HDTenEightyP/NetNews huggingface dataset:
From: rush2112@mace.cc.purdue.edu (Troy Hickman)
Subject: Wanted: Champions Books
Organization: Purdue University
Distribution: rec.games.frp.marketplace
Date: Fri, 16 Oct 1992 18:22:19 GMT


I'm trying to find Golden Age of Champions, The Coreolis Effect, and Wings of
the Valkyrie to complete (I think) my collection. Anyone have copies they'd
be willing to part with?
Newsgroups: rec.games.frp.marketplace
From: goldman@orac.cray.com (Matthew D. Goldman)
Subject: Re: looking for Edmund (Matrie Di of Paris)
Organization: Cray Research, Inc.
Date: 8 Oct 92 09:09:39 CDT

In article <1avl9bINNilo@uwm.edu> aragorn@csd4.csd.uwm.edu (Strider) writes:
>A few weeks ago I posted a query for info about which source books to use
>for society creation in the Traveller/MegaTraveller universe.  I received
>numerous very helpful replies about which books to use and such.  Edmund
>replied to me and mentioned a company in Canada that stocks many of the out
>of print source books for Trav/MT.  Edmund, if you're reading this, please
>send me the address of the Canadian company in question.

Post it!  
-- 
Matthew Goldman              E-mail: goldman@orac.cray.com
Fax: (612) 683-3099                   Work: (612) 683-3061

"It's real handy, havin' an Elder God in the band, eh?"
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: help
Originator: jmkaraka@c00078-100lez.eos.ncsu.edu
Keywords: mech stuff
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Distribution: usa
Date: Thu, 15 Oct 1992 20:01:00 GMT


|>>Battletech 
|>>there is ABSOLUTELY NO support supplied by FASA 
|>
|>Not quite true.  There have been three rules supplements, articles in
|>a few magazines both official and otherwise, and three or four 'Tech
|>Readouts' basically catalogs of Mechs and vehicles.  Check out rec.
|>games.board.
|>
	I think he meant support for the Role-playing kludge for the game.

		-john-
Newsgroups: rec.games.frp.misc
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: RPG magazines
Organization: The Ohio State University
Date: Wed, 7 Oct 1992 13:10:44 GMT

In article <1992Oct7.095846.27343@dhhalden.no> optimus@swix.ifi.unit.no writes:
>I am trying to make a list over all RPG magizines that exist, and would like
>to ask you all to help me with this. If you could fill out the form which I
>have included and mail it to me I would be grateful. 
>I will of course send the finnished list to the ones that ask for it and to
>rec.games.frp.archieves.
>
>Thanks!
>
>P. H . Johansen, optimus@swix.ifi.unit.no

A partial list exists in the general Introduction postings on
rec.games.frp.announce.  I would be very interested in getting the
final compilation and adding it to the Intro Postings.
-Coyt
From: steveb@tivoli.UUCP (Steve Benz)
Newsgroups: rec.games.frp.misc
Subject: Re: SR  Karma Pools
Date: 14 Oct 92 19:20:30 GMT
Article-I.D.: tivoli.5024
Reply-To: steveb@tivoli.UUCP (Steve Benz)
Organization: Tivoli Systems Inc., Austin, TX

I like the Karma pools, I even like the fact that they're based on
total Karma earned.  However, I should say that I *tentatively* like
them, since I haven't really explored all the angles.  Here's some
of the effects on the game that I've found so far.  Perhaps other folks
could add to the pot...

First, Karma rerolls are best used when you're rolling a mess of dice.
A prime opportunity to use 'em is when you're jumping somebody who's
surprised, since you can use all your combat pool as well as your skill
dice -- meaning you'll be throwing around 15 dice...  Conservatively.
Given a target number even as high as 4, you're still going to throw
about 7 successes -- which is hard to resist even with a bunch of Karma.
However, with a Karma re-roll, those 15 dice will get you something like
10 successes, and that might just be irresistable.

Trolls become largely indestructible with 10 body dice & 2+ rerolls.

The extra dice PhysAds can get for skills get more important with the
Karma pool for similar reasons.  I'm not sure if (with Karma pool tosses)
they're as good as autosuccesses.  In any case, tossing 9 or 10 dice
twice will net you just about as many successes as you might want to
get.

Of course, there's the old stand-by use for the pool -- to recover from
blown rolls.  Depending on how badly you rolled, it can turn things right
around...  Then again, if you're not rolling many dice, maybe not.

As for the autosuccess, I can think of two times to use 'em.  First, to
avoid becoming dead.  The second would be because you have Karma Pool to
burn...  Or rather, where the marginal gain of making n+1 rerolls 
as opposed to just n rerolls is not as valuable as making one more success
on this roll...  Clearly there's a point of diminishing returns out there
somewhere, but I'm not sure if any of my characters will ever see it.

					- Steve
Newsgroups: rec.games.frp.misc
From: thealien@unlv.edu (Sean McCarthy)
Subject: Re: Post-Apocolyptic GURPS
Organization: UNLV
Date: Sun, 11 Oct 92 01:11:52 GMT

There is a suplement coming out soon if it's not out now called GURPS
Survivers(sp).  It deals with a post-holocaust world.  Martial Arts
and Psionics both reference to it...
____________________________________________________________________________
Sean McCarthy IS             {  }"I'm told it's my duty to fight against
thealien@cs.unlv.edu          }{   the Law, that there's freedom in my blade
thealien@redrock.nevada.edu  {  }  and that wizardry's my trade.."
"Chaotic is NOT Evil!"- Me    }{    -Black Blade by Blue Oyster Cult
From: kucloak@kuhub.cc.ukans.edu (Bryan Kennedy Reed)
Newsgroups: rec.games.frp.misc
Subject: Re: SR damage
Date: 7 Oct 92 16:52:32 CDT
Organization: University of Kansas Academic Computing Services

In article <1687814242.MHART00@RICEVM1.RICE.EDU>, mortimer writes:
> In article <1992Oct5.222348.43611@kuhub.cc.ukans.edu>
> kucloak@kuhub.cc.ukans.edu (Bryan Kennedy Reed) writes:
>  
>>In article <JALKANEN.92Oct5185735@lk-hp-6.hut.fi>, jalkanen@lk-hp-6.hut.fi (Janne P R Jalkanen) writes:
>>> Do you think that the PhysAd Increased Reflexes Power has a little bug in
>>> it? I think that the Cost line should read 2-4-6 or 1-3-6, but not 1-4-6.
>>> Look at the other powers, there the Costs double from level to level
>>> (For instance: Killing hands : .5-1-2-4) or go up with a constant step.
>  
>>I think that this was done intentionaly to discourage people from
>>playing fast physical adepts.  In first edition there was a problem
>>with everyone playing lightning fast, munchkinized phys ads.  I think
>>now they are now trying to say that if you want to be really fast,
>>then you ought to play a Sammie.  It's a real shame, though.  I had a
>>phys ad who was fast!, but wasn't a heavy hitter when it came to
>>combat.  Can't play him that way any more.
>  
> You could find a friendly mage to quicken Increased Reflexes +3
> on you, or accept the risks involved in a spell lock.  Although,
> considering the Karma involved, the mage would have to be REAL
> friendly.
>  
> "Life IS pain.  Anyone who tells you differently is selling something."
> -- mason hart

Good idea, but it that spell doesn't exist in our universe.  We had a
real problem with a couple of guys whos mages went off before any of
the Samurai.  The would be tossing four killer spells a turn.  Of
course they also were loaded to the max with focuses and had all sorts
of stuff protecting their spell locks.  We got rid of the spells and
everything seemed to balance out.  (Funny thing to, they quit playing
when they weren't allways the hottest thing on the playing field.)  

Actually, my adept is still rather playable.  I haven't notcied much
of a loss.  Then again, we are now really trying to avoid combat (but
somehow, it always finds us.)  And my abilites make up some of the
difference.  My combat pool is a couple above the norm.  Back when it
was a dodge pool, most people had a five or six, but now that I get to
include my Wil and Int, I get a bit of an advantage.

Still, I will miss being able to outrun anything on two legs (and some
things on four wheels.)
-- 
		
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Invincibility depends on one's self;	   kucloak@kuhub.cc.ukans.edu
  The enemy's vulnerability on him.	    bkreed@oread.cc.ukans.edu
 		  --Sun Tzu 		      Bryan Kennedy Reed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: rec.games.frp.misc
From: tgt33358@uxa.cso.uiuc.edu (Deus Imperator)
Subject: Re: Werewolf Hunters?
Organization: University of Illinois at Urbana
Date: Wed, 14 Oct 1992 07:56:55 GMT

In article <1992Oct13.203750.20407@news.duc.auburn.edu> fshaver@eng.auburn.edu writes:
>Greetings.
>
>Have any of you thoughts on a pack of werewolves as Hunters (using _Hunters Hunted_)?
>I am primarily asking about allowing the characters to be able to purchase Numinae and also about their purchasing Merits and Flaws (obviously not Merits/Flaws intended only for Kindred,  e.g. Eat Food).

On the Vampire Mailing List, the WW sponsor declared that a Werewolf Player's 
Guide would be released, with new (appropriate) archetypes, new tribes, new
gifts, totems, and Merits and Flaws.  All this should be answered, then.
Personally, as a ST, I wouldn't see a problem, as long as the merits and Flaws
made _sense._ (If a Garou power already emulates clairvoyance (using spirits
perhaps) players should not be allowed to choose a cheaper, better alternate 
from Vampire.  


-- 
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...	       	    / "No, I don't know how much unknown is... 
	-Ozymandias 		    \	...THAT'S THE POINT!" 
Newsgroups: rec.games.frp.misc
From: jogle@zia.aoc.nrao.edu (Jim Ogle (Ks. Jim))
Subject: Re: Star Wars Second Edition
Organization: National Radio Astronomy Observatory, Socorro NM
Date: Thu, 15 Oct 92 05:45:39 GMT

In article <mumble> quirk@pioneer.unm.edu (Gym Z. Quirk) writes:
>In article <grumble> sjs28257@uxa.cso.uiuc.edu (Steve Stelter) writes:

>>My friends and I asked the WEG folks about this at GenCon.  I don't remember
>>any details, but apparently the second edition will be different enough from
>>the first edition to justify buying it.  I think they're revamping the
>>damage system and making the system in general more like that of Torg, but
>>I'm not sure.
>
>More like Torg?  Oh dear...

Actually, I think Steve may be thinking of West End's new sci-fi game,
Shatterzone, which will be out next spring and will have mechanics
similar to TORG (including the drama deck).  The latest I heard from
WEG concerning 2nd edition SW is that while they've made changes it
will be "a cinch to learn" if you are familiar with 1st edition SW.

[TORG comments deleted]

>Getting back to Star Wars, I would appreciate it more if West End
>published a 'conversion kit' along with the 2nd edition rules, but
>that's probably too much to ask.

Depends on the changes they made.  There are apparently "expanded"
skills and a new movement system (again?) plus lots of "frills" (like
actually letting aliens have special abilities instead of being humans
in funny suits!)


-- 
Kansas Jim (Jim Ogle, TORG guru)                               /|
jogle@aoc.nrao.edu (NRAO-VLBA, Socorro New Mexico)           o| |-
"I'd be apathetic if I cared."                              /| \|
Newsgroups: rec.games.frp.misc
From: jng53092@uxa.cso.uiuc.edu (Jon Gad)
Subject: Re: Purpose of the 'frp' groups
Organization: University of Illinois at Urbana
Date: Sat, 10 Oct 1992 23:12:16 GMT

brl@kopasker.is (Bjorgvin Runar Leifsson) writes:

>Hi, fantasy role players!
>My question is perhaps not for this group, but...
>Is any of the frp groups specially designed for frp games on computers?
>If so, which one is it?
>(I'm talking about games like AD&D series, M&M series and so on).

>Thanks in advance,

>Bjorgvin R. Leifsson
>brl@kopasker.is

Actually, no.  None of the r.g.f.* is devoted to computer games.  I'd say go
to rec.games.misc or comp.sys.ibm.pc.games or comp.sys.mac.games depending on
what you own.

Jon Gad
jng53092@uxa.cso.uiuc.edu

Newsgroups: rec.games.frp.misc
From: mmidura@ccs.northeastern.edu (Marc Midura)
Subject: Re: RM: herbs
Keywords: Rolemaster
Organization: College of CS, Northeastern U
Date: Fri, 16 Oct 1992 16:45:30 GMT

In article <Oct.16.11.47.36.1992.14956@gandalf.rutgers.edu> ghuber@gandalf.rutgers.edu (George Huber) writes:
>A recent session has raised a unique question.  It is generally assumed that
>the users of herb are using them for the effects that they give, ie they are
>willing targets.
>The question is what happens when an herb is given to an unwilling target?
>
>For example, suppose that someone wnated to capture the party - if he had the
>chance to spike the parties food with one of the herbs that cause quick 
>unconsciousness would the following apply:
>1) should the party get saving throws vs. the affect to the herb, and if so
>   what should the level of the herb be?

I think that this would be a judgement call.  I would pick a level for the
herb to be used as a poison and either reduce or increase the level of 
effect based on the success of the person doing the poisoning.

Remember, there are also luck based resistance rolls if you think  
lvl vs. lvl in not appropriate.

>2) would detect poison/trap spells pick up the herb in the food?
If the herb has ill effects, I would say that a detect poison would
find it.  However I would rule that a detect trap would not find the herbs
in the food.

On another note, are you playing with the addiction factor for herbs?
Is someone considered willing if I give them an herb that heals?
Is someone considered willing if I give them a poison herb?
Is someone considered willing if I give them an herb that heals yet
has a high addiction factor?

This last question could yield interesting results. Instead of trying to
outright poison someone, I could give them an herb that 'helpful' yet
very addicting.  After giving them the herb for a long period of time,
ceasing to administer the herb could bring withdrawal symptoms that are bad
enough to put the victim at a serious disadvantage.

.marc
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: RE:vamp generation
Originator: jmkaraka@c00003-118dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Fri, 16 Oct 1992 20:00:21 GMT


|>Another thing, make the players keep their generations secret.  It is not
|>something you go around bragging about, coz then every higher generation vamp
|>that you know (or don't know) that don't like is gonna be hunting you. 
|>
|>Shane
|>
	You said it buddy!  My neonate never, never, never let anyone know
what her generation is (she a caitiff and its 8th, but I'm only telling
you because I don't play with you).  Neonate PC's are way too easy to take
down if a badass, experienced, NPC decides he wants a snack.

	-john-
From: kulance@kuhub.cc.ukans.edu
Newsgroups: rec.games.frp.misc
Subject: SkyRealms of Jorune
Date: 7 Oct 92 13:53:09 CDT
Organization: University of Kansas Academic Computing Services


Hello,
	A few weeks ago I purchased SkyRealms of Jorune the '92 edition.  I
must say I was very impressed with the detail given to the world of Jorune. 
They have managed to put more detail into a <300 pg. book than an entire series
of AD&D source guides.  
	
	I'm about to start a test group to see how the actual system runs, and
how well I can get a campaign going.  I am wondering if anyone else out there
has run across this game and would be willing to share their ideas, hooks,
etc..  Especially any Shanthic technology as the book is sorely lacking in that
dept. 

	Also if anyone is wondering what I'm babbling about, drop me some mail
Later,
Pauly

and I'll post a review either here or in .advocacy, whichever you folks thinks
is more appropriate.

Newsgroups: rec.games.frp.misc
From: reese@next12pg2.wam.umd.edu (Reese Berringer)
Subject: Vampire Generation Background rule
Keywords: vampire
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Fri, 16 Oct 1992 14:44:09 GMT

	I am currently running a Vampire/werewolf campaign with many rule  
alterations/corruptions.  The gist of which is that I run it as diceless  
as possible. (similar to the Amber system)
	A question though.  Did anyone else decide that the generation  
option in backgrounds was just too Monte-Hall ?  I threw them out, and  
made everyone in the party be 13th Gen.  This seems to enhance the moral  
quandery of diablerie-to do it or not.  Any comments ?


Reese@WAM.umd.edu

Until the mist parts and the Watchers are revealed...
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc
Subject: SJG - Miniatures
Date: 8 Oct 92 20:53:08 GMT
Organization: Boeing Computer Services, Seattle


  I see that Steve Jackson Games is joining the long line of companies that
sponsor miniatures. I wonder what they will be? Perhaps the 'Generic' cast of
characters? :)
-- 
 Bob Hall,                 | "If at first you don't succeed, try, try again.
 Workstation Peripheral    | Then give up. No use being a damn fool about it."
 Boeing Computer Services  |                                     -Groucho Marx
Newsgroups: rec.games.frp.misc
From: irvine@uxh.cso.uiuc.edu (Brent Irvine)
Subject:  Magus and AI release Dates
Organization: University of Illinois at Urbana-Champaign
Date: Sat, 10 Oct 1992 03:51:05 GMT


	Hello, Does anyone know when the (new) proposed release date
	for _Magus_ from White Wolf?

	How about _AI_ from Digest Groups Publications?


-- 
+-------------------------+---------------------------------------------------+
| Brent L. Irvine         |  "Reality is not the world, but the perception of |
| irvine@uxh.cso.uiuc.edu |   the world."			-Sneakers     |
+-------------------------+---------------------------------------------------+
From: tgt33358@uxa.cso.uiuc.edu (Deus Imperator)
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire Question:  1st level Dominate
Date: 14 Oct 92 11:43:45 GMT
Article-I.D.: news.Bw40Ky.Br7
Organization: University of Illinois at Urbana

In article <18032@ucdavis.ucdavis.edu> ez005523@othello.ucdavis.edu (David Lucey) writes:
>Hi!
>
>In my Vampire chronicle, I've run across a consistently sticky point concerning
>the first level Dominate power, Command.  The book says nothing about an
>Attribute+Ability for Command, and I'm assuming that means Command is auto-
>matically successful.  Does this mean no resistance rolls for the victim?  If
>not, what is the victim supposed to roll against to block the effects of 
>the command?
>
WEEEEELLLL...you can do it one of two ways:
1) Assume it's like the AD&D cleric spell Command, in that you can only 
deliver one phrase, ie one idea (a verb is usually it, but let the players
get creative), and the victim, if he's non-kindred, gets no resist chance.
If kindred, do whatever makes sense, ie.  After user nails a lick with a 
fist, user _commands_ the vampire to _sleep!_.  What makes sense?  Well,
victim rolling willpower, difficulty 6, vs. user rolling (what stats did
he use?  Strength and intimidation?) Okay, those, difficulty 6.  Most 
successes wins.
2) Wait until October 31, and get vampire II, which will have the answers
to messy questions like that...


-- 
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...	       	    / "No, I don't know how much unknown is... 
	-Ozymandias 		    \	...THAT'S THE POINT!" 
Newsgroups: rec.games.frp.misc
From: mortimer
Subject: Re: Shadowrun Questions
Organization: Rice University  
Date: Wed, 7 Oct 1992 03:33:40 GMT

In article <1992Oct6.235019.27961@monu6.cc.monash.edu.au>
ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs]) writes:
 
[ re: psionics ]
 
>I'm considering implementing something like the metapsychic powers from
>Julian May's Pliocene Saga and Milieu trilogy. Stay Tuned.
 
Bad idea.  Julian May completely ignored every conventional theory
regarding psychic phenomena in favor of making Gods out of her
characters.  While this makes for interesting reading, it has no
place in the Shadowrun game.  You'd be much better off modeling a
"Mental Adept" on the rules detailing Physical Adepts, where a
character can acquire Talents (telepathy, tk, empathy, esp, shield,
precognition, mind over body, sixth sense, astral perception, or
maybe even astral projection) according to his Magic attribute.
 
[ re: "shell people" ]
 
The entire concept of Essence implies that souls are inextricably
tied to the physical body -- thus, samurai cannot survive if their
essence falls below zero, and a mage's astral self cannot survive
long if his physical body dies.  A cyborg (def: a human brain in a
mechanical body) should not be possible under the Shadowrun
definition of reality.  Even if they were, they should not be
available as PC's  (put a 20 - l00 million price tag on the tech).
 
"Life IS pain.  Anyone who tells you differently is selling something."
-- mason hart, rice u.
From: ratinox@splinter.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Newsgroups: rec.games.frp.misc
Subject: Re: Magus and AI release Dates
Date: 13 Oct 92 18:01:43 GMT
	<Bvw017.LI5@news.cso.uiuc.edu>
Reply-To: ratinox@meceng.coe.northeastern.edu
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]
X-Signature-Virus-Protection: Version 1.51
X-Get-A-Clue: Have two, they're small.

>>>>> "BI" == Brent Irvine <irvine@uxh.cso.uiuc.edu> writes:

BI> 	Hello, Does anyone know when the (new) proposed release date
BI> 	for _Magus_ from White Wolf?

Magus will be out roughly a year from now, give or take a month or two.

BI> 	How about _AI_ from Digest Groups Publications?

Beats me.

--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
To defend / This is the Pact / But when life's scorned / And damage done
To avenge / This is the Pact           --Blue Oyster Cult, Vengeance (The Pact)
Newsgroups: rec.games.frp.misc