HDTenEightyP/NetNews huggingface dataset:
From: atmpas@vax.oxford.ac.uk
Newsgroups: rec.games.frp.misc
Subject: Re: Ars Magica: A few questions
Date: 18 Dec 92 11:52:39 GMT
Organization: Oxford University VAX 6620

In article <5096@equinox.unr.edu>, hodges@unssun.nevada.edu (Marcus Hodges) writes:
> I have gone through the rule book about 1 1/2 times, but still have a 
> few unanswered questions.
> 
> 1.  When a non-Magi uses a magical power (gaze attack, poisonous stinger,
>     etc.) is a stress die rolled for penetration vs. magic resistance?
> 
> 2.  If a person rolls a 0 on a stress die, is that an automatic failure,
>     or is their still a chance of success (for example, they have a +10
>     to their attack roll, and the defender only has an 8 defense total)?
> 
> 
> Thanks, 
> 
> Marcus

	IN 3RD EDITION:

	1) Add a stress die.

	2) 0 on a stress die is not an automatic failure.  (It used to
be in first edition, or so I understand.)  Of course, there is always the
chance of a botch, which would always fail.

		- Paul
Newsgroups: rec.games.frp.misc
From: adelekta@kentvm.kent.edu
Subject: Re: Amber Diceless Roleplaying: Shadow Knight?
Organization: Kent State Univ.
Date: Wed, 16 Dec 1992 22:07:50 GMT

In article <1992Dec16.003105.18526@mail.cornell.edu>
J.P.Brannan <J.P.Brannan@cornell.edu> writes:
 
>Has anyone heard about an Amber Dicless Roleplaying Supplement called
>_Shadow Knight_ being released?  I had heard it was going to be released
>in November, and have since heard conflicting stories about whether it
>was released at all or if a riduculously small number of copies were
>printed.
 
 I saw an ad for it in this month's Dragon magazine. Can't remember what it
said though.
 I was by a gaming shop earlier today, and the owner mentioned having ordered
several copies, so I guess Shadow Knight is imminent.  Yay!
 
-anne
Newsgroups: rec.games.frp.misc
From: mujel@uxa.ecn.bgu.edu (Ranger)
Subject: Re: Traveller:New Era
Keywords: GDW TW2K Traveller
Organization: Educational Computing Network
Date: Wed, 16 Dec 1992 02:15:29 GMT

In article <urbin.125.723838793@interlan.interlan.com> urbin@interlan.interlan.com (Mark Urbin) writes:
>
>  Could someone who is following the story on Traveller:New Era on the 
>Traveller Mailing list please post a summary on Traveller:New Era.
>What's included (i.e. are Vargar and Aslan in seperate books), how much hair 
>is going to have to be pulled out transfering ship designs, etc., etc.
>
>  I've tried ftping the Traveller mailing list archives as 128.100.100.12, 
   I started playing Traveller with the original edition (many, many
years ago).  I would I need to convert that to the new system, and what
is this New Era stuff?

                                           --Ranger
From: dlaird@terapin.com (Delbert Laird)
Newsgroups: rec.games.frp.misc
Subject: A general RPG Question
Date: 20 Dec 92 20:07:06 GMT
Organization: BBS

This question is directed to those of you that read manga or watch
anime AND roleplay:

Which anime (including serial) or manga would you like to see as a
RPG?...Specifically, why that anime or manga?

Please respond to this newsgroup rather than netmail so that every-
one can read the responses.



dlaird@terapin.com
Newsgroups: rec.games.frp.misc
From: mathers@sibelius.trl.OZ.AU (Steven Mathers)
Subject: Re: RQ - Combat System Modification
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Wed, 16 Dec 1992 01:31:41 GMT

In article <9235110.27122@mulga.cs.mu.OZ.AU>, tsl@cs.mu.OZ.AU (Tim Leask) writes:
|> The following is a suggested modification to the RQIV draft rules.
|> Do away with the action system.
|> These changes could be used in any flavour of RQ.
|> I'm interested in any comments or suggested modifications.
|> 
|> Under my proposed scheme a player can now declare 
|>  -  a "standard" combat mode
|>  -  an "all-out attack" combat mode 
|>  -  an "all-out defense" combat mode
|> 

I dont want to discourage creativity, but in this case I would have to
say your modifications dont achieve much.  In standard RQ rules, if a
player wants to go berserk, he can make all his actions attacks and
ignore defense, and V.V. for all-out defense.  Your modifications change
things slightly, but not enough to justify the weight of the rules in my
opinion.

By the way, you might want to tune into rec.games.design as there is,
and has been, a great lot of discussion about the design of RPGs in that
group.
From: gujn@uniwa.uwa.edu.au (Jeremy Nelson)
Newsgroups: rec.games.frp.misc
Subject: Re: Roleplaying Children
Date: 19 Dec 1992 12:05:04 +0800
Organization: The University of Western Australia
NNTP-Posting-Host: uniwa.uwa.edu.au

fierkelab@bchm.biochem.duke.edu writes:
>>So, I'm seeking ideas on suitable adventures, and anecdotes from anyone who
>>may have tried this sort of thing in the past...

I have played in a couple of 'Childrens' campaigns, and they can be
quite fun.  The trick is to scale eveything to the childs perspective.
A really good adventure, for a kid, can be sneaking out the window in
the middle of the night... and possibly being frightened by shadowy
monsters, making an excited retreat.

With this in mind:

>As an aside, one may note that certain types of roleplaying would not mesh well
>with a children's campaign.  An example that comes to mind is Call of Cthlulu.

>The young lad said "Bad Mans" as the Nightgaunt tickled him.  The Nightgaunt
>responded by letting go of the young man.  Unfortunately, the Nightgaunt was at
>a cruising altitude of 10,000 feet at the time.

The children returned to their room to find devastation.  The bed had
been ripped to pieces, and the walls were covered in down.  They looked
at each other nervously.

Suddenly a soft, furry, brown Teddy Bear like hand reached around the
corner of the door... they looked at each other, screamed, and
bolted...

:)

>And that is the mildest sort of encounter I can think of in a Cthlulu campaign.

>Another improbable choice for a children's campaign would be Paranoia. 
>However, this adventure could be amusing, if short-lived.

>"Now, little Infrareds, we'd like you to meet your new Experimental Substitute
>Teacher-Bot!"
>"I have been programmed to pour information into your vessels of knowledge.
>Please hold still for the Docking Protocol."  (WHIRRRRRRLLLLL)

'You have ALL been accepted into the Duct Cleaners Guild.  Here are your
brushes, here are your torches.  Be careful not to go into improperly
shaded ducts... and be careful of your batteries too... now here are
your spares... bye bye little Infrareds...


-- 
Jem.  Jeremy Nelson.  gujn@uniwa.uwa.edu.au       :\  =>  :)
Organization: Central Michigan University
Date: Monday, 14 Dec 1992 01:57:53 EST
From: <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Newsgroups: rec.games.frp.misc
Subject: TIME LORD Character Creation

 Here's a system I came up with to create original characters for TIME LORD.
 All characters begin with 60 points to distribute among their eight "common
abilities" (attributes), and their desired "special abilities (Skills). All
attributes for PC's are rated 1-6, with 3 considered average. Certain PC's
with Psi powers or aliens could exceed 6 in some stats with GM approval.
Humans and Time Lords are limited to Strength 5. Most adult humans will be
Weight 4, Size 3. Move cannot exceed 4. Humans are limited to Knowledge 6,
Time Lords to 7. All races are limited to Awareness 6. Skills are purchased
in levels of 1, 2, or 3. Characters may not purchase the Cheat Death skill;
this is assigned by the GM, and cannot be improved. Time Lords get the
following skills "free" at Level 1: Regenerative Powers, TARDIS, Temporal
Science. Because the game allows you to perform actions automatically if
your skill is high enough, no skill/stat combination can exceed 9.
  As you may have noticed, this allows creation of Companions who are more
competent than many of the ones from the show. I feel this is better for
role-playing.
  Experience: At the conclusion of an adventure, the GM awards points. These
range from 1 for an easy or short adventure to 3 for a difficult or long one.
Other points may be awarded for good roleplaying. These points may be spent to
improve existing skills or add new ones. No more than 1 point may be spent on
any skill per adventure, and the skill/stat combination cannot exceed 9. The
skill Regenerative Powers cannot be purchased by humans under ordinary
circumstances.
  This system should allow you to create original characters with which to
play this fun little game. I also have a system to convert characters from
the old FASA Doctor Who RPG to Time Lord; if interest is sufficient, I'll
post it here.
Newsgroups: rec.games.frp.misc
From: 003316g@dragon.acadiau.ca (Steve Gregory)
Subject: Re: Military Role Playing Games
Organization: Acadia University
Distribution: World 
Date: Sat, 12 Dec 1992 17:38:00 GMT

wilcoxon@tweedledum.cis.udel.edu (Stephen Wilcoxon) writes:

>philipd@cs.kuleuven.ac.be (Philip Dutre) writes:

>>I'm interested in buying a military roleplaying game, set in the 20th century.
>>Therefore I'm looking for some advice to see what system is the best around.

>>I heard TWILIGHT 2000 is very good. Correct?

>I have two suggestions...  Get 1ST EDITION Twilight: 2000.  It's much more
>realistic and logical than the 2nd edition.  You may have some trouble
>finding the set or any of the modules though (there were 27)...
>I agree with someone else's suggestion to use BTRC's TimeLords/WarpWorld
>(you'll probably also want Guns! Guns! Guns! (3G3 for short)).  It will
>take a little work but is a very realistic system...  Or, you could
>probably get by with modifying Corps (a simplified version of the TimeLords
>system)...

I'm sorry I have never heard of Timelords or Corp before who publishes
them and what are they like? ( mechanics, premise, ect...)

And please e-mail a response I'm affraid I will be away from Internet of
over the holidays.
Thanks.


>                                                 Twilight

>The Crystak Wind is the Storm, and the Storm is Data, and the Data is Life.
>  --  The Player's Litany

-- 

The nearly perfect sig:
Steve Gregory					steve.gregory@acadiau.ca
Newsgroups: rec.games.frp.misc
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Subject: Dangerous Journeys: Feedback
Organization: Boeing
Date: Mon, 14 Dec 1992 15:51:11 GMT

 > I have played almost every major FRPG on the market to date and
 > have noticed that Gary Gygax of Ad&d 1st edition fame, has just
 > released his new FRPG called Dangerous Journeys.  I would like
 > to created some discussion or evaluations of this new game.

There's a review in the latest issue of The Gamer that pretty much
summed up my opinion of Dangerous Journeys. When I originally picked
up DJ, I very much wanted to like the game system. Try as I might,
I just couldn't. Honest! It just isn't worth the expense.

The vocabulary is obscure; the writing is obtuse; the character system
is too restrictive; the combat system is too AD&D; the greater detail
only adds greater complexity; the tables are too difficult to find;
the system adds nothing of value; etc. I could go on, but I prefer to
forget I ever tried to read the manual.

For now I'm going to stick with GURPS and AD&D. GURPS isn't perfect,
but it is far and away better than DJ. AD&D is obsolete, but at least
it is still fun to play.

 > I don't feel like having a signiture file thank you...

Suit yourself. I take it you didn't want a .signature file either?


-- 
 Bob Hall                   |  if [ -bs message ]; then
 Boeing Computer Services   |      mv message /compost/heap/$$
 root@chicken.ca.boeing.com |  fi
From: jimfost@matt.ksu.ksu.edu (Jim Foster)
Newsgroups: rec.games.frp.misc
Subject: Re: STAR FRONTIERS:does anyone remember it??
Date: 14 Dec 1992 23:31:36 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu
Keywords: STAR FRONTIERS

(Carl Forhan)@rchland.vnet.ibm.com writes:


>I read in a magazine several years ago that T$R was not going to make any more
>Zebulon's guides (I have the first one!), and that they were no longer supporting
>Star Frontiers.  If I remember correctly, this was about the time they came out
>with Buck Rogers...

I forget the year it came out, but the Zebulon's Guide to Frontier Space came
out several years (at least) before Buck Rodgers. BR was released 2 years ago;
SF was in production when I was in high school (class of '86).


-- 
Jim Foster                [ "I am a meticulous man; when I portray baboons I  ]
jimfost@matt.ksu.ksu.edu  [  leave no stern untoned."                         ]
Kansas State University   [                        -- Ogden Nash              ]
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS 1/8 and 1/4 Points, & high defaults
Date: 17 Dec 92 21:45:44 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

In article <Bz8H1I.B7r@csugrad.cs.vt.edu>, kerr@csugrad.cs.vt.edu (Shane Kerr) writes:
>Just a quick GURPS question:
>	For characters with Eidetic Memory, should 1/8 and 1/4 points
>be allowed for use on skills?  

NO!  However, IMHO Eidetic Memory should give a +1/+2 to default skill rolls
WHEN THE ROLL IS TO COME UP WITH SOME BIT OF INFORMATION, to represent the
particular advantage of an exceptional memory in such situations.

>
>Hm.  One more quick question:
>	Can skills be bought up from high stats just like defaults off
>of other skills.  The case in point, can Sir Dudley Doowright, ST 16, 
>IQ 9, spend 2 points on his Leadership skill (MA, defaults to ST-5) to
>get it at level 12, or is he going to have to get it at level 9, based
>off of his IQ?

Why not?


-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
Newsgroups: rec.games.frp.misc
From: slb22@cunixb.cc.columbia.edu (Seth "the Lesser")
Subject: Re: Group Split Group
Organization: Generic American College Kids (G.A.C.K.)
Date: Thu, 17 Dec 1992 15:26:19 GMT
Reply-To: slb22@cunixb.cc.columbia.edu (Seth "the Lesser")
X-Posted-From: cunixb.cc.columbia.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>
>Since a group split seems to be a reoccuring theme that occupies much of the
>volume in this group, I suggest we create a rec.games.frp.split group just
>so everybody can discuss group splits to their heart's content.

Or just amend the charter of .advocacy to include advocacy of group splits.

Seth L. Blumberg          \ Warning: This posting has been determined to cause
slb22@columbia.edu (play)   \ cancer in laboratory animals.  Please make sure
sethb@ctr.columbia.edu (work) \ that no white mice are allowed to read it.  
    > No one I know shares my opinions, least of all Columbia University. <
Newsgroups: rec.games.frp.misc
From: jamtgaar@CS.ColoState.EDU (arne jamtgaard)
Subject: Re: GURPS 1/8 and 1/4 Points, & high defaults
Originator: jamtgaar@CS.ColoState.EDU
Date: Mon, 14 Dec 1992 12:27:53 GMT
Organization: Colorado State University, Computer Science Department


In article <Bz8H1I.B7r@csugrad.cs.vt.edu>, kerr@csugrad.cs.vt.edu (Shane Kerr) writes:
|> Just a quick GURPS question:
|> 	For characters with Eidetic Memory, should 1/8 and 1/4 points
|> be allowed for use on skills?  

Emphatically _NOT_.  This crops up from time to time in Roleplayer or on the
Illuminati BBS.  Evil Stevie (or one of his minions (Hi Loyd!)) assure us 
that the minimum that one can spend on a skill is .5 pts.  No matter your 
level of Eidetic Memory.  Period.

|> Hm.  One more quick question:
|> 	Can skills be bought up from high stats just like defaults off
|> of other skills.  The case in point, can Sir Dudley Doowright, ST 16, 
|> IQ 9, spend 2 points on his Leadership skill (MA, defaults to ST-5) to
|> get it at level 12, or is he going to have to get it at level 9, based
|> off of his IQ?

Emphatically so.  You've got that edge your muscle gives you.  Now you've 
got a little experience to back it up.  Makes perfect sense.

|> -- 
|> kerr();  /* no comment */

Arne
From: c188-cr@po.berkeley.edu (Chua Hak Lien)
Newsgroups: rec.games.frp.misc
Subject: Re: Palladium/Wizards of the Coast Lawsuit
Date: 18 Dec 1992 01:44:31 GMT
Organization: University of California, at Berkeley
NNTP-Posting-Host: po.berkeley.edu

In article <RATINOX.92Dec17175119@kappa.coe.northeastern.edu> ratinox@meceng.coe.northeastern.edu writes:
[ my stuff deleted.. ]
>
>They're protecting their rights. You see, if your rights *may* have been
>infringed upon, you *must* prosecute, or you forfeit *all* rights. That's
>pretty much how Copyright Law works.
I'm not much of a lawyer, but I guess you have a point. This doesn't
bode well for the smaller game companies who produce supplements for 
the RPG systems of the big guys. ( Atlas Games, for example. ) 

Regardless, I still think Siembada is doing a "It's-MY-game-company-
against-everybody-else's!!" act. I had a Rifts article planned for 
Challenge, but when I read that they were not taking any under PB's
request, dumped it. 

Anyway, good luck to _WotC_ and Mavra, and hope to see your company's
products around.

>--Rat

Chua
+==+
Newsgroups: rec.games.frp.misc
Subject: Re: SRII Is Magic getting out of hand?
From: kait@vax1.mankato.msus.edu
Date: 18 Dec 92 13:01:41 -0600
Organization: Mankato State University

In article <BzEvCr.Aww@jabba.ess.harris.com>, jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
> I started GM'ing a SRII game.  What I've noticed is that Magic is
> overwhelming.  Guns have become deadly true.  But Magic is out of hand.
> 
> Magicians have massive dice pools to cast spells.  They practically
> never take drain.  And giving Mages increase reflexes I think was
> a major mistake.  The speed of a Sam was the only thing that balanced
> the two character types.
> 
> Anyone have similiar experiences? 
> --

What you say is true. Magic is more powerful than your average samurai. BUT
anyone has the potential to be a samurai. Only one percent of the population
has a chance to be a mage...
        And of that one percent, maybe 40 percent ever learn to use it or cast.
The rest either never learn they can, go crazy from their hallucinations or
just 'buy the farm' in a cyberpunk of fashion.
        Then theres the 40 percent, how many are adepts, say conjuring or even
that most useful of mages, the enchanting adept. The fact is that mages are
rare. very rare.
        Of course there is 'slight' change in the demographics when it comes to 
PC's. However you should rarely have more than one mage on a run, afterall what
Fixer or Mr. J would risk more than on of his precious magic users. The run
would have to be very hienous.
        just a thought...
                        Th
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: RQ - Combat System Modification
Date: 17 Dec 92 05:03:09 GMT
Organization: Newt World Order

I think that when Bryan said to go for realism over balance he meant
only if both are playable. I believe I agree with Bryan that the most
important thing for RQ is to keep it simple, then to keep the feeling of
reality, and game balance is not at all important. It's much more
important to get the rules of the game to fit the genre of the world.

That said, I'm not excited by the proposed combat rules. The parry rules
remind me of Stormbringer parries, and in general the combat rules look
like they were designed for a version of RQ that doesn't use SRs, that
goes in Dex order instead. Combined with the Strike Rank system they
would simply make combat take too long, when RQ combat isn't exactly the
speediest thing in the world already, though it isn't as bad as some
AD&D variants I've played. They would also make RuneLevel characters
even more immune to damage than they already are. And finally, they
would remove tactical possibilities since outnumbering a foe short of a
demigod would no longer be a guarantee of victory.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
Newsgroups: rec.games.frp.misc
From: mujel@uxa.ecn.bgu.edu (Ranger)
Subject: Marvel SuperHeroes
Organization: Educational Computing Network
Date: Wed, 16 Dec 1992 17:34:57 GMT

I have the original Marvel SuperHeroes boxed set.
How does this differ from the newer version (Advanced)?
What new rules are there, or what was modified?
How does the new martial arts work (A, B, C, etc.)?

                                    Ranger

Newsgroups: rec.games.frp.misc
From: hudson@dragon.cpe.ulowell.edu (Kevin Maurice Hudson)
Subject: Re: Star trek game
Reply-To: hudson@dragon.cpe.ulowell.edu
X-Content-Length: 920
Organization: Productivity Center
X-Newsreader: GNU Emacs 18.57.4, GNUS 3.13, NNTP 3.10
X-Content-Type: Text
Date: Wed, 16 Dec 1992 21:32:11 GMT


Start Fleet Battles is a wargame, using starships from the Star trek
Universe.  There are roughly two levels of play, depending upon which
set of rules you manage to find.  There's the normal SFB rules, where
you (and possibly some friends) run one or more ships, given some basic
stats for the ship.  

The second level allows more 'involvement'; you and some friends each
play an 'officer' on the ship and make decisions as if you were in
charge of that department.  One person can be captain, coordinating the
efforts, while someone else is the engineer, who gets to allocate energy
and the like, and yet another can be the weapons officer, targeting
specific portions of the enemy's ship.

We used the secone level of play while playing in a gurps game set in
the ST universe (we were actually Klingons).  It was pretty fun.  I
personally don't care for war games, but this was enjoyable when played
out like that.
--
hudson@dragon.cpe.ulowell.edu		uhqfba@qentba.pcr.hybjryy.rqh
Kevin Hudson, Systems Manager		Xriva Uhqfba, Flfgrzf Znantre
Center for Productivity Enahncement	Pragre sbe Cebqhpgvivgl Ranuaprzrag
University of Massachusetts Lowell	Havirefvgl bs Znffnpuhfrggf Ybjryy
From: hodges@unssun.nevada.edu (Marcus Hodges)
Newsgroups: rec.games.frp.misc
Subject: Ars Magica: A few questions
Date: 16 Dec 92 21:57:08 GMT
Reply-To: hodges@unssun.UUCP (Marcus Hodges)
Organization: University of Nevada-Reno

I have gone through the rule book about 1 1/2 times, but still have a 
few unanswered questions.

1.  When a non-Magi uses a magical power (gaze attack, poisonous stinger,
    etc.) is a stress die rolled for penetration vs. magic resistance?

2.  If a person rolls a 0 on a stress die, is that an automatic failure,
    or is their still a chance of success (for example, they have a +10
    to their attack roll, and the defender only has an 8 defense total)?


Thanks, 

Marcus
Newsgroups: rec.games.frp.misc
Subject: Re: HARNMASTER
From: scimitar@suction.acme.gen.nz (Robert Singers)
Date: Sat, 12 Dec 92 01:51:36 +1300
Organization: Barbed Wire Cat Productions

kinsler@physics.uq.oz.au (Paul Kinsler) writes:

> Anyone out there ever played Harnmaster?
> 
> Whats it like? From reading the manual, it doesn't look
> too bad, except that combat might be too complicated for
> my taste...
> 

It's not to bad.  It tends to be a little bit slow until you get use to 
it.  Personally I fell it goes a little to far towards realism to make a 
truly playible game.

I had the misfortune to be playing a game based on _Shadow of the 
torturer_ (I forget the author), as a torturer and had to carry around a 
heading sword.  It was heavy, and if I got wounded, I usually ran out  
of energy to swing it.  Especially if I tried to wear any amour.


Robert Singers               | Nothing I say or do should be taken as
scimitar@suction.acme.gen.nz | a reflection of any form of reality or
                             | consensual hallucination.
Newsgroups: rec.games.frp.misc