HDTenEightyP/NetNews huggingface dataset:
From: wes@echo.canberra.edu.au (Wes Nicholson)
Subject: Re: T$R, Inc.
Organization: Info Sci & Eng, University of Canberra, AUSTRALIA
Date: 31 Aug 92 03:39:44 GMT

In <1992Aug30.063607.862@generic.uucp> psavoie@terranet.cts.com (Pierre Savoie) writes:

>    Lorraine Williams, the president of TSR, has steered it far away from its
>fun roots.  Game design work is by anonymous committee, whereas before in the
>old days you knew you could credit (or blame) Gary Gygax for something.
	Ho, hum. There goes Pierre on his little soap box again. Sure,
TSR is now using groups rather than individuals to write stuff, but
they're hardly anonymous. Just look inside the covers and all the names
are there to be read by anyone who can read plain English. IMHO, the
move away from individual authors has improved the quality of the
product, at least in most cases (The Avatar modules being a notable
exception).


>    How mercenary is TSR in its holy quest to sap us of more money?...

	The reader is referred to Lee Valentine's post on TSR bashing. 
> 
>    ...say hello to AD&D, 3rd edition, coming in 1994.  Or so the rumour goes
>from GEN CON.

	What? I spent a week at TSR before Gencon, and never heard boo
about this. The most interesting thing I saw/heard were two letters
about whether or not gay gamers should be encoureaged/tolerated. It's
amazing how bigotted gamers on both sides of that argument can be.
	As to a third Ed, it wasn't on the release list for 1993 or
1994, and 1995 hasn't been done yet. Well, it hadn't at Gencon. 

	Wes

wes@echo.canberra.edu.au	|	Opinions mine
Wes Nicholson			|	typos two!
From: alvalent@husc9.harvard.edu (Alvin Valentine)
Newsgroups: rec.games.frp
Subject: Re: TSR Staff (was Dangerous Journeys)
Date: 30 Aug 92 12:49:42 GMT
Organization: Harvard University Science Center


3 POINTS GENTS.  NO REAL FLAMES HERE, BUT PLEASE BE NICE ABOUT THIS IN RE-
TURN.  FIRST OFF.  I HAVE BEEN VERY INTERESTED TO HEAR OPINIONS ON
DANGEROUS JOURNEYS AS IT LOOKS TO BE ONE OF THE BEST THOUGHT OUT RPGS ON
THE MARKET IN QUITE SOME TIME (THOUGH ADMITTEDLY I ONLY GLANCED AT IT),
AND THUS I'D LIKE TO SEE SOME POSTS.  UNFORTUNATELY, NO ONE IS POSTING TO
THE SUBJECT, FOR THE TITLE "DANGEROUS JOURNEYS" HAS TURNED INTO A PRIVATE
E. GARY GYGAX FLAME WAR.  CAN WE A) MOVE THE FLAME WAR TO EMAIL OR B) LET
THE FLAME WAR CONTINUE UNDER THE HEADING E. GARY GYGAX.  I MAY BE A FOOL,
BUT I'D REALLY LIKE TO HEAR ABOUT THE GAME, BUT WITH THE FLAME WAR GOING
ON IT'S LIKE TRYING TO STALK A DEER WITH A THRESHING MACHINE FOLLOWING YOU
AROUND.  THE FLAMES ARE CHASING THE PREY AWAY.

2.  MY ONLY INPUT ON GYGAX.  NEVER MET HIM.  HAD A FRIEND THAT DID.  SAID THE
GUY WAS A LITTLE FLAKY, BUT REALLY NICE.  HELPED HIM FOR QUITE AWHILE WITH
THRASHING OUT A REALLY KICKBUTT CAMPAIGN WORLD.  I THINK THAT CERTAIN PERCEPTIONS
THAT GYGAX IS A LOSER MAY HAVE BEEN FROM MEETING HIM ON A
BAD DAY OR ELSE EXPECTING THE MAN TO BE  A SAINT.
REGARDLESS, THIS IS JUST MY INPUT AND IT VALUES ABOUT NOTHING IN THE GAME OF 
LIFE AND I CARE NOT TO ENTER THIS LONG-TERM FLAME WAR BUSINESS.

3.  AS TO THE OTHER TSR PERSONNEL ;  SOME ARE JERKS.  I HAVE FOUND SOME OF
THEM TO BE DOWNRIGHT IRRITATING.  MOST, HOWEVER, ARE REALLY REALLY NICE PEOPLE.
BRUCE NESMITH, CREATOR OF THE RAVENLOFT CAMPAIGN SET GAVE ME A JINGLE ON HIS
OWN TIME TO TALK TO ME ABOUT RAVENLOFT (I RUN THE RAVENLOFT MAILING LIST WITH
A COUPLE OF FRIENDS).  SWEET GUY.  EXTREMELY CORDIAL.  SO SOFT-SPOKEN I COULD
NOT IMAGINE THIS GUYS SPENDING HIS WEEKEND TERRORIZING PLAYERS IN A GOTHIC
HORROR SETTING.  IN SHORT, SOME PEOPLE HAVE A SEVERE TSR BIAS.  GLITTERING
GENREALIZATIONS ARE THROWN AROUND AS IF THEY WERE THE ONE AND ONLY WORD FROM
ON HIGH.  I HAVE FOUND TSR TO BE FAR MORE HELPFUL AND FAR LESS BIASED THAN
OTHER GAMING COMPANIES I'VE HAD TO DO BUSINESS WITH.  I'VE HAD MY PROBLEMS
WITH THEM, BUT IN GENERAL, I'VE FOUND THEM TO BE REALLY COOL CAMPERS.

"NUFF SAID.  IGNORE THE REST OF MY POST, BUT PLEASE AT LEAST CHANGE THE TITLE 
of the flame war so we can talk about Dangerous journeys.
Thanks for your time. 

 
Later,
 
Lee Valentine
Newsgroups: rec.games.frp,rec.games.rpg,rec.games.frp.misc
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp
Subject: Re: WANTED: 1st Edition Paranoia (and discussion)
Date: 30 Aug 92 11:25:57 GMT
Organization: The PowerDrome BBS [(716)825-3614 CNet]
X-BBS-Software: EXCELSIOR! v0.95f

Ton-y-Lin,
 
   Why the heck are you going to get zapped for asking the differance (sp? I 
GOTTA look that one up in my Dan Quayle Diktionary) between the two?  Is has 
been a long time since I even looked at PAranoia much less played it and I 
sold my Second Edition because I was not happy with it but I can comment on 
the skill system.
 
    In the first edition the skills were arranged in 'trees', that is 
decending from prerequisite skills.  For example:  A root skill might be Fire 
Laser Weapon.  Decending from this would be Fire Laser Pistol and Fire Laser 
Rifle.  Since they two wepaons types are an subset ofthe main skill, the 
character would have the same number of points in the subskills as the main 
skill without adding extra points to start with and could later add points to 
the subskills as desired.  The reason I liked the skill tree rather than the 
usual approach taken of "here is a list of skills. buy what you want' was that 
the tree was also tied in with the service group that players were part of.  
The tree system was a little more confusing at first but I always thought it 
was more realistic that the 'choose one from column A and two from column B' 
method most games employ.
 
Skeksis
Newsgroups: rec.games.frp
From: vernon@iadpsa.safe.ia.gov ( Mark Vernon - DSB )
Subject: Re: Dangerous Journeys
Organization: Iowa Department of Public Safety
Date: Mon, 31 Aug 1992 13:41:31 GMT

In article <BtK8nx.IMu@acsu.buffalo.edu> v124jw4y@ubvmsd.cc.buffalo.edu (Benjamin R Pierce) writes:
>In article <1992Aug25.160320.24898@iadpsa.safe.ia.gov>, vernon@iadpsa.safe.ia.gov (	Mark Vernon - DSB	) writes...
>
>
>> Maybe but it's still true. EGG is a self-important twit.
>
>
>
>Yeah, but at least he was OUR self-important twit.  The current president of TSR
>isn't even a gamer; she was brought in to turn a profit, hence TSR's current
>increasingly (IMHO) mercenary attitude.  Granted, the company's never been the
>most easygoing group businesswise, but they play _extremely_ hard ball these
>days.  In addition, they seem to have chosen to cater to new gamers (most new
>TSR products seem, again IMHO, to be written for someone around twelve.) 
>Businesswise, this is a sound move; a lot of older gamers move on to other 
>pastimes (like work :), so it makes sense to cater to younger gamers, but it
>still irks me that they seem to have abandoned the older generations of gamers 
>almost entirely.
>
>
>                                                        --Ben
 Oh I agree, T$R's latest money making binge is a little disgusting, but they 
 are in this for the money. If your upset by the mercenary tactics just do 
 what I do - I buy the rules and nothing else, i can come up with just as good
 if not better adventures than some of the hacks at T$R
                              -- Mark 

Newsgroups: rec.games.frp
From: dv52151@uxa.cso.uiuc.edu (Axly)
Subject: Re: SR: Fantasy
Organization: University of Illinois at Urbana
Date: Fri, 28 Aug 1992 15:57:19 GMT
Keywords: SR, SRun, ShadowRun, Shadow Run

markl@dvorak.amd.com (Mark Luedtke) writes:


>I am considering running a fantasy campaign using SR rules.  I intend to
>allow people to have abilities that can be supplied by using tech (i.e.
>fast reflexes and low-light vision).  Naturally, the tech itself doesn't
>exist, so guns and computers are out.  Has anyone tried this?  Should I
>watch out for anything?


Well, first off I'd say that the weakest part of SR combat is the melee
system. Trying to run a melee combat oriented game with that system would
be IMO a real pain. 
Mages will wind up ruling this game simply because they are going to be
the only ones able to have substantial long range abilities.

If you want to play fantasy, try Ars Magica. It's a really great fantasy
system.

Axly

Newsgroups: rec.games.frp
From: lib1p@rosie.uh.edu (Tammy Stark Blandino)
Subject: Re: D&D spell system
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Wed, 26 Aug 1992 23:30:00 GMT

>Is there a "homebrew" system of which
>anyone is aware if TSR didn't have a spell point system.
>Any replies appreciated.
>Wayne@bilbo.bio.purdue.edu

In the game system that we are working on we use a point system
that can be used for D&D (any version).

Every spellcaster gets Mana points.  A characters mana points
are derived as follows (for D&D any version):

Mages:
{[(Int x 2) + Con]/5} x level = mana

Clerics:
replace intelligence with wisdom

Spell costs are as follows:
Level	Mana
================
1		2
2		4
3		6
4		8
5		10
6		12
7		15
8		20
9		25

Mana recovery is once every 24 hours (for mechanics purposes
we select everything at full at midnight).  You can speed
up mana recovery with potions ($$$$$$$$$$$$$$):-)

Newsgroups: rec.games.frp
From: bengalt@penny.WPI.EDU (Thomas Lee Russell)
Subject: Sci-Fi Suggestions
Organization: Worcester Polytechnic Institute
Date: Sun, 30 Aug 1992 21:45:30 GMT


I'm looking around for a science-fiction RPG and I was wondering if anyone out
there had any recomendations for me.  I have an old copy of Traveler but I see
there is some new stuff out for it.  Is it any good?  What other games play
well?  I'm more interested in space opera than cyberpunk so don't bother about
Shadowrun, Mechwarrior or Star Trek (I know the last 2 aren't cyberpunk but
I've already played both and am looking for something new).  Thanx in advance.

bengalt@wpi.WPI.edu
Xref: sparky rec.games.frp:25036 rec.games.frp.misc:4683
From: jacobus@mentor.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: purdue.student-org.gaming,rec.games.frp,rec.games.frp.misc,purdue.announce,purdue.misc
Subject: As you were, gamers.
Date: 30 Aug 92 00:12:06 GMT
Followup-To: purdue.student-org.gaming
Distribution: in
Organization: Miskatonic University Alumni Association, Pavis Chapter




I don't want to be a disruptive force, especially after the last post, but 
there are other gaming clubs at Purdue than the Fantasy Club.

One of these others is called Purdue Wargamers, which plays historical and
fictional wargames.  I don't now the contact person offhand, but I'm sure
that someone will fill this gap of information.  They meet on Sunday afternoons
and evenings in Stewart Center.


The other two clubs are called Dungeons of Purdue (DoP) and Creative Role-
Play (CRP).  DoP meets on Friday and Saturday nights in Stewart Center.
Currently, there is a Fantasy Hero campaign being currently run on Saturday
nights.  Previous (recent) games have included AD&D, Champions, Traveller,
and others.  Wargamers also has a room on Friday nights which is used for
roleplaying (as well as wargaming).

CRP currently hosts a fantasy campaign which uses a modified GURPS system.
It has also had a Mechwarrior campaign (although nobody knows where the
Mechwarrior players went).


Other campaigns planned for this year include a mystical DC Heroes, 
a post-holocaust (very far post-holocaust) low-tech GURPS campaign with
fantasy elements (but nothing as far as Gamma World by any means), and
an Ars Magica saga.


However, none of these campaigns are official or the "central" campaign of
the clubs.  The gaming clubs exist only to provide a place for gamers to
meet and play.  Feel welcome to bring whatever you want and run whatever you
want.  We can't garuantee players (after all, there are only so many games
a person can play at one time), but we will try to find space for you.


Contact people for DoP and CRP:

Elwood Dunning:  474-4931 (dunning@ecn.purdue.edu)
Kirsten Jacobus:  743-3712 (jacobus@mentor.cc.purdue.edu)


Contact people for _some_ of the specific campaigns:


Fantasy Hero:  Elwood Dunning (see above)
DC Heroes:  Kirsten Jacobus (see above)
Ars Magica:  Robb Beard (aoj@cc.purdue.edu) 497-0179
Fantasy GURPS:  Bryan Maloney (maloney@aclcb.purdue.edu) 743-3732


Note:  Sometimes student organizations cannot get the rooms they were
scheduled for.  This is called "being bumped".  This can happen to any
of the above clubs, so please don't assume that a club does not exist if there
is no room listed for then in that day's Stewart Center schedule.  If
you've an interest, you might want to try to get in contact with the people
mentioned above as well as seeing if they're at Stewart Center.
-- 
*******************************************************************
 "Darn these computers. They're all so naughty and so complicated.
  I could pinch them."
*******************************************************************
Newsgroups: rec.games.frp
From: oroboros@acca.nmsu.edu (The Wyrm Ouroboros)
Subject: Re: SR: Fantasy
Keywords: SR, SRun, ShadowRun, Shadow Run
Organization: The Lord Knights
Date: Sat, 29 Aug 1992 06:15:35 GMT

To be quite frank, I'm not entirely sure what you are proposing.

1. You want to run a fantasy campaign.
2. You want to use the SR rules.
3. You want to have improved attributes, such as what can be improved by
   cyberware -- reflexes, vision, hearing, etc.
4. You do not want to have that tech in it; thus, you are wanting to come up
   with some other means.

My suggestion?  Drop all the 'magic' necessary by 1.  Thus, human mage would
need a 3, metahuman mage or human adept would need a 2, metahuman adept would
need a 1.

There will be more mages and more adepts, but....
Or better yet -- expand the 'adept' part.  Here, I'll make a chart....

Attribute	New Magic	SR Magic
    0		  None		  None
    1		MH Adept	  None
    2		  Adept		MH Adept
    3	        ----MH Magic/H Adept----
    4		---------H Magic--------

For MetaHumans at '1', they become Physical Adepts, but with a magic equal to
1/2 their essence -- 3, at start.  For Humans at '2', it would be the same.

Of course, if you don't have the Grimoire, this is completely useless to you.

-Mario Greymist
-----------------------------------------------------------------------------
"Graffiti is proof that intellectuals sleep with vagrants."
			-anonymous graffiti
-----------------------------------------------------------------------------
From: barnejd@wkuvx1.bitnet
Newsgroups: rec.games.frp
Subject: Wanted:CHAMPIONS Characters
Date: 25 Aug 92 11:00:03 CDT
Organization: Western Kentucky University, Bowling Green, KY

I'm a CHAMPIONS role-player and GM.  Anybody out there got any good
and original characters, scenarios, devices, etc. for it?  I would
be appreciative!
  Thanks!
                                    Drizzt
From: ccoprmd@prism.gatech.EDU (Matthew DeLuca)
Newsgroups: rec.games.frp
Subject: Re: Dwarf Women with bears, Not!
Date: 26 Aug 92 19:02:59 GMT
Organization: The Dorsai Grey Captains

In article <66917@hydra.gatech.EDU> ccoprdj@prism.gatech.EDU (Jorge Diaz) writes:
>In article <l9nbv7INNsp@phad.hsc.usc.edu> esharpe@phad.hsc.usc.edu (Ed Sharpe) writes:

>>Unless you have dwarvish bread catcher traps in your games it does
>>not matter if female dwarves have breads.

>OK, the subject is about female dwarves with bears.

>Now, you're posting about female dwarves with breads, and "bread catcher
>traps".  What are you babbling about?

>Are you referring to bread, bears, or beards?

>What's a bread catcher trap?

Obviously, a bread catcher trap is used by cultured dwarves; it attaches to the
head with a strap and hangs down over the beard, so when the dwarf eats his
(her) bread at the party campfire, he doesn't spend the next day wandering
around with bread crumbs in his beard.
-- 
Matthew DeLuca                      "I'd hire the Dorsai, if I knew their 
Georgia Institute of Technology      P.O. box."
Office of Information Technology                - Zebediah Carter, 
Internet: ccoprmd@prism.gatech.edu              _The Number of the Beast_
From: bast@wuntvor.norman.ok.us (Jana Collins)
Newsgroups: rec.games.frp
Subject: Whee!
Date: Mon, 31 Aug 92 03:16:42 CDT
Distribution: world
Organization: The Eternal Apprentice BBS, Norman, OK

Picked up the new Werewolf - The Apocalypse, White Wolf friday. Very 
impressed with the handling of the subject, a few small problems but the 
are in asthetics. :)  Overall they have given much more personality to th 
Werewolves than I had thought possible, but then again I had seen the 
Wolves pretty one-dimensionally. Of course I guess it's possible to see 
vampires that way too if you aren't into Vampire fiction.  Oh well 
Werewolves pleased my little pagan heart to no end, and showed that you 
you don't have to be dead in webs of intrigue to have a good game.



--
bast@wuntvor.norman.ok.us (Jana Collins)
The Eternal Apprentice BBS, Norman, OK -- +1 405 325 9607
Newsgroups: rec.games.frp
From: joonas@krk.fi (Joonas Kekoni)
Subject: orch players
Organization: Radio Club of Kauniainen (OH2NRG)
Date: Sat, 29 Aug 1992 12:18:26 GMT

 Have anybody played fantasy roleplaying game so, that players
are goblins, trolls orchs and other goblinoid races.?
--
From: aa395@yfn.ysu.edu (Perry Tarantine)
Newsgroups: rec.games.frp
Subject: Re: Halfling Thieves
Date: 26 Aug 92 18:26:36 GMT
Organization: Youngstown State University/Youngstown Free-Net


in regards to kender: no they don't count.... for anything!!!  :-)
-- 
Perry Tarantine  aa395  /*/     ///   /*/ Amiga: Computer for the
SysOp of the RPG Sig   /*/     ///   /*/     Creative Mind.
Type "Go RPG" and     /*/  \\\///   /*/ Your mother was a hamster
Join the Adventure   /*/    \XX/   /*/and your father smelt of elderberries
Xref: sparky rec.games.frp.archives:138 alt.prose:1211
From: dbell@maths.tcd.ie (Derek Bell)
Subject: Re: Dwarf Women with bears, Not!
Organization: Dept. of Maths, Trinity College, Dublin, Ireland.
Date: Fri, 28 Aug 1992 14:27:39 GMT

ltf@ncmicro.lonestar.org (Lance Franklin) writes:
>In article <l9nbv7INNsp@phad.hsc.usc.edu> esharpe@phad.hsc.usc.edu (Ed Sharpe) writes:
>}In article <BtL20p.3sH@mentor.cc.purdue.edu> dart@mentor.cc.purdue.edu (Dartanyan the Witchling) writes:
>}>	As far a racial stereotypes go, heres a question: do female dwarves
>}>have beards?
>}>I know that if you foloow the typical Gygaxian philosophy the answr is yes,
>}>but I don't. 
>}In an early dragon magazine (35?) the final word was given on dwarvish female 
>}breads:  Unless you have dwarvish bread catcher traps in your games it does
>}not matter if female dwarves have breads.
>
>From my studies of ancient texts, I can give you the definitive answer.
>Female dwarves are invariably heterosexual.  So no, Female dwarves do
>not have broads.

		But, like all good dwarves, they have beers!
-- 
Derek Bell {dbell%maths.tcd.ie,belld%{unix1,vax1}.tcd.ie}@cunyvm.cuny.edu 
Newsgroups: rec.games.frp
From: lib1p@rosie.uh.edu (Tammy Stark Blandino)
Subject: Re: Survey
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Thu, 27 Aug 1992 22:08:00 GMT

In article <k1cnn-h@lynx.unm.edu>, quirk@pioneer.unm.edu (Gym Z. Quirk) writes...
>In article <1992Aug27.142311.1@mcclb0.med.nyu.edu> turner@mcclb0.med.nyu.edu writes:
>>In article <14792@borg.cs.unc.edu>, bell@cezanne.cs.unc.edu (Andrew Bell) writes:
>>> In article <920818174611_70253.2621_CHC74-1@CompuServe.COM> 70253.2621@CompuServe.COM (Chris & Susan Colvin) writes:
>>>>When you die, where will you go?
>>> 
>>> To roll up a new character (or create one,  depending on the rules system.)
>>
>>to the great wastebin in the sky.  Then roll up another character.
> 
>Nah...get handed to the GM for use as a future NPC. *Then* create a
>new character. ;-)
> 
**HANDED TO THE DM** !!!!!!!!!!!!!!!

NEVER!

How could I let a DM interpret my WORK OF ART?

;^)

--Tammy--
Newsgroups: rec.games.frp
From: sjs28257@uxa.cso.uiuc.edu (Steve Stelter)
Subject: Re: Dangerous Journeys:Question
Organization: University of Illinois at Urbana
Date: Wed, 26 Aug 1992 17:14:56 GMT

john@porta.b24a.ingr.com (John Nolin) writes:

>After reading most of the replies to this thread, I have a question.
>What did Gygax do to deserve all the flame he's taken?
>I'm not defending him.  I've never met the man and I don't really know
>much of the history behind TSR or Gygax's involvement with TSR, but I'd
>like to know.  Could some of you please post any general info on why
>Gygax has this rep.?  Also, if any of you have had any dealings with or
>have met him I'd like to hear about those too.

>Just curious so that I can form my own opinion.


Well, I've never met the man, but I base my opinion of EGG on:

1.  The laughable quality of his writing of the 1st edition AD&D
    Dungeon Master's Guide.  Particularly his explanation of the
    philosophies of the various alignments.
2.  His "Sorceror's Scroll" articles in the older issues of Dragon
    magazine.  In one of my favorites, EGG viciously denies that
    AD&D was influenced by Tolkien, then turns around and admits
    that it *was*, but that he only did it to attract Tolkien fans
    (can you say "bait-and-switch?"  Mr. Gygax can).  In another
    column, Gygax expresses his displeasure of the increasing
    importance of role-playing in role-playing games.


Now, I have a lot of respect for EGG's pioneer work in the RPG industry.
But that does not mean that I have to like the man, or look upon him as
anything other than a self-important weenie, or feel that his opinions
have any value in gaming in the '90s.


                                      --Steve Stelter
                                        sjs28257@uxa.cso.uiuc.edu
From: Elizabeth.Mccoy@bbs.oit.unc.edu (Elizabeth Mccoy)
Newsgroups: rec.games.frp
Subject: Re: GURPS Questions
Date: 28 Aug 92 17:02:53 GMT
Organization: Extended Bulletin Board Service

In article <BtMBst.4Ky@news.cso.uiuc.edu> npb41275@uxa.cso.uiuc.edu (Noah Ban) writes:
>I have some questions about GURPS I wonder if anyone can answer:

Okay. Try to get your grubbies on the rec.games.frp.misc group, too, of
course. More people there.
>
>1. In a high Mana world, does aspected magery work, and if so, how?
>IF someone has star-aspected magery, does he have magic during the day
>but just at a lower level, or none at all?

Hrm. Well, for my one-college mages, it's been assumed that if they got
to a high-mana zone, they'd have a blast casting all those prereq spells
they can't use most of the time. :-) So yes, I'd say that a star-mage in
a high-mana zone would have his spells, but at the "non-magery" level.
(Subtract the level of magery from the skill.) Under no circumstances
would I think that he wouldn't have *any* magic at all. (Your GM might
rule that he doesn't have any magic in the day -- that's a bit odd by my
standards, but not as bad as turning non-mage. :-) )

>3. If Gurps survives to be played in the year 2000 (real world), will 
>playing "modern day" be TL8?

Probably. Except the stuff that you can't get will be moved to TL 9. :-)
If it turns out that you can't get most of the "TL 8" stuff, then TL 8
will probably be put off a few more years.

--EM

--
   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
Newsgroups: rec.games.frp
From: apearlma@magnus.acs.ohio-state.edu (Andrew Pearlman)
Subject: Re: SR: Fantasy
Keywords: SR, SRun, ShadowRun, Shadow Run
Organization: The Ohio State University
Date: Fri, 28 Aug 1992 22:05:19 GMT

In article <1992Aug27.200628.7517@dvorak.amd.com> markl@dvorak.amd.com (Mark Luedtke) writes:
>
>I am considering running a fantasy campaign using SR rules.  I intend to
>allow people to have abilities that can be supplied by using tech (i.e.
>fast reflexes and low-light vision).  Naturally, the tech itself doesn't
>exist, so guns and computers are out.  Has anyone tried this?  Should I
>watch out for anything?

Mages are a bit powerful doing this.  Bows are nasty, but only really with
the modified smartgun link bow.  I'd allow someone to 'smartlink' with
a bow with 'special inlays' i.e. silver or some other kind of thing. :-)

Andy Pearlman