HDTenEightyP/NetNews huggingface dataset:
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.misc
Subject: Re: Carrying weapons around (was Re: META: Swords, etc)
Date: 11 Nov 92 14:14:50 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd1.cis.pitt.edu

In article <1dpv4gINN5va@escargot.xx.rmit.OZ.AU> s892341@minyos.xx.rmit.oz.au (Matt=Goodall) writes:
	[I, the mighty Wasp, write:]
>>	In my world, Adventurer is a recognized profession. People 
>	             ^^^^^^^^^^		

>How do people know he's an adventurer? Does he have "Adventurer: Charge me
>twice your normal price" written on his shirt?

	Not in so many words, but the Adventurers tend to stand out from
your general crowd. Often in groups, usually well armed, often with very
odd members of the group. Anyone can claim to be an adventurer, but few
do who aren't... it's a dangerous boast to make if you can't back it
up.

>	The useage of the word "adventurer" is beginning to annoy me. 
>Thanks to T$R, gamers everywhere use the word indisciminately in and out
>of character.

	Why TSR,  specifically? The Arduin Grimoire was one of the things
that started me using it...

>	This is not flaming anyone in particular, but I think Sea Wasp might
>have a think about how mediveally realistic his world is with adventuring
>recognized as a profession.
	
	It isn't. It also is stupid to think that a world with REAL, WORKING
magic and gods who grant useful, reliable healing would resemble medieval
society. 

	The appearance of magic would produce a social change equal to, or
greater than, the Industrial Revolution. If you have your society stay 
pretty much the same as our medieval period, then you are either entirely
ignoring the implications of the change in powers, or you are making
magic very, very, VERY rare and relatively weak as well.

	As I've mentioned a few times before, Zarathan's basic society has
some apparently medieval aspects, but in many ways magic occupies the
same place and performs the same functions in Zarathanian society as
technology does here. Making assumptions about the similarity between an
FRP world's culture and medieval culture based on the outward technical
similarities is like assuming that Japanese culture is just like American
culture because both have skyscrapers in their cities.


                                 Sea Wasp
                                   /^\
                                   ;;;
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.frp.misc
Subject: Re: APPLESEED
Date: 9 Nov 92 16:48:19 GMT
Organization: University of California, San Diego

In article <1di8ufINNdsi@agate.berkeley.edu> lchen@garnet.berkeley.edu (Lang Shen Chen) writes:
>In article <1992Nov8.025247.21282@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:
>>	I'd be even more hesitant than you about putting it in SR.  If SJ
>>would finish up the vehicles rules and the mecha rules I'd say GURPS, but
>>since they haven't....
>>
>>	-john-

	Urk.  No way on Shadowrun (and the guy was complaining about
Palladium?  Hmn)

	Since GURPS doesn't have ANY mecha rules whatsoever, GURPS
is about last on my list to handle Appleseed.  Palladium has "mecha
rules" however flawed and ugly they might be.  I'm sure the company
will put out a slick-looking book (and then some) with the some old
game mechanics and while they'll have some fairly nice information
inside and some acceptable art, they'll manage to ruin the feel.
	Or so's my opinion from past experience.

>I would have to say that the only system that would do Shirow's technical
>detail justice is Phoenix Command.  As a COMBAT system Phoenix Command is
>great, as a ROLE PLAYING system...you cant have everything.  

	We're talking about manga here and manga really isn't all
that realistic when it comes to combat.  Shirow's "technical detail"
looks nice, but starts to lose its importance when bullets fly.
(Deunan's knife fight comes to mind.  That's super-hero style
combat, not "realistic, deadly" combat.)
	As such, I can think of a LOT of role-playing systems whose
combat systems would work just fine.  The main choice should really
be a lack of actual FLAWS in combat (which are still around in the
R. Talsorian CP2020...)...
	But, sigh, it seems that Palladium has it.  Such is life, I
suppose.

>Larry
>(Blank lines so that the NNTPSERVER will post the message.)


Newsgroups: rec.games.frp.misc
From: ketil@ii.uib.no (Ketil M. Malde)
Subject: Twilight Aimed shots (was: Twilight nightvision etc.)
Reply-To: ketil@ii.uib.no
Organization: student of numerical analysis at the University of Bergen, Norway
	<KETIL.92Nov4161121@sandel.ii.uib.no>
	<1992Nov9.155138.10119@nstn.ns.ca>
Date: 10 Nov 92 14:52:44


OK, another question, how do you handle aimed shots?

According to the rules (as far as I can figure out, they're not
terribly clear on this account) you get *one* aimed shot every other
round, i.e. aim one round, shoot the next, then aim, etc etc.

10 secs seems a long time between each shot, IMHO

alternatively:

With a high ROF weapon, it makes sense to fire a full ROF, but to me
this feels pretty odd, I mean, if you're sniping at 400m, you don't
aim carefully, then empty your magazine all over the place, right?

Is this handled differently in the 2ed rules or in Dark conspiracy?

-ketil

--
 = Ketil Malde                     In real life:  ketil@ii.uib.no =
 = Nuke the whales!                    Honk if you love unicorns! =
Newsgroups: rec.games.frp.misc
From: mperry@waikato.ac.nz
Newsgroups: rec.games.frp.misc
Subject: Strong??: was Re: META: Swords, etc
Date: 12 Nov 92 11:14:16 +1300
Organization: University of Waikato, Hamilton, New Zealand

In article <BxGLGv.5uz@nic.umass.edu>, dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC) writes:
> In article <1992Nov9.022805.24328@trl.oz.au> s.mathers@trl.oz.au writes:
>>|> strength we are talking about is akin to...a weightlifter.  It's alot like
>>|> longbowmen.  Longbowmen were trained from childhood to draw a bow which has
>>|> a pull in excess of 100lbs. several hundred times in one day.  This is STRONG!
In excess of 100lbs?? Strong??
I can lift 100lbs with my right arm several hundred times a day. I had a job
which I was picking up hay. two people doing all the lifting/stacking of bales
between 60-150 lbs (on a truck, and in the barn, ie twice for every bale/ 2
people = lifted number of bales picked up) Two people picked up up to 1600
bales in a day (would be more if there was more work) at rates of 210-420 bales
an hour (this time included cartage time of up to 20 minutes every hour). The
truck was stacked 30 bales on a layer, 7 layers highs. I'm not strong - Would
hardly call pulling 100lbs several hundred times a day as strong. To a degree,
picking up hay takes more - you have to pick up a bale, carry it, throw it,
stack it. The average bale was around 38kg (>80lbs). With a bow, you can aim, 
and pull, then let go - doing this I reckon I could pull 150lbs several 
hundred times a day without too much effort. 

Some people look at the large figure (100lbs) and assume strong. 100lbs is
quite heavy. Standard weights in NZ for something in bags commercially is 50kg
or 110lbs. This is heavy, but the average person can pick them up, and with
practice they can get used to doing it all day (several hundred times a day)
Newsgroups: rec.games.frp.misc
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Fri, 13 Nov 92 03:17:07 GMT

appel@ocf.Berkeley.EDU (Shannon D. Appel) writes:
>
>I glanced at Lost Souls at Games of Berkeley the other day and thought it
>looked kinda-sorta interesting.  Is it actually a good game?

Except for the randomness in the character generation, yes, it's a very
good game.  The concept is very fun, and adaptable to any genre, though
only a modern genre is covered in the game.  The book is humorously
written, though you don't have to have a humorous campaign.  The skill
mechanic is very clever - it's both a flat rate and a bell curve at the
same time (your skill goes up in a flat rate, like a 1d or d% system,
but your chances of succeeding on a given roll are in a bell curve
modelled specifically for your skill level.  This is meta-stuff you
don't need to know, though - game designer talk).

If you don't like the system, it's very easy to convert to whatever you
play - sounds like storyteller/AM to me - piece of cake.

Well worth the $12.95 it costs.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: HARN ?
Date: 8 Nov 92 07:58:06 GMT
Organization: Newt World Order

In article <ESCHNEID.92Nov7200519@sparc49.tamu.edu>, eschneid@sparc49.tamu.edu (Erich R Schneider) writes:
> But as all people who have encountered Harn know, the nature of the
> system definitely takes second place to the incredible, amazing,
> detailed campaign environment.

What kind of campaigns does the Harn setting encourage? Can you and
other Harnophiles post some fluff about your campaigns? I'd also like to
read some stuff from people who use other interesting pre-made settings,
such as Jorune and Talislanta. These systems are supposed to make better
stories and better roleplaying. Do they?

Let the anecdotes begin...

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
From: davidc@tartarus.uwa.edu.au (David Cake)
Newsgroups: rec.games.frp.misc
Subject: Re: Dangerous Journeys - How is it selling?
Date: 5 Nov 1992 09:26:23 GMT
Organization: The University of Western Australia
NNTP-Posting-Host: tartarus.uwa.edu.au

	Well, I didn't ask how well DJ is selling.... but I did see two
mint condition copies of Mythus in the secondhand section of my local
games store, so I gather its reception has not been too good. I don't
think it selling that well. 
	On the other hand, Dark Conspiracy is selling madly, apparently.
At least it is the biggest selling GDW game by a decent margin. There
were ugly rumours that Traveller:The New Era was going to use Twilight
2000/ Dark Conspiracy mechanics, as they outsold Megatraveller. Luckily
false.

						Dave Cake

Newsgroups: rec.games.frp.misc
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Subject: Re: Backstab in Shadowrun?
Organization: Harris Corporation - ISD
Date: Thu, 12 Nov 1992 17:48:52 GMT

In <1992Nov12.153227.10302@kth.se> petrus@stacken.kth.se (Lars Petrus) writes:

>   We can not find a good way to deal with backstab situations in the
>SR2 book. This may very well be due to incompetence on our part, but
>here is the question anyway.

>   I'm thinking of situations like when a character sneaks up to somebody
>without being noticed, and cuts his throat with a knife. I want him *dead*,
>not subject to a wimpy knife attack with the strength (STR)L.

In this event the character being ambushed, gets no dice pools, nor threat
dice if its a NPC.  The attacking character should get bonuses to targets
for superior position and a prone opponent.  His target numbers are
probably a 2.  Since He's got his Dice pools, and assumming he's got skill
with knives he should be able to stage this up to D type damage easily.

The resistance test only uses the BOD for dice, no pools allowed (he's
surprised).  His target number should be increased by at least 2 maybe
more so the end result is he's resisting with a target of STR + 2 or more.

Unless He's a Troll, the character should be in pretty big trouble.
--
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
Newsgroups: rec.games.frp.misc
From: tgt33358@uxa.cso.uiuc.edu (Thanatos)
Subject: Re: Vampire/Werewolf... What next?
Organization: University of Illinois at Urbana
Date: Wed, 11 Nov 1992 05:47:05 GMT

In article <1992Nov9.195313.9745@organpipe.uug.arizona.edu> corleyj@helium.gas.uug.arizona.edu (Jason D Corley ) writes:
>We currently have a Mad Scientist in our Hunters Hunted campaign.
>If you look at the mundane skill charts, science skills are REALLY
>easy to come by.  (There's only one skill: Science), and so
>we said that the character was actually an unconscious psychic
>who bent the laws of science around him to his own version of them
>(the "weird science" cop-out of Torg Nile Empire stuff).
I had a character based on myself who I actually gave a 4 in "science" to.
Not having anything overly useful, I used it to create a new skill:
MacGyver.  Now before you're thinking "Oh, God, he's making thermite out of 
two twinkies and a rubberband!" he wasn't QUITE that bad.  He just made neat
stuff that made his vampiric existence easier.  For instance, he got a fencing
gauntlet (insulated jobber with wire mesh covering the outside, hooked it 
up to one of thse "shock sticks" so that when he touched someone...ZAP.
Made for easy feeding, and didn't kill the victim (he was Gangrel w/o dominate,
prescence, or anything to make it easy).
	Another was a Civil War replica sabre he had the Ginzu company make
as a "great" promo idea.  Along the grooves on each side, he sodered on 
metal leads, and attacked a small but powerful battery in the hilt.  With 
the flip of a button, that thing was piping hot (ceramic insulation kept the 
heat from spreading).  Perfect for those cretins allergic to fire or intense
heat.
	Another he was working on, which I never got to adapt, was a helmet
with a camera mounted within, and a heads up display constantly showing 
the exterior.  Since all obfuscated creatures appear on camera, he could 
see them all.  He.  He.

The possibilities are LIMITLESS...




>	I would like to see an actual Mad Scientist rulebook though,
>with some more science-specific rules so that the same Mad that
>designs a X-Ziltron Megablast Laser Cannon can't engineer a
>10 foot tall superstrong sentient celery stalk.  And I would like
>to see the book concentrate on the Mad part as well.  Without that
>insanity it would be very difficult to maintain the punk-Gothic
>tone of the game.
>	Jason
>	Southern Arizona Gizmonic Institute
>"Frank, bring me a melon baller and your eyeball."


-- 
I don't mind being the smartest	    / Thanatos, DeathUrge, Master of Unknown
man in the world...I just wish it   \ Time and Space tgt33358@uxa.cso.uiuc.edu 
wasn't this one...	       	    / It's a Zen thing... 
	-Ozymandias 		    \	 you wouldn't understand...
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp.misc
Subject: SJ Games Licenses White Wolf's Vampire
Date: 11 Nov 92 06:07:03 GMT
Organization: Texas Net Illuminati
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith

For Immediate Release
November 11, 1992

	     SJ Games and White Wolf License "GURPS Vampire"

    Steve Jackson Games and White Wolf are happy to announce a unique
licensing agreement. White Wolf, the publisher of the best-selling
"Storyteller" system, consisting of Vampire, Werewolf, and the upcoming
Mage, Ghost and Faerie, has licensed their world background to SJ Games.

   SJ Games will produce GURPS versions of all five of these products,
plus original material set in the same background.

   "White Wolf has developed one of the most unique backgrounds in FRP
today," comments Loyd Blankenship, Product Development Manager at SJ Games,
"and we're excited to be a part of it. The combination of the strong GURPS
rules and the innovative Vampire world will prove a winner."

   GURPS Vampire is scheduled for release at GenCon 1993 in Ft. Worth, Texas.
It is being developed by Jeff Koke, Managing Editor at SJ Games and author
of adventures in GURPS Cyberpunk and Supers adventures.

   For more information, call Loyd Blankenship at 512/447-7866, or email
loydb@fnordbox.uucp.

***************************************************************************
* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
* GEnie: SJGAMES	    Mr. Grenade is no longer *	PO Box 18957	  *
* Compu$erve: [73407,515]	 your friend!	     *	Austin, TX 78760  *
* cs.utexas.edu!dogface!fnordbox!loydb		     *	512/447-7866	  *
***************************************************************************
Newsgroups: rec.games.frp.misc
From: u0573ac@unx.ucc.okstate.edu (login 3 of account 10573)
Subject: PBEM Mechanics
Organization: Oklahoma State University Computer Center
Date: Tue, 10 Nov 1992 14:40:48 GMT


Most of the people I gamed with in college are now spread out accross
several states and I have been thinking of running a game via email. If
any of you that have experience running a pbem game have the time, could
you send me some information on how to run a frpg by mail. Are there any
FAQ archives that deal with this subject?

Thanks,
Charles A. Hunt
u0573ac@unx.ucc.okstate.edu
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Newsgroups: rec.games.frp.misc
Subject: Re: The Gamer Magazine
Date: 11 Nov 92 16:41:20 GMT
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.

duncanj@linus.umd.edu (James Duncan) writes:
>I subscribed to Scott Haring's magazine The Gamer at GenCon. I have
>yet to recieve an issue. The last issue I have is issue #4 which is
>July/Aug '92. My subscription was supposed to start with issue #5.
>Does anyone know if issue #5 has been printed and mailed out? Is The
>Gamer still in existence? I'll call up the phone number listed in the
>magazine if no one knows the status.

I haven't yet received #5, but I'm expecting it soon.  I just today got
e-mail from Scott saying some of my reviews would be in issue 6, so I
assume that means #5 is at least full, if not off to the printer or in
the mail already.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.frp.misc
From: Elizabeth.Mccoy@launchpad.unc.edu (Elizabeth Mccoy)
Subject: Re: Steve Jackson Games/Secret Service Incident
Organization: University of North Carolina Extended Bulletin Board Service
Date: Thu, 5 Nov 1992 22:17:36 GMT

In article <wilder.720851055@mik.uky.edu> wilder@mik.uky.edu (jeff wilder) writes:
>Isn't "alt.org.eff" alive and well?

Try "comp.org.eff"dot somethingIjustblankedon...

=-=-=-=-=-=-=-=-=-=
Things not to do with a splitting headache: 1: GM. 2: Give a deposition.
3: Get out of bed.
=-=-=-=-=-=-=-=-=-=
--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.misc
Subject: Re: Twilight nightvision etc.
Date: 6 Nov 92 10:04:45 GMT
Organization: Chalmers Tekniska Lekskola, G|teborg, G|taland

In article <ALANB.92Nov5115741@sdlhpp13.sdl.mdcbbs.com> alanb@sdl.mdcbbs.com (Alan Braggins) writes:
>>>>>> On 4 Nov 92 16:11:21, ketil@sandel.ii.uib.no (Ketil M. Malde) said:
>If it shuts down fast enough, it might even do a better job of preserving 
>the users night vision than if he wasn't using the scope.
>There is no reason it shouldn't come back on once the flare is over.

[This is from memory from a briefing I got before using a 3rd gen intesifyer]
  That depends on what generation the scope is of. First generation devices
can actually break if they are subjected to intense light. Those of the
second generation might become inoperable for some short time, like a minute.
Third generation devices handle light much better and if the light isn't very
strong, only part of the fireld of view might be affected.

  BTW: 3rd gen military binocular models can be bought for $10000, if you feel
rich. Just after the wall came down, it was possible to buy Pact goggles and 
binoculars (probably 1st or second gen) in Berlin for amazingly low prices, 
but I managed to get there three months too late:(

>     Alan Braggins, alanb@sdl.mdcbbs.com, abraggins@cix.compulink.co.uk

-bertil-
--
"The Universe is a sphere precisely 1.069604911 kilometers in radius."
                The Traveller Mailing List PBEM Campaign, as refereed by 
		Metlay, Cook and Johnson and played by the rest of us maniacs.
Newsgroups: rec.games.frp.misc
From: dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC)
Subject: Shadowrun book.
Organization: University of Massachusetts, Amherst
Date: Sat, 7 Nov 1992 05:58:04 GMT

       I can't get on to usdcsv.acusd.edu to get the Net.shadowrun.book.
Does any other site have it?  I would like to get it.  

Dunkelzahn
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.misc
Subject: Re: Twilight nightvision etc.
Date: 3 Nov 92 12:00:19 GMT
Organization: Chalmers Tekniska Lekskola, G|teborg, G|taland

In article <KETIL.92Nov2235714@sandel.ii.uib.no> ketil@ii.uib.no, magnus@ii.uib.no writes:
>	Starlight Scope

  This *might* be one of two devices: either a pair of large-aperture(?)
binoculars/sight or an image intensifyer.

  The large aperture binoculars/sight work on the principle that all light
gathered by its 10cm objective is concentrated to a 1cm ocular, thus 
intensifying is somewhat.

  A image intensifyer is an electronic devide to big to wear on the face but
with magnification as well as good quality electronic light enhancement. 
If you don't have a vehicle with a thermal sight, this is what you should
use. It should be available as a sight to mount on a weapon and in an
binocular model.

>	IR Goggles (elsewhere called M-goggles)

  At our present level of technology, these can only be used in conjunction
with an IR spotlight. The T72 has systems like this installed fixed for the
driver and gunner. I haven't heard of it being used with smallarms.

  The goggles that are used without IR spotlights today use light amplification
instead if IR, I haven't found them in T2k, so I always introduce them on
my own:)

  LI goggles don't use magnification and their light intensifying capability
is not as good as in the image intensifiers, but the gap is closing. Why use
one on a weapon when you can get a image intensifyer?
   
>	Thermal sight

  Big ugly liquid-nitrogene cooled setup that is sensitive enough to see 
temperature differences small enough to be usable without IR spotlight.
It is used on the M1 Abrams and when mounted on an a/c looking forward it
is called FLIR.

>How about laser sights in conjunction with goggles or similar stuff?

  Should work ok, but the laser dot might be to bright for the goggles/
intensifyer.

> = Ketil Malde                     In real life:  ketil@ii.uib.no =

-bertil-
--
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.misc
Date: Wed, 11 Nov 1992 23:40:14 -0500 
From: Robert Everett Brunskill <rb6t+@andrew.cmu.edu>
Subject: Dr. Who by FASA

Has anyone out there got advice or oppinions on running a Dr. Who
campaign?  I've had the game for a while, but recently found sourcebooks
at my local store for $2-3, so I'm thinking of running a couple
adventures.  Anyone out there have self-made adventures, ideas,
suggestions, or anything else?  I haven't really looked at the rules
much, but the adventure I read looked impressive, like the game is more
geared toward role-playing.  I'm also curious about lethality in the
game - I don't know the full rules yet so I don't know how damage quite
works.  Is the game generally lethal?  If it isn't I'll probably make it
more so to discourage combat.

Thanks,
Rob Brunskill