HDTenEightyP/NetNews huggingface dataset:
From: oakes@jupiter.nmt.edu (David Oakes)
Subject: Re:  trick shots
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Sun, 5 Apr 1992 19:35:29 GMT

 ! I think instead of using fire combat to do this we use the cosm
 ! related FASTDRAW skil, since the use of really weird richochets
 ! ...
 ! 
 ! the Smooge
 ! 

i would like to point out that smooge has taken it upon himself to
name these skills, and they are not the ones in the cosm i suggested.

i have got a working model for Gunslinging
(again, thanks for the trick shot input - 
 i will be going with the difficulty modifiers)
which is the skill for truly rediculous gun play
(it is to fire combat what Martial Arts is to unarmed)

i have developed a fast draw skill, which is NOT cosm specific
(so Nippon samurai can "whip this out" as well,
 and i'm sure that rick's Nile gunslinger would like it too)
it is basicall the ability to go first, regardless of the action line
there is a difficulty associated with standard and dramatic scenes,
and if the character can beat this difficulty, she goes first
(of course if they want to DO anything, they must multi act, for a -4!)

this one is still in development
(only recently being hammered out between my attitude and Jim's stubborness) 
so i will have to get back to you on specifics
(and maybe i`ll through in the cosm, if you're nice...)

dave "been watching too much Donna Reed" oakes
Newsgroups: alt.games.torg
From: Jeff Sullivan <jas@ISI.EDU>
Subject: unknown difficulty
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 15 Apr 1992 19:00:38 GMT


One of the mchanics of Torg is that players can spend to increase their rolls
when they would otherwise have failed.

this begs the question of how the GM handles letting players know the Difficulty
Number of things they wouldn't (or shouldn't).

Say you've got a door that is really a lot more difficult to open than it looks.
How do GMs handle this with theior players?  Do they have to fail once if they think 
a roll of 8 should do it, or do you tell them up front that the
innocuous looking door they stand in fron of is DN 23 to open?

(This also relates to them making rolls for stuff they didn't perceive-- if
they know theres a DN at all, then they know if they failed to catch something
and can look more closely for it.  How do you handle that?

jas
From: soholt@aludra.usc.edu (Timothy Soholt)
Newsgroups: alt.games.torg
Subject: Quick Tharkhold Question
Date: 9 Apr 1992 22:55:22 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

I don't have the Thark sourcebook and I'm curious. What if any
discussion of psionics is there in the sourcebook?

-- Tim Soholt (soholt@aludra.usc.edu), The Man With No .sig


Newsgroups: alt.games.torg
From: Jeff Sullivan <jas@ISI.EDU>
Subject: GodNet Mapping
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Tue, 7 Apr 1992 23:15:33 GMT


Has anyone tried toscan in the GodNet node/cell images and use them for
creating their own GodNet constructs?  I am thinking of trying to do this,
but it would save time if someone else has done it.

I assume using the construct/cell symbols would be OK with WEG, since they
clearly seem to be suggesting their symbols as an "alphabet" for GodNet
construct creation.

On a related note, anyone have any constructs they'd like to share?

jas
Newsgroups: alt.games.torg
From: jogle@dopey.vlba.nrao.edu (Jim Ogle (Ks. Jim))
Subject: Aztec Empire
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Tue, 14 Apr 1992 04:33:46 GMT

The World Laws of the Aztec Empire will be in the May issue of Infiniverse.
You can of course expect to see a summary of them appear here shortly after
it arrives in my mailbox....

Kansas Jim (jogle@nrao.edu)
Newsgroups: alt.games.torg
From: jogle@dopey.vlba.nrao.edu (Jim Ogle (Ks. Jim))
Subject: Re: unknown difficulty
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Wed, 15 Apr 1992 22:54:23 GMT

jas writes:
 
> One of the mchanics of Torg is that players can spend to increase their rolls
> when they would otherwise have failed.
> 
> this begs the question of how the GM handles letting players know the Difficulty
> Number of things they wouldn't (or shouldn't).

The way I handle it is to not tell the players any Difficulty Number unless
it is something that they could reasonably know.  For example, if a character
with Science is required to do a math problem I would probably tell him the
Difficulty Number since he could reasonably gauge his ability to do the
math problem ("Addition?  Simple!  Lorenz transformations in my head in
one round?  Uhhh...")

But in a case where I (as GM) do not believe that the character can make an
accurate estimate on how difficult something is (like combat) I just don't
tell them.  It is up to the player to decide if the value he's generated is
good enough or if he needs to make it better with a card or PP.

> Say you've got a door that is really a lot more difficult to open than it looks.
> How do GMs handle this with theior players?  Do they have to fail once if they think 
> a roll of 8 should do it, or do you tell them up front that the
> innocuous looking door they stand in fron of is DN 23 to open?

As I said, I wouldn't tell them.  If they assume a DN lower than what it 
actually is they'll probably fail on the first try, maybe the first couple
of tries.  Eventually someone will either roll well enough to succeed or
someone will get tired of failure and make a great effort (cards and/or PP)
at it.  This actually happens quite often when the party encounters a 
locked door now that our ninja with the Lock Picking skill of 18 has left
the party.  8-)

> (This also relates to them making rolls for stuff they didn't perceive-- if
> they know theres a DN at all, then they know if they failed to catch something
> and can look more closely for it.  How do you handle that?

Well, if they aren't trying to perceive something I frequently use their base
Perception to determine if they see whatever it is they might see.  I also
use the 'frequent rolls' method where I require lots of Perception rolls
when it isn't necessary (keeps them paranoid, as Rick pointed out!).  I'm
not as cruel as I used to be (noticing untied shoelaces for example) but I
do still throw in red herrings from time to time:

Me: "Everyone make a Perception Check!!!" 
-roll roll clatter clatter- Players: "I got a [whatever]."
Me: "You notice a man across the street is watching you intently."
(Of course he's watching intently; there's an elf, a minotaur, and lots
of obvious big guns in the group!  He's actually a normal guy gawking at the
party but the players don't know that....)


Kansas Jim (jogle@nrao.edu)
From: rose@acf9.nyu.edu (David Rose)
Newsgroups: alt.games.torg
Subject: Social Axiom = 0
Date: 8 Apr 92 19:41:36 GMT
Organization: New York University

aw1s+@andrew.cmu.edu (Andrew David Weiland) writes:

>David Rose writes,
>>  [My original interest with axioms (0/0/0/0) was abstract.  I wanted
>>   to be able to describe skills which had no axiom requirements.
>>   These are very natural: running, swimming, dodging, climbing,
>>     breaking, intimidation, unarmed combat, find ....]

>First off, Intimidation is a social skill and doesn't belong in that
>list.  No interactive skill could work at a 0 social axiom; including
>Manuever, Trick, and Stealth (think about it a minute).

  Hm.  There is some social interaction, even with a social axiom of 0.
Social axiom 0 is just the limit at which coordinative and communicative
activities are possible.  Unarmed combat is also a Social skill, albeit
a social skill at a basic level.  Hence preditor/prey exist with social
level 0.  (I think I am bending WEG's statements about social axiom 0
here, since they say that sexual activity is ruled out with social axiom
0.  However, I persist in the belief that my interpretation of Social 0
is more useful, allowing presentient behavior.)

  My list was presuming an ecology with complex sexual animals incapable
of even affective communication (conscious control of emotional information).
Given this interpretation, I still think that intimidation would exist.
Note that the picture of the Jungle in Africa is wrong to use, as most
mammals are too social.  However if you consider Core Earth Mesozooic,
or a world populated with reptiles or birds as the highest life form
(maybe shrew like mammals), then this has a Social axiom of 0.

  I like your giving of Social Axiom levels to skills like Charm or
Persuasion.  Essentially all skills would need some axiom level to work.
(Some skills, like Occultech, requiring dual axioms to work.)
--
David Rose
Courant Institute of Mathematical Sciences
251 Mercer Street, New York, NY 10012
rose@math12.cims.nyu.edu
From: rose@acf9.nyu.edu (David Rose)
Newsgroups: alt.games.torg
Subject: Re: MY VIEW: Cyberpapacy
Date: 10 Apr 92 17:50:05 GMT
Organization: New York University

tbrowne@jarthur.claremont.edu (T. Erik Browne) writes:

>There are two problems with this.  The first is that Nippon is trying to blend
>in, and a tech of 26 would be just too obnoxious.  The second problem is that
>this would create a stereotypical cyberpunk realm, and I prefer the system
>that WEG came up with, putting the cyber in one realm and the punk in the
>other.  If the Nippon tech level went up to 26, then a good gameplaying
>reason for the existence of the Cyberpapacy would be gone.

  Well, I don't think it would have to be that way.  NipponTech, with its
corporate ninjas and all powerful corporations is already pretty cyperpunk,
at least on the level of Neuromancer and Count Zero.  The law of intrigue
also goes a good way into doing this.

  I think of Cyberpapacy as being closer to Shadowrun, where the GodNet
goes to some effort to contain realistic interfaces and magic and miracle
can get mixed into the technology.  Nippon Tech would not have a "universal
computer net" as such, but Kanawa would, and the flavor would be very
different.  No monsters on the net, just programs.  It would feel closer
to Tron, where the decker would have their own realistic interface,
in order to access their own programs, but the reality of the computer
would be more fleshless.  (I realize Tron is still an anthropomorphic
computer interface, but at least there is a connection to standard computer
termonology which would feel out of place in CP.)

  I would not have cybernetic limbs working in NipponTech (although
there would still be robots, perhaps even Robocops).  These would be
built by Kanawa, but work only in Cyberpapacy which, by virtue of their
miraculous status and the faith of the wearer, do not cause the problems
that they do in Nippon.  (Limb rejection, severe cyberpsychosis, even
malfunction that tears flesh and bone apart.)  And all of the 26 level
tech is kept in wraps, not sold to the general public, anyway.

  More computer hackers and video-game ninjas in Nippon, more cyberwear
in Cyberpapacy.

  How does this get your groat?
--
David Rose
Courant Institute of Mathematical Sciences
251 Mercer Street, New York, NY 10012
rose@math12.cims.nyu.edu
Newsgroups: alt.games.torg
From: James H. Kiley<jkiley@andy.bgsu.edu>
Subject: Re: Test
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Thu, 9 Apr 1992 20:38:19 GMT

Oh, gosh, yeah, I found this big black thing next to our machine--
I'm sorry, was that important?

Gosh...
I won't do it again.
Y'know, come to think of it, there was a big storm right after that...

Not-Kansas Jim

Jim Kiley			|"Fighting fire with empty words,
jkiley@andy.bgsu.edu		|"While the banks get fat, the poor stay poor,
ba-py403@andy.bgsu.edu		|"The rich get rich, the cops get paid 
jkiley@dad.bgsu.edu		|"To look away as one percent rules America"
				
Newsgroups: alt.games.torg
From: rose@acf9.nyu.edu (David Rose)
Subject: Re: Psionics and Magic
Organization: New York University
Date: Sat, 11 Apr 1992 20:01:11 GMT

bpostow@occs.cs.oberlin.edu (Brian Postow) writes:

> albiet, because Torg is Logarithmic, the axiom
>is progressing ever more slowly, and we just recently got to this
>axiom level, etc, but still, there is no reason why in 50-75 years, CE
>shouldn't have a tex of 24. in 100-150 we might have 25. assuming we
>live that long ;-) but CE should IMNSHO be still progressing. 

  Ironically, it seems that CE has this process backwards, we seem
to be accelerating at the rate we go up in Tech axioms rather than
slowing down.

  Tech level      CE date
  -----------------------
     23           1980-1990
     22           1960-1979
     21           1939-1959
     20           1910-1938
     19           1880-1909
     18           1820-1879
     17           1690-1819?
     16           1550-1689?


  I don't understand it, and it does go counter to my understanding of
the axioms (similar to yours), but there it is.





--
David Rose
Courant Institute of Mathematical Sciences
251 Mercer Street, New York, NY 10012
rose@math12.cims.nyu.edu
From: jogle@nrao.edu (Jim Ogle (Ks. Jim))
Subject: Re: the rose papacy
Reply-To: jogle@nrao.edu
Organization: National Radio Astronomy Observatory
Date: Tue, 7 Apr 92 01:36:05 GMT

In article 0b961847214627@morticia, cdr@kpc.com (Carl Rigney) writes:

>Aspects of tech that the Pope doesn't understand?  Neat idea.

Quite likely too; Malraux doesn't understand the entirety of the GodNet
yet either (and its possible that the Darkness Device doesn't either) so
why shouldn't other aspects of tech be beyond him (until someone thinks
to mention it to him of course).

>"Cybernetic angels drifting through the streets
> looking for a new god to rebel against."

Close!  Strange things are afoot in the GodNet....

---
Kansas Jim (Jim Ogle, Torg guru)
jogle@nrao.edu (NRAO-VLBA, Socorro New Mexico)
"I'd be apathetic if I cared."


Xref: sparky alt.games.sf2:146 rec.games.video:10427 rec.games.video.arcade:5001
From: willimsa@unix1.tcd.ie (Gavin Williams)
Newsgroups: alt.games.sf2,rec.games.video,rec.games.video.arcade
Subject: Re: Sheng Long on SF2 Champion edition!!!
Date: 8 Apr 92 21:34:03 GMT
Organization: Trinity College, Dublin

In <1992Apr8.095814.792@leland.Stanford.EDU> infiniti@leland.Stanford.EDU (Richard Chung-Yih Lee) writes:

>In article <#Aj+d+#@engin.umich.edu> tonychen@engin.umich.edu (Antony Chen) writes:

		<snip>
>>
>>Get a life, but since that isn't possible for a shit like you, go to the
>>arcade and get turned on when someone plays Chun Li, but remember,
>>masturbastion in public is illegal, but if the owner really is your father,
>>then you two can close the place down and go at it together.

>	All I can say is, YOU'RE A DICK. I don't know how much better it makes
>you feel when you say all these to somebody else. Maybe YOU are such a loser in
>life that you have to resort to putting people down to satisfy your own big
>ego. It's only a game, and it's amazing that how much you can get excited over
>a short article. And you had to bring in his father. I don't know how others
>think, but to me you don't prove anything by writing long articles like this to
>waste the bandwidth. A loser is a loser is a loser. I don't know how your 
>social life is... but judging from the personality you showed in this article,
>I don't think it's too great.

	I totally agree.  Maybe you think that comments such as that are 
funny, but they just show you up to be a jerk!  If you haven't got something
constructive to say, .... THEN KEEP YOUR MOUTH SHUT!!!
--
         ______________________________________________________________
	|  A.G. Williams          |        Plus qu'il n'en faut.       |    
	|  willimsa@unix1.tcd.ie  |                                    |
	|_________________________|____________________________________|
Newsgroups: alt.games.sf2
From: bigdave@tdd.sj.nec.com (David Sweeney  x2987)
Subject: Re:  Blanka Tick Countering
Keywords: This week's word:  "NOT!"
Organization: NEC-AM TDD, San Jose, Ca  (Damage, Inc.)
Date: Thu, 9 Apr 1992 18:37:52 GMT

     larsen%peruvian.utah.edu@cs.utah.edu (Steve Larsen)   responds:

-|> Keep in mind that certain _characters_ in SF2 can't respond to jab/throw
-|> type players.  Blanka's bite doesn't have high enough priority to defend
-|> against this, and so is defenseless in that situation.  (Don't try to
-|> tell me my timing's bad - this has been confirmed by other Blanka studs)
-|> When the game first appeared, we had a local brat at the arcade that
-|> would play Ken all day in this fashion.  I couldn't ever get out of
-|> his short/throw and variations, but I (like an idiot) continued to play
-|> him.  He just had to wait for me to block once, and that was it.  It got
-|> to the point that I had to play PERFECTLY to beat him.  Luckily, all the
-|> practice made this possible... now that SF2-CE has come out and Blanka's
-|> bite has a higher priority, my days of quarters lost to ticking are
-|> over!
-
-Well, at the risk of sounding arrogant, I have been able to reverse all
-manners of ticking against me while playing Blanka.  I always thought that
-his bite had a little less priority than some of the other move, but it
-worked for me.  If the bite would not work, I would charge up for the ball
-while I was being thrown the first time, and if they tried it again, I would
-ball them just as they went for the throw.  This always worked for me.

Sorry, gotta disagree.  A friend and I experimented with different ticking 
methods against Blanka (we were both sick of being beaten by inferior players) 
and neither one of us could reverse Ken's short/short/throw more than 1 in 5 
times.  If the tick is timed right (the throw comes right after the jab without 
any delay) against Blanka, it can't be reversed.  I have discussed this with 
several other Blanka studs, and they agree.  Luckily, many tickers can't time 
this well enough to repeat it regularly, but there are enough that can.  But 
your suggestion to charge for the ball was right - it was the most reliable 
tactic that we found to counter ticking in SF2.  It only worked occasionally, 
though.  Blanka had better luck countering other character's ticks (like 
Dhalsim's slap/noogie, Guiles jab/throw, Chun Li's elbow/throw) with the ball 
or the bite, but with Ken the best we could hope for was to trade off throws 
and balls/bites, and the throw does more damage.  Of course, in SF2-CE, it's 
laughably easy to reverse almost any tick, ESPECIALLY with Blanka!  

Wasting bandwidth and company time, 

-------------------------------------Dave "Tick THIS, Fool! <CRUNCH!>" Sweeney
--------------------------------------------------bigdave@texas.tdd.sj.nec.com
The previous are not opinions - they are UNDISPUTABLE FACT.  Revise your 
respective personal philosophies accordingly...  


Newsgroups: alt.games.sf2
From: rauser@fraser.sfu.ca (Richard John Rauser)
Subject: Re: SFII TCE : Ryu and Bison
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Thu, 9 Apr 1992 01:55:02 GMT



  Ryu and Ken are identical...Ryu has just as deadly a dragon punch as Ken.
Some people think there's a difference between the two in terms of ability,
but it's only in appearance.

--
Richard J. Rauser   "I like fighting Chun Li.
rauser@sfu.ca        Especially when I slide under her legs and glance up."
WNI                                -Dhalsim

Newsgroups: alt.games.sf2
From: tsait@nuge104.its.rpi.edu (Theodore Leonard Tsai)
Subject: Re: The Fall of Honda.
Organization: Rensselaer Polytechnic Institute, Troy NY
Date: Sat, 11 Apr 1992 20:40:32 GMT

In article <32691@darkstar.ucsc.edu> philb@cats.ucsc.edu (Philip Brown) writes:
>-- 
>"If you're going to get uptight, you may |philb@cats.ucsc.edu
  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>as well go do Karate!"                   |philb@soda.berkeley.edu
 ^^^^^^^^^^^^^^^^^^^^^
>Anonymous T'ai Chi instructor            |

HAHAHAHAHAHAHAHA!!!  Just had to say: I like it!
From: dt@pnet51.orb.mn.org (Ryan Williams)
Newsgroups: alt.games.sf2,rec.games.video,rec.games.video.arcade
Subject: Re: SCREW SHENG LONG AND SCREW YOU!
Date: 7 Apr 92 20:03:42 GMT
Article-I.D.: orbit.7421
Organization: People-Net [pnet51], Minneapolis, MN.


Am I missing something to this conversation?
/s

UUCP: {tcnet, crash, quest}!orbit!pnet51!dt
ARPA: crash!orbit!pnet51!dt@nosc.mil
INET: dt@pnet51.orb.mn.org
Newsgroups: alt.games.sf2
From: jstrachman@vax.clarku.edu
Subject: Bison gripes...
Organization: Clark University
Date: 5 APR 92 23:24:59 GMT

I've run into a tick of Bison's that seems unbeatable.

He flames at you, then uses fierce punch, then throws.  I couldn't reverse it
no matter how I tried.  And no matter what anyone says, Bison has priority to
throw after flaming you into a corner.

Any suggestions?

                -Zephyr
From: c152-ci@dv349-4b.berkeley.edu (Teh Kao Yang)
Newsgroups: alt.games.sf2
Subject: Re: Blocking problem in TCE
Date: 16 Apr 92 04:41:44 GMT
Article-I.D.: agate.sj0i8INN244
Organization: University of California, Berkeley
NNTP-Posting-Host: dv349-4b.berkeley.edu

In article <15APR199221161193@rosie.uh.edu> st1el@rosie.uh.edu (Jensen, Douglas J.) writes:
>I was playing Dhalsim versus Cheese-Zangief (read: This guy CHEESED) today, and
>got shoved in the corner, blocking jump-roundhouse, short, and crouch-roundhouse
>all day long.  Even though I moved my joystick to the proper places, I got hit
>a few times.
>
>This could be a slight (read : major) problem if there is a random "unblock"
>feature (read : glitch).
>

Thanks for your reply. Has this happened to anyone else? I think I am going
to do an experiment with the blocking to confirm my suspicions. I'll just 
stay in a corner and have someone try to hit me while I do nothing but block.

Hopefully some of you will try this experiment too, so that I know it's not
just because of some messed up joysticks. I really want to verify if this is
a bug or not. If it is, I refuse to play anymore TCE.

-Teh Kao
Xref: sparky alt.games.sf2:340 rec.games.video.arcade:5296
From: 2frjcomply@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2,rec.games.video.arcade
Subject: Re: SF II: TIE
Date: 15 Apr 92 11:32:18 CDT
Organization: University of Kansas Academic Computing Services

In article <1992Apr13.130449.18497@cco.caltech.edu>, dlee@cco.caltech.edu (Dean R. Lee) writes:
> 
> My friend and I were hanging out at the local arcade last week, when the owner
> took us into the back room and told us he had a surprise.  He then
> rolled in this huge sit-down machine.  It said "Street Fighter II:The Idiot
> Edition" on the side, so we were curious to see what it was.  

<tons of meaningless, non-funny, mindless bullshit deleted>

If you spent more than 5 minutes making this post ( which i imagine you did )
than i grieve for your stupidity.  This post was not even humorous ( as i 
expect it was meant to be ).

P.S. please keep posts within the realm of arcade games or at least
     humor.
From: rew8422@cs.rit.edu (Ronald E Wilhelm)
Newsgroups: alt.games.sf2
Subject: Re: Alt.hot.babe.chun.li
Date: 11 Apr 92 01:42:56 GMT
Organization: Rochester Institute of Technology, Rochester, NY

In article <rauser.702878254@sfu.ca> rauser@fraser.sfu.ca (Richard John Rauser) writes:
>
>
>   So when are we forming alt.hot.babe.chun.li already?? 
>
>--
>Richard J. Rauser   "I like fighting Chun Li.
>rauser@sfu.ca        Especially when I slide under her legs and glance up."
>WNI                                      -Dhalsim

Rich, stuff the f*ck up, already....
if this is a joke, you forgot a :)

--
Ron Wilhelm				| This space for rent:
rew8422@cs.rit.edu			|
rew8422@ritvax.BITNET			|
Newsgroups: alt.games.sf2