HDTenEightyP/NetNews huggingface dataset:
From: tedebear@leland.Stanford.EDU (Theodore Chen)
Subject: Re: Golden Bears want a scrimmage
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 8 Sep 92 02:50:05 GMT

In article <18cnroINNne2@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>In article <8eeBytG00WCX0WKkUM@andrew.cmu.edu> Kevin Michael Bernatz <kb32+@andrew.cmu.edu> writes:
>)Hmm,
>)	I thought you guys would change your name to something with a little
>)more, ahh.. reputation to it :).
>
>We just wanted there to be two national champion Golden Bear teams this
>fall.
> -Mojo

of course, you aren't referring to your football team.
From: stimpy+@cmu.edu (Rick)
Newsgroups: rec.games.netrek
Subject: GAME: Pick up "clue" game stats
Date: 13 Sep 92 14:18:28 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Stats for clue game played saturday night, if anyone cares...

(I produced these stats more for my own benefit than for the people
involved; practicing for my role as server god for team Side Salad
home games.  :)

note: armies include x5 for ogged

Name		kills	deaths	armies	planets	hours
-----------------------------------------------------
joystick	60	60	146	2	0.87
Kurvenal	45	21	121	4	1.07
Buehgler	44	52	111	1	0.99
Sandia		41	41	156	1	0.99
NSX		59	39	59	4	1.01
SpaceGhost	19	26	117	3	1.03
danny		17	40	26	1	0.91
sadist		17	46	43	2	0.99
Moving Target	3	4	0	0	0.07
rjones		50	62	107	7	0.99
Yea Boy!!!!!	45	21	93	7	0.91
LURI		28	22	28	3	0.84
Ginger Lynn	47	35	142	5	1.01
Angel Of Death	23	42	63	0	0.94
Duke		8	21	4	0	0.50
GOD		47	59	77	2	0.89

Starbases:
Name		Kills	big,pretty explosions	hours
-----------------------------------------------------
danny		2		0		0.13
LURI		9		1		0.18
GOD		3		0		0.16
Moving Target	10		0		0.60
Yea Boy!!!!!	7		1		0.08


Sorry if your newsreader balks at tabs. I'm an emacs-aholic.

--Rick
Tomato Boy

SIDE SALAD!!
Newsgroups: rec.games.netrek
From: wk5w@luca.bme.Virginia.EDU (William Thang Katz)
Subject: INL proposals
Reply-To: wk5w@luca.bme.Virginia.EDU (William Thang Katz)
Organization: University of Virginia
Date: Mon, 7 Sep 1992 21:26:33 GMT

It seems I'm missing a number of interesting articles from r.g.n.
First was the composition of Ray jones' new team and now Hector's
proposal for "coaches".

I think the idea of a coach for each side is a truly excellent
and most righteous idea!  I no longer want to be Battle Captain
for the Angry Men because it takes too much time away from the
true "playing" of the game to type all those messages in.  It
would be great if there was a coach that could devote his full
time to coordinating team efforts without worrying about dying
or ogging a carrier, etc.

On another note, I have just completed preliminary testing of
a new statistics tool which does a retrospective analysis of the
message log generated during a game.  It includes a number of
interesting things like: potential carriers created, potential
carriers killed, enemy carriers killed, carried enemy armies killed,
total planets bombed, friendly carriers killed, etc.

It corrects for friendly fire (don't get credit for killing your
teammates or their carried armies) as well as chain reactions
(tracks simple sequences in which player A kills enemy B who kills
enemy C who kills ...)

I am also adding the concept of "race size" which is some value like
# planets owned / 10.0.  This allows modification of many values.
For example, bombing a planet when the race is small (only owns a 
few planets) is more valuable then bombing one planet when the
race owns 20.  Also creating a potential carrier when you are in an
LPS is more dangerous than when the enemy is in an LPS.

The program currently determines all players in the game (by name)
and spits out the statistics automatically.  I would like to
continue testing it.  If you have a message log and would like
it "statistified", send it to wk5w@virginia.edu.  I'll send you
the stats and you tell me if it helps you, what you'd like to 
see, etc.

NOTE to server makers:  It would be helpful if bases designations
have some unique character in addition to the usual code, e.g.
"the Baseman (R9!)" instead of "the Baseman (R9)".  Right now
I can't distinguish base from non-base using solely the Message log.

-Gandhi, the Bald, Non-Aggressive One
 Member of The Angry Men
From: takekosh@koh-sun10.usc.edu (Tetsu Takekoshi)
Newsgroups: rec.games.netrek
Subject: Re: Please
Date: 5 Sep 1992 19:24:33 -0700
Organization: University of Southern California, Los Angeles, CA
Distribution: usa
NNTP-Posting-Host: koh-sun10.usc.edu

i want to apologize to ppl i may have screamed at at Calvin lately :)
i think i'm getting a little bit too hard core.  i'd play at CMU but
i have an extremely low lag tolerance.

Crunchy Frog
Newsgroups: rec.games.netrek
From: rjones@itchy.dsd.es.com (Ray Jones - Perp)
Subject: Re: RSA-reserved.c
Organization: Design Systems Division, Evans & Sutherland, SLC, UT
Date: Sat, 5 Sep 92 19:09:39 GMT

In article <18aji1INNgl5@usenet.INS.CWRU.Edu> mcn@b62103.student.cwru.edu writes:
>  I'm a little confused as to how this whole system will work... Since I  
>maintain all the NeXT related software (server, clients, etc), and am  
>continually making improvements to the color stuff and working on a port to  
>NeXTstep, I need to have the reserved.c to be able to compile this stuff  
>correctly. I got the current one from Terence a while ago, but how is it going  
>to work with this new system?

I'll try to make this as short as possible.

It's based on Public Key encryption, of the RSA variety.  Each client has
two numbers associated with it, the public and private keys.  The server
sends the client a random string of characters.  The client encodes it with
its private key, sends back the encoded message, along with its public key.
The keys for each client will be different, so the public key can be used
to identify a client.  The server checks two things.  First, that the
public key is on its "list" of accepted clients.  Second, that the encoded
message from the client decodes into the original, whenthe public key is
applied to it.  That's how Public key encryption works.  In RSA, any
message encrypted by the public key can be decrypted by running it through
the exact same formula, with the private key in its place.  And vice versa.
So as long as the private key stays hidden, you can verify that a client is
who it says it is.  And if anyone discovers the key, you can just take it
off the list.  

Did I miss anything?

--
                                          rjones@dsd.es.com
Newsgroups: rec.games.netrek
From: genie@netcom.com (The Genie)
Subject: Re: Where do the UCBers play now?
Date: Tue, 08 Sep 92 20:55:09 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

In article <Bu9qup.n1p.2@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>
>Where do y'all play?  I've been looking all over for the regulars.  Bigdog  
>is desolate now adays.  No more bezier, calvin has the lag from hell,  
>sturgeon has the mods from hell.
>
>WHERE DO YOU PLAY?  I WANT TO KILL YOU!!!  Nah...just teasing.
>

All the UCB regulars have gotten lives this semester, and
don't play any more.  Surprised?  :)

Gene
Newsgroups: rec.games.netrek
From: glenn@physics.su.OZ.AU (Glenn Geers)
Subject: Borg sources wanted (and Xtrek ported to Sys Vr4/386)
Organization: School of Physics, University of Sydney, Australia
Date: Fri, 11 Sep 1992 00:25:20 GMT

Hi,
	A friend and I have got netrek to work on 386/486 boxes running sysVr4.
There are still byte ordering problems so they aren't very talkative over
a network (yet).

FLAME ON
The other thing is that everyone seems to release borg binaries not source
code. Why? Just look at X, GNU stuff, etc. and see the improvements that they 
undergo when freed for all and sundry to hack on.
FLAME OFF

Are there example borgs around (not beef) in source form? I've used archie and
all I get is binaries.

Thanks folks,
	Glenn

p.s. Sorry if I offended anyone.
--
___________________________________________________________________________
Glenn Geers                       | "So when it's over, 
                                  |  we're back to people.
Department of Theoretical Physics |  Just to prove that human touch
The University of Sydney          |  can have no equal."
Sydney NSW 2006 Australia         |  - Basia Trzetrzelewska, 'Prime Time TV'
                                  |
Phone: +61 2 692-3241 (voice)     |_________________________________________
       +61 2 660-2903 (fax)       |
                                  |
glenn@physics.su.oz.au            | #include <standard_disclaimer.h>
                                  |
----------------------------------------------------------------------------
Newsgroups: rec.games.netrek
From: isae@IASTATE.EDU (isae@vincent.iastate.edu)
Subject: Doorstop running INL server 2.0
Keywords: clue games
Reply-To: isae@IASTATE.EDU (isae@vincent.iastate.edu)
Organization: Iowa State University
Date: Tue, 15 Sep 1992 22:25:26 GMT

---

Starting today, Tuesday 09/15/92 at 6:00PM (EST), Doorstop is
running a public INL server ver. 2.0

Description:
-----------
- 1st port : 2592  
  2nd port : 3592
- Chars/ratings saved as a regular server. (Final bronco database is used)

Please notify any weirdness/bugs/whatever and send any suggestions
to isae@iastate.edu; Read the MOTD for more info.

Thank you,
-Rony aka Gajah Mada
 isae@IASTATE.EDU

Newsgroups: rec.games.frp,rec.games.board
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: BattleTech/MechWarrior problem: How do I resolve the skills?
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Mon, 7 Sep 92 19:18:53 GMT


I have the BattleTech Compendium, and 1st Ed. MechWarrior, and a big,
big problem.  I cannot figure out a way to resolve the skills of Battle-
Tech against the skills in MechWarrior!  I tried making the adjusted 
gunnery skill equal to the medium-range target number, but it just didn't
work too well.  What should I do?  E-mail preferred.

---Chris Meadows

Newsgroups: rec.games.frp,rec.games.frp.misc,alt.feminism
From: dmatiske@chopin.helios.nd.edu (david matiskella)
Subject: Re: Looking for "women's" rpg.
Reply-To: dmatiske@chopin.helios.nd.edu (david matiskella)
Organization: Univ. of Notre Dame
Distribution: usa
Date: Tue, 8 Sep 1992 19:34:45 GMT

In article <8SEP199207532253@rosie.uh.edu>, lib1p@rosie.uh.edu (Tammy Stark Blandino) writes:
|> >Since there is not any evidence that there ever was a truly matriarcal 
|> >society of any impact, the type of campaign you speak of could be completely 
|> >original.  I encourage people to create their own societies, and not be 
|> >bound by any attempt to copy history.
|> > 
|> 
|> That is because both history and archeology has been interpreted by
|> a VERY patriarchal society.  Do you expect those in power, who ever
|> that is, to *ADMIT* the other side had power over them at one time?
|> I think men have a real problem with the concept of women and power.
|> >I guess they will call me a femiphobe.
|> 
|> Naw, you have just bought into everything you have been brainwashed...
|> ..uhm...I mean...taught.
|> 
|> Tammy
	IF any knows of any historical matriarcal society why don't they post thier name, location, date, or whatever. 

	It would do more support (and would be more interesting) the augument than insulting the other side.
From: alvalent@husc9.harvard.edu (Alvin Valentine)
Newsgroups: rec.games.frp.dnd
Subject: Re: Hypercard Mac DM --Where is it?
Date: 5 Sep 92 12:43:30 GMT
Article-I.D.: husc3.1992Sep5.084331.15393
Organization: Harvard University Science Center

Sorry about that last blank message.  My hard drive crashed and I lost all my
programs.  I used to have this program, and I liked it ok, but I never used it
because it had some bugs and it was for ADND1.  Still it was pretty neat
and now that I have the new Hypercard I can take out the bugs and add what I
wanted to it.  Change it around a bit.  Still, where is it?  What ftp site?
I remember it being at rainbow or umich or something off the wall like that

Thanks a lot.
 

 
Later,
 
Lee Valentine
Newsgroups: rec.games.frp.dnd
From: cobra@garfield.catt.ncsu.edu (Brian Dunphy)
Subject: Re: What are Cantrips...?
Organization: Computer and Technologies Theme Program, NCSU, Raleigh
Date: Tue, 15 Sep 1992 13:57:35 GMT

The idea behind cantrips is mages had to learn how to cast spells at
some point, and they probably didn't start by trying to cast shocking
grasp (or some other 1st level spell).  Cantrips are basically the
'learning' stage of magic.  They have become sorta 'holdovers' that
some real mages keep around.  (That's I beleive the way they were 
introduced in UA, I think)  Cantrips are basically too wimpy a spell to
be first level, but can be entertaining or useful if used correctly.
They are almost by necessity non-damaging.  We play that you can replace
one first level spell by three cantrips as memorized.  I'm not sure if
that's the official word or not.

How this gives you an idea what they are.

					brian.


cobra@catt.ncsu.edu               "A little nonsense now and then
Brian Patrick Dunphy               is cherished by the wisest men."
                                         Willy Wonka.
Newsgroups: rec.games.frp.dnd
From: brian_vickers@isd.jpl.nasa.gov (Brian Vickers)
Subject: Re: DARK SUN
Followup-To: rec.games.frp.dnd
Organization: Jet Propulsion Laboratory
Date: Mon, 14 Sep 1992 20:38:07 GMT

In article <BuFn1C.M46@csugrad.cs.vt.edu>, janderso@csugrad.cs.vt.edu
(Justin Anderson) wrote:
> According to one place in the rule book, druids get major access to
> the Sphere of Cosmos (clerics get minor), but at another it says that druids
> get minor as well....  Clerical magic seems pretty limited under these terms.
> Clerics don't get a whole lot of spells above 3rd level.  I'm considering 
> giving clerics (but not druids) major access to Cosmos.  
> 

Actually, this issue was settled some time ago on GEnie, and in Dragon's
"Sage Advice" column. If you use the Dragon Kings HB, then only Druids have
major access to the Sphere of the Cosmos. If you don't use the book (and
you really should) _both_ clerics and druid have major access.

Hope I've helped.

-- Brian
brian_vickers@isd.jpl.nasa.gov

"Eliminate the impossible and what ever remains, no matter how improble, is
the truth" -- Sir Arthur Conan Doyle through Sherlock Holmes

"I reject that philosophy. The impossible often has a kind of integrity
which the merely improbable lacks." -- Douglas Adams through Dirk Gently
Newsgroups: rec.games.frp.dnd
From: mjc2@ns1.cc.lehigh.edu (MATTHEW JAMES COLES)
Newsgroups: rec.games.frp.dnd
Subject: Re: Clerics:  Deities Granting Spells
Date: 11 Sep 92 02:04:01 GMT
Organization: Lehigh University

In article <1992Sep7.170323.15443@husc3.harvard.edu>, alvalent@husc9.harvard.edu
 (Alvin Valentine) writes:
>
>Brett Benyo suggests that we make all gods the same power level.  Effectively,
>the CPH tries to make all priesthoods equal.  This is in some ways fine,
>and in other ways not very attractive.  Making all the gods the same power
>doesn't do much for me.  I think most pantheons have someone quite a bit more
>powerful in legend than the rest of the pantheon.  Also kinda kills the
>separation of HERO, DEMIGOD, LESSER GOD, GREATER GOD.  I think that's a
>pretty important distinction in many mileu (though not necessarily in yours).
>If making all the gods the same power level worked for you, then I smile for
>you  :) .  For me that just won't do.  Very simple solution, though, admittedly
>but I'm looking for a bit more substantial one.
>
>Any other ideas, Brett?  Anyone else?
>
>
>Later,
>
>Lee Valentine
>
            I believe a very simple solution to your problem lies the 2nd Ed.
            text 'Legends & Lore'. The statistics that are given for the gods
            of each pantheon, which range from Greater power to Hero, offers
            an excellent choice for all campaigns. The stats also provide
            information for Priests and the like.
            I've used the book for many campaigns, and have found the
            information it contains extremely useful.
                                   - Matt Coles


-- 
- Matthew Coles
     mjc2@lehigh.edu
     Class of '96
     Lehigh University
Newsgroups: rec.games.frp.dnd
From: trottibw@NeXTwork.Rose-Hulman.Edu (Barry W Trottier)
Subject: Buying and Selling magical items
Organization: Rose-Hulman Institute of Technology
Date: Thu, 10 Sep 1992 19:34:22 GMT


	I bought the Magical Items Index this summer and it created a  
tremendous lust to turn gold into magic for my PCs.  I let them buy only  
low power non-permanent items at first (like potions), but eventually, I  
found myself agreeing to sell powerful things.
	The reason that I allowed myself to do this was because I thought  
that since any fairly powerful mage could make an item, then that mage  
could be contracted to produce the item as well.
	So, I would make them roleplay out the purchases and in time, they  
would have their magic item.

	I was just wondering if anyone has some thoughts on the subject.
(I am sure that this has been said before, but if it was, I missed it.)

-----------
Barry Trottier
e-mail:  trottibw@nextwork.rose-hulman.edu
-----------
Newsgroups: rec.games.frp.dnd
From: spzkny@lims02.lerc.nasa.gov (JAMES ZAKANY)
Subject: Re: Poisons
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Date:  8 Sep 1992 08:39 EST  

In article <67643@hydra.gatech.EDU>,
 ccoprdj@prism.gatech.EDU (Jorge Diaz) writes...

>In article <4SEP199208353003@lims01.lerc.nasa.gov>
 spzkny@lims01.lerc.nasa.gov (JAMES ZAKANY) writes:

>>>	Nope, I think that a specialized field of alchemical knowledge
>>>called Poison Lore is certainly a full-sized proficiency -- maybe
>>>even a two or three slotter!

>>Agreed!  I'd make it a rogue-oriented NWP.  Two slots for rogues, three for 
>>anyone else (poison brewing certainly isn't "general knowledge").

>Sounds more like mages to me than rogues (but that's just me).

Okay.  Make it two slots for both magi and brigands.  No biggie.

                                                  James S. Zakany
Newsgroups: rec.games.frp.dnd
From: rnmg1200@uxa.cso.uiuc.edu (A Lady and her Walrus)
Subject: Re: Adventure Modules
Organization: University of Illinois at Urbana
Date: Thu, 10 Sep 1992 03:52:12 GMT

In article <brian_vickers-090992145002@137.79.110.112> brian_vickers@isd.jpl.nasa.gov (Brian Vickers) writes:
>[Lots of deleted stuff]
>
>I've always felt that the ultimate Greyhawk campaign would be the sequence
>of T1-4, A1-4, S1-4, and GDQ1-7. Granted there may be some time altering
>here, but it would sure be fun to play!

Ack!  You have a sick mind.  I like it.  Seriously though, I bet you could
do it; you'd have to ignore some "official" history, but what good Greyhawk
DM doesn't?  Then you could cap it off with Vecna Lives!, and this time
it's that geek Mordenkainen who gets the shaft instead of the other members of
the Circle (I always hated Mordy; the descriptions of him make him seem
so pompous and overbearing).  Or maybe you could do a complete Greyhawk
Castle campaign, starting out with Greyhawk Ruins and then going on to
Castle Greyhawk. :)

>(BTW, thanks, Walrus, for taking the time to look that up!)

De nada.  I take it this means you've found what you're looking for?

>-- Brian

The Walrus

Newsgroups: rec.games.frp.dnd
From: sean@mullet.gu.uwa.edu.au (Sean A Reith)
Subject: Re: Mage spell ... comments?
Organization: University Computer Club --- Perth, Western Australia
Date: Sun, 6 Sep 1992 08:25:28 GMT

Could I beg comments on the same spell modified such that it only
created one clone (I decided to do this last night, and I also had email
suggestions to do so, due to the excessive power of the spell).

(There should also be a limit on the number of clones that can exist at
one time before the caster goes insane, based on level, int or ego.)

Due to another email comment, the clone _will_ mimic the non-material
spell components of the spell.  (Though I would have thought that a 12HP
being wouldn't survive in any combat (especially melee) that purported
to include a 12th level mage...  The spell has much more power in
non-combat situations...)

Thanks to all that have commented so far.

Enjoy, be free,
Sean.
-- 
Sean A Reith aka Lynscar             | gusar@uniwa.uwa.edu.au
C programmer and net.addict at large | sean@gu.uwa.edu.au
Obquote:                             | reith_s@kultarr.cs.uwa.edu.au
 "I have a cunning Plan" - Baldrick  | sean@his.own.really.fast.machine (RSN)
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.dnd
Subject: Re: Buying and Selling magical items
Date: 10 Sep 92 21:52:32 GMT
Organization: University of Pittsburgh
Originator: seawasp@pmax1.cis.pitt.edu

In article <BuDt0F.HtK@mentor.cc.purdue.edu> rworkman@mentor.cc.purdue.edu (Ryan Workman) writes:
>In article <1992Sep10.193422.16909@cs.rose-hulman.edu> trottibw@NeXTwork.Rose-Hulman.Edu (Barry W Trottier) writes:
>>	So, I would make them roleplay out the purchases and in time, they  
>>would have their magic item.
>>	I was just wondering if anyone has some thoughts on the subject.

>Well, Barry, I also allow PCs to buy magic items.   I charge a zillion gps
>and gold (as well as other precious metals) is *HARD* to come by in my
>campaign.  Otherwise... it's MUCHKIN LAND!

	My game is a bit different from many others. In general, most GMs
seem to think that magic is rare, produced by very few craftsmen who
jealously guard their powers, and thus something that is technically
worth maybe 1,000 gold will be priced at 40,000 simply because you
can't GET it anywhere.

	In my world, however, Magic has been in use for hundreds of 
thousands of years. Thus, despite the inherent fickleness and difficulty
of the Power, magic has advanced to the point that it occupies basically
the same position as technology does in our society. Thus things like
Wands of Light (easily made by a Continual Light spell) illumine the
streets, magically-maintained sewer systems keep major cities clean,
and so on.
	
	This, of course, extends to the magical items that PCs like 
to get.  The basic items of this kind -- +1 swords, basic magical 
armor, Bags of Holding[the adventurer's NUMBER ONE CHOICE item],
healing potions, and so on -- are thus available, for high but reasonable
prices, to an adventurer in any major city. Other items, being much
more rare, are sporadically available, or can be constructed to
specifications -- the more powerful the item, the more time and money
needed to manufacture it.

	The price for a no-frills +1 sword in my world is about 1,500-
3,000 GP, depending on locale. Bags of Holding, being enough in demand
that they're essentially mass-produced, but also being essentially more
complex items, cost anywhere from 6-12,000 GP, but are often the first
major purchase an adventurer would make. Healing potions are cheaper,
of course, being relatively simple, one shot, and mass produced. 40-80 GP
will get a regular Healing potion, less in a really large city.

	Custom-made items, of course, tend to be REALLY expensive...

                                 Sea Wasp
                                   /^\
                                   ;;;
Newsgroups: rec.games.frp.dnd