in Gaming
Date: 7 Oct 92 18:03:08 GMT
Article-I.D.: ccsvax.1992Oct7.120308.1406
Organization: Stephen F. Austin State University

In article <QeoUCFe00WB75N6EF3@andrew.cmu.edu>, "Cynthia K. Neelan" <cn0n+@andrew.cmu.edu> writes:
> I)  Obvious lack of Female NPC's

	Not in my campaigns. I try to put one strong (ie, not a bubble-headed
bimbo blonde) female NPC in every group. OTOH, since female PCs are so popular
in my group (in my current GURPS fantasy/horror/cyberpunk campaign, of the 11 
or so PCs that were played often, 5 are female (another suffers from the Ranma 
Syndrome, but doesn't count since the PC was originally male), including 2 of 
the 4 PCs in the current batch), I haven't been using as many female NPCs as in
the past, lest it look like we are playing "Macho Women with Guns" :-)

> 
> II)  Male answer syndrome, or No *YOU* can't do that... but *I*
> can.....

	Unfortunately, in 9 years of GMing, I have only been able to persuade
*one* woman to game, and she got bored with it (OTOH, she enjoys mudding a
great deal). I have no experience with this.

> Problem I)  Lack of Female NPC's
> 
> In our campaign we have seen MANY powerful NPC friends and foes, all
> of which have been male.  Sigh.  I was told that there were not enough
> female miniatures, so I have made it a point to purchase and paint
> many misc. female figures.  *shrug*  So perhaps in the future this
> will help to remind DM's that
> there are OTHER females in the universe besides PC's and Damsels in
> distress

	Lack of minatures? That's got to be one of the silliest reasons I could
ever hear for that problem.

> 
> Problem II) Male Answer Syndrom, and the Theft of Ideas.
> 
> I will admit that at times I am not the most assertive of people.
> This is changing.  I got SO TIRED of saying  "Why don't we do X" over
> and over again, and being ignored ONLY TO HAVE another member of the
> party say "HEY!!!!! I HAVE A GREAT IDEA... Why don't we do X!!!", and
> everyone agrees wholeheartedly.  Sigh.  Now I have started to scream,
> or just say that was MY Idea.  They are getting much better at this
> since I pointed it out to them, and they have actually seen themselves
> to it time and time again.

	Not being in your group, I can't be completely sure if this is a
male-female problem, or simply an unassertive-vs-overassertive problem.
	It would probably help if after the other PC 'steals' your idea, the GM
says "Very nice, but had you been listening to [female PC], you woulkd have
heard her say that 5 minutes ago".

Brandon Cope
Newsgroups: rec.games.frp.advocacy
From: mwasson@uhunix.uhcc.Hawaii.Edu (Michael Wasson)
Subject: Re: twilight 2000
Organization: University of Hawaii
Date: Wed, 14 Oct 1992 20:08:29 GMT

>I've tried to play this game the right way but the combat sequence is so damn intricate and detailed by the time you finishe firing off you 50-round belt in your m-60 you could've taken 20 minutes just to see if you hit and where. Does anyone know how to 

Are you playing 1st or 2d edition? b.c. I'd say this is very true of the
first ed. rules -- they're elegant but slow -- whereas they much
streamlined the 2d ed. rules.

If you're playing 2d ed. and still find it too slow, all I can suggest is:
1. switch systems. Perhaps import the T:2000 background to GURPS.
2. modify T:2000 (you *are* the GM :-) ... change automatic weapons fire to
   a 50% rule or something
3. Run it a few times & see if it gets easier. I for one couldn't run Toon
   smoothly my first time at it, till I get familiar w/a system... 

>make this easier. If you've ever played this game please 
>reply because I'm going to go crazy trying to figure out this game.I would just like to know if there is another person out there with the same problem. 
>Even if someone has even played this game your input would be greatly
>appreciated.


______________________________________________________________________
Mike Wasson  ---  U.Hawai'i, Manoa  --- Fat Messiah Games
----------------------------------------------------------------------
"It was one of those movies in which a computer takes over the world
and you jolly well wish it would -- anything's better than the people"
 							Joanna Russ
----------------------------------------------------------------------
Newsgroups: rec.games.frp.advocacy
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: I started out with Car Wars...
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Wed, 14 Oct 92 04:40:24 GMT


Forgot to mention Rifts in there with the other Palladium games--I
love it!

--
---Chris Meadows  CHM173S@SMSVMA or CMEADOWS@NYX.CS.DU.EDU
        "Wish in one hand and do something else in the other, then 
          squeeze them both and see which one comes true."
                    ---Corwin, NINE PRINCES IN AMBER by Roger Zelazny
Newsgroups: rec.games.frp.advocacy
From: uplink@cwis.unomaha.edu (John M. Scheibeler)
Subject: ATTN LOYD BLANKENSHIP!
Organization: University of Nebraska at Omaha
Date: Sat, 10 Oct 1992 07:37:49 GMT

Okay.  CAR WARS SECOND EDITION SUCKS!  There.  I insulted something.

Seriously, Loyd, when are the map sheets coming out?  I ran out a long time
ago, and I just recently got ahold of a used copy of L'Outrance.  I'd
dearly love to create a full-scale copy of Flying Fortress!

I know, this should have been on R.G.Boardgames, but he posted here.

And is there any way I can get in touch with you through the email?  I tried
once but our server couldn't reach yours.

Thanks
uplink
.s
From: dseal@armltd.co.uk (David Seal)
Newsgroups: rec.games.frp.advocacy
Subject: Re: First game (was Re: Who do you game with?)
Date: 16 Oct 92 15:49:31 GMT
Distribution: rec
Organization: A.R.M. Ltd, Swaffham Bulbeck, Cambs, UK

In article <1992Oct13.171906.6634@nevada.edu> wildcard@nevada.edu ( WildCard
!!) writes:

>Anyways, my point is:  did anyone else start out with a game other than DND?
>                      If so, how do you think your game preferences and 
>                      attitudes have been influenced by it?

Well, my first game was The Fantasy Trip. Unfortunately, it was owned by a
friend, it was no longer available, and the friend moved away :-( I didn't
play at all for a year or two, and then started playing AD&D, which I still
play. The next game after that for me was GURPS.

David Seal
dseal@armltd.co.uk

All opinions are mine only...
Xref: sparky rec.games.frp.advocacy:2769 rec.games.design:1713 rec.games.frp.misc:6776
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.frp.advocacy
Subject: Re: Who do *you* game with?
Date: 8 Oct 92 22:12:50 GMT
Organization: University of California, San Diego

In article <1avgn6INN45m@matt.ksu.ksu.edu> bets@matt.ksu.ksu.edu (Beth Schwindt) writes:
>I'm interested in seeing who people game with and why.  Do you have
>a specific group of friends that the only time you see them is to game? 
>Will you only game with people you have known for a certain amount of time?
>
>Beth

	I have ceased to play with people I have never met.  I tried
this in the past and was disappointed too often to make it worth it.
For me, it takes a lot of time to get used to other peoples' gaming
methods and as a GM, that's very important to me.  As a player, I
tend to prefer somewhat serious groups who want to do more than hack
up monsters and play Orc Bowling (or some such awkwardly silly
thing).  Humor is fine and I enjoy it, but too much at the wrong
time is just awful.
	In the same way, I have to choose people carefully for my
games.  I don't necessarily like all my players (oh, they're fine as
friends, but as players...) but they're all I got, so every session
I have to think about what kind of mood they're in, if the unstable
ones are liable to try to ruin my game, etc.  It's very difficult to
do this with strangers and it makes me uncomfortable.  I far prefer
to see people in action before I invite them to take part in my
games.  This is fairly selfish of me (I mean, if everyone played
this way, it'd be difficult to get new players!) but on occasion I'm
a control freak and I prefer to be in control of my games...
especially my campaigns.
	And so far as sexism is concerned, I don't care if my
players are male or female or what the sex of their character is.
If my friends feel like playing members of the opposite sex, I tend
to be a little wary at first, but so long as they deal with their
character maturely, I have no problem.
[ack...having too much fun deleting lines...]
>the Air Force has to hold a bake sale to buy a new bomber....My history
>teacher (from the Wireless catalog) bets@matt.ksu.ksu.edu, bets@ksuvm.ksu.edu
From: Nick_Janow@mindlink.bc.ca (Nick Janow)
Newsgroups: rec.games.frp.advocacy
Subject: Re: Y/TCT Minirules
Date: 14 Oct 92 05:54:02 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

mathers@sibelius.trl.oz.au (Steven Mathers) writes:

> You seem to have a LOT of stats here.  Generally I am in favour of
> decreasing the number of stats, especially stats like:
>
> Charisma:  Depends largely on the player
> Appearance:  Why not let the player describe the character's appearance?
> Social standing:  More a factor in the character's background than a
>                   statistic.
> Intelligence:  Hmmm.  I am inclined to loose this one also.  have you ever
> seen a player roleplay a character smarter than himself?  And in 95% of the
> games I have played, player's never really play a dumb character as really
> dumb.  INT seems a kludgey stat at best.

That makes sense for one style of gaming, where the characters are direct
representations of the players.  In other styles of gaming, the attributes
are used to help determine a character's chance of success at a task, even if
it's something a player has always wanted to do but lacks the personal
skills/knowledge for.  This allows an ugly non-musical player to role-play a
handsome singer, or a high-school dropout to role-play a top-level business
executive.

I agree that there is a tendency for players to do things using abilities
(intelligence) and knowledge that the character doesn't have; it's a very
difficult thing to avoid doing.  However, it is possible, and I find that it
does make the game more interesting when I do limit myself to the character's
attributes and knowledge.  Sometimes, I simply pass up an opportunity to use
knowledge the character lacks; other times I let the dice and
attributes/skill-levels decide what my character does.  Dropping those
attributes, such as intelligence and appearance would definitely change the
style and tone of the game.

I personally don't care for Social Status as a prime attribute, but in a very
class-conscious society, which is a possibility in an rpg, SS could be more
important for what a character has and can do than any of the other
attributes. I assume that TCT assumes such a society.

--

Nick_Janow@mindlink.bc.ca
From: 911087e@ace.acadiau.ca (JOHN ANTHONY ENZINAS)
Newsgroups: rec.games.frp.advocacy
Subject: Re: Thanks Loyd!
Date: 16 Oct 92 20:15:11 GMT
Organization: Acadia University

In article <1992Oct16.125244.19977@schbbs.mot.com> TUK865@maccvm.corp.mot.com (Stephen Gill) writes:
>>earlier?  Dunno].  No one has managed to design a set of netrunning
>>rules that I like (or that I can actually use in my games without
>>boring everyone else to death).  Not a CP2020 problem, but a general
>>CP RPG problem...
>
>On the netrunning side I personally leave it to a few skill rolls as
>IMHO spending too much time with the netrunning can grind the whole
>session to a halt as everyone else gets left out.
>
>Steve

unless the game is all net running 
--johnny vague
From: passt1+@pitt.edu (Phil A Sircely)
Newsgroups: rec.games.frp.advocacy
Subject: Re: What is the best Psionics system?
Date: 12 Oct 92 23:26:09 GMT
Organization: University of Pittsburgh

>Anyway, my question is: who produces the best Psionics system? The AD&D system
>has some neat powers, but it seems a bit uneven and unbalanced.
>
>-- 
> 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


Well the Best Psionics systemn I've seen is an old Space game called 
Space Opera.  It allows a person to create any sci-fi character you can 
think of.  I feel the Psionics are excellant and easily ported to other 
systems. 

Un fortunatly this game is out of print alnog with another product of the same
company call Civerly and Sorcery.    If you can find a copy I'm sure you
will see a system which a lot of thought went into.  
-- 
---------        Philip R. Spagnolli               University of Pittsburgh
---------        passt1@pmax1.cis.pitt.edu
have a nice day              
if you can.  HAHAHHAHAHAHAHAHHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAH
Newsgroups: rec.games.frp.advocacy
From: badorion@watyew.uwaterloo.ca (Brian A. Dorion)
Subject: Re: Sexism in Gaming
Organization: University of Waterloo
Date: Wed, 7 Oct 1992 19:40:42 GMT

In article <BvrBpo.EAI@usenet.ucs.indiana.edu> ericg@bronze.ucs.indiana.edu (Eric Chris Garrison) writes:
>Something interesting, though, a lot of people are startled to find
>that I play females.  One group I was with frowned on it enough
>that after a night of play (at the GM's suggestion) I changed the
>gender of 'Helga' to male... 'Sven'.
>
>I thought it was just men who'd be surprised, but recently I had a
>couple of women go "you're playing a female?  Really?  huh."  I
>must admit the women who are surprised are more pleasantly 
>surprised than they guys (who often think it is 'weird', or
>edge away from me unless they know me well enough already).
>
I'm quite suprised at this, the groups I've played with have usually
been very open about cross gender role playing.  In fact I've known
some people who perferred to play members of the opposite sex.

Brian Dorion