HDTenEightyP/NetNews huggingface dataset:
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII Physical Adepts
Date: 21 Jan 93 08:24:46 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <STXTNT.93Jan19211042@rs733.GSFC.NASA.Gov>, stxtnt@rs733.GSFC.NASA.Gov (Nigel Tzeng) writes:
|> In article <1993Jan18.154015.1@hamp.hampshire.edu> sleibowitz@hamp.hampshire.edu writes:
|> 
|> [stuff deleted]
|> 
|> >Another huge advantage that physads have is that they're _subtle_... which
|> >means no airport security fastening cyber-restraint systems on them prior to
|> >boarding, no Lone Star cops giving them funny looks (unless they happen to be
|> >mages), no one, in fact, even suspecting that they're dangerous in the least...
|> >until they get that crucial first action in.
|> 
|> Hmmm...don't Phys ads show up in astral as magically active?  If so
|> then magical detection should pick them up unless they can mask their
|> aura...which I dont think they can do.

  If they're Initiates, they can.
|> 
|> I can't quite understand to policy of restraining hth weapons like
|> razors and not doing much about mages who can turn people to goo.

  And how, pray tell, do you restrain mages ?

								Redwing
Newsgroups: rec.games.frp.misc
From: rooney@cheshire.oxy.edu (Michael Sean Rooney)
Subject: Re: RQ: How do I get Rune Quest Campaigns/Magazines etc...
Summary: San Diego Gaming Stores
Organization: Occidental College, Los Angeles, CA 90041 USA.
Distribution: usa
Date: Sun, 24 Jan 1993 02:43:15 GMT

In article <1993Jan22.230836.11380@loral.CTS.COM> kent@loral.cts.com (Kent Yang) writes:
>
>Now that I know Rune Quest is alive and well, are there stores in the
>San Diego area that carries Rune Quest stuff.  I can't seem to find any.
>Or is there a mail order place (Avalon Hill) I get the lastest Campaigns?  
>If you have information on how I can get involve in playing RQ in my area
>or any other info on Rune Quest, I would like to hear your suggestions.  
>Thanks in advance.  

	You should try Game Towne in Old Town.  If they haven't
changed their number, you can reach them at (619) 291-1666.  They've
long supplied my gaming needs in SD County, especially RQ.

Cordially,

Michael S. Rooney
From: jeff@pangea.Stanford.EDU (Jeff Freymueller)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Sea Gods genealogy
Date: 21 Jan 1993 21:18:59 GMT
Organization: Stanford Univ. Earth Sciences
NNTP-Posting-Host: pangea.stanford.edu

In article <C17zqA.2n1@dcs.glasgow.ac.uk> alex@dcs.glasgow.ac.uk (Alex Ferguson) writes:
>Following the thunderous response to my RQ Digest message on sea gods,
>I'm posting a list of specific questions, in the hope that someone
>has a source for them, or at least a hunch or two.  I've made my own
>suggestions in most cases, the number of trailing ?'s indicating how
>rough a guess I think it might be.
>
>In most cases these are things which I can't find a reference for; in
>one or two cases, the published material seems contradictory, or somewhat
>(ahem) fishy.  I'd be happy to hear any of: references to published
>material, hot goss, anyone else's hunches, or arguments that my guesses
>are obviously wrong.  Offers?
>
I believe all of this is covered in an article in an old issue of
Wyrm's Footnotes, probably number 7 or so. Now, I bet that helps a lot! ;-)

When I get home tonight, I will look it up and see if I can answer
these questions.

Jeff
From: bell@cs.unc.edu (Andrew Bell)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Chalana Array Cult (Possible River of Cradles spoilers)
Date: 27 Jan 1993 12:47:10 -0500
Organization: The University of North Carolina at Chapel Hill
NNTP-Posting-Host: beethoven.cs.unc.edu

In article <C1Gpr3.7s4@chinet.chi.il.us> pat@chinet.chi.il.us (Patrick Louis Sugent) writes:

>  Hmm.  I thought that there was a specifically mentioned penalty
>in that anyone breaking the CA worshiper's "protection" was cut
>off from any healing from the cult.

It's mentioned in "Cults of Prax", but the "River of Cradles" write-up
doesn't mention a specific penalty for violation.  Don't know what GOG
says.

   -Andrew Bell
    bell@cs.unc.edu
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: River of Cradles (Possible Spoilers)
Date: 25 Jan 93 14:28:57 GMT
Organization: Newt World Order

It's true. The RQ3 rules for generating new characters are seriously
bogus. They underpower the characters in a big way for the adventures
that are usually available. If you use the RQ4 playtest rules it isn't
quite so bad, or you can say the characters have 10-15 years of RQ3
experience but are still age 21 (it's a fudge, but it works).

I'm also surprised that the Arroyan healer in the book would have a
quarterstaff attack at all. I thought they were prevented by geasa from
using weapons to attack anything.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: DragonQuest?!
Originator: jmkaraka@c00007-118dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Tue, 26 Jan 1993 03:50:04 GMT


|>
|>Hi.  Does anyone know about this new TSR game? I was browsing through Toys
|>R Us and noticed it. Please send me info about it if possible..... 
|>Thanks.
|>
|>
	As has been mention, it's not really a 'new' game.  But a former
competitor of AD&D that TSR bought and 'sat' on til all the people that
liked it got tired of waiting for it to be released.  All in all, a very
good game (much better than AD&D, IMHO) that provides a neat balance
between strict level systems (AD&D) and totally free-form point spending
(GURPS and Champions among others).
	There are several different 'classes' with groups of skills that
come with each class.  You can purchase new levels for the 'classes' for
a varying number of experience points (the later levels are almost always
more expensive than the earlier, and some classes are cheaper than others).
You are not restricted to only buying levels from one class, you can mix and
match as your heart, resources, and GM will allow.
	Skills rolls are done on a percentage system.  There are some
calculations, but these are done between adventures and recorded on your
character sheet.
	A healthy number of races with the usual mix (elf, human, etc.).
To counteract the advantages (or some disadvantages) some races get, their
cost for class levels and other skills is multiplied by a fixed number.  So
the cool races pay more, and the wimpy races pay less.
	The magic system is pretty complete and expandable, but it'd take 
more space than I have to completely explain it!  I will mention that it
is 'aspected'.  Every person has an aspect (Lunar, solar, autumnal, spring,
life, death, etc.) that affects their rolls when doing magic.  So a death
aspected character might hold a sacrifice to boost his magic, while a sun
aspected character would cast his spells at high noon (if possible.)
	The weakest aspect of the game, IMO, is the combat system.  Very
detail, but since I like more free-form combat, it could be just what you
like.  I basically just ignored most of the movement and action rules and
winged it.

	Final analysis: A good game that deserves better than the obscurity
it now lives under.  It probably will never be supported to any great degree,
but the system is easy to use and, if you make your own adventures, worth
looking into.

	-john-
From: praxis@jhunix.hcf.jhu.edu (Laura L Perkinson)
Newsgroups: rec.games.frp.misc
Subject: Re: SR: Sasquatch(3)
Date: 26 Jan 93 01:28:46 GMT
Organization: Homewood Academic Computing, Johns Hopkins University, Baltimore, Md, USA
NNTP-Posting-Host: jhunix.hcf.jhu.edu


	Correct me if I'm wrong, but didn't the Sasquatch in "Never Deal
With a Dragon" have a skillsoft with english language?
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster Power Points
Date: 22 Jan 93 08:41:41 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <1993Jan21.063948.22282@magnus.acs.ohio-state.edu>, ewalents@magnus.acs.ohio-state.edu (Erich Walentschak) writes:
|> Im just writing to ask all the GMs out there how they distribute Power Points 
|> to their spell users.  We've tried the base PP per level with that amount added
|> again if they train PP dev and we've tried giving a d6 PP when they train dev 
|> along with a few others, and we havent seemed to get a good balance between 
|> pure and non spell users yet.  Any suggestions or methods youve found to work?
|> 
|> Erich

  Yeah. After having played RM for eight years, we agreed on a conclusion :
use the standard rule. base PP per level. Period.

								Redwing.
From: jalkanen@snakemail.hut.fi (Janne P R Jalkanen)
Newsgroups: rec.games.frp.misc
Subject: SR II: Grim II & funds for mages
Date: 24 Jan 93 09:33:45 GMT
Organization: Helsinki University of Technology, Finland
Distribution: rec
NNTP-Posting-Host: lk-hp-1.hut.fi


Howdy!

As the Grimthingy II has not hit Finland yet, I need to come to
the almighty Net with my question:

Does the Grim II limit the starting money for mages in any way as the
old Grimoire did? I mean, can you get a magical adept with priority A
in tech and burst away with 1 M Nuyen to buy focuses and all that
stuff? This is the case in the vanilla SR II rules, but I would like
to know what the Grimoire II has to say to it.

Thanks!
--
Janne Jalkanen           !
jalkanen@snakemail.hut.fi!        Life is about learning the right moves.
-'Good Die!'             !
Newsgroups: rec.games.frp.misc
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: GURPS Fantasy II
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Sat, 23 Jan 1993 22:30:22 GMT

durrell@pinball.arcade.uiowa.edu (Bryant Durrell) writes:
>dripton@csugrad.cs.vt.edu (David Ripton) writes:
>>I just read Fantasy II and I'm curious what people think of it and 
>>whether anybody's using it yet.

	I also would like to rave about it, and in particular, I would like 
to strongly urge SJG to try things like this for all of their genre stuff. 
Fantasy II is light years better than the original - which was filled with 
stale, cliched ideas which fit together badly. 
	Space, Horror, and several others could have really used some 
people coming up with interesting new ideas. 

>
>>I like the low-tech, no-money (read: low maintenance) idea and the 
>>dark and scary background, but I just can't see how a 100-point 
>>campaign can use such severe enemies without turning into Paranoia.

	Well, the main thing I would suggest is to emphasize the everyday 
things as opposed to the mythical. Monsters, shamans, natural disasters, 
and other such should be the sort of things which the characters face. 
Don't terrorize them with too much - let them succeed and survive through 
the hardships they face as Madlanders. *Then* terrorize them. @-) 

--------------------------------------------------------------------------
John Kim                    | "You're on the cutting room floor, Chaplin.
jhk6@cunixb.cc.columbia.edu | Not a good place to be."
Columbia University         |                  (from the movie 'Chaplin')
Newsgroups: rec.games.frp.misc
From: leifmk@Lise.Unit.NO (Leif Magnar Kj|nn|y)
Subject: Re: CyberSpace: CyberEurope
Organization: Norwegian Institute of Technology
Date: Wed, 27 Jan 93 13:57:27 GMT

In article <C1HIxM.HK1@bunyip.cc.uq.oz.au>, kinsler@newton.physics.uq.oz.au (Paul Kinsler) writes:
 > In article <1k3kcm$l2t@agate.berkeley.edu>, chuahl@ocf.berkeley.edu (Chua HakLien) writes:
 > >>    Does anybody play Cyberspace?
 > >>    Well, I don't either, but I saw an interesting looking supplement
 > >>    at the store the other day, called CyberEurope. Has anyone flipped
 > >>    through it yet? Is it worth picking up if you don't play CSpace?
 > 
 > Well, I have looked at it, briefly - it might be useful to anyone running
 > a cyber campaign in the near-ish future in Europe. 
 > 
 > ------------------------------+soluble fish+------------------------------
 > "You people, you do not see the grandeur in the wind and stone and stars,
 >  in the blood and fire and iron - but paint only the flowers."

I read through it a few months ago. . . seems all right, with a few interesting
ideas here and there.  It certainly profits from being written by Europeans, who
are a bit closer to the source material than the typical American writing group
would.  One word of warning, though, about the short scenario included. . . .
*SPOILER WARNING* (can't seem to get ^L to work, so I'll just insert a lot of
blank lines)
























































Right.  Here we are, then.

The scenario included concerns the hunt for a vanished WWII German submarine
(still on the bottom of the sea off Norway after 150 years or so) which was
carrying an ancient Christian relic.  Namely, the spear with which a certain
Roman legionnaire pierced you-know-who's flesh while you-know-who was hanging
you-know-where.  This is not a problem in and of itself; I can easily imagine
that several groups and individuals of the suitable religious bent would want
to acquire such a relic, whether it was a "real" relic or just a convincing 
fake - as long as the people who want it think it is "real", it doesn't really
matter if it is, now does it?

The problem is that, in this scenario, the spear IS real; it DOES have miraculous
healing powers, and the legionnaire in question, who according to legend was
cursed by you-know-who to "remain a soldier until I return" (or words to that
effect) is STILL around, after more than 2000 years.  AND he turns up in the 
scenario, with the most abnormal combat stats I've ever seen in any game
(with the possible exception of some AD&D deities, and of course a number of
CoC, uh, things) - two millennia of experience and practice, you know. . . .

I really don't think this suits a supposedly hard-CP campaign very well.  The
scenario can probably be modified so as not to include this guy (hmm. . . . what
about a mental patient who THINKS he's a 2000-year-old Roman legionnaire?),
but I still don't like it very much.

The sourcebook itself, though, does seem to be quite good.

-Leif Kj|nn|y
Newsgroups: rec.games.frp.misc
From: cluther@morticia.cnns.unt.edu (Clay Luther)
Subject: RQ: Post-Troubled Waters (River of Cradles *SPOILERS*)
Organization: University of North Texas
Date: Wed, 27 Jan 1993 22:25:55 GMT


So, assuming my players make it to the end of Troubled Waters alive, they have
the definite possibility of being treated as great heroes among the River Folk
of the Zola Fel.  Indeed, already, as the adventure stresses, these new River
Voices are already something of a legend in the Zola Fel valley among the River
Folk.

Now, in all the movies and books I have ever read, the stereotypical reaction
of a imperialistic frontier government, already concerned with controlling and
subduing the native population, to the sudden appearance of "heroes" among the
opressed is never very kind.  So, in the interest of discussion, as the fame of
these new River Voices grows and the word of their deeds reaches the ears of
someone like, say, the honorable Sor-Eel, how would the Lunar reaction play
out?


-- 
Clay Luther
cluther@morticia.cnns.unt.edu
Newsgroups: rec.games.frp.misc
From: flindholm@mta.ca
Subject: Ars Magica: The Maleficium
Reply-To: flindholm@mta.ca
Organization: Mount Allison U, Sackville, N.B. Canada 
Date: Thu, 21 Jan 1993 19:33:29 GMT

  What exactly is the Maleficium about. I know it's a kind of demon hand
book But I havn't managed to find it anywhere to get a look at it. 
Also, if the party is big on demon hunting is it a must or can you easily
live without it.

        Cyrus
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Physical Adepts
From: tmont@cerc.wvu.wvnet.edu (Todd Montgomery)
Date: Thu, 21 Jan 1993 16:00:41 GMT
Organization: Concurrent Engineering Research Center
Summary: Rules Clarification

In article <uplink.727582735@cwis>, uplink@cwis.unomaha.edu (uplink 2099) writes:
> >Let's see you catch 10 bullets in mid-flight.
> 
> 	I think you CAN, with the new Grimoire rules, dude.

I DON'T consider bullets to be slow moving projectiles, dude.
And I believe that is the kind of projectiles Missile Parry implies.
ANd even if you can catch A bullet. Try to catch 10 fired Full Auto. 
Bruce Lee look out.

-- Quiktek
tmont@cerc.wvu.wvnet.edu

> 
> uplink
> 
> --
> *           _    / _/       /     * "It's been surreal!" - Gogo Dodo, TTA  *
> *     / /  / /  /    '_ |  /' _/  * Please send all flames to someone else *
> *    / /  __/  /  /  /  /    <    * email to uplink@cwis.unomaha.edu  . .  *
> *  ___/ _/   _/ _/ _/ _/ _/|_/    * Hey! I _LIKE_ my pompous .sig!    ---  *
From: veltyen@yoyo.cc.monash.edu.au (Richard Kershaw)
Newsgroups: rec.games.frp.misc
Subject: SR: Sasquatch(3)
Date: 23 Jan 93 05:25:23 GMT
Organization: Monash University General Access Unix
X-Newsreader: TIN [version 1.1 PL8]



Sasquatch Communications Methods.

Sasquatch have difficulty communicating with Humans. This is mainly
because Sasquatch do not link sounds to symbols. Yes they can repeat
words, but the words will have no meaning to the Sasquatch in question.
For example a Sasquatch could listen to a twenty minute conversation 
between several people, and would be able to repeat it word for word,
including inflections and vocal irrugularities between parties. However
the Sasquatch would not have any idea what was being said. Sasquatch
can occasionally link some small meaning to often repeated "sayings"
these the Sasquatch would link to calls. 

For example, a Sasquatch of my aquaintance would say these sometimes

"Hi, got a light." -Human greeting
"Hey Babe' wanna drink." -Male to female mating call
"You want to come up to my apartment for some ... coffee?" -female to
male mating call.
"Hey chummero I thought I heard something." -Warning
"Fuck Fuck Shit Shit It's Lone Starr" -Extreme Warning

Always the Sasquatch would say these with _exactly_ the same inflection.

Sasquatch communicate to each other very strangely. It is known that
Sasquatch can see astrally, and it is currently thought that Sasquatch
communicate to each other by using astral links. That is, an entire
troop of Sasquatch would be connected in a web of astral links, and each
Sasquatch would communiacate to each other by "changing" the link. High
speed sign language has also been observed.
Because of the specificness of this communication Sasquatch can very
seldom communicate with Sasquatch from outside their own troop.

*note*
Sasquatch do not have "names" as such, but indicate individual Sasquatch
by relationships. So a Sasquatch will indicate another Sasquatch by
calling him/her troop-shaman/Sasquatch who is standing over that a way/
Sasquatch who is protector during daytime and so on. This means that
when living in a  city they become quite surprised at the importance
humans place in each others "name".

Perkins-Athapascan sign language, is at most a stop gap measure. It was
taught to a few Sasquatch from the McKenzie troop so that they could
plead sentience with the UN high council. Still it is the most common
lanquage associated with Sasquatch, and very many Sasquatch still use it
to communicate with outside people. PA sign is painfully slow, and I
know that if my team and I had more time we could have come up with a 
language that was faster and less prone to misinterperatation. But now
that PA has the name we just have to work with that. 

PA sign chips are very hard to find, if you realy need a chip contact me
or my staff and we will supply you with one cheaply.

Joan Perkins (Dr of Language and Communication)(Chair of non-human
communications, University of Washington-Seatle)(Sasquatch Friend)


-Veltyen
Newsgroups: rec.games.frp.misc
From: drac@uumeme.chi.il.us (Bruce Maynard)
Subject: Re: SRII: Mage w/Trauma Damper
Organization: UUMEME Public Access Xenix
Date: Thu, 21 Jan 93 10:40:54 GMT

>In theory I agree with you -- in practice, I don't. While it is true
>cyberware may contradict with a shaman's nature, couldn't he have
>installed cyber before he was aware of that nature?
>
>I read and am re-reading the Secrets of Power trilogy, and that is
>partially where I got the idea. My character is a street kid who had some
>cyber (under 1 pt. of essence) installed before his magic awakened. Due to
>some of his recent experiences, and his slowly increasing understanding of
>what he is and how that affects his life and self, he may attempt to have
>the cyberware removed.
>
>However, I see no reason for such a character to not start out with cyberware.

Of course, with under 1 pt of Essence, he'll have a magic attribute of ZERO... meaning any time he takes drain, it shows up as PHYSICAL damage. Later on, of course, he could (if he survives long enuff with a handicap like that) Initiate to heighten his magic attr... but, of course, Essence does NOT "come back" with cyberware removal...

-- 
* The above are the meanderings of a demented soul. | drac@uumeme.chi.il.us
* Long live Dementia!  8-{)}                        | Bruce Maynard
*-----------------------------------------------------------------------------*
Newsgroups: rec.games.frp.misc
Subject: Replies on various SR odds and ends
From: <ELM113@psuvm.psu.edu>
Date: Mon, 25 Jan 1993 12:30:58 EST
Organization: Penn State University

Johnelbl@matt.ksu.ksu.edu writes > Katana (my personal favorite) > Skill at
Rating 10, & Centering at 10, & Weapons Focus at > at Rating 10 = 30 dice to
hit Mr. Cyberguy...  > ...(Initiate 4= 10 magic points).

I have two things to say: 1) Either you got megastacks of karma from
somewhere, or 2) (In Eddie Murphy voice:) Yo, man, like did you read the
rulebook and Grimoire about improving the character, or, like, did you use
the force!?

I GM (rather viciously, sometimes) Shadowrun for the last 2 years, and never
have I seen such a powerful character made without bending the rules or
allowing major breaches of the rules.  If this is a PC, I just might throw
my books down and quit GMming for the moral fault of being unable to create
munchkin NPCs.

Also, dv52151@ uxa.cso.uiue.edu (RedSwordTarga) writes
>>   Does anybody else hate the artwork associated with the game archetypes?
>>   Geez, If I wanted to play a cheezy cartoon game, I would.  The first thing
>>   The first thing I said, in my very first SR game was:"My Samurai does
>>   * not * look like that"
>
>    Yeah, the SR archetype art is some of the worst stuff that FASA has.
>
     THANK YOU!  SOMEONE HERE AGREES WITH ME.  Jeff Laubenstein (I think he did
"it") produces some of the worst artwork I've seen in FASA books.  (I'm a part-
time freelance artist).  I can't see why FASA allowed Laubenstein's parodies
of art to remain in Shadowrun Second Ed., especially considering all of the
high caliber artist that do work for FASA.  My only comments on Laubenstein's
work... EEgh ... Uurgh ... Oooh... Aagh!
                                                 -Ed Mar
===============================================================================
Edward L. Mar                   |  ^        ^ |  "I'll be back!...."
internet:elm113@psuvm.psu.edu   | /_\ ---- /_\|    -Arnold Schwarzenneger
bitnet:elm112@ psuvm            | |o|O == O|o|| "Oh, you want some too...."
Penn State University           | |_|O|__|O|_||    -Hudson in the movie ALIENS
===============================================================================
Newsgroups: rec.games.frp.misc
From: dragon@camelot.bradley.edu (Matthew Korth)
Subject: Re: GURPS Paranoia
Organization: Bradley University
Date: 24 Jan 93 20:57:57 GMT

In <loydb.0any@fnordbox.UUCP> loydb@fnordbox.UUCP (Loyd Blankenship) writes:
>dripton@csugrad.cs.vt.edu (David Ripton) writes:
>> Actually, I kind of like the idea of GURPS Paranoia...
>Me too, but they wouldn't sell. :-)

It would probably work well with Hero games as well... just read the
description of the "Unluck" attribute for bases.  It fits nearly
perfectly.
--
****** Matt Korth ************************** dragon@camelot.bradley.edu ******
			ENERGIZER BUNNY ARRESTED!
		     Police charge him with battery.