HDTenEightyP/NetNews huggingface dataset:
From: dlaird@terapin.com (Delbert Laird)
Newsgroups: rec.games.frp.misc
Subject: Re: Fantasy Genre...
Date: 29 Jul 92 02:04:51 GMT
Organization: BBS

Each spell SUBJECT is purchased with points...The more points spent, the
greater possible effect.  A base cost FIRE, will allow the player to CREATE
FIRE (make a small fire).  By adding more points to the SUBJECT, the fire is
able to damage based on point expediture.

As far as spell failure, my system thus looks like:

Character purchases his Magic Skill (I don't know what I'll call it yet) and it
is equal to his (INT + 5) + Levels....Giving him a base chance of 10 or less. 
(Attributes are rated 1-20, 10 being the maximum unaltered human).

For attack spells, this Skill Value is compared to that of the opponents
Defense Value and a d20 is adjusted for a roll (similiar to Champions).  If it
hits, the spell makes contact...If it fails, the GM may determine if it simply
misses or user ruined.

For non-attack spells, the Skill Value represents the characters chance of
successfully casting the spell. (-1 to the roll for every 3 components).

All combat is done in realtime, so spells make take multiple actions to cast. 
Just like it should be :)

dlaird@terapin.com
Newsgroups: rec.games.frp.misc
From: tkogoma@triton.unm.edu (Gym Z. Quirk)
Subject: Re: Will Tanks Become Extinct?
Date: Fri, 31 Jul 92 00:06:04 GMT
Organization: University of New Mexico, Albuquerque

In article <meharg.712527067@sfu.ca> meharg@fraser.sfu.ca (Gersham William Meharg) writes:
>The most significant use of tanks is to take terrain (and hold it)
>quickly from an enemy. To take terrain you need a ground vehicle, unless
>you have infinate fuel in an A/C. Sure helicopters can do damage to the
>enemy in an area, but they will not be able to hold it. This is what
>you need tanks for, to clear an enemy from an area and to keep it clear.

No.  That's what infantry is for.  Armor is not very good on the
defensive - Except when employed to counter-attack.  Traditionally, armor
is used to concnetrate firepower on a relatively small front and create a
breach in the defensive line.  It can then marauds behind enemy lines,
shooting up supply columns and help to encircle enemy positions for the
infantry to mop up.  (Yes, this is mostly WW II era doctrine, but look
at Schwartzkopf's 'end run' and you can see that it's still applicable.)

>Gersham Meharg
>Simon Fraser Unniversity
>Vancouver, Canada.


-- 
Capt. Gym Z. Quirk  (Known to some as Taki Kogoma)  tkogoma@triton.unm.edu
  I'll get a life when someone demonstrates that it would be superior to
                           what I have now...
From: ericg@bronze.ucs.indiana.edu (E. Chris Garrison)
Newsgroups: rec.games.frp.misc
Subject: Re: New Name for Flesh Golem wanted!
Date: 28 Jul 92 20:32:14 GMT
Organization: Indiana University

In article <1992Jul28.185143.23188@msuinfo.cl.msu.edu> cassidy@cps.msu.edu.cps.msu.edu (John J Cassidy) writes:
>In article <1992Jul25.043223.546@njitgw.njit.edu> cxc4107@hertz.njit.edu (Christopher Lee Cavender) writes:
>>Okay all you creative net-types! I need a new name for Flesh Golems! And DONT
>>give me varations on Frankenstein! There is no reason to name a medivail monster
>>after a 19th centuray fictional creation!
>>						Chris
>
>	The 19th century creation that I think you are refering to is
>"Gollum" by Tolkien.  However, I beleive that there is a legendary
>creature called a "golem" in Eastern European legends.  The name is used
>for a creature that is created my a magician as a mindless servant.
>
>As always: I could be wrong.

Hate to say it, but you are.

The "19th century creation" is Frankenstein, by Mary Shelley.  Her
Frankenstein was an artificial human somehow brought to life from
dead body parts sewn together and imbued with chemicals and so
on.  The work is often considered the very first true science
fiction novel, because she was extrapolating from Voltaire's (I think)
discovery that dead tissue moves as if alive when electric current is
applied.

The "Flesh Golem" in the AD&Dv1 rules is described just like that, and the
picture in the Monster Manual looks remarkably like the modern movie
Frankenstein appears.

As far as I know, your bit about the legend is correct, but "Gollum"
from J.R.R. Tolkien has nothing to do with it, he was just a wizened,
Ring-warped old Hobbit-kin.

Eric
-- 
------
E. Chris Garrison			      Computing Services Support Center
ericg@ucs.indiana.edu			      Indiana University
From: ratinox@splinter.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Newsgroups: rec.games.frp.misc
Subject: Re: Weapons (Big & Small vs. Medium)
Date: 27 Jul 92 12:12:13 GMT
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
In-reply-to: mmadsen@bonnie.ics.uci.edu's message of 26 Jul 92 03:09:20 GMT
X-Get-A-Clue: Have two, they're small.
X-Signature-Virus-Protection: Version 1.51
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]

>>>>> On 26 Jul 92 03:09:20 GMT, mmadsen@bonnie.ics.uci.edu (Matt Madsen)
>>>>> said:

MM> I've noticed that characters in RPGs never carry medium-sized weapons.
MM> Either they carry a rifle or a pistol.  They almost never carry a
MM> submachine gun.  In fantasy games they carry a broadsword or, perhaps,
MM> a concealable dagger -- never a short sword.

Because, for game-balance reasons, *every* game company penalizes you in
one way or another for using an SMG. In the "real world," you unload a clip
and kill everything in a room; in RPGs, you stand a good chance of missing
everything. Of *course* nobody will carry one.

MM> What can be done to change this?

Make the benefits of using these "undesirable" weapons tangible within game
mechanics. SMGs use the same rounds as handguns, generally doing slightly
more damage (no diatribe on barrel lengths, etc). In single-shot modes
they're a bit less accurate, but not by much. In full automatic modes
someone with minimal skill will hit with around half of the rounds fired
(assuming no civilian hostages in the way).

Making the shortsword more desirable is a lot harder. The shortsword is a
weapon used by the Roman Legions fighting phalanx; they couldn't use
longswords, and daggers are just too short. So it was pikes and
shortswords. A solo fighter will want a reach advantage, and that means a
longer weapon.

--Rat

||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
                                                   __        ___ 
Richard Pieri, Northeastern's Stainless Steel Rat/   | /| / /   | The Worlds
Internet: ratinox@meceng.coe.northeastern.edu   /__  |/ |/ / /| | Welfare Works
    UUCP: ...!northeastern.edu!splinter!ratinox/   | /| / / / | | Association:
  BITNET: UA_RLP@NUHUB{.BITNET}               /__  |/ |/ / /  | | I will solve
  USNail: 14 Westdale RD  Holbrook, MA 02343 /   | /| / / /___| | any problem
 ICBMnet: 42 deg 1 min N, 71 deg 0 min W    /    |/ |/ /_//_____| for you.
Newsgroups: rec.games.frp.misc
Newsgroups: rec.games.frp.misc
Date: Thu, 30 Jul 1992 12:55:44 -0400 
From: "Mark A. Baxter" <mb8p+@andrew.cmu.edu>
Subject: SRun: Making New Spells

   Does anyone have a better system for making new spells in the SRun
system?  I find the system in use right now to be a clunky kluge.  My
natural inclination is just to assign drains to spells based on their
utility (sort of a John Stuart Mill approach) compared to the spells in
existence now.  This results in a sort of arbitrary system which works
fine if you're the GM (and I usually am) and designing NPC spells, but
falls apart when the GM and player have to agree on character spell
effects.  thanks. Mark.

Mark Baxter              |One is for sorrow,
<mb8p+@andrew.cmu.edu>   |Two is for joy,
ext #4690                |Three for a girl,
                         |Four a boy,
         I               |Five is for silver,
       Have              |Six is for gold,
         A               |And Seven's a secret
      Secret             |Never to be told.
From: Joe_Neldrett@lppl.mi.org (Joe Neldrett)
Newsgroups: rec.games.frp.misc
Subject: Net books
Distribution: world
Date: 21 Jul 92 22:59:53 EST
Organization: Les's Place BBS

I don't even know if I am posting this in the correct newsgroup or what but
here it is anyway. Is there any other way of getting "Net books" than
through FTP? I don't have FTP access (ONLY Mail) and I would REALLY like to
get ahold of the Shadowrun Net Book! If there is anyway I can get it
without FTP'ing PLEASE let me know how. Any help would be greatly
appreciated!

Thanks in advance.


 -- AEd V1.36f/EvaA

-- Via DLG Pro v0.992

****************************************************************************

*Joe Neldrett a.k.a. Shmoominator   E-Mail: Joe_Neldrett@lppl.mi.org |  
//*
*Ex-Michigan Technological University Chem/ME Student                | \X/
* 
*-----                                                              
|Amiga*
*Amiga| "Don't you know cartoons will ruin your minnnd."  -Ren Hoek  
-----*
*  // |                                                                   
*
*\X/  |  (c)1992 Redfender's Red Army Hockey Team Enterprises INC.        
*
****************************************************************************

Newsgroups: rec.games.frp.misc
From: rgt@kepler.unh.edu (Richard G Tomasso)
Subject: Re: SR: T2?
Organization: University of New Hampshire  -  Durham, NH
Date: Tue, 21 Jul 1992 21:35:20 GMT

In article <BrpFDL.AKs@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (Axly) writes:
>	Has anyone out there come up with some good home grown
>	rules for making robots? I was wondering 'cause we 
>	kicked around the idea of how much trouble a 
>	Terminator would cause the average SRun group. 

A friend of mine made some up, I'll see if I can get them posted sometime.
They're not exactly vehicles, but if you want a quick system, modify the rules
for drones.
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Newsgroups: rec.games.frp.misc
Subject: Re: Military Mechs?
Date: 31 Jul 92 13:44:36 GMT
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University

silber@m.cs.uiuc.edu (Ami A. Silberman) writes:
>carl@gergo.tamu.edu (Carl D. Perkins) writes:
>And pretty silly it is. If the myomer only contracts by a few percent, then
>the limbs don't bend very much, and the mechs shuffle along.

	Perhaps I am being simplistic here, but it seems to me that the total 
distance over which the muscle is strung is not very different between a 
bent leg and a straight one. A bent leg still has muscles going up from 
foot to knee, knee to hip, right? So in order to raise your leg, you only 
need a few percent contraction (I would think). 
	Anyone know how much *real* muscles contract? 

-----------------------------------------------------------------------------
John Kim                    | "All the world will be your enemy, Prince with
jhk6@cunixb.cc.columbia.edu | a Thousand Enemies. And when they catch you, 
Columbia University         | they will kill you."         - Watership Down
From: lavonius@kruuna.Helsinki.FI (Ville Lavonius)
Newsgroups: rec.games.frp.misc
Subject: Re: Dark games
Date: 30 Jul 92 15:53:20 GMT
	<76674@ut-emx.uucp> <1992Jul29.194114.15701@msuinfo.cl.msu.edu>
Organization: Vidal Sassoon's Mosh&Go

In article <1992Jul29.194114.15701@msuinfo.cl.msu.edu> cassidy@cps.msu.edu.cps.msu.edu (John J Cassidy) writes:

   >No, they're not allowed.  I guess this gives me an excellent opportunity to
   >quote from TSRs guidelines handed out to writers and to companies wishing to
   >advertise in their publications.  To quote:
[]
   >6: MONSTERS
   >For the purposes of this code, the term "monster" is defined to mean non-human
   >creatures and/or violent beasts whose primary purpose is destruction and/or
   >criminal activity/  As foes of the protagonists, their evil should be defeated
   >adn the criminal punished or destroyed.
   >
   >Anyway, ther'es more to this little document, or 'code', but this should
   >give you an idea of what TSR wants to turn RPGs into.  Those dark genres are
   >right out, and for that matter anything which isn`t totally black and white
   >good vs. evil is out.
  
Hmm, this is a case of "do as I say, not as I do". The nastiest EVER remark
in a scenario is in some Ed Greenwood's Spelljammer rambling, where he quite
nonchalantly talks about Neogi crushing all the joints of their victims to
better suit as lifejammer fuel. Bleagh. Yes Virginia, I've read many horror
supplements but this one was nasty, perhaps because it was unexpected.

And the guidelines in the Raven's Bogus stuff are even more fun, I bought
one module for the grand sum of one $, and the best part of it were these
rules.


   >Dave

[Sorry about the attribution, I butchered Dave's article already]
--
Ville Lavonius	        University of Helsinki, Dept. of Computer Science
lavonius@cc.helsinki.fi : With friends like that, who needs anemones
From: a481@mindlink.bc.ca (J.D. Frazer)
Newsgroups: rec.games.frp.misc
Subject: Re: Richard the Lionheart
Date: 26 Jul 92 22:10:06 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

> Jonny Ray Purvis writes:
> This game was once advertised as an upcoming project of Columbia Games, the
> people who make Harn products.  Did it ever come out?  If so, could someone
> please give a review of it.  If not, is there a planned release date?  This
> was supposed to be an accurate treatment of England in 1190, including a map
> and known historical figures.  As I am a history nut, and prefer historical
> 'realism' in my campaigns, this would be ideal for me.

The product is actually just called _Lionheart_, and yes, it was published a
few years ago. I understand that distribution is minimal, which is sad
considering the excellence of the product.

_Lionheart_ was written solely by Edwin King while he was the editor at
Columbia Games. It gives the reader a fairly in-depth look at 12th-13th Century
society in England, Scotland, Wales and Ireland, and is a terrific sourcebook
for historically faithful medieval campaigns.

The map is also well done, and is just as beautiful as the Harn regional map.

I've seen it in stores here in the Lower Mainland priced at CAN$25.00. I
already have my copy -- got it when Ed came back from the printers. :)

--
J.D. Frazer, a481@mindlink.bc.ca, (Vancouver, B.C., Canada)
-----------------------------------------------------------
*BRRRRAPPAPPAPPAPPAPPAPPAPPAPP!*
"MEIN LEBEN!" <thud>
"You shoulda thought about that when you signed up, buddy." - Valaria
From: cxc4107@hertz.njit.edu (Christopher Lee Cavender)
Newsgroups: rec.games.frp.misc
Subject: New Name for Flesh Golem wanted!
Date: 25 Jul 92 04:32:23 GMT
Organization: New Jersey Institute of Technology, Newark, N.J.

Okay all you creative net-types! I need a new name for Flesh Golems! And DONT
give me varations on Frankenstein! There is no reason to name a medivail monster
after a 19th centuray fictional creation!
						Chris
From: jwadsley@vaxc.cc.monash.edu.au
Newsgroups: rec.games.frp.misc
Subject: Re: Throw away your greatsword! ( Big vs. Small Weapons )
Date: 29 Jul 92 10:28:40 +1000
Organization: Computer Centre, Monash University, Australia

In article <1992Jul28.151411.10827@rchland.ibm.com>, seurer@rchland.vnet.ibm.com (Bill Seurer) writes:
> I don't think that greatswords need 5-7 feet of clear space around them.
> The only description I have seen of one in use (not in a fantasy book)
> said that it was held in front and moved in a circular pattern.  That
> shouldn't require much more room than any other sword.

IMHO, greatswords do their great damages through the use of large swings. Even
a 90 degree swing requires having a 5 foot space on your right. Polearms and
staff weapons require space as well. The greatsword was mainly by way of
example. When practicing Kung Fu staff forms, even when the staff is held in
the middle, the staff user needs 3-5 foot clearance around him. Perhaps this is
a better example of the problems associated with long weapons in confined
spaces.

> The problem you are having with big weapons is because of the abstractions
> most games use for combat though some games with abstract systems (like Ars
> Magica and even AD&D if you use the optional rules) still manage to
> differentiate by adding a speed element.  Games with more detailed combat
> (like GURPS) differentiate even more.

I am aware that some games possess rules to handle some of these problems but
not all of them. GM's tend to forget that small rooms make fighting with long
or even medium sized weapons difficult. I was trying to stand back from rules
systems and qualitatively describe the problems with long weapons.

James Wadsley.
Newsgroups: rec.games.frp.misc
From: silber@m.cs.uiuc.edu (Ami A. Silberman)
Subject: Re: Military Mechs?
Organization: University of Illinois, Dept. of Comp. Sci., Urbana, IL
Date: Thu, 30 Jul 1992 20:57:22 GMT

carl@gergo.tamu.edu (Carl D. Perkins) writes:

>I might add that the reason the myomer stuff is not used in tanks and such is
>that the change in length is supposed to be rather small (a few percent) so
>it requires rather long fibers (meters long) which are difficult to put in
>a typical tank layout. At least thats the claim - silly as it may be.

And pretty silly it is. If the myomer only contracts by a few percent, then
the limbs don't bend very much, and the mechs shuffle along.
-- 
ami silberman - janitor of lunacy
	silber@cs.uiuc.edu
From: burdickd@copper.ucs.indiana.edu (Dakin Burdick)
Newsgroups: rec.games.frp.misc
Subject: Re: New Name for Flesh Golem wanted!
Date: 26 Jul 92 17:40:25 GMT
Article-I.D.: usenet.Bs0BrD.CE7
Organization: Indiana University

The walking dead?
The walking wienerschnitzel?
The green man?
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Playing yourself
Date: 21 Jul 92 22:28:17 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

Oh, I left out
Suggestion # 4:  Just create caricatures of yourselves on whatever number of
points.  Don't worry about your ability to drive a car, etc.   (How many
cars are you going to find to drive anyway?)  Just get the personality down,
and then do whatever seems like fun.

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

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

This is a properly spelled version of the mimetic signature virus.  Copy it
into your .signature file and join in the fun today!
Newsgroups: rec.games.frp.misc
From: woodhams@phoenix.Princeton.EDU (Michael Woodhams)
Subject: Re: Genres
Originator: news@ernie.Princeton.EDU
Organization: Princeton University Observatory
Date: Thu, 23 Jul 1992 21:20:26 GMT

In article <3588@blue.cis.pitt.edu.UUCP> hummell+@pitt.edu (Andrew G Hummell) writes:
>I agree that the technology isn't available now, but Battletech takes place 
>in the far future.  Who is to say what technology in the future will be 
>like?  Do you think Ben Franklin could imagine a Cray II computer while
>he was experimenting with electricity?  Could the Wright brothers envision
>supersonic jets while they were experimenting with powered flight?  Who
>knows where technology will be in 100 years, let alone thousands of years in 
>the future?  It is all a matter of suspension of disbelief (as is any sf
>or fantasy game).

Ben Franklin could easily have predicted that fitting horses with
steam powered pogo sticks was not going to be the transportation mode
of the future. You can suspend your disbelief all you like (in this
case, by the neck until dead) but there's no way giant huminoid robots
will ever be a better military buy than something like a tank.

Newsgroups: rec.games.frp.misc
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: Champions
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Tue, 28 Jul 1992 16:11:59 GMT

In article <1992Jul27.163832.22832@sco.COM> paul@sco.COM (Paul Jackson) writes:
>+5 to INT, costs 5 points. Now, subtract 1 from all perception rolls (-3),
>for a net cost of 2 points to increase all skills by one (I actually fell
>into this point hose by accident, I was designing a superheroic character who
>was incredibly bright but quite easily distracted, hence I bought down my
>perception from the stratospheric levels where my INT (33ish, I believe) had
>put it).

	First of all, an incredibly bright character should not neccessarily 
have a high Hero INT stat. INT supposedly represents how fast you can think 
on your feet, not how overall smart you are. 
	Second, the legality of buying down your perception rolls is 
questionable at best. Admittedly, you can buy down your running, but that 
is not a very strong precedent. I wouldn't allow it, anyhow. (Any more than 
I'd allow buying down one's smell perception roll to 3- for 16 points.)

>
>>	I don't think so. I think the armor DEF values are a little inflated, 
>>actually. The problem is that BODY damage works for single blows, but 
>>multiple blows are too effective on high-BODY objects. This is because BODY 
>>(like just about everything else in Champions) works on a exponential scale. 
>
>For items yes, but not for people ("normal" adult people probably range from
>at least from a body of 7 through body of 13, which means that a large burly
>person is 64 times the size of a small petite person.

	Well - the BODY values and range for people is inflated, anyhow. But 
BODY is also modified by how delicate the object is to breakage: a lead brick 
has more body than a TV fo the same mass. Similarly, tougher people of the 
same mass have more body. 

-----------------------------------------------------------------------------
John Kim                    | "All the world will be your enemy, Prince with 
jhk6@cunixb.cc.columbia.edu | a Thousand Enemies. And when they catch you, 
Columbia University         | they will kill you."         - Watership Down
From: gt9405b@prism.gatech.EDU (Lord Goodgulf the Ma-a-a-agical Wizard)
Newsgroups: rec.games.frp.misc
Subject: Re: Cyberpunk (was: SR: SRII combat mods)
Date: 22 Jul 92 03:44:13 GMT
Organization: Georgia Institute of Technology

In article <BrrC0J.9n7@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (Axly) writes:
>gt9405b@prism.gatech.EDU (Lord Goodgulf the Ma-a-a-agical Wizard) writes:
>If your character didn't buy Leadership/ Military / Tactics, then
>I'd have to say he doesn't know his head from a big old hole in
>the ground about combat tactics. If you want to fight him like he
>does, you are using your knowledge and not the characters. I paid
>for Tactics when I developed my character 'cause I know I'll be
>using my small knowledge of military tactics to fight my character.
    Mmmmm.....personally I think that the skill is for people who actually
have real training in this type of thing.  Just 'cause your street sam isn't
formally trained doesn't mean he knows nothing.  He's still alive, no?  That's
pretty hard to do if you're one of the main combat people and know absolutely
NOTHING about tactics.  It works relatively well in the armed forces, but
that's a larger group where the few people who do something clueless will
usually (that's only usually) not screw everything up if everyone else does
their jobs relatively right.
                                 Lord Goodgulf the Wizard

-- 
Lynn Richard Akers
"Justice is lost, justice is raped, justice is gone.
 Pulling your strings, justice is done."   - Metallica, And Justice For All
uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt9405b          Internet: gt9405b@prism.gatech.edu
Newsgroups: rec.games.frp.misc
From: klaus@diku.dk (Klaus Ole Kristiansen)
Subject: Re: Dark games
Date: Thu, 23 Jul 1992 09:05:47 GMT
Organization: Department of Computer Science, U of Copenhagen
Keywords: dark dark dark spam & dark

10726446@eng2.eng.monash.edu.au (LAU WAI KUEN) writes:

> Dark Paranoia; Clone 'This rifle isn't heavy; it's light'
>                Computer "Please report to the nearest termination centre.
>                          Thank you.  Have a nice day."

Paranoia has always been marketed as  "a game of a darkly humerous future"

Klaus O K
Newsgroups: rec.games.frp.misc