HDTenEightyP/NetNews huggingface dataset:
From: bcash@crchh410.BNR.CA (Brian Cash)
Subject: Re: Role Master Physics question
Reply-To: bcash@crchh410.BNR.CA (Brian Cash)
Organization: Bell-Northern Research Ltd.
Date: Sat, 07 Nov 1992 00:24:41 GMT

In article <BxBBuz.5K9@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu
(RedSwordTarga) writes:
|>jtaylor@seq.uncwil.edu (J.T.) writes:
|>
|>>The debate came over a metal object in flight.  If a metal object
|>>(3lbs. we'll say) in flight were hit with this medallion, what would
|>>happen?....the players where hoping it would continue on its way,
|>>but weigh 300lbs.  I said it would drop in a near vertical line.
|>
|>It causes a 100% increase in metal weight, or a 100X increase in
|>metal weight. There is a huge difference there. A 100% increase
|>in weight means that it has as much weight added as it's original
|>weight. 100X you have already figured out.
|>
|>>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.
|>>Therefore since the human cant re-throw the object, the added wait
|>>should change the objects flight, taking away from its velocity
|>>and shortening its arc.  The more the object ways, the more the
|>>arc is cut, until finally the object weighs so much that it is
|>>and almost vertical line...
|>
|>What is really happening is you are changing the M in the statement
|>F(y) = mg = ma(y). That means that the more something weighs, the
|>faster it accelerates toward the earth. The forward velocity wouldn't
|>change, but the object's downward velocity would increase. The flight
|>time would thus decrease. There's a very simple set of formula's for
|>figuring out something like this in most physics books, and the
|>reason I'm not going to attempt it right now is because it's Friday
|>damn it.
|>
|>Axly
|>
|>**********************************************************************
***********
|>*  Axly               *  "I didn't want to shoot him."                
*
|>* Red Sword Targa     *  "Well..maybe I did want to shoot him, but I
didn't    *
|>*                     *   mean to kill him."                          
**                     *  "OK. Maybe I did mean to kill him ... but he
deserved *
|>*                     *   it. "                                       
*
|>*                     *        -Axly                                  
*
|>**********************************************************************
***********
|> 
                                         
Two bodies of different masses fall to the earth AT THE SAME ACCELERATION!
Basic physics!  In F=ma, the F changes with the m: a is a constant (for 
this situation).  What he was talking about is conservation of momentum:
mv = constant, so increase m means decrease v (forward velocity).
Sign up for physics 101 NOW!

Brian /-|-\
Newsgroups: rec.games.frp.misc
From: stv@unislc.uucp (Steve Spencer)
Subject: REQUEST: otherworld
X-Newsreader: TIN [version 1.1 PL6]
Organization: Unisys Corporation SLC
Date: Wed, 11 Nov 1992 18:28:41 GMT

Could someone please post the chapters of the otherworld series that
follow 9 (I'm not sure how many there are) to rec.games.frp.archives.
It would be greatly apreciated. 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| It's the sputter of a raindrop. It's the sunlight on my face |
| My mind's eye into other realms. It's my paradise escape.    |
| Steve Spencer	SLC, Utah 	stv@unislc.slc.unisys.com      |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire II
Date: 11 Nov 92 04:07:00 GMT
Article-I.D.: ncsu.1992Nov11.040700.4841
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Originator: jmkaraka@c00061-100lez.eos.ncsu.edu


	Ooopss! (severe blush)  I did fub up on my previous post on V II,
as some have very politely pointed out.  (I expected more vitrol, but hey
we're all adults here, or can fake it :)

	You can read the previous posts correcting me on this subject, but
that wasn't mentioned was the downplaying of Celerity.  You spend one blood
pt PER round to activate the entire amount.  So if you have celerity 4 and
you spend a point, you get five actions that single round.  Also Celerity
no longer adds to Dexterity!  (Watch as munchinkins and interested others
scurry to their character sheets!)

	One topic that wasn't addressed (by WW) was if you could use
Celerity actions to cast more than one spell in a round.  IMHO and as a
house rule, I don't allow the casting of more than one spell per round,
and reserve Celerity for purely Physical actions.

-john 'who bought one, and not just flipping through it in the store' karakash-
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Newsgroups: rec.games.frp.misc
Subject: Re: GENCON '93 In Fort Worth??????????
Date: 12 Nov 92 16:29:55 GMT
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.

kuvamp@kuhub.cc.ukans.edu writes:
>
> Can someone confirm or deny the rumor I've heard that GENCON '93 is being held
>in Fort Worth, Texas?  I've heard it in a number of places, but the TSR mailer
>i got on it said Milwaukee, as usual.  So whassup?

Loyd made a mistake.  Give him a break; he's only human (believe it or
not).

GenCon is, as usual, in Milwaukee.  Origins '93 is in Dallas/Fort Worth.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.frp.misc
From: dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC)
Subject: Re: META: Swords, etc
Organization: University of Massachusetts, Amherst
Date: Fri, 6 Nov 1992 01:44:19 GMT


   Higgins Armoury has a nice claymore over by the lucern hammer.  They're
both down on the end with the mounted knight.

Dunkelzahn
From: pmenard@cse.unl.edu (Patrick Menard)
Newsgroups: rec.games.frp.misc
Subject: Re: SR2ed, some questions about tech
Date: 12 Nov 1992 01:57:55 GMT
Organization: University of Nebraska--Lincoln	
Distribution: world
NNTP-Posting-Host: cse.unl.edu

hennessy@acsu.buffalo.edu (DOG BASEBALL!!!) writes:


>	a pal o' mine had his spurs done in dikote, quite trick, quite trick
>indeedy.  wholeheartedly suggested.

Dikote(tm) is nice, but is hard to apply.  For things like spurs they need to
isolate them so the wearers hands don't get fried by the plasma.  Removal of the
spurs prior to coating is suggested, or protective gloves can cover everything
but the spurs.  also, if the spurs are retractable, the coat will wear off
sooner. probably need to get a recoat every month or so.(typical use (we are
talking mostly about Sam's having these :)) or longer if not used as much.

Shadow
From: mfterman@dae.Princeton.EDU (Mutant for Hire)
Newsgroups: rec.games.frp.misc
Subject: Re: List of Superohero RPGs
Date: 7 Nov 92 03:50:40 GMT
Reply-To: mfterman@phoenix.princeton.edu (Mutant for Hire)
Organization: Mutant for Hire, Inc.

In article <1689711C89.MHART00@RICEVM1.RICE.EDU>, mason writes:
>So can anyone give a quick review of the best systems?  I've
>played both "Champions" and "Villains and Vigilantes", but I'm
>not happy with either system.  Are any of the others better?

Well, in the opinion of a lot of people, Champions _is_ the best
system around. There really isn't a strong #2 favorite, though
Marvel Superheroes has a devoted following here and there. The
main question is, what didn't you like about Champions? If its
complexity, Marvel Superheroes is easier, though it forces a
style of gaming due to the rules.

-- 
    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"
Newsgroups: rec.games.frp.misc
From: Elizabeth.Mccoy@launchpad.unc.edu (Elizabeth Mccoy)
Subject: GURPS: PBEM: Bunnies & Burrows: Closed
Organization: University of North Carolina Extended Bulletin Board Service
Date: Thu, 12 Nov 1992 00:46:56 GMT


I got enough players, and the game is now semi-officially closed. (If
you have a real good character already, Maybe.)  I will still be happy
to add "observers" if anyone wishes to be one.

--E_McCoy@unhh.unh.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:  laUNChpad.unc.edu or 152.2.22.80
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Adventurers? (was Re: Carrying weapons..(was Re: META: Swords..))
Date: 11 Nov 92 18:54:22 GMT
Organization: Newt World Order

In article <1992Nov11.014705.60673@cc.usu.edu>, sl9b4@cc.usu.edu (Deep Six) writes:
> In article <1dpv4gINN5va@escargot.xx.rmit.OZ.AU>, (Matt=Goodall) writes:
>> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>>>attack at any time. An Adventurer who was walking around completely
>       			^^^^^^^^^^
>> 	The useage of the word "adventurer" is beginning to annoy me. 
>> Try the words "hero",
>> "explorer", "mercenary", "trouble shooter" etc etc instead after all very
>> few of your characters are actually professional "adventurers".
> 
> This is a good point. I think this has bothered me since the first game I
> ever played. Where the hell did this concept of adventurers come from?

It came from one of the REH Conan stories. I forget the name, but it
said that in this particular state, I think it was Aquilonia before
Conan became king of it, there was a social class of Adventurers who
were basically ultra-competent mercenaries that would work for the
highest bidder, and could do all sorts of espionage and dangerous work.
An unarmored Conan had a very tough battle with one who was dressed in
scale mail and only defeated him by luck.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
From: cgautier@zeus.calpoly.edu (Kit "Psycho" Gautier)
Newsgroups: rec.games.frp.misc
Subject: SH questions & stuff
Date: 9 Nov 92 22:54:22 GMT
Organization: California Polytechnic State University, San Luis Obispo


Couple of quick questions concerning Champions:

1)  Absorption:  This and a couple of other powers say that you can increase
    their maximum.  How would increasing the max help?  For example, a
    player buys 4d6 Absorption and pays points to increase the max to 30.
    If the highest number you can roll on 4d6 is 24, how does the 30 help??

2)  Power frameworks:  I have a player who wants to buy an EB in one
    slot of an EC framework, and then have something like +3d6 EB, Explosion
    (to be based on the first EB) in another slot.  They wouldn't be linked,
    because they wouldn't first EB doesn't depend on the second, although
    the second depends on the first, obviously.  I give a -1/2 limitation
    on the second for "based on first EB".  Should he buy both as one slot,
    like as if they were linked, or should they be in different slots??

Also, I wanted to start a thread :)  Please name the 3-5 best and worst
names you or other people have given for superheroes/villians in any
Superhero-type game (and a brief description if possible).

Best
----
1)  Workout:  Absorbs kinetic damage and transfers it to physical
    characteristics.  (kinda like Sebastian Shaw)
2)  Airstrike:  Air and wind control powers.
3)  Slamdance:  A punk brick (gotta love him).
4)  Ambush:  Invisiblity, wall-crawling, Martial Arts.
5)  Shutdown:  Drains powers and characteristics.

Worst
-----
1)  Super-sponge:  Absorption
2)  Psyche-out:  Mental powers
3)  Gigantica:  Growth (female character)
4)  Falling Rock:  Earth powers
and last
5)  Maelstrom:  Not a bad name, but I have a friend who chose this name for
    _every_ _single_ character he had, regardless of the characters powers.
    I finally told him he couldn't use the name because there were already
    characters in Marvel and Champs (the systems we play) named that.

Keep the thread going!!!   :) :) :)

Hasta,

  -- The Kitster

--------------------------------------------------------------------------
                                  |
cgautier@zeus.calpoly.edu         | "I will become the fuhrer one day..." 
Kit "I Am Not A Psycho!!" Gautier |          -- Dead Kennedys 
				  |
-------------------------------------------------------------------------- 
Newsgroups: rec.games.frp.misc
From: tgt33358@uxa.cso.uiuc.edu (Thanatos)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Organization: University of Illinois at Urbana
Date: Fri, 13 Nov 1992 08:46:15 GMT

In article <1992Nov12.213336.2036@oz.plymouth.edu> sos@oz.plymouth.edu (Steffan O'Sullivan) writes:
>
>I'm bummed because I was just going to propose to SJG that they try to
>do the exact same thing with Marquee Press's _Lost Souls_ game, which
>is ten times better than anything White Wolf makes!  Now SJG won't need
>it, though - since WW is coming out, eventually, with Ghosts.  Damn!  I
>so wanted to do that conversion!
>
Well, you seem to be a relatively astute person, so do a little practice 
what you preach, and don't slam a book that hasn't even come out!  The two 
games that have come out are absolutely brilliant and absolutely original.
I'm _so_ sure that Marquee's decision to make this game were not motivated by
a) the success of Vampire, and the prospect of a _Ghost_ game and b) the 
popularity of _Ghost (the Movie)._  Tell me, is there a Cry at Will skill in
Lost Souls, to emulate Demi Moore?
	Remember, however, most importantly, that if this epic event did 
not happen, your conversion would NEVER have happened...count your blessings,
and wait for the rewards. 

-- 
I don't mind being the smartest	    / Thanatos, DeathUrge, Master of Unknown
man in the world...I just wish it   \ Time and Space tgt33358@uxa.cso.uiuc.edu 
wasn't this one...	       	    / It's a Zen thing... 
	-Ozymandias 		    \	 you wouldn't understand...  
Newsgroups: rec.games.frp.misc
From: pmenard@cse.unl.edu (Patrick Menard)
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun query
Date: 6 Nov 1992 19:29:11 GMT
Organization: University of Nebraska--Lincoln	
Distribution: world
NNTP-Posting-Host: cse.unl.edu

rcashman@cs.ulowell.edu (The Jester) writes:

>In article <lward.720990569@husc8> lward@husc8.harvard.edu (Lester Ward) writes:
>>I dunno, I guess I disagree with your ruling because it leaves a bad taste
>>in my mouth.  Spell defence is useless enough in SRII anyway, it might
>>as well be automatic.  Or maybe a half strength or something.


>The rules are very specific: you allocate dice for spell defense at no action
>cost ON YOUR ACTION.  The pools refresh and are reallocated on your next
>action.  You may choose when and if you wish to use dice allocated to spell
>defense for that purpose when hostile magic is cast upon you/your teammates.

a mage could keep allocating dice for spell defense until the need arises to
use them for something else.  Then, on their next action they could use the
pool again. (this is similar to keeping a gun ready when you know trouble is
near)  a mage probably would not be able to do this too long, as it does take
SOME concentration, so every hour they would have to make a check for fatigue.
resisting a (#dice in pool)+1(for every hour) L stun attack.(just willpower)

or, if you just wanted to make things simple, when in a combat type situation
where everyone is on edge, they can keep it up(including just sneaking aroung
some joint)  and just give them stun wounds if they try and keep it up all the
time.

Shadow
From: snewton@oac.hsc.uth.tmc.edu (Steven E. Newton)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS Martial Arts (was Re: GURPS Armor)
Date: 12 Nov 1992 19:12:24 GMT
Organization: UT Health Science Center Houston

In article <1992Nov10.171500.2486@news.columbia.edu> jhk6@cunixb.cc.columbia.edu (John H Kim) writes:
>
>	Alright, let's try to condense and clarify here. 
>
>guest@chopin.Physics.McGill.CA (Dr. Kromm) writes:
>>
>>Huh? No. Grapples and Arm Locks are Close-Combat only maneuvers. An  
>>All-out Attack is *not allowed* in Close-Combat. How could the maneuver  
>>above be carried out at all? Have you read the rules lately?
>
>	The rules are unclear on this point, at least to me. None of the 
>martial maneuvers are distinguished between close combat and normal. Jump 
>Kicks have a reach of 2 specified, for example, but the reach of the other 
>kicks is never specified. 

From experience (see my previous post) I would argue that for an
experienced martial artist, any maneuver where the attacker does not
change facing and maintains at least one foot on the ground could be
done in close combat and normal reach.  The example I gave in my
previous post of a master applying a side kick to the head of an
opponent while the two were standing grappling each other demonstrates
this point.

On the other hand, a Jump Kick, as mentioned above, requires
considerable room, and the Roundhouse kick probably could not be used in
close combat.  There are probably a handful of others that don't spring
to mind, but in general the close and normal range distinctions would
not matter.

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: kessler@ohstpy.mps.ohio-state.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Dr. Who by FASA
Date: 12 Nov 92 18:10:21 GMT
Article-I.D.: ohstpy.14646.2b0257bd

In article <0f0S0ie00WA186SWYJ@andrew.cmu.edu>, Robert Everett Brunskill <rb6t+@andrew.cmu.edu> writes:
> Has anyone out there got advice or oppinions on running a Dr. Who
> campaign?  I've had the game for a while, but recently found sourcebooks
> at my local store for $2-3, so I'm thinking of running a couple
> adventures.  Anyone out there have self-made adventures, ideas,
> suggestions, or anything else?  I haven't really looked at the rules
> much, but the adventure I read looked impressive, like the game is more
> geared toward role-playing.  I'm also curious about lethality in the
> game - I don't know the full rules yet so I don't know how damage quite
> works.  Is the game generally lethal?  If it isn't I'll probably make it
> more so to discourage combat.


	It's been a few years since I've played, but my experiences have seemed
to point towards game combat being very lethal.  I regenerated in my first
adventure after taking one hit from a energy weapon (blocking the shot from one
of my companions).  Table A damage is nasty!



						-Jack
From: daniels@ih-nxt07.cso.uiuc.edu (Daniel Ray Sawyer)
Newsgroups: rec.games.frp.misc
Subject: Middle Earth Role playing?
Date: 5 Nov 92 17:30:20 GMT
Article-I.D.: news.Bx97AM.AC2
Distribution: usa
Organization: University of Illinois at Urbana

Hi y'all!

Long time ago, I played a bit of MERP (Middle Earth Role Playing) with my  
cousin.  I saw the stuff in a store and was thinking about buying it, but  
I have forgotten what it's like.  I'd like some comments about how the  
system "feels" combat and spell wise.

I love the setting, etc. so I don't need any help there...

Thanks in advance, and sorry if this isn't the best newsgroup for this...

Daniel at University of Illinois.
Newsgroups: rec.games.frp.misc
From: dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC)
Subject: Re: META: Swords, etc
Organization: University of Massachusetts, Amherst
Date: Mon, 9 Nov 1992 17:19:43 GMT

In article <1992Nov9.022805.24328@trl.oz.au> s.mathers@trl.oz.au writes:
>|> strength we are talking about is akin to...a weightlifter.  It's alot like
>|> longbowmen.  Longbowmen were trained from childhood to draw a bow which has
>|> a pull in excess of 100lbs. several hundred times in one day.  This is STRONG!
>
>Claymore weilders must have taken up a relatively small proportion of a
>scotts army then, becuase you cant afford to have a large proportion of
>your male population spending all their time loafing around playing with
>swords.  Any fool can use a long pointy stick and a shield.

   Did I ever say that lots of them did?  I merely said that they did, not how
many did.

Dunkelzahn

Newsgroups: rec.games.frp.misc
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: Vampire/Werewolf... What next?
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Tue, 10 Nov 1992 22:06:18 GMT

tgt33358@uxa.cso.uiuc.edu (Thanatos) writes:
>	As it is, the Storyteller system will be getting quite convoluted
>indeed in expressing the Gothic Punk Universe.  Each game is an expression 
>of one aspect of the world.  The first (V:TM) is about control.  The second
>(W:TA) is about salvation.  Magus promises to be a HELLUVA game, trying to 
>incorporate the modern Order of Hermes, with Shamans, Wiccans, crystal 
>sniffers, and anyone else who wields the mighty mana field around earth.  
>Psychics, I think, is one more unnecessary snarl. 

	I'd agree here. The 'Gothic-punk' world is able to accept Mad 
Scientists, IMO - after all, what could be more Gothic than 'Frankenstein'? 
However, most 'psychic' phenomena are a far more modern invention, and do 
not fit in well (again, IMO) with Vampires, Werewolves, Ghosts, and Faeries. 

	I certainly have no objections whatsoever to some more mystical sides 
of the psychics: astral projections, kirlian auras, meditation, and even 
seances and necromancy. If these are not covered in Magus, there should be 
a supplement. 
	However, Telekinesis, Levitation, and other modern or fictional 
accounts of 'psionics' should be avoided, IMO. 

>
>The way the supllements work is that they're branches off the given theme 
>of each game.  
>
>Vampire:  The Masquerade
>	Mummy
>	Sabbat

	Question: What supplement covers the dealings of the Sabbat? I am 
working out alot for my own game, and am wondering how it compares with 
the 'official' view. 

>
>Mage:  the Untitled
>	?? Mad Scientists ??

	What do people think mad scientists should be like? Obviously it 
will be hard to maintain many of the 'Gothic' views of this type and still 
match with modern scientists. Perhaps they should venture into the realm 
of biotechnology? 

-----------------------------------------------------------------------------
John Kim                    | "You don't need a weatherman to know which way
jhk6@cunixb.cc.columbia.edu | the wind blows."
Columbia University         |                             - Bob Dylan
Newsgroups: rec.games.frp.misc