HDTenEightyP/NetNews huggingface dataset:
From: urban@stout.atd.ucar.edu (Art Urban (PROFS))
Subject: GURPS: Quick Contest (Update)
Organization: Atmospheric Technology Division/NCAR Boulder, CO
Date: Sun, 27 Sep 1992 18:36:30 GMT

Our gaming group did some experimentation this weekend with combat. Here are
the results:

Higher defense skills leads to slower combat; even slower than usual. This
means that using full skill for parry, etc., just isn't going to work. 

However, the Quick Contest change *does* accelerate combat, with only a 
nominal amount of higher fatality. What we saw, was that the inevitable result
was arrived at much quicker, via the Quick Contest. I highly reccomend it for
anybody attempting to accelerate their combats.

In addition, we needed to examine how to handle a "no active defense" situation.
We resolved that if the defender had no active defense, then there was no
contest to be resolved. The attacker simply makes a skill roll. However, we
did want to reward the defender for having armor on, so we modified the attack
roll by minus the defender's PD. i.e., attacking the pot helmed head of a
defenseless target is equal to skill-PD-bodyLoc; so for the aforementioned
example, the roll is skill-3-5, or skill -8.

Also, we determined critical success/failure when there was a difference of
10 or greater in the quick contest; he who had greater success, or greater
failure determined which table was used. Example: A and B roll a quick contest
of skill. A has success by 7 and B has failure by 4. The difference is 11,
so there was a critical result, and since A's success by 7 is greater than 4
we use the critical *hit* table. Had B failed by 7 and A succeeded by 4, then
we would have used the critical *failure* results for the defender. Keep in
mind, A still gets to hit his target, in the second example. The critical
failure on B's part does not negate A's hit.

We will continue to test these rule changes, and if folks are interested, I
can keep you posted.


--
Art Urban 					       urban@stout.atd.ucar.edu
===============================================================================
 "Oh no! The canary exploded!"                                      -Tom Servo 
===============================================================================
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: TW:2000 firearm rules
Date: 28 Sep 92 16:35:34 CST
Organization: Stephen F. Austin State University

In article <1992Sep28.112648.26859@unixland.natick.ma.us>, eclipse@unixland.natick.ma.us (Mark Urbin) writes:
> In article <1992Sep26.170042.1191@ccsvax.sfasu.edu> z_copeab@ccsvax.sfasu.edu writes:
>>Also, I'm wondering about one thing when Traveller: The New Era comes out,
>>supposedly based on T:2000 -- what is going to happen to the old armors less
>>effective than the flak vest (mesh, jack, etc.), since T:2000 gives kevlar 
>>bodyarmor a rating of 1?
>   Since jack is simply a thick leather jacket, it won't do 'jack' against 
> firearm damage.  It's ment to turn knife blades, not stop bullets.  Mesh is
> chain mail (either metal or plastic), won't stop a crossbow bolt.  But then,
> a kevlar vest won't stop one either.

	This wasn't what I really meant. Jack and mesh are effective against
*melee* weapons, but how do you give them any degree of protective value if
ballistic armor already has the lowest armor protection? 

Brandon Cope
From: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.frp.misc
Subject: Re: PARANOIA: Is it still around?
Date: 29 Sep 92 15:51:04 GMT
Organization: Rutgers Univ., New Brunswick, N.J.



>>>Has WEG stopped supporting
>>>their product?  Did they drop the line?  If not, what are their plans for 
>>>this game in the future?  Is there a release list anyone knows of?

>>West End is still cranking out Paranoia stuff, but at a very slow rate.

>That is gamma-level classified information.  Please report to the nearest
>disintegration chamber.  The Computer is _your_ friend.  Have a nice day.
  Gamma-level?  We obviosly have a commie, mutant traitor in our midst.  Will  
you please join the other traitor in the disintigration chamber please.
Either that or report to R&D to test try the new nuclear powered underwear.
                                Remember, happiness is mandatory
Newsgroups: rec.games.frp.misc
From: smeinel@guild.socal.com (Steve Meine)
Newsgroups: rec.games.frp.misc
Subject: Aftermath
Date: 30 Sep 92 01:05:06 PST
Organization: TheGuild[FTS]

Sorry about the re-post folks...  The system where we're getting rec.games.frp.* flaked out for the last week or so (but ONLY on those newsgroups...  hm...).

Does anyone know anything about a new edition of Aftermath coming out, or a re-release of the original?  I believe that at one time there were rumors of this, but I haven't heardd anything about it lately.  Any responses concerning this would be appreciated...  

--- Via UCI v1.11 (C-Net Amiga)

==============================================================================

Steve Meinel                smeinel@guild.socal.com   Guild BBS (310) 641-6909

Destroying those nasty firebreathing braincells...
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp.misc
Subject: Dream Park
Date: 5 Oct 92 11:41:14 GMT
Organization: The PowerDrome BBS [(716)825-3614 Excelsior]
X-BBS-Software: EXCELSIOR! v0.960

I have purchased a copy, read through it once, played the basic game only, and 
the one thing that sticks out in my mind is that the combat system in the 
advanced game is going to take time to get used to.  Fora game that is 
supposed to be a simple, fun game but not an accurate representation of 
reality, the combat system is pretty well buried under the extranious stuff.  
I like the ideas, but trying to accomodate all possible options for moie like 
combat is going to get pretty damn complex in any fight of an size!  That and 
I did not like the idea that this is a game of a game and that I should create 
a horde of NPC gamemasters....If we play this at all, the gang is pretty 
heavily into Star Wars, it is going to be as a multi-genre game, not this 
meta-genre crap....if I wanted to endure Billy the Kid meets Dracula and the 
Space Alines, I would rent Plan 9 From Outer Space and Billy the Kid Meets 
Dracula and play htem simulatniously on two VCRs...
 
Skeksis
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.misc
Subject: Re: The Primal Order - Is it worth it?
Date: 7 Oct 92 01:46:49 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd1.cis.pitt.edu

In article <17890@ucdavis.ucdavis.edu> e5af046@cezanne.ucdavis.edu writes:
>A question:  I was browsing through the store the other day, and I picked up a
>copy of Wizards of the Coast's "The Primal Order."  Due to circumstances beyond
>my control (read:  shrinkwrapping), I was unable to read any of the material
>within.  Today, however, I just notice a post in rec.games.frp.announce from
>WOTC for "Pawns:  The Opening Move," which I am inferring is supporting materialfor TPO.  Should a prospective god-maker buy TPO, and P:TOM?

	Yes.
	Yes.
	Yes.

	There is no better way to handle gods. It's compatible with any
system (which means that if you decide not to go with AM and instead
go for AD&D or RoleMaster or RuneQuest or TORG or GURPS you'll still
be able to use TPO), keeps Gods Gods, mortals mortal, and yet defines
interactions between them in marvelously easy ways.

	Pawns I  haven't gotten yet, so I can't comment on it...


                                 Sea Wasp
                                   /^\
                                   ;;;
From: dhenry@plains.NoDak.edu (David Henry)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Tir life?
Date: 30 Sep 92 03:04:37 GMT
Article-I.D.: plains.20809
Organization: North Dakota Higher Education Computing Network

In article <29SEP199211373045@jane.uh.edu> chem7l@jane.uh.edu writes:
>Hi all.
>
>My group is about to start a campaign, and one of the characters is from Tir
>Tangire (sp?).  The player wants to know more about the Tir so she can put
>together a reasonable history.  Does anyone know of any sourcebooks, modules,
>etc., available or forthcoming, that give information about the Tir.  I'm 
>looking for social, political, and economic info, as well as a description of
>life in general.

The sourcebook for the Tir is still coming -- I believe after the Grimoire
II is released, but let's sit back and let the local SR gurus fill us in for
the correct time, shall we? Until then, the most information available on
the Tir can be found in either certain of the SR novels, or in the Harlequin
adventure campaign supplement. None of these are indepth treatments, which
kind of goes with the "land of mystery" aura FASA wants to create around it.

>Thanks in advance,

You're welcome from behind.
-- 
David R. Henry - Rogue Fan Club - CTHULHU in '92! Why vote for LESSER evils?
For Kate is a jealous God, and requires sacrifice./What was your question?--K
"All you of Earth are IDIOTS!"-P9fOS // Thanks... for the memories.--Rogue
dhenry@plains.nodak.edu * ud137927@ndsuvm1.bitnet * ud137927@vm1.nodak.edu
From: gsl2598@Msu.oscs.montana.edu (LEPRICAN~~~)
Newsgroups: rec.games.frp.misc
Subject: Re: Call Of Cthulu V.5 -- Funsy Section Included
Date: 29 Sep 92 18:31:53 GMT
Article-I.D.: Msu.00961573.39815D00
Reply-To: gsl2598@Msu.oscs.montana.edu (LEPRICAN~~~)
Organization: Montana State University

In article <J35TRB13w165w@cybernet.cse.fau.edu>, sasha@cybernet.cse.fau.edu (David A. Tumarkin) writes:
>In the new 5th ed. CoC, is the fun section (with cartoons, poems, and the 
>"Is this the lair of Great Cthulu?" included?  I've been meaning to get 
>CoC for some time now and it'd be nice if that part was included.  Thanx.
>
>                                                - Sasha

No, the great cartoons aren't there either.
One new thing I enjoy is the expansion for the Dreamlands.  Not only
do your investigators have to fear lurking horrors, but they also
fear going to sleep.  (Especially after barely escaping the mad warlock
who swore revenge...)

Leprican~~~
Leprican~~~
From: maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Body Location Table Usage
Date: Mon, 05 Oct 92 11:18:57 EDZ
Distribution: world
Organization: Sweet Oblivion

sos@oz.plymouth.edu (Steffan O'Sullivan) writes:

> urban@stout.atd.ucar.edu (Art Urban (PROFS)) writes:
> >In the Advanced Combat rules, an attacker has the option of aiming an attack
> >at a body location, or randomly rolling for the body location. My question
> >is: does the negative hit modifier apply to the person *randomly* attacking 
> >like it does for the person aiming their attack?
> 
> Yes.

Then why bother rolling in the first place? Please give me ONE good
reason to roll for hit location if you don't have to.

What about cases where you HAVE to roll randomly, such as long range
fire? I always thought this meant that you can't aim for a specific body
part (even torso) at long range, you can only aim at the entire target
and actual hit location must be determined randomly.

I think the chance of hitting a not good place (such as already
crippled arm, offhand etc.) offsets the chance of hitting a good place
(weapon arm, head etc.)

Low skilled character rolling randomly does not hit consistently hard
targets - he hits SOMETHING.

Just try a comparison - high skilled (15) person trying for head and a
low skilled (10) trying for head with random roll, no modifiers:

High skill: -5 for head = 10 = 50% chance

Low skill aiming: -5 for head = 5 = 4.6%

Low skill random: no mods -> 10 to hit = 50% -> roll 3-5 (brain included)
                  to hit head = 4.6% => total chance = 4.6% * 50% = 2.3%

What is the problem here guys? Rolling randomly even the low skilled
fighter has 1/2 chance of hitting the intended target. I don't see how
this could be a problem. Very low skills make this even more so, because
3-4 is always a hit, modifiers not withstanding.

Besides, your model is not realistic. It IS easier to just swing (or
shoot etc.) at someone then to aim for anything, even torso. If you
connect, you connect _somewhere_, intended or not, good or not.

--------
maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters


Newsgroups: rec.games.frp.misc
From: shiell@isaac.its.rpi.edu (Larry Shields)
Subject: Re: LARP: close combat
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Tue, 29 Sep 1992 11:01:29 GMT

In article <1992Sep23.210956.6268@msdhsv.ingr.com> foxx@foxxjac.b17a.ingr.com writes:
>I have a question about live-action role-play games in general.  
>What methods/mechanics/means-of-resolution have you experienced 
>which were good for characters to resolve close combat?  I mean 
>extremely close conflict like a fist-fight in a bar or knife 
>fight in an alley.  These are situations where acting out normal 
>combat even with padded/fake weapons could still cause injury.

    Well, this is a tough one.  There really is no way to _safely_ do 
real close in fighting... (Knife style, fisticuffs of various sorts, etc.)
The IFGS outright disallows it for that reason.  With systems that don't 
actually use 'real combat' though, there are ways to reflect these skills.
In the 'Con-Quest' rules system we put together for our local Con, skills
were given to players on a rating of 1-10.  We gave each player a small 
stack of playing cards to carry with them, as the means to make 'ability 
checks'.  Whenever a player wished to use a special skill on someone they 
would walk up to the person and say 'draw a card'.  If they made their 
check they would tell the person the result.  If they failed and there was
no visible effect for a failure, they could just walk away.  Otherwise they
had to say what happened.  Combat worked by making a skill check against
your weapon skill, and comparing numbers with the other persons skill.  
The Playing Card idea works fairly well, and provides a decent random number
system...by having the other person draw the card from your deck, even if 
you arranged the cards in a specific order, it really won't matter since 
they can pick any card they want.


>One post mentioned a simplified rock/paper/scissors variation to 
>resolve what happened when a character in a bar was surrounded by
>a number of others.  How did this work?

   We also experimented with this, and it does work as an easy combat 
system.  In a game where combat is going to be more common, sometimes its 
a bit _too_ simplistic.


-- 
==========================================================================
    "I cannot kill the one I love!"      # Larry Shields ------- Blackwolf
    "Then kill the one you're with!"     # '70 Torino GT ----- '87 GSXR750 
     -Crow, MST3000, Fugitive Alien      # ------- shiell@rpi.edu --------
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Vampire
Originator: jmkaraka@c00083-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Sat, 3 Oct 1992 22:58:21 GMT


	[tons and tons of stuff deleted]

    I play, and have played Vampire since its release, and I really enjoy it,
but it does have flaws.

    a) some of the worst technical editing I've seen this decade
        see pg. XX, poor organization, bad proofing, etc.
    b) too many 'gray' areas in the rules
        does celerity work for spell actions?, what happens to 'extra'
        damage when a vamp is wounded all the way down, etc, etc
    c) a 'widget' system of powers
        almost every new discipline, power, psionic, faith powers and spells 
        (see Hunters and Hunted, Werewolf, Player's Guide...) has a new rule
        mechanic.  The 'system' seems to fracturing as bad as the 'basic
        role-playing system' that Chaosium claimed to be sticking to years ago.
    d) a loosely thought out magic system
        (see points c & b)  this one is really sad, since these are the
        people who put out Ars Magica!
    e) (minor point) a difficulty scale that tops out at 10, very poor
        design that

    Now where Vampire excells is creating a mood within which to play (BTW
that's one of my major complaints about Werewolf.  PC to a fault and proud
of it!).  I have several games that I love for the setting, but I don't use
the rules (anything by Tri-Tac, Shadowrun I or II, Star Trek, and others), but
Vampire rules work GOOD ENOUGH so I make the necessary fixes and keep going.
    The system runs, with a couple of jerks and grinding gears, but it runs.
I've had enormous fun playing it.  My character is probably one of the most
detailed I've ever developed and she has grown in ways I couldn't have planned.
THAT'S what Vampire is good for.  Now it was extremely unprofessional of the
publishers/designers to let the flaws mentioned be published, but I suppose
they will eventually get better.

	-john 'Caitiffs unite!  Throw off your oppressors!' karakash-
From: hillgrov@feserve.cc.purdue.edu (Martin Hillgrove)
Newsgroups: rec.games.frp.misc
Subject: Speed of GURPS Combat
Date: 2 Oct 92 21:30:21 GMT
Organization: Purdue University

One alternate method for increasing speed of combat is the contest of skills.
The attacker compares his weapon skill to his 3d6 roll.  The defender would then
roll his defense, and compare results.  The better result would succeed.  If the  
attacker succeeded by 4, and the defender succeeded by 3, the attack landed.  

Just adding my 2 [coinage type] worth,
The Alien
Newsgroups: rec.games.frp.misc
Subject: Re: Torg: Thoughts about settings.
From: <LUCKE@NDSUVM1.BITNET>
Date: Monday, 5 Oct 1992 10:08:24 CDT
Organization: North Dakota Higher Education Computer Network

In article <1apj3eINNa48@gazette.bcm.tmc.edu>, albert@chain.ssctr.bcm.tmc.edu
(Rick Jones) says:
>
>        Well, as I live in Houston, there's a zillion things that I could
>do there in my campaign, but as half the party is wanted for questioning
>by the Delphi Council, there's not much of a shot for them going to HOuston.
>        It was amusing to find out that the FBI headquarters was moved from
>it's real location to a nice block of houses and antique stores near Rice
>Uni.

   You know, you Torg GMs that find yourself living in large enough cities to
actually be the focus of something Torg should count yourselves lucky.  Living
in North Dakota as I do, and in a small town (large for ND, but definitely
small), I don't get an opportunity to put my working knowledge of local
geography to use.  The closest the possibility wars have come to me is
some Living Land stelae placed in Minnesota, not far from my hometown. My home
town has probably been demolished by raging reality storms on the Living Land
front.  Doesn't make it very easy to use the local color, since most of the
local color is probably dead.

+----------------------+-----------------------------------------------+
| Kyle A. Lucke        | "The 7.62 minigun does _how_ much damage??"   |
| lucke@vm1.nodak.edu  |          --anonymous Thunderbolt agent        |
+----------------------------------------------------------------------+
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: GURPS: Body Location Table Usage
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Mon, 5 Oct 92 21:35:42 GMT

maxxon@swob.nullnet.fi (Mikko Kurki-Suonio) writes:
>
>Then why bother rolling in the first place? Please give me ONE good
>reason to roll for hit location if you don't have to.

By now you have probably seen my second post on this subject, in which
I state there is no good reason for an experienced warrior to do it.

>What about cases where you HAVE to roll randomly, such as long range
>fire? I always thought this meant that you can't aim for a specific body
>part (even torso) at long range, you can only aim at the entire target
>and actual hit location must be determined randomly.

Right.  Also answered in my second post on the subject.

>I think the chance of hitting a not good place (such as already
>crippled arm, offhand etc.) offsets the chance of hitting a good place
>(weapon arm, head etc.)

Then by all means use whatever rule you feel creates the best gaming
atmosphere for you.  Someone merely asked for an official ruling, and
since that question had been officially answered on the SJG BBS before,
I was just passing it on.  No one has to use it, however.  Always
remember the single most important rule in GURPS, on p. B179:

"When *any* rule gives a silly result, follow common sense instead."

>What is the problem here guys? 

None.
-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
From: lward@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun: Credsticks, a minor date error
Date: 28 Sep 92 04:57:48 GMT
Article-I.D.: husc8.lward.717656268

sl7sg@cc.usu.edu writes:

>In article <ward1.717305284@husc8>, ward1@husc8.harvard.edu (Lester Ward) writes:
>> RAM: Random Access Memory.  This chip is effectively an array of holes 
>> which can be filled and unfilled with data.  The data they hold is kept 
>> there until it is changed or removed. In older days (pre-2000) RAM

>Better check your facts chummer, Intel had a press release spring of 1992 over
>their new "Flash Cards" which did that very thing.  I believe the person on

Check my dates?  Last I heard, 1970 is officially "pre-2000". ;)

>	Perhaps somebody else saw the press release ?

I sure didn't.  Where was it printed?  I'd like to see a copy, thanks for the
tip.  Sounds cool.

>		Condescendingly:
>			Shade Pendragon

Non-condesedningly,
Wordman
From: dfn@ccwf.cc.utexas.edu (David Nalle)
Newsgroups: rec.games.frp.misc
Subject: Re: Novels from campaigns.
Date: 28 Sep 92 15:38:22 GMT
Article-I.D.: ut-emx.80631
Organization: The University of Texas at Austin, Austin TX

If you have enough imagination to WRITE a decent novel, you ought to have enough
imagination to design your own, original RPG world.

I would NEVER buy a novel set in the Forgotten Realms world, be it published
by TSR or by someone else.  I'm instantly suspicious of an author who hasn't
got enough imagination to think up his own setting.

Regardless of copyright restrictions, if you're playing in a published world
and plan to write a novel based on it, why not just do a little work, change
the names and redo the maps, and see if you can branch off into something
more imaginative and more interesting.

The written work will benefit, it will be more marketable, and your players
will probably enjoy it more.

------

As a wacky side note...

When you write a novel based on a RPG you run, under the current interpretations
of copyright law, it's POSSIBLE that you can't use the names or personalities
or actions of the player characters without a release from the players because
their characters MIGHT be considered their protected intellectual property.

Dave
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.frp.misc
Subject: Re: Cyber Hero Review
Date: 27 Sep 92 23:21:57 GMT
Distribution: na
Organization: California State University, Chico

John M. Scheibeler writes:
>I created a very simple system for cyberspace using the mental combat rules.

That's pretty much what I have in mind if/when I run a Cyber game in
Hero system.  Basically, computer networks corrospond to Mind Links,
Ego powers work against the computer's INT, and you can allow for 
the cumulative advantage for some really slow or really impressive
hacking jobs or viruses.

It seems to work well, IMPO.  I'm interested in what you've done, uplink.
I think it works so much better than what exists, though I've only seen
a beta copy of CyberHero.

-- 
Signs of crime: screaming or cries for help.
		-- from the Brown Security Crime Prevention Pamphlet
Newsgroups: rec.games.frp.misc