HDTenEightyP/NetNews huggingface dataset:
From: ward1@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp
Subject: Re: Shadowrun: Looting bodies
Date: 6 Apr 92 19:47:44 GMT
Article-I.D.: husc8.ward1.702589664

goodwin@orionsci (Ben Goodwin) writes:
>me and says, "No problem, I just fire a missile down the tunnel at the

In a sewer?  Christ, I hope _everyone_ was at least deafened if not
killed by the concussion.

Wordman

"HOW much C-8?"
        -- from a sewer where we started playing SR
From: George.Harris@bbs.oit.unc.edu (George Harris)
Newsgroups: rec.games.frp
Subject: Re: Hoovering on Deaths door (or how to stay out of hell)
Keywords: ad&d
Date: 8 Apr 92 16:13:27 GMT
Organization: Extended Bulletin Board Service

In article <13784@star.cs.vu.nl> richard@cs.vu.nl (Richard Berwald) writes:
>Hi folks,
>
>  not completely happy with the Hoovering on Deaths door rule in AD&D,
>I thought up a life-point-system.

	Might Death wonder why you are taking a vacuum cleaner to his welcome
mat?

	Sorry, couldn't resist.

>Richard.
--
"If you take cranberries and stew them like applesauce, they taste more like
prunes than rhubarb does."		-Groucho Marx

George.Harris@bbs.oit.unc.edu	or, preferably	gharris@jade.tufts.edu
--
   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:  bbs.oit.unc.edu or 152.2.22.80
From: egolf@morse.ecn.purdue.edu (Stephen R Egolf)
Newsgroups: rec.games.frp
Subject: Re: SR: What would go after Toxics and Insects deliberately? (UB spoilers)
Date: 6 Apr 92 16:05:35 GMT
Organization: Purdue University Engineering Computer Network

reverend@cs.tamu.edu writes:

>>>	Demonologist:  Think about what THEIR metaplanes look like.
>>>
>>Yes, I have considered new traditions, but I haven't had time to do
>>the necessary research.  What I am thinking of is that hermetic mages
>>of different schools have different powers.  For instance, a mage 

>>Postscript:  A hermatic mage of this sort would be a really wiz
>>answer to toxic and insect shamans.  It probably wouldn't make a

>I was wondering about what someone had said about a demonologist (before the  
>posting with stats).  I would like to see some type of Cthuloid detective who  
>knew what was going on, was semi sane, and could actually get a Threat (to  
>nasties) Rating (as opposed to deeds). Also, most importantly, he would  
>deliberately go up against Toxics and Insects, and be a match for them...

What I meant was that demonologist would be in the same class as toxics
and insects, not an opponent to them (I could see them fighting over 
certain things, such as sacrificial subjects 8-) ).  It sounds like what
you want is a grey or white magician, someone who knows the rules of 
how demons work but who opposes them.  A white magician can summon
angels and forbid demons (e.g. the Exorcist).  This is probably what you
want.   Threat ratings are meant for NPCs.  Characters get karma.

As far as Scientology goes, it would never use magic.  I have actually
read some of their liturature.  What they try to emphasize is achiving
"clear", a state where past mistakes are washed away.  They do this by
psychology, dream analysis, hypnosis and use of an E-meter (a supposedly
scientific instrument).  They are not mystics or strong beliviers in the
supernatural.

Steve
Newsgroups: rec.games.frp
From: silber@m.cs.uiuc.edu (Ami A. Silberman)
Subject: Re: GAME SYSTEMS!!
Keywords: RuneQuest!
Organization: University of Illinois, Dept. of Comp. Sci., Urbana, IL
Date: Mon, 13 Apr 1992 21:12:46 GMT

markg@engrg.uwo.ca (Mark Gagnon) writes:


Only if you want the following:
a) Every character a spell caster
b) All of the above with at least a couple of combat improvement spells
	(+s to hit etc.)
c) A damage absorbtion combat system, so very often two handed weapons are
the only way to go.
d) Stackable spells.  Imagine being able to cast multiple strengths on
someone.

I'ld almost recomend Rolemaster, but you need to put a lot of work into
deciding what to leave out.  Gurps is OK, Hero is OK, Spacemaster is pretty
good for SF, Space Opera is great for lots of types of SF, Cyberpunk has
system problems.  Chivalry and Sorcery has a broken combat system...
I would suggest, if you wanted to put the work into it, Rolemaster, but
you should totaly revise the magic system. Perhaps recast it entirely in
terms of AD&D like spells.  Their spells are a bit too boring, and you
have to be careful what you leave out and what classes you leave out, or
you discover that you don't have any classes left that can do "cure wounds"
or something.
-- 
ami silberman - janitor of lunacy
	silber@cs.uiuc.edu
Newsgroups: rec.games.frp
From: u894793@bruny.cc.utas.edu.au (Timothy D Little)
Subject: Re: GURPS combat time.
Organization: University of Tasmania, Australia.
Distribution: world,local
Date: Mon, 13 Apr 1992 01:59:54 GMT

yingst@skyblu.ccit.arizona.edu (JIM YINGST) writes:

>In article <ELK.92Apr10103952@cblpo.att.com>, elk@cblpo.att.com (elk) writes...

>[stuff deleted]

>>The most curious thing about the quick contest rules are this notion
[stuff deleted]

>Yes, but the problem is that as you increment your skills, parry and block
>go up only half as fast as the attack skills - so even if attack and defense
>are well balanced at one point, they become unbalanced as characters improve.

In the Quick Contest rules under discussion, the *full* skill is used in a
quick contest of skills, the winner of which hits, and may do damage.

Please correct me if I am wrong.

Timothy Little (u894793@bruny.cc.utas.edu.au)
#include <std.disclaimer>
From: reanor@speedy.cs.pitt.edu (Jeffrey Getzin)
Newsgroups: rec.games.frp
Subject: Re: Lich Killing Advice Needed
Date: 14 Apr 92 16:09:12 GMT
Organization: Computer Science Dept., University of Pittsburgh

In article <1992Apr10.125739.5930@stiatl.salestech.com> bryan@stiatl.salestech.com (Bryan Donaldson) writes:
>
>If you have the Hindu mythos active in your campaign,
>go find the high(est) priest of Vishnu.  Commit yourself to 
>Vishnu's service for a suitably long period (decade might do)
>in return for Vishnu arranging for the death of the lich.
>
>Might use an avatar, might call on some other bad-a** to deal 
>with him.  Let Vishnu decide.
>
>

If you don't mind taken the dark path, you might as well strike up a deal
with Orcus, prince of the undead!   If anybody can protect you, it's
Orcus ... but what he'd ask in return ... (*shiver*)

			=*()*()* Jeff *()*()*=


--
					---
Jeffrey Getzin
saintdor@vms.cis.pitt.edu
Xref: sparky rec.games.frp:17379 rec.arts.startrek.misc:3082
From: stevea@jab.tucson.az.us (Steve Albany)
Newsgroups: rec.games.frp,rec.arts.startrek.misc
Subject: Re: Star Trek RPG
Date: 8 Apr 92 18:54:26 GMT
Organization: Just Another Bbs. Tucson, AZ

Steve@celeborn.UUCP (Steve Slade) writes:

> does anyone have any information on the rumor that west end games is coming o
> with a new star trek rpg game to replace the one fasa did?
> thanks.
> --
> 
> Steve Slade
> otto!mok!celeborn!steve
 
        Geeze, I hope not! West End turned Star Wars into a "Beer and 
Pretzels" Role Playing Game (like its other product, PARANOIA). 
        I bought the FASA Game waaay back when, when it was released, and 
kept up with it until the 2nd Edition. For the last five years or so, I am 
using the ICE System for Star Trek. It works faar better than FASA's, and 
undoubtedly better than West End could ever do.


        ================================================================
        |                    Capt. Steve E. Albany                     |
        |                 Cmdr. USS PATTON (NCC-8570)                  |
        |--------------------------------------------------------------|
        |                           | "My son, ask for thyself another |
        | SteveA@Coyote.Datalog.Com | kingdom, for that which I leave  |
        |  SteveA@Jab.Tucson.Az.Us  | is too small for thee.."         |
        |                           |    - King Phillip of Macedonia   |
        ================================================================
From: gt9405b@prism.gatech.EDU (Lord Goodgulf the Ma-a-a-agical Wizard)
Newsgroups: rec.games.frp
Subject: Re: Shadowrun: Controlling magicians
Date: 10 Apr 92 21:32:35 GMT
Organization: Georgia Institute of Technology

In article <ward1.702926354@husc8> ward1@husc8.harvard.edu (Lester Ward) writes:
>mkkuhner@milton.u.washington.edu (Mary K. Kuhner) writes:
>>Otherwise all the SR scenarios which have top-secret corporate data on
>>on-line computers get a little hard to swallow.  I know people do it
>>today, but they are under increasing pressure to stop, and with rampant
>>decking it just wouldn't make any sense.
>
>For the first time, I find myself in complete disagreement with Mary.
    [Arguement about sensitive data being on-line deleted]

    True, but a LOT of the stuff that's supposed to be on-line doesn't seem
to make sense.  Confidential files about specific people for instance.  Or
the security system.  Basically, anything which the average corp travelling
type would not need at his fingertips.
                              Lord Goodgulf the Wizard

-- 
Lynn Richard Akers                                                              "Her name was Cind.  She was very, very young and very, very lovely.  It was
that special kind of beauty that grabbed at the heart through the loins.  Cind  was also one of the most highly regarded practitioners of that supremely lethal
art--sniping."    Allan Cole and Chris Bunch, The Return of the Emperor         uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt9405b
Internet: gt9405b@prism.gatech.edu
Newsgroups: rec.games.frp
From: kieran@cmatter.physics.indiana.edu (kieran)
Subject: Re: CHAMPIONS: Variable Advantage
Organization: Indiana University
Distribution: usa
Date: Tue, 14 Apr 92 22:44:18 GMT

In article <1992Apr14.020548.22251@ctr.columbia.edu> vcf1@cunixa.cc.columbia.edu (Victoria C Fike) writes:
>In article <1992Apr14.010551.431@cs.rose-hulman.edu> stinerkt@NeXTwork.Rose-Hulman.Edu (Kevin T Stiner) writes:
>>CHAMPIONS EXPERTS!
>>
>>Do you think it is possible to use the variable advantage to simulate the  
>>variable special effect if you have enough of a multiplier in your  
>>variable advantage to do it?  Does it say anything in the book about not  
>>doing this?????
>>
>>Kevin T. Stiner
>
>D'you mean having a +1 1/2 Variable Advantage, and then using (as the +1/2
>Adv.) Variable Special F/X?  Don't see why not, but I don't really see a 
>rationale....
>
     Nope.  Variable advantages should be specified at the time the power
is purchased; only *those* combinations of advantages would be allowed.  If
a player wanted to specify variable sfx, then she should specify them at the
time of character creation.  (IMHO)

     You are verging on creating a VPP.  If that is what you want, then fine.

                      Kieran Mullen
From: ward1@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp
Subject: Re: Shadowrun: Controlling magicians
Date: 10 Apr 92 17:19:14 GMT
Article-I.D.: husc8.ward1.702926354

mkkuhner@milton.u.washington.edu (Mary K. Kuhner) writes:
>Otherwise all the SR scenarios which have top-secret corporate data on
>on-line computers get a little hard to swallow.  I know people do it
>today, but they are under increasing pressure to stop, and with rampant
>decking it just wouldn't make any sense.

For the first time, I find myself in complete disagreement with Mary.
Business is now taking on a more global stature.  More information needs
to accessed more quickly.  By 2050, both of these trends will be much
more excelerated than they are now.  Wageslaves, especially salesmen and
"propagandists" (people who push the wonders of, say, phone networking) are
sent all over the world to reach the global market.  It is becoming more
and more necessary for these people to have instant communication of
progress (including non-vocal data), gain near instant feedback (including
non-voice data), have access to up to date information, and have access to
computer resources for presentation and other purposes.  Cutting a computer
off line would toss these people back to the stone age.

I could go on, but I think the gist is clear.

Wordman
Newsgroups: rec.games.frp
From: bryan@uhura1.uucp (Bryan Curnutt)
Subject: Re: Inspired character names
Reply-To: bryan%uhura1@uunet.uu.net
Organization: Stoner Associates, Inc./DREM Incorporated, Houston Texas
Date: Thu, 16 Apr 1992 05:33:10 GMT

In article <15Apr92065528@miracle.com> sue%miracle@merk.com (The Dragon Queen) writes:
>
>Here's a question:  What's the silliest or most unusual name you've
>ever given a character?

I have a rarely-played halfling fighter named Rambo Baggins.

Also a human cleric named Damwell Betterby (pronounced "Damn well
better be!").
-- 
Bryan Curnutt                   bryan%uhura1@uunet.uu.net
Newsgroups: rec.games.frp,rec.games.rpg
From: jca@crash.cts.com (John C. Archambeau)
Subject: Killer: Live RPG
Organization: Crash TimeSharing, El Cajon, CA
Date: Wed, 08 Apr 1992 08:59:43 GMT

Does anyone know where I can get the Killer rules?  Either online or the
actual book?  Thanks.
--

     // JCA

 /*
 ** ARPA    : jadpc!thewall!jca@nosc.mil | "If it's SCO, it's CRAP!"
 ** INTERNET: jca@thewall.cts.com        | 
 **           jca@thewall.uucp           |     - jca@thewall.cts.com
 ** UUCP    : nosc!jadpc!thewall!jca     |        (i.e. me)
 */
From: brunner@kazoo.ssd.loral.com (Brian Brunner)
Subject: Re: SRUN: Silenced weapons
Keywords: None... it's Silenced!
Reply-To: brunner@kazoo.ssd.loral.com (Brian Brunner)
Organization: Space Systems/Loral
Date: Thu, 16 Apr 1992 21:23:10 GMT

In article <RATINOX.92Apr15220612@splinter.coe.northeastern.edu>,
ratinox@meceng.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat) writes:
!!cg108fai> In article <1992Apr15.082324@kazoo.ssd.loral.com>
brunner@kazoo.ssd.loral.com (Brian Brunner) writes:
!!>1: The ammunition is subsonic... the silencer does NOT slow
!!>    the bullet down... 
!!
!!cg108fai> A silencer DOES slow the bullet down, as I understand it. Noise
!!cg108fai> suppressors, on the other hand, actually speed it up. I think
!!cg108fai> that's how it works, anyway. (?)
!!

!!For best effect, and this time around Brian will agree with me, you need to
!!use special loads that give the projectile a velocity of less than 1100
!!feet per second, and a sound suppressor to bleed off the expanding gasses
!!from the burning propellant.

Err... just to quibble because my ego needs the feed... am I now agreeing
with you or are you agreeing with me?

!!
!!Another method is used in the Heckler & Kock MP5 SD (for scholldamper)
!!which has a series of tiny holes drilled into the barrel which bleed off
!!the propellant gasses, slowing the standard NATO 9mm rounds down to about
!!935 feet per second. An extension tube is also part of the MP5 SD system
!!(it's removable to make cleaning easier). The drawback to this method of
!!slowing the slug down is that it also reduces the damage potential --
!!subsonic rounds do better than slowed down normal ones.

Just to quibble because I love to...
So the bullet comes out slower, and quieter, but not because the sound-damper
slowed it... because the holes bled the gases and full accelleration never
occurred.
Furthermore, ANY gun could be drilled for this effect, though I envision that a
chamber wrapping around the barrel into which these gasses expand after
leaving the barrel would be necessary for some weapons... otherwise either
the gas comes out the holes supersonic (NOISE) or not enough gas is bled off
and the projectile is still supersonic (NOISE).

Now if somebody could invent a silencer for children that was street legal...

!!--Rat

--
HELP!! Somebody slapped a "stop payment" on my sanity check!!
brunner@kazoo.ssd.loral.com; Space Systems/Loral; Palo Alto, Calif.
Black Holes... the /dev/null of the Universe; the opinion of 65534.
From: asdyp@acad2.alaska.edu
Newsgroups: rec.games.frp
Subject: Re: Errata for WFB Armies
Date: 8 Apr 92 17:24:54 GMT
Organization: University of Alaska

In article <1992Apr1.184056.25695@mcs.anl.gov>, sasso@flounder.phy.anl.gov (John F. Sasso) writes:
> 
> Warhammer Fantasy Battle Armies contains errata for WFB.  Is there 
> a ready source of errata for WFBA?  I've noticed about twenty typoes
> already.  For example, the points costs for Beastmen Wizards, and
> the stats for most of the Dark Elves.  Q:  How did this mess get to
> press in this state?  Has GW issued an apology?

GW published the erratta you are looking for long ago in issues of their house
organ _White Dwarf_.  They published a whole bunch of stuff to correct mistakes
with the Dark Elves, but I do not recall them admitting any errors with
Beastman Wizards.  GW, and Brit games in general, are known to be fraught with
typos.  Old products from GW were worse than your typical post found on a BBS.
 
> I'm wondering how many more mistakes there are.
> For example, they mention that magical instruments for Undead army
> forces are 25 points each, but no unit is listed as having magical
> instruments!  Which is the typo?

Magical instruments are not required to be carried by units.  They can be
purchased by hero models as part of their equipment.  As such they are not
treated as musical instruments, though they do bestoy whatever magical benifit
on the hero and any associated units.  It can be good to give sub-commanders an
instrument to help him/her shore up weak spots in the line.

> Has anyone out there compiled a more sensical and complete WFBA
> list?  There are many forces which should exist but don't.  Like
> Empire animal handlers and war alters, like Orc scouts, like
> army problems like force mins for High Elves.  (Has anyone designed
> a HE force that was not ALL shock elite?)

Um, no.  Not to my knowledge.  The army list was created to express GW's view
of THEIR gaming world (not yours), and to accentuate differences between
races.  There are deliberately places strengths and weaknesses in EACH race,
and no race has access to ALL types of troops and equipment.  Orcs are not
considered to be organized to have things like pike, scouts, or heavy armour.

Each force listed was intended to model some historical army or culture.

> By the way, has anyone on the net painted up a whole 3000 pt Slann
> force?  This is probably the silliest force in the book.  (Hi Martin!)

Don't discount Slann until you have fought them.  Ral Partha has a line of
lizards that make good Slann.  I've used these same minis to create a Slann
team for Bloodbowl.  Slann may seem silly, but they can be very effective in
the hands of the right player.  My biggest beef with the game is that good
minis can be hard to come by for soem of the armies, harder so in the US and
especially so in AK.

						JFS

_____
David Prentice
asdyp@acad2.alaska.edu
From: susser@apple.com (Joshua Susser)
Newsgroups: rec.games.frp
Subject: Re: Amber, corwyn's pattern
Date: 6 Apr 92 22:36:34 GMT
Organization: Apple Computer, ATG

laurence@cco.caltech.edu (Dustin Lee Laurence) writes:
> rgt@kepler.unh.edu (Richard G Tomasso) writes:
> >I was wondering if anyone had given any thought to Corwyn's Pattern.
> >If anyone has allowed a PC to walk it.
> >If so what are its abilities like.
> >If anyone has given any significance to the fact that is closer to the Courts
> >than to Amber. 
> Actually, isn't it exactly midway between, inscribed by Ygg?  Or has
> it been too long since the last time I read the first series?

Yes, it's been too long since you've read the series.  Corwin, while walking
from Amber to the Courts of Chaos, reaches the halfway point marked by Ygg.
This is where Corwin picks up the tagalong crow Hugi, and the staff which is
one of Ygg's branches (which won't let Hugi perch on it).  Later, Corwin
kills and eats Hugi, plants the staff, and creates his new pattern.  So, by
the old cosmography, Corwin's pattern is closer to the Courts of Chaos than
it is to Amber.  Then again, maybe the two patterns and the Courts form some
kind of equilateral triangle in the new cosmography.  Or maybe in the worlds
reachable from Corwin's pattern, it's the same distance to Chaos as it is
from Amber to Chaos.  I guess it's up to the GM (isn't it always)...

Joshua Susser, Object Percussionist
Apple Computer, Advanced Technology Group
inet: susser@apple.com | link: susser.j | phone: 408/974-6997
Newsgroups: rec.games.frp
From: sasso@flounder.phy.anl.gov (John F. Sasso)
Subject: Re: CHAMPS: question on turn sequencing
Organization: Argonne National Laboratory
Date: Tue, 14 Apr 1992 15:40:10 GMT

In article <1992Apr14.083355.18065@odin.diku.dk> klaus@diku.dk (Klaus Ole Kristiansen) writes:
>khise@festus.ksu.ksu.edu (Martin Andrew Shobe) writes:
>
>
arguments deleted, but we've all read them...


>In your interpretation, dodge is nearly worthless. If you want to dodge,
>you can never attack. Eventually someone will get lucky and hit you.
>This means that dodge is only useful if there is help comming real soon.
>
>If you attack, then abort to dodge, attack etc., you are giving up
>half of your attacks to get a better DCV, that is you are using a
>defensive tactics. You are still not unhitable. In addition to the
>tactics already mentioned, there is always the segment you used
>to attack, were you can't abort.
>
>Klaus O K


I've been reading this discussion with interest and amazement.  
As I see it, a dodge is an all out defensive maneuver.  If you dodge,
you cannot do anything else.  The concept of using your dodge for
defense while you attack is ludicrous.  That is what your DCV is
for.

Example:

Guy X has a speed of 4.
On phase 3 he aborts to a dodge.  
He cannot act on phase 6.
The dodge bonus is in effect until his next phase, that is, 6.
The dodge bonus does NOT extend into phase 6.
If Guy X wants the dodge bonus to extend through phase 6, until
	phase 9, he must abort to dodge again, and lose phase 9.

There is no concept of keeping up your dodge indefinately, and taking
only half of your attacks in the rules.  At least I cannot find it.

Also, taking a dodge does not cripple the character if and only if
he has a higher speed than his opponent.  He will eventually get to
act.  Even with speed higher by one, the dodger can attact once per
turn.

Besides, in a super campaign, dodge is not very useful.  It is too
easy for people to buy +10 OCV with an attack, for 20 pts.  Or even
+15, or +20.  Or just hit you with an AOF.  Then you have to abort
to a dive for cover.

The "act every other phase" dodge rule is not in the rules, IMHO.
As a rules varient, I don't see the point either.  It just adds
complication that is not necessary.  Just bring up the characters
DCV to attain this effect.

						John F Sasso


 
-- 
"The only way to true inspiration is the study of TedDo.  And lots
of MauMau, of course."  The Elvis Lectures
"I am not the False Bob, I am a free man."  The Book of FalseBobs
"Since the introduction of MauMau, HP sales have skyrocketed." Book of MauMau
Newsgroups: rec.games.frp