HDTenEightyP/NetNews huggingface dataset:
From: mswlh@uxa.ecn.bgu.edu (Wayne Louis Hoyenga)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
Date: 25 Jan 1993 14:46:52 -0600
Organization: Educational Computing Network
NNTP-Posting-Host: uxa.ecn.bgu.edu

maillet@tls-cs.cert.fr (Luc Maillet) writes:


>.............. As a side note, we have departed from the given timeline since
>6050 TA. Our Kulthea is more quiet, more concerned with subtle plots than with
>full-scale wars, especially since both Ondoval and Andraax left the world ( one
>of them dead ).

Wait, did I miss something or is this in your own world?


I too, must echo the sentiments in this letter.  Wading through all of the
different books is a pain.  It really would be nice if the information given
out so far could be organized into some coherent whole.

One thing I do not understand is how the EC is supposed to work.  I have
read through it and cannot make it playable.

How do low-level characters exist in these classes?  If they are forced to
choose some simple element as thier focus, how do they change this later?  I
just don't see how the complex/simple elements fit together with the spell
lists given for the professions.
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: GM needs help/ideas
Originator: jmkaraka@c00007-118dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Tue, 26 Jan 1993 02:46:36 GMT


I|>Greetings:
|>I'm kinda new to this group, and i need advice/help. I'm gonna be running
|> a campaign soon in Gurps or champs where my players play themselves. I want to
|> give them powers of some type in the adventure, but im not sure of a good way
|>to do it.  I also need a good excuse for an adventure. Can i FTP stuff like tha
|>t anywhere? I appreciate all help/advice.. Thanx lotz
|>                                                     Charles
|> 
|>
	Common origin: A single event grants everyone powers.  An example
of this is in the Wild Cards series of books where an alien virus (the Wild
Card Virus, of course) mutates everyone it contacts (it's not infectious
after that, though.).  90% of the people die, 9% get physically warped, and
1% get amazing powers, different for every person.  GURPS has a book for this,
so that should help immensely, although you do not have to use the universe.
	Different themes along this line are:
	  1) a govt/corporation (spills a chemical/releases radiation) that
	     gives people powers
	  2) aliens grant powers (or an accident like in 'Cocoon')
	  3) lost 'magic' or technology from previous races/star travellers
	  4) new tech that the players get ahold of
	  5) all players were a part of genetic experiment before they were
	     born.  The genes are manifesting NOW!
	  6) players discover that magic does work, is effective, and how
	     to use it

	Plot entries: most of the campaigns could have one real good 
driving element.  The players have the power and Everybody wants it!  
Everyone from the CIA, FBI, ACLU, MADD, etc. wants the players to dissect
or become a 'part' of their organiztion.

	Both GURPS supers and GURPS wildcards have ways to introduce
super-powers in a campaign.

	-john-
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: SRII PhysAds
Organization: University of Illinois at Urbana
Date: Mon, 25 Jan 1993 23:10:18 GMT
Keywords: Physical Adept Abilities

maillet@tls-cs.cert.fr (Luc Maillet) writes:

>  You Mercs of some sort, for having gear that heavy ?

Nope. Ares Security, Black Ops Division.

>  Anyway, we're not mad. We hear 'bout heavy armor, we find another way....
>Banshees can't go anywhere...

*smile* Nope, they can't. But that's why we have drones...         

Axly

********************************************************************************
*  Axly       *   "Just because its my gun doesn't mean I'm the one who fired  **             *    it."                                                        *
* Red Sword   *   "OK, I fired it, but I didn't think I'd hit any civilians."  *
*  Targa      *   "Well, yes, it did occur to me that I might hit one or two   *
*             *    civilians. But I really never thought I would hit all of    *
*             *    them. "                                                     *
*             *      - Axly                                                    *
********************************************************************************
From: corleyj@helium.gas.uug.arizona.edu (Jason D Corley )
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS Paranoia
Date: 25 Jan 93 01:14:19 GMT
Organization: University of Arizona, Tucson

In article <loydb.0any@fnordbox.UUCP> loydb@fnordbox.UUCP (Loyd Blankenship) writes:
>dripton@csugrad.cs.vt.edu (David Ripton) writes:
>>
>> Actually, I kind of like the idea of GURPS Paranoia...
>
>Me too, but they wouldn't sell. :-)
>

1st Edition Paranoia was perfect.  2nd Edition Paranoia was also perfect,
much more so than 1st Edition Paranoia.

GURPS is not perfect.  GURPS is a complicated, point-filled, Communist
mishmash of many different not-fun rules.

Paranoia is perfect.  Paranoia is simple, has only a few attributes and
a few skills, and has many rules that are simple, safe, fun, and
enjoyable.

Thank you for your cooperation.  Have a nice day.


--
*****************************************************************************
"One should forgive one's enemies, but not before they are hanged."
	-----Heinrich Heine (1797-1856)
Jason "corleyj@gas.uug.arizona.edu" Corley  Physicist, Mathematician, Liar
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
Date: 26 Jan 93 08:27:05 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <1k1jjsINNku3@uxa.ecn.bgu.edu>, mswlh@uxa.ecn.bgu.edu (Wayne Louis Hoyenga) writes:
|> maillet@tls-cs.cert.fr (Luc Maillet) writes:
|> 
|> 
|> >.............. As a side note, we have departed from the given timeline since
|> >6050 TA. Our Kulthea is more quiet, more concerned with subtle plots than with
|> >full-scale wars, especially since both Ondoval and Andraax left the world ( one
|> >of them dead ).
|> 
|> Wait, did I miss something or is this in your own world?

  Don't worry, it is and you haven't.
|> 
|> 
|> I too, must echo the sentiments in this letter.  Wading through all of the
|> different books is a pain.  It really would be nice if the information given
|> out so far could be organized into some coherent whole.
|> 
|> One thing I do not understand is how the EC is supposed to work.  I have
|> read through it and cannot make it playable.

  Despite the maps at the end of the book, it is only marginally compatible with
Shadow World per se.
|> 
|> How do low-level characters exist in these classes?  If they are forced to
|> choose some simple element as thier focus, how do they change this later?  I
|> just don't see how the complex/simple elements fit together with the spell
|> lists given for the professions.

  We don't use the EC professions. Rather, we use the lists as parts of other
realms ( mostly E or C ). As for the lists, they are duplicated : 1 set per
element.
  Don't forget tha EC professions choose 2 elements ( 1 primary and 1 secondary )
the Optional rule give is that the primary element should be basic. IMHO this is
not necessary. But EC professions DO NOT change their focus elements.

								Redwing.
From: badorion@watyew.uwaterloo.ca (Brian A. Dorion)
Newsgroups: rec.games.frp.misc
Subject: Re: DragonQuest?!
Date: 26 Jan 93 23:11:01 GMT
Organization: University of Waterloo

In article <1993Jan26.132931.29726@magnus.acs.ohio-state.edu> cwatters@magnus.acs.ohio-state.edu (Coyt D Watters) writes:
>In article <1993Jan26.043540.29698@mnemosyne.cs.du.edu> jwolf@nyx.cs.du.edu (The WolF) writes:
>>In essence, DragonQuest is a stripped-down version of D&D (not AD&D). Its
>>intended to be a gateway into D&D. Seems T$R is aggressively pursuing the
>>novist gamer. :)
>>
>
>Exactly.  The old SPI _DragonQuest_ game (which is ok BTW) is not the same as 
>the current TSR _DragonQuest_ game.  Since TSR owns the rights to the name, 
>they can slap it on anything they choose.  It's a simplification of D&D, 
>intended to compete with HeroQuest and BattleQuest, and provide a stepping
>stone to D&D and/or ADnD2.  Term it "D&D Lite."
>
WRONG!

The TSR release of DragonQuest is very close to the SPI 2nd edition except
for some minor editing of general rules.  HOWEVER, TSR did shuffle some 
magical colleges around.  They took out the old colleges of Black Magic,
and of Demonolgy and replaced them with the college of Rune Magic (and White
Magic I think).   Both of these new colleges were from the supplement that
SPI was working on before folding.               

The TSR edition is an OK version of DragonQuest, and is NOT a simplification
of D&D.  I know; I bought the original boxed SPI edition, ran a campaign in
the SPI second edtion, and actively compared the TSR version to SPI2 when
it came out.  I also own a copy of the SPI beta test of _Arcane Wisdom_,
the DQ magic suplement.

If you could show me examples of the D&D'fication of DQ, I would be very
interested.  I think that TSR acted like a corporation when they sat on
rereleasing DQ for so many years.  Yes, they wimped out to imaginary preasure
when they left out Black Magic and Demonology, but they did not try to
foist off a seriously corrupted (with D&D influences) version of DQ.  
Significantly changing the rule system probably would of allowed the 
rights to revert to the original authors. (Just a guess).

Brian Dorion
Newsgroups: rec.games.frp.misc
From: mfp+@CS.CMU.EDU (Michael Polis)
Subject: Re: Rolemaster Power Points
Organization: Carnegie Mellon University
Date: Thu, 21 Jan 1993 17:53:59 GMT

In article <1993Jan21.063948.22282@magnus.acs.ohio-state.edu>, ewalents@magnus.acs.ohio-state.edu (Erich Walentschak) writes:
|> Im just writing to ask all the GMs out there how they distribute Power Points 
|> to their spell users.  We've tried the base PP per level with that amount added
|> again if they train PP dev and we've tried giving a d6 PP when they train dev 
|> along with a few others, and we havent seemed to get a good balance between 
|> pure and non spell users yet.  Any suggestions or methods youve found to work?
|> 
|> Erich

I've always been happy with (base PP from stat)*level.  Pure's are better
than non's because they have more spell lists.  If you want to increase
the disparity, you could try something like (base PP from stat)*(Spell Picks).
(In case you don't remember, spell picks are: A (1-5), B (1-10), C (6-10),
D (11-20), E (25-100))

My experience is that pure's and hybrids pick about 1.5 spell lists/level,
Archmages about 1 spell list/level, semi's about .7-.3 lists/level (depends
on class), and non's get one or two lists in their career, if they even bother.

This will make pure's more powerful than normal, and semi's less powerful.
Non's may consider themselves pretty much screwed, and either give up magic
or start buying spell adders.  First level pure's, which typically have 3 or 4
spell lists, are a lot more powerful, and probably considerably more playable.
(We have a house rule that makes one level overcasts free, which has a similar
effect)

An additional bonus of this formula is that it is one less thing which depends
on the artificial concept of a level.

Formulas which would have similar effects, but which wouldn't be quite as bad
for non's are
	(base PP from stat)*(Spell Picks) + level
	(base PP from stat)*((Spell Picks)+level)/2
From: whitley@acsu.buffalo.edu (John Whitley)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Questions (again)
Date: 25 Jan 93 05:26:01 GMT
Organization: SUNY @ Buffalo, Department of Computer Science

In article <1j6s52INN8s@shelley.u.washington.edu> mkkuhner@phylo.genetics.washington.edu (Mary K. Kuhner) writes:

>As a GM, I'm rather clueless how to design a campaign that will make use
>of each character's abilities if some of the characters are just weaker
>versions of the others, with no unique strengths.

The best way I know to alieviate this problem is to ensure that the
characters all have well-developed backgrounds.  This will encourage
depth and diversity in the growth of the characters, even if they
don't initally start with much "mechanical diversity."  In this case
the player becomes involved out of interest in personal plot
development rather than "Oh, it's my turn to [deck, shoot, drive,
bargain, etc]."  Of course, the players have to cooperate on this
point, and get into the role playing, but that's what this is all
about, eh?

-- John Whitley
   whitley@cs.buffalo.edu
Newsgroups: rec.games.frp.misc
From: Nick_Janow@mindlink.bc.ca (Nick Janow)
Subject: Re: More about Cover Art
Organization: MIND LINK! - British Columbia, Canada
Date: Sun, 24 Jan 1993 07:30:27 GMT

adray@mcs.kent.edu (Adam Dray) writes:

> The Skyrealms of Jorune ads, with the wounded alien tended by friends --
> that picture really hit me when I saw it.  Still does.  It made me
> instantly interested in the Jorune game.

Strange, I had the exact opposite reaction to that picture.  I might have had
more interest in the product if it hadn't had that picture.

I guess there's no such thing as the "correct" cover art.

--

Nick_Janow@mindlink.bc.ca
From: ratinox@meceng.coe.northeastern.edu (Gone with the Lemming)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII:  Fetishes
Date: 24 Jan 93 17:01:00 GMT
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]
X-Signature-Virus-Protection: Version 1.51
X-Get-A-Clue: Have two, they're small.

>>>>> On Sat, 23 Jan 1993 17:52:52 GMT, gray@visix.com (Gray Jones) said:

Gray> Can you ground a spell through a fetish?

No. Grounding a spell through a spell lock (or quickening depending on who
you talk to) uses the existing spell's link from Astral Space to the
physical world. Fetishes do not have this link, therefor you can't ground
through them.

--Rat                               PGP Public Key Block available upon request
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
Take in the now/Your taste belongs in my eyes and in my mind/Now I see
                                                              --Braindance, Now
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Ethical Dilemna (GURPS Fantasy - LONG)
Organization: University of Illinois at Urbana
Date: Thu, 28 Jan 1993 03:20:21 GMT

bkoike@sdcc13.ucsd.edu (Bryce Koike) writes:

>Still, when the party is about to do something incredibly stupid,
>moronic, and probably suicidal, I tend to do my best to convince my
>players otherwise.  After all, it's MY campaign and I refuse to let
>my players screw it up just because they're tired, bored, and want
>to see the blood fly...  [and am I the only person here who's gotten
>tired of running combat?]

Well, if your players are tired, bored, and want to see the blood fly,
maybe you need to go "Time to cut it off tonight..". A lot of GM's
push things too long until everyone is physically worn out and
they just want to solve things, if only so they can wrap it up
for the night. Also, if it's just that everyone seems to be in
a bloodthirsty mood, well, have that combat board game 1-shot
ready to run. Don't ruin your campaign by senseless combat, but
also don't push your players to roleplay when they just don't
have that energy flowing.

>Players should be informed well before the game that the GM isn't
>there to pull them out of trouble.  If they do something stupid,
>they better be prepared to pay the price for their actions.

Well, one of the followup posts did point out that the GM didn't
make damn clear to the players that what the pagans were doing
wouldn't be able to summon a demon. If they actually thought
there was a chance of a demon coming through when their characters
shouldn't have, then the GM has done something stupid and should
fix things without punishing the characters for behavior that
may be in character but that he personally disagrees with.

Axly

********************************************************************************
*  Axly       *   "Just because its my gun doesn't mean I'm the one who fired  **             *    it."                                                        *
* Red Sword   *   "OK, I fired it, but I didn't think I'd hit any civilians."  *
*  Targa      *   "Well, yes, it did occur to me that I might hit one or two   *
*             *    civilians. But I really never thought I would hit all of    *
*             *    them. "                                                     *
*             *      - Axly                                                    *
********************************************************************************
From: eschneid@sparc8.tamu.edu (Erich R Schneider)
Newsgroups: rec.games.frp.misc
Subject: Re: Ars Magica: The Maleficium
Date: 21 Jan 93 17:31:20
Organization: Texas A&M University
NNTP-Posting-Host: sparc8.cs.tamu.edu
In-reply-to: flindholm@mta.ca's message of Thu, 21 Jan 1993 19:33:29 GMT

In article <1993Jan21.193329.2106@jupiter.sun.csd.unb.ca> flindholm@mta.ca writes:

>What exactly is the Maleficium about. I know it's a kind of demon hand
>book But I havn't managed to find it anywhere to get a look at it. 
>Also, if the party is big on demon hunting is it a must or can you easily
>live without it.

Isn't it supposed to be a handbook on the Infernal realm and
associated regions and inhabitants? This means it would describe areas
influenced by Infernal auras, all about Satan, his servants and his
works, etc. I would assume it would go into great detail on the demons,
especially their recurrent attempts to sway mages to their sides, and the
resulting diabolists.

I believe it could also be considered the "flip side" of _Pax Dei_,
which is supposed to deal with the Dominion.

--
Erich Schneider  eschneid@cs.tamu.edu

"Even the AI hated [my book]?"
"The AI _loved_ it. That's when we knew for sure that _people_ were going
 to hate it."
                      -Dan Simmons, _Hyperion_
From: ST30525@VM.CC.LATECH.EDU
Newsgroups: rec.games.frp.misc
Subject: GM needs help/ideas
Date: Mon, 25 Jan 93 16:45:02 CST
Organization: Louisiana Tech University
NNTP-Posting-Host: vm.cc.latech.edu

Greetings:
I'm kinda new to this group, and i need advice/help. I'm gonna be running
 a campaign soon in Gurps or champs where my players play themselves. I want to
 give them powers of some type in the adventure, but im not sure of a good way
to do it.  I also need a good excuse for an adventure. Can i FTP stuff like tha
t anywhere? I appreciate all help/advice.. Thanx lotz
                                                     Charles
From: CSD108@psuvm.psu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Physical Adepts
Date: 21 Jan 93 14:45:54 GMT
 <C11ECp.BHp@mentor.cc.purdue.edu> <C11JqM.1DJ@rice.edu>
 <uplink.727582735@cwis>
Organization: Penn State University

In article <uplink.727582735@cwis>, uplink@cwis.unomaha.edu (uplink 2099) says:
>>>Mystic Armor and Missle Parry.  Lets see a Sam catch an arrow in mid flight.
>
>>Let's see you catch 10 bullets in mid-flight.
>
>        I think you CAN, with the new Grimoire rules, dude.
>
Sorry, you can only catch stuff like thrown knives, arrows, etc.
No bullets.

--Presto

_______________________________________________________________________
|   Trouble with sigs?  Try    |  Internet: CSD108@psuvm.psu.edu      |
|       - N E R P S ! -        |  Bitnet  : CSD108@psuvm              |
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-----------------------------------------------------------------------
From: mauht@csv.warwick.ac.uk (Mr A Jones)
Newsgroups: rec.games.frp.misc
Subject: Re: Ethical Dilemna (GURPS Fantasy - LONG)
Date: 26 Jan 1993 00:23:26 -0000
Organization: Computing Services, University of Warwick, UK
Distribution: world
NNTP-Posting-Host: cayenne.csv.warwick.ac.uk


In article <25JAN93.15997633.0066@VM1.MCGILL.CA>, CX6L@MUSICA.MCGILL.CA (CX6L)
 writes:
|>

[Loads of very relevant stuff deleted, to which I'll just add, for the sake of
those who haven't heard much about the Templars, in this or any world, that in
1311 (or within a few years), the order was disbanded and many of the knights
were burnt at the stake, after accusations of witchcraft - according to GURPS
Fantasy and GURPS Illuminati, anyway...  This is the sort of reason why I
wouldn't let characters be Templars, at least not at the start of a campaign.
Hospitallers, fine, Templars, not on your nelly!]

|>      As an aside, I run a campaign where the characters are a dark
|> and deadly necromancer, a greedy and heartless merchant, a totally
|> mad heretic, a human-sacrificing priestess, a professional assassin
|> and a bloodthirsty mercenary scumbag. All actively use or condone
|> necromancy, and all are branded evil outlaws. They are party to a
|> plot to destroy Mankind. Yet these players are my friends, and
|> would never do such things in real life. They are just roleplaying
|> well, and none of us impose our values on the game. It's still fun :)
|> -Kromm

Better keep these guys away from BADD...
-- 
*****************************************************************
*Alexander Lewis "Second and Special" Jones - the terminal sloth*
*****************************************************************
From: camelsho@gemini.ksu.ksu.edu (   James A Seymour)
Newsgroups: rec.games.frp.misc
Subject: Re: Arcanum <----- What ever happened to it?
Date: 22 Jan 1993 16:48:28 -0600
Organization: Kansas State University
NNTP-Posting-Host: gemini.ksu.ksu.edu

In article <1993Jan22.171537.4366@sol.ctr.columbia.edu> slb22@cunixb.cc.columbia.edu (Seth "the Lesser") writes:

>camelsho@matt.ksu.ksu.edu (   James A Seymour) writes:
>>Plain and simple:  Whate ever happened to Arcanum from 
>>Bard Games?
>
>I never heard that they released any adventures or supplements for it at all
>(beyond the first three books [Arcanum, Lexicon, Bestiary], the one-volume
>reprint, and the scuzzy little AD&D adaptation of the char-gen system), which
>tends to explain why it died.  Talislanta took all their energy.

Speaking of which, last time I checked at our local game store,
there were 3 copies of the combined trilogy book.  If anybody
wants me to, I'll check the price and post ordering info on em.

Err, make that 2 copies, as I've been wanting one for myself.
:-)   Anyway, I dont know if these are a limited quantity item
or not.  The owner has a way of scrounging up copies of the
strangest stuff.  He even came up with 3 unopened copies of
the Arduin Boxed Set 2 or 3 years ago.  (They all went out
the first day.....Yes, I got mine, thanks for asking.)

let me know if you want me to check on that info....

james seymour/camel/camelsho@matt.ksu.ksu.edu