HDTenEightyP/NetNews huggingface dataset:
From: betel@camelot.bradley.edu (Robert Crawford)
Newsgroups: rec.games.frp.misc
Subject: Re: SJG address/phone #?
Date: 5 Nov 92 20:03:10 GMT
Article-I.D.: camelot.betel.720993790
Organization: Bradley University


	Here it is:

	Steve Jackson Games
	Box 18957-A
	Austin, TX 78760

	from page 8 of GURPS Basic...

--
	You know the movie's going to be different when the first line
is "Er, um..."


Robert Crawford 			betel@camelot.bradley.edu
From: davis@cwis.unomaha.edu (James J Davis)
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun adventures
Date: 5 Nov 92 22:01:42 GMT
Organization: University of Nebraska at Omaha

Shade writes:
>	Ok, I would like to hear discussions about interesting shadowrun
>adventures, above and beyond the normal run.  I would like to hear these
>because I am starting up a new campaign, and I have no brainpower currently, to
>sacrifice for great adventures.  So, does anybody have any great masterminded
>adventures they are just bursting to tell the net about?

Well, this is kinda a non-answer, but it really depends on the characters
involved in the game.  Not so much thier abilities, although that is quite
important also, but thier personalities.

However, one idea you can use as a subplot can work for you if you have
a character in the game with distinct close, personal ties to a NPC.  Maybe
the NPC is the character's father, or something like that.  Before the
'fixer' calls all the characters up to inform them about the run, you have
a little snippet with the character alone.  More or less, you have the
character blackmailed.  Take the NPC hostage, and have the PC told that
he must cooperate.  Our mystery villians want the same thing the Johnson
of the run wants, and the villians 'only' require than the PC secure that
item for *them*, which means, of course, that the PC must coerce or even
betray the other runners to obtain this goal.  Voila, instant adventure
twist!  Now, you have to give an out for the PC, unless you really do want
the PC to betray the other PCs.  Maybe the PC is an electrician, and the
villians are monitoring him with technical wizardry.  Or, you can have the
Johnson set the characters up enough to erk them, so the PC can easily
coerce them into turning it over to the villians.  Or whatever....

This is an illustration of my opinion about SR adventures.  A good time
playing starts with the *players*.  It's too easy to create 'just another
runner'.  The runners need twists, hooks.  The archaetypes are playable,
but you have to sit down and think about the character just as much as if
you had created him from scratch.  The *mechanics* are done, not the whole
character.  SR adventures about typical runners are just not that good.
But SR adventures about people who are runners, well, that's different.
Strive for the second.

-james
Newsgroups: rec.games.frp.misc
From: gdg019@cck.coventry.ac.uk (Ridley McIntyre)
Subject: Re: APPLESEED
Organization: Pig Heaven, Coventry, UK
Date: Mon, 9 Nov 1992 10:37:09 GMT

In article <1992Nov8.120951.5111@zia.aoc.nrao.edu> jogle@zia.aoc.nrao.edu (Jim Ogle (Ks. Jim)) writes:
>In article <mumble> aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink) writes:
>>In article <grumble> tdunn@ecst.csuchico.edu (Tim Dunn) writes:
>>>Ridley McIntyre writes:
>>>>Could anybody tell me which games company has got the rights to do an
>>>>Appleseed RPG and when it will be out? 
>>
>>>Rumor is that Studio Proteus signed on with Palladium.  Unfortunately,
>>>I know not which specific pieces are involved, so Appleseed may/may not
>>>be part of the deal.  Specifically, I seem to recall that Dirty Pair
>>>were, but do not know about any of the other titles they work on.
>>
>>AAAAAAAHHHHHHHH!!!
>>
>>NNNNNNNOOOOOOOOOOOOOOOOOOO!!!!!

My sentiments exactly, let's just hope that it IS a rumour...

>Of those three, Cyberpunk would be the best bet, though it would need
>some other work besides encumbrance rules (which I never had any
>problem with, but I never had to deal with much in the way of layered
>armor.)  For example, Briarios cannot be treated as a heavily cybered
>individual since his cyber rating would make him into a psychopathic
>maniac (that'd Deunan's job 8-).  You'd have to come up with some
>rules concerning AI robots....

Actually, I seem to remember writing up something about bioroids for
Cyberpunk V1.0 ages ago before I became completely dissilusioned with
the game. I might try and dig it up and see what I came up with. Thing
is, I missed out on the whole of book 3 (the whole Munma Empire thing)
and I believe a lot of what Briareos actually is was explained in that...

Hmmm...

-- 
                  Ridley McIntyre - Ronin Ironpig
*On a Flowery	     gdg019@cck.coventry.ac.uk          Space Trip!*
		 ---------------------------------
            "I wonder what Freud would make of THAT?" - Perry Hinton
From: meierdalepau@bvc.edu
Newsgroups: rec.games.frp.misc
Subject: RE:  Clay Game from Dragon
Date: 10 Nov 92 15:05:59 CDT
Organization: Buena Vista College, Storm Lake, IA

	DRAGON #134 has an expansion for the game--that's about all I can 
tell you.

Dale Meier
Newsgroups: rec.games.frp.misc
From: betel@camelot.bradley.edu (Robert Crawford)
Subject: Re: GURPS: Armor (Basic vs. Advanced)
Organization: Bradley University
Date:  5 Nov 92 23:17:02 GMT

steph@pegasus.cs.uiuc.edu (Dale Stephenson) writes:
>>	While armor is heavy, it isn't _that_ heavy. I've seen at
>>least one person who can run faster in reverse _in_armor_ than most
>>people can forward.
>These are SCA people?  One of my favorite medieval stories is the knight who
>fell of his horse in a battle, and couldn't move.  He just laid on his back
>in plate armor until a group of enemy soldiers found him.  After unsuccessfully
>trying to stick knifes through joints his armor, they finally got an ax and
>chopped him as he lay there.

	Well, the following comes from an exhibit of material from the
Tower of London -- armor was _never_ that heavy. Wearing a suit of
armor that is so heavy you cannot move is counter-productive, since
being unhorsed is not all that rare. In fact, it was a major tactic,
and not being ready for that would be stupid.

>Granted, this was after the development of gunpowder.  But if someone runs
>very quickly backwards in full plate, he'd better have supernatural strength.

	Not really, it's not as heavy as people think. This gentle
wears the equivalent of field plate and _over_ that he wears a
full-body suit of fur (well, fake fur). This is an _extremely_ hot
outfit, and he is quite capable of fighting through an entire tourney.

--
"They are very fond of wine, and no one is allowed to vomit or relieve
himself in the presence of another person.
			- Herodotus, _The Histories_ 
            
Robert Crawford 			betel@camelot.bradley.edu
From: dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC)
Newsgroups: rec.games.frp.misc
Subject: Re: Claymores
Date: 10 Nov 92 19:04:48 GMT
Organization: University of Massachusetts, Amherst


    Right here I would like to point out that most of my opposition is writing
to us from Germany or thereabouts.   I would also like to point out my Celtic
bias.  Therefore it is quite likely we are discussing the same weapon by 
different names, much as Morning Star means different things to different
people.

Dunkelzahn
Newsgroups: rec.games.frp.misc
From: Elizabeth.Mccoy@launchpad.unc.edu (Elizabeth Mccoy)
Subject: GURPS: PBEM: Bunnies & Burrows: Players Wanted
Organization: Overconfident GMs Anon.
Date: Wed, 11 Nov 1992 19:45:59 GMT


Minorly experenced at PBEM games GM looking for 2-4 players (preferably
able to post once every day or two or better, excluding weekends) for
her very first Bunnies & Burrows game. Knowledge of GURPS and/or B&B
prefered, but may not be necessary.

Characters: 
 100 points + max of 40 in disads and 5 in quirks. If you take a skill
above 18, pay double for every level after 18 (covering my bases here),
GM reserves the right to alter or refuse characters, blah, blah, etc.
 Would prefer characters who have some excuse to be ordered out into the
dangerous World to run errands for the King (easy stuff -- swipe carrots
from the local human garden, bring back a human tool someone saw, find
the king's missing kid... That sort of thing.).
No Mutant Rabbits from Hell (unless you make a very good Fast-Talk GM
roll), only the psi powers listed in the B&B book.
Only Bunny PCs (again, unless you make a *really* good Fast-Talk Gm
roll). 

---------
I do have classes still, so there might be an occasion when *I* am not
able to post for a day or two, but so far those have been rare in the
other PBEM I'm running. I will be going on Xmas break, but shall return
(with luck) after about a week around that time.

Unless I really hate/love somebody's writing style, it's first come,
first served for characters; I'll keep a waiting list if someone drops
out, and can include people in as "watchers" if anyone wants.
---------

IMPORTANT! I only read news from this site, and may miss messages sent
to this address! The address to send Email to is:
E_McCoy@unhh.unh.edu

--E_McCoy
--
   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
Newsgroups: rec.games.frp.misc
From: mathers@sibelius.trl.oz.au (Steven Mathers)
Subject: Re: META:  Swords, etc
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Fri, 6 Nov 1992 03:40:21 GMT

|> >The fact is you use a shield and armour when you are serious about
|> >killing people.  Thats why people get nervous when others walk around so
|> >armed.
|> 
|> You use a sword when you want to kill people.  It isn't useful for eating
|> or brushing teeth or anything but combat, and it's pretty awkward to carry
|> one around with you.  Therefore, if you carry a sword you are implying that
|> you're serious about killing somebody under some conditions.  (There are
|> exceptions involving ceremonies, and in fact shields and armor are of limited
|> ceremonial value, but I wouldn't feel any more comfortable with somebody
|> carrying a sword than somebody carrying a gun under most circumstances.)

Id say that in most gaming worlds, walking
around with a sword at you hip would be considered acceptable behaviour,
while walking around armoured and carrying a sheild would not be.  
If you want an analogy, compare the situation to seeing sombody in the
street with a holstered pistol, to somebody with an assault rifle
strapped to their back.
From: mfterman@phoenix.Princeton.EDU (Mutant for Hire)
Newsgroups: rec.games.frp.misc
Subject: Re: APPLESEED
Date: 9 Nov 92 22:52:02 GMT
Reply-To: mfterman@phoenix.princeton.edu (Mutant for Hire)
Organization: Mutant for Hire, Inc.

In article <1di67oINNggl@charnel.ecst.csuchico.edu>, tdunn@ecst.csuchico.edu (Tim Dunn) writes:
>Then we use Hero, right?  I see no problems writing up anything in Apple-
>seed in Hero, save some of the larger pieces of tech, like the gun plats
>and that level.  Just rule that KA's do double damage after armor, and
>you've got a relatively lethal game.

Simpler, just use the hit locations table with the BODY multipliers and
combat will get a lot more lethal a lot more rapidly. Bear in mind that
in the books people got shot really badly before dying though, and that
their weapons are a little more powerful than some of the weapons in the
HERO books.

Personally, I'm trying to figure out how to adapt TimeLords damage
system to HERO. Eventual Death table.... *evil laugh*


-- 
    Martin Terman, Mutant for Hire, Mean Ol' Top, Priest of Shub-Internet
    Disclaimer: Nobody else takes me seriously, why should you be the first?
mfterman@phoenix.princeton.edu mfterman@pucc.bitnet terman@pupgga.princeton.edu
"Sig quotes are like bumper stickers, only without the same sense of relevance"
From: pmenard@cse.unl.edu (Patrick Menard)
Newsgroups: rec.games.frp.misc
Subject: Re: SRUN I: Questions from the Minotaur
Date: 11 Nov 1992 00:09:00 GMT
Organization: University of Nebraska--Lincoln	
Distribution: world
NNTP-Posting-Host: cse.unl.edu
Keywords: shadowrun, srun

mancinis@mentor.cc.purdue.edu (steven mancini) writes:


>3. Reference: Street Samurai Catalog pg. 20
>   Item: Browning Ultra Power
>   	"has a revolutionary chamber recycling system that moves a
> 	 new round into the chamber twice as fast..."
>   Question: Would this weapon then be able to Burst Fire if you were
>	     to add the all-too-common Reactive Trigger since it would
>	     be thenn capable of *at least* 3 bullets? Or does this imply
>	     that you could fire 2 shots of 2 so that the Power is +1 ?

The Browning Ultra Power already has a Reactive trigger.  also, reactive
triggers only work in single shots.

>4. How do you folks resolve mages who have increased reactions spells
>   locked who subsequently de-activate them *after* initiative is rolled?
>   Right now I am unsure of whether the mage would reroll initiative, lose
>   all his/her actions after it is off, roll his new reaction and subtract
>   the number of actions used from the number gained from the second roll,
>   etc..

reroll initiative and go from there, making sure that no two actions are
within 7 phases of each other.

>5. Do dice allocated from fetish foci, or normal foci, receive the penalties
>   the magician does from damage, etc. For example, if a mage has taken
>   Moderate Stun, he/she is now at +2, then he/she yanks out a fetish foci
>   to incorporate into a combat spell. The target number is a base 4 
>   (victim's willpower =4) but is +2 due to stun, would thedice thrown for
>   the foci also be at +2?

yes, dice from anywhere recieve the same penalties since the caster is using
the dice, the dice aren't attacking on their own.(the power goes through the
magician, so it suffers the penalties)

Shadow
From: snewton@oac.hsc.uth.tmc.edu (Steven E. Newton)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Armor / Martial-Arts / Guts / Glory
Date: 12 Nov 1992 19:35:05 GMT
Organization: UT Health Science Center Houston

In article <1992Nov10.171422.3415@cs.mcgill.ca> guest@chopin.Physics.McGill.CA (Muhep Guest account) writes:
>     This is, perhaps, the most valid point as of yet brought into the  
>discussion: the reality of the fact that just because a PC possesses great  
>skill in unarmed combat, he does not necessarily have a suicidal tendency  
>to *use* that that skill against an armed foe without thought. I do agree,  
>however, that an artifical mechanic to force any character (especially a  
>PC) to cower or retreat when the player wants to go on the offensive, is  
>
>     So perhaps this gives us the real question:
>
>NOT: "Can a skilled martial artist defeat an armed and armoured foe?"
>     Which has the trivial answer "Physically, yes; psychologically, I  
>don't know."
>
>BUT: "Does there exist the need for a rule in GURPS to realistically  
>represent the fear and indecision that would, realistically, come with  
>facing a foe armed with a weapon of greater range and killing power?"

BZZZZT.
Sorry, but as anyone who has had a few months of training in any unarmed
martial art can attest, the mental discipline required to achieve high
levels of skill is easily enough to overcome the 'fear and indecision'
of facing an armed foe.  There are enough ways to exploit the
disadvantages of weapons that 'realistically' there is no fear factor.
Let me not that I'm talking about TL3/4 hand weapons here.  Pull a
handgun at range on even a black belt in any martial art and you are
most likely to find out just how much quickness and stamina helps when
you are *running away*.  Same goes for crossbows.

Here's a hypothetical for you.  The skilled martial artist confronts a
sword-swinging armored knight.  Instead of thinking 'Oh my, that
plate-armored guy has a big sword which can cut me very badly', more
likely he or she will think 'that knight may feel overconfident because
he thinks I am no match for his sword and armor, but I will be very
careful and see how I can find and take advantage of his weaknesses.'

There just is no justification for having a highly-trained unarmed
fighter automatically fear a typical armored/armed foe.

S.



-- 
+      +      +      +      +      +      +    |snewton@oac.hsc.uth.tmc.edu
            I can hear you well,               |Nobody else speaks for me,
            George Orwell.                     |and I speak for no one else.
                                               |     +     +     +     +     +
From: orson@lars.acc-admin.stolaf.edu (Ors)
Newsgroups: rec.games.frp.misc
Subject: Play by Email
Date: 12 Nov 92 22:01:28 GMT
Distribution: rec.games.frp
Organization: St. Olaf College; Northfield, MN


I am looking for info on any avalible Play-by-Email games.  I have been 
courious how they work and would like to try one.  please reply by Email.

	orson@stolaf.edu
	_______________
	"I don't practice what I preach because I'm not the kind of 
	   person I'm preaching to."
  			- J. R. "BoB" Dobbs
	_______________
	"Happy Happy, Joy Joy, Happy Happy, Joy Joy"  
			- Ren and Stimpy
	---------------
	"I am the keeper of the cheese!"
			- Ren (R+S)
	---------------
From: jcherney@envy.reed.edu (Joel Alexander Charney)
Newsgroups: rec.games.frp.misc
Subject: Re: Magic Systems
Date: 7 Nov 92 21:18:42 GMT
Article-I.D.: reed.1992Nov7.211842.27931
Reply-To: jcherney@reed.edu
Organization: Reed College, Portland, OR

In article <4119@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert  
J. Hall) writes:
> 
> In article <1992Nov06.020350.6290@technix.mn.org>, bret@technix.mn.org  
(Bret Ind
> relee) writes:
> > One of the more unusual magical systems I saw was in the series "A man  
of his
> > word" by Dave Duncan.
> >
>    ... Magic Word system description deleted for brevity ...
> 
> Very interesting concept, Bret. Although it would be nice to have more  
detail
> in the types of words that can be obtained. Ex: find words for "Create",
> "Fire", and "Sphere" in order to cast a fireball. I like how the system
> automatically turns the Wizards into distrusting, isolated individuals  
in
> order to secure their source of power.

I've been working on this for a while... it's very hard to preserve game  
balance, give a wide variety of spells, and still keep the system  
streamlined.  I'm going to finish it before Christmas (or die trying), and  
I'll post it so you folks can tell me what I've done wrong.
From: silber@cs.uiuc.edu
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Armor (Basic vs. Advanced)
Date: 6 Nov 92 17:18:06 GMT
Article-I.D.: cs.BxB1E9.ErF
Organization: Dept. of Computer Sci - University of Illinois



>Armour, by the late Medieval period weighed around about 60lbs, later suits
>designed to be used in Tournements hit around about 90lbs. I wouldn't call
>that `never that heavy'

But it still isn't "that heavy". Late Medieval armor distributes the weight
pretty well. One isn't a helpless turtle.

>As for being unable to move, I've heard stories of Agincourt, where people
>were simply left in piles after being unhorsed, since they were unable to
>move once down.

Ah, the Agincourt myth. First, Olivier's "Henry the Fifth" notwithstanding,
the vast majority of the French at Agincourt were on foot. There was a
desultory and ineffective cavalry charge against the archers on the ends
of the English line at the very beginning of the battle, this failed due
to all the stakes. During the main battle, the French attacked in three
huge and tight packed columns against the English dismounted men-at-arms,
and did not go after the archers at all. The archers poured volleys into
the flanks of the French columns. The reason why people were unable
to regain their feet at Agincourt was due mostly to the battlefield starting
out muddy and getting worse, and the French formations becoming incredibly
tightly packed. It was rather like being trampled in a panic I suppose.

.
-- 
ami silberman - janitor of lunacy
	silber@cs.uiuc.edu
From: naam@cecer.army.mil (Ramez Naam)
Newsgroups: rec.games.frp.misc
Subject: Re: Role Master Physics question
Date: 6 Nov 92 20:32:15 GMT
Article-I.D.: lorax.naam.721081935
Organization: US Army Corps of Engineers Construction Engineering Research Labs

jtaylor@seq.uncwil.edu (J.T.) writes:
>my reasoning was that the metal was thrown in an arc as hard as
>a human could possibly throw it.  Now it has its velocity, but
>when the object gets heavier, It would require more power from the
>human to throw the heavier object in the same arc as the lighter one.
>Does anyone else see what I see?...or do you see it yet another way?

Absolutely.  The amulet increases its weight, but not its momentum or
kinetic energy.  Why?  Becaus you, as the GM, can decide how things
work.  And, obviously, no mere mortal could make such an amulet in 
a universe where things worked the way your players wanted them to.
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
From: cobra@garfield.catt.ncsu.edu (Brian Dunphy)
Subject: Re: Adventurers? (was Re: Carrying weapons..(was Re: META: Swords..))
Organization: Computer and Technologies Theme Program, NCSU, Raleigh
Date: Thu, 12 Nov 1992 02:27:34 GMT

In article <BxKuKC.CHI@mentor.cc.purdue.edu> jacobus@symphony.cc.purdue.edu (Bryan J. Maloney) writes:
>Explorers:  A catch-all phrase for people who travel for the sake of discovery.

I guess this is where our group of "adventures" would fall.  We, unlike most 
other groups of 'adventures' are historians.  We just all happen to be studing
the Infinity Wars, which is not a safe thing to do.  The only information
out there is hard to get.  Most of our adventures have been searching for
information, or "fixing" a problem we discovered (or created :).  Most of
the other groups of "adventures" would be considered Mercs.  There aren't
many low-life adventures around.

I feel that this is a good concept, and gives valid rational for adventuring.

					briand.

cobra@catt.ncsu.edu               "A little nonsense now and then
Brian Patrick Dunphy               is cherished by the wisest men."
                                         Willy Wonka.
Newsgroups: rec.games.frp.misc