HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.frp.misc
Subject: Torg: Infiniverse?
From: <LUCKE@NDSUVM1.BITNET>
Date: Monday, 5 Oct 1992 01:37:50 CDT
Organization: North Dakota Higher Education Computer Network

     As a Torg player since its release, I have been an Infiniverse subscriber
since issue one.  How many people out there in net.land actually subscribe to
Infiniverse?

Out of the people that do, do you...

(a) Enjoy and read every issue
(b) fill out your response forms like good little boys and girls
(c) actually read and use dispatches and rumors
(d) just read the Herald messages

And while I'm interrogating everyone, do you use published adventures, or
make up your own?

+----------------------+-----------------------------------------------+
| Kyle A. Lucke        | "The 7.62 minigun does _how_ much damage??"   |
| lucke@vm1.nodak.edu  |          --anonymous Thunderbolt agent        |
+----------------------------------------------------------------------+
From: dhoberma@pearl.tufts.edu
Newsgroups: rec.games.frp.misc
Subject: MegaTraveller Starship Combat
Date: 30 Sep 92 14:49:44 GMT
Organization: Tufts University - Medford, MA


Does anyone out there hav a clue how the starship combat works
in MegaTraveller? I have been banging my head trying to figure it out
and have gotten only a sore skull from trying.

	Anyone out there willing to explain with lots o examples
and such? Assume I have the ref guide..

	Dobie
Newsgroups: rec.games.frp.misc
From: CX6L@MUSICA.MCGILL.CA (CX6L000)
Newsgroups: rec.games.frp.misc
Subject: Re: Clerics in GURPS (Was Re: a GURPS question)
Date: 29 Sep 92 17:05:50 GMT
Organization: McGill University

In article <1992Sep29.131156.5397@zip.eecs.umich.edu> charles@zip.eecs.umich.edu (Charles Jacob Cohen) writes:
>Does anyone else use a similar idea?  I kinda of like it because you sort
>of want to go back to your home familiar territory to rest, recover, and
>cast all your major spells. - Chuck

In my worlds (I posted a detailed theology a few days ago: look
for it to understand me better), holy places have "god-aspected"
mana, which assists those doing work (even non-priests) that
is in the interest of the god in question, and which penalizes
those (even priests) who would work against that god in its holy
place. This gives NPC holy folk a cheap and easy-to-use system
to defend themselves against temple-robbing PCs! I use a -1 to -5
penalty for the desecrators and the modifier of the opposite
sign (+1 to +5) for the faithful. This is applied to *base* skill
and affects cost and casting time!! The size of the modifier has
to do with the length of time that spot has remained holy to
that god.

______________________________________________________________________
|      From the Most Holy Keyboard of:                               |
|      Dr Manfred Kromm, Reverend of the Temple of the Squid God,    |
|      Professor of Quantum Parapsychology.                          |
|____________________________________________________________________|
|           )                               "This won't hurt a bit.  |
|  |========|OOOOOOOOOOOOOOOOOOO>------      Afterwards . . . you'll |
|           )                                see things MY way!"     |
|____________________________________________________________________|
From: rjung@aludra.usc.edu (Robert A. Jung)
Newsgroups: rec.games.frp.misc
Subject: Re: PARANOIA:  Is it still around?
Date: 28 Sep 1992 19:38:04 -0700
Organization: Southern California Lynx Enthusiasts
NNTP-Posting-Host: aludra.usc.edu

In article <1992Sep28.081004.12227@stortek.com> spivey@stortek.com (Jerry Spivey MS2286 x8008) writes:
>I've been enjoying a change a pace recently by playing PARANOIA, but looking
>at the modules in the stores recently, I haven't found any NEW titles.
>The copyright on everything is at least 2 years old.

  Modules have slowed down recently, but not campaign packs. The last modules
were the "Vulture Warriors of Dimension X" series, which placed Troubleshooters
in an Alpha Complex with a *CRASHED* Computer in a cross-time adventure. There
were three modules in the series, crossing over into CYBERPUNK, TWILIGHT: 2000,
and an unofficial DR. WHO RPG cross-over.

  More recently are the campaign packs. There's THE ALPHA UPDATE, which
features a rebooted Friend Computer and an Alpha Complex divided into three
warring factions. Then there's the still-very-new BOT ABUSER'S MANUAL,
featuring new rules for playing bot characters (shades of ACUTE PARANOIA), and
other goodies.

  If you haven't seen this stuff, your store's stock of PARANOIA aids is
lacking. That's okay, though; most stores are. Mail-order is a better buy.

>Has WEG stopped supporting
>their product?  Did they drop the line?  If not, what are their plans for 
>this game in the future?

  WEG's support for PARANOIA seems to be slowing, IMO, but it's not quite
dead yet. I think most PARANOIA fans are a small but very energetic group,
so they have some incentive to keep pumping out new stuff. On the other hand,
I don't think _any_ of WEG's RPGs are going very well now; what's the sales
figures for TORG, for instance?

                                                --R.J.,
                                                aka Video-G-AME...
                                                B-)

------------------------------------------------------------------------------
Send mail to rjung@usc.edu           Any time, any place, any game -- Lynx Up!
------------------------------------------------------------------------------
Babs: "I'd be terrific! Colossal! Stupendous! Mediocre even!"
Aide: "You are applying for the position of President of the United States?"
                      --Buster's Guide to Part-Time Jobs, TINY TOON ADVENTURES
Newsgroups: rec.games.frp.misc
Subject: Warhammer character class needed
From: <K50CC@CUNYVM.BITNET>
Date: Friday, 2 Oct 1992 11:52:46 EDT
Organization: City University of New York/ University Computer Center

I am posting this for a friend,since I don't usually log onto this group.
To make it simple,I would like to have the statistics and description for the
Elven War Dancer (In White Dwarf mag. about issue 112 or so).If you have the
magazine,I would appreciate it if you can send it to me (e-mail please.I don't
read this group).
Thanx in advance!
L8r!
KLAZAR
Newsgroups: rec.games.frp.misc
From: mark@cheers.jsc.nasa.gov (Mark Manning)
Subject: Net.Book.Riddles
Organization: Simulacron I
Date: Tue, 6 Oct 1992 14:09:13 GMT

Well, since my posting never reached rec.games.frp.archives, I have
to assume there is some problem on our end still which prevents me
from posting to it.  So, as much as I hate to dump things where they
are not supposed to go - the Net.Book.Riddles is going to be placed
here instead of in rec.games.frp.archives.  Later folks!

Newsgroups: rec.games.frp.misc
From: mcvos@cs.vu.nl (Vos MC)
Subject: Re: RFD: GURPS disad limits
Organization: Fac. Wiskunde & Informatica, VU, Amsterdam
Date: Mon, 5 Oct 1992 10:37:42 GMT

motto@cbnewsf.cb.att.com (mary.rita.otto) writes:
: In article <1992Oct2.003801.9153@netcom.com> agent86@netcom.com (Michael McBride) writes:
: >to mind.  Should points gained from Lowering an attribute count toward
: >that 40 point "limit"....also is this (in Your experience) a truly good
: >disad limit?...would you recommend higher? or lower? and why?

I don't really see the use of this limit. All players in my campaign
think they have to take the full 40 points of disads, while some
characters would certainly be better of with less, or some more disads.
Personally I don't use the disad limit. I've created lots of characters
with more than 40 (or 80 in cyberpunk) points in disads, and they are
very playable. Not to powerfull because of the extra points, nor to
much crippled by the disads. Just watch out you don't take disads
which are actually the same. 
: >
: From page 26 of GURPS Basic Set:
: Limiting Disadvantages: "Poverty, ugliness, bad reputation, and
: attributes of 7 or less count as disadvantages."
: 
Well... what can I say? It is certainly states in the rules this way,
but I wouldn't take the whole limit to seriously. Besides, in the real
world, does everyone have the same number of disadvantages? Some people
don't have much real disadvantages nor thing they are really good at,
while others have severe disabilities but are extremely talented at
other things. Besides, if a player wants to play a less usefull
character, doesn't he have the right to do so? If he dies, just don't
blame the GM.

: Yours sincerely,
: Mary (typing for Andy the Outrageous)
: Email us if you need more help.
: 
: 
Great Greetings,
MCV


 Yes,  I'm new on the net, but you'll probably hear more from me
From: markl@dvorak.amd.com (Mark Luedtke)
Newsgroups: rec.games.frp.misc
Subject: Re: A few minor SRII points
Date: 30 Sep 92 19:49:47 GMT
Article-I.D.: dvorak.1992Sep30.194947.13835
Organization: Advanced Micro Devices, Inc.; Austin, Texas

In article <BvDExw.Jz2@news.cso.uiuc.edu> pmwg1641@uxa.cso.uiuc.edu (Peter M. White) writes:
>I think that raising attributes comes much too cheaply, now that it
>can be done repeatedly.  Raising an attribute is typically every bit
>as useful as improving a general skill, so I think that the cost
>should be twice the new level, and triple for levels above racial
>max (although I would consider allowing a one time discount of
>twice value for attributes that *start* at racial max).

"Every bit as useful"?  I'd say raising Body or Will from 5 to 6 outweighs
raising any skill you can think of the same way.  In SR, raising things that
are normally used as target numbers should be expensive compared to raising
things that are normally dice counts.  Attributes tend to be target numbers
for a lot of things.  Spell resistance comes immediately to mind.  This rule
must have been adopted to limit magic power, especially against experienced
characters.

I will not allow any racial max stats below a 6 to be bought up at double the
cost, or else all the metahumans will (cheaply) buy off their weaknesses.
Maybe triple the cost for weaknesses.

I do like the fact that characters who start with average attributes are not
resigned to stay there forever.  I would like it to be a little tougher,
though.  Some sort of additional cost for raising the same stat multiple
times may be in order.
-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
From: grendel@cis.ksu.edu (Stephen Spencer)
Newsgroups: rec.games.frp.misc
Subject: Might & Magic III help
Date: 30 Sep 92 01:34:27 GMT
Distribution: usa
Organization: Kansas State University, Dept. of Computing and Information Sciences
NNTP-Posting-Host: cygnus.cis.ksu.edu

I'm looking for the help file for might & magic III.  Could someone email
me with the ftp site its on??  Thanks!

-Stephen

-- 

Stephen Spencer		grendel@cis.ksu.edu		sdstpk@matt.ksu.ksu.edu
Kansas State Univ.
From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Initiative Die
Date: 5 Oct 92 18:12:59 GMT
Article-I.D.: news.BvnuLo.2LE
Organization: University of Illinois at Urbana

In article <1992Oct5.150316.27831@wam.umd.edu> claymoar@wam.umd.edu (Bill) writes:
>How about this idea for the number of dice an Physical Adept can roll
>for his/her initiative:
>  each extra dice costs two magic points up to a max of 4 extra die.
>   # of extra die     cost
>	+1d		2
>	+2d		4
>	...etc.
>Just a suggestion.
>
>	Claymore the Metaknight Champion

I, too, noticed that a cost of 2 magic points per die would be more consistent,
but I believe the first die was purposefully made cheap so that PAs would
not look like molasses.  With Tech C yielding 90k, every normal can easily
afford Wired Reflexes 1.

--Peter

______________________________________________________________________________
						|
     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
______________________________________________________________________________
From: xero@cislabs.pitt.edu (George J Karabin)
Newsgroups: rec.games.frp.misc
Subject: SRII and reputation
Date: 2 Oct 92 18:57:30 GMT
Article-I.D.: blue.6728
Organization: University of Pittsburgh

Ok, since everyone here is going on about reputation, I thought I'd put
mine on the line and say this: Depending on how you run your campaign,
there may easily be a LOT of runners out there. Maybe a Street Etiquette
god has only a 25% chance of knowing of Joe StudlyDeath#1. If this is true,
so what? He also has a 25% chance of knowing of Joe StudlyDeaths#2,3,4...X
The way I'd handle a campaign is that the streets ARE a secretive place,
and that even the most knowledgable in the affairs of blacktop don't know
all there is to know...
From: rmarsh@waikato.ac.nz
Newsgroups: rec.games.frp.misc
Subject: LARP - request for more info
Date: 30 Sep 92 17:45:57 +1200
Summary: Need snail adresses
Reply-To: jsaggers@waikato.ac.nz
Organization: University of Waikato, Hamilton, New Zealand

Posted on behalf - the replies will go to the author not to me...

-----------------------------------------------------------------------------
	 Yo. You crazies the nutters clubs (LRP) out there seem to be 
having quite a lot of fun.  I am pleased to say I am an avide member.

There is a group of us in Hamilton, New Zealand who have set up and managed to 
shanghai a few faithful followers.

What I am wondering if you mad Adventurers out there could post there postal 
address of the head clubs.  This is as I have limited access to the net and 
really like to communicate with clubs else where in this wacked out world .


We have based ours losely of Basic D'n'D, and are now trying to set up rules
for Live Chulthlu (sorry can't spell :-) ), and would like to be able to 
communicate (though not as fast as through the net with other groups).



	JASON,    Baron Samedi, Count Sang de Grais,  and the poor pitful
				NECROMANCER (just fun ah).

---------------------------------------------------------------------------
(jsaggers@waikato.ac.nz - he can receive E-mail but not send it hence the
request for snail addresses)

-- 
Robert 'Stumpy' Marsh | 95 Fairfield Rd | I can't reply to E-Mail, but 
rmarsh@waikato.ac.nz  | Hamilton        | don't let that stop you sending.
+64 7 855 4406        | New Zealand     |
From: smccauli@csws15.ic.sunysb.edu
Newsgroups: rec.games.frp.misc
Subject: Battle Lords of the 23 Century
Date: 1 Oct 92 19:23:57 GMT
Distribution: usa
Organization: State University of New York at Stony Brook
Originator: smccauli@csws15.ic.sunysb.edu


    I believe that someone was asking for a review of Battle Lords of the
23rd century, in refrence to the fact that they were trying to find out
if the game was any good beyond the designer's opinions.

	For those of you who don't know what Battle Lords of the 23rd
Century is:

	BL23 is a sciencefiction rpg, which is sold by a small company 
called Optimus Design System located near Buffalo NY.   The name of the
guy who wrote it is Larry Sims.
	The game tends to be bulky and dedicates much of its volume to
character types weapons and yet more weapons.  It's kind of like a palladium
game in that respect.  Character generation tends to be centered around which
alien race one pics to be at the beginnign of the game.  The races themselves
tend to fall into fairly standard sterotypes.  You have the noble warrior,
the psychotic, the basher, the small puny intellgent masters of the known
universe, the werido, the con man, and of course, one can be a human.  These
are not the actual names of the aliens, but a fairly good representation for
them.  This tends to lock people who would rather role play than just
shoot things into this reather drab character molds.  This is one of the
weeknesses of the system.  If, however, you like to blow things up then and
not waste anytime on chracter development then you should definately look at
this as an advantage.  There are also a few neat quirks to the character
generation system such as the fate tables.
	The combat system trys to be realistic and fast paced.  It does not
really accomplish either, but can still be fun to play.  As mentioned before
there are lots of weapons, some of them are bit pseudo-scientific, which
can be fun to play with.
	There are also psionics, called matrices.  The system for them tends
to work fairly well as long as you don't give the characters access to the
real high matrices where one can destroy an entire solar system with a bad
dream.
	For those of you looking for a game with star ships, this is not the
game because there aren't any rules (yet) for star ships.  Considering this
is such a tech oriented game I was suprised.
	The setting for the game is a corrupt future empire run by
genitically engineered humans and the afore mentioned small intellgent aliens.
Corporations are the real muscel behind the Alliance, they are presumably
who the characters work for.  Even though the section dedicated to the
setting is small compaired with the rest of the book it does give a good
job of at least giving you the flavor of the setting.


Sean McCauliff
From: dseal@armltd.co.uk (David Seal)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Quick Contest (Update)
Date: 29 Sep 92 11:52:14 GMT
Distribution: rec
Organization: A.R.M. Ltd, Swaffham Bulbeck, Cambs, UK

In article <1992Sep28.205909.19125@ncar.ucar.edu> urban@stout.atd.ucar.edu
(Art Urban (PROFS)) writes:

>Oh, one last thing. Our combats were quicker, also due to the fact that the
>defender always rolls a defense when they are attacked (since its a QC), and
>thereby never needed to wait for the attacker to declare a successful hit.
>We still need to compare failures. And on PD only defenses, the defender
>doesn't even get a roll...

Of course, you can get the same speed-up with the regular system. Have both
players roll their dice: then apply the following results:

  Attacker misses, defender succeeds or fails:
    No damage; defender can still use that defence this turn.
  Attacker hits, defender fails:
    Roll damage; that defence has been used up for the turn.
  Attacker hits, defender succeeds:
    No damage; that defence has been used up for the turn.

I.e. the defender *doesn't* need to wait for the attacker to declare a hit -
just roll the dice anyway and ignore them if the attacker doesn't hit.

David Seal
dseal@armltd.co.uk

All opinions are mine only...
Newsgroups: rec.games.frp.misc
From: narlochn@kirk.msoe.edu
Newsgroups: rec.games.frp.misc
Subject: Re: TW:2000 firearm rules
Date: 1 Oct 92 19:46:10 CDT
Distribution: usa
Organization: Milwaukee School Of Engineering, Milwaukee, WI USA

> Sigh.  Sigh again.  I *really* hate jumping into a .45ACP vs. 9mm debate, but
> I'll do it anyway.
> 
> (lots of stuff deleted)
> 
> A few things to remember, regardless of what you have heard.
> 
> 1. A 9mm has about 25% *more* energy than a .45.  So, even if it leaves
> significantly less energy in the target, it is still likely to be more than
> a .45.
> 
> 2. The threat level system of modern body armors places the .45 *below* the
> 9mm in terms of penetrating power.  So, in Twlight:2000, the Pen number should
> be lower than that of the .45.
> 
> 3. For both of these to make any sense in Twlight:2000, the damage of the
> .45 should be *1*, and the 9mm should be *2*, and the Pen of both should be
> *1* (1/nil for the .45, 2/1 for the 9mm).
> 
> 4. A 9mm submachinegun does more damage because a) they use higher powered ammo
> in some cases, and b), the longer barrel allows more efficient use of the
> powder, resulting in increased muzzle energy (muzzle flash is wasted powder).
> 
> 5. Don't take any knowledge for granted (including this), unless you have
> checked it out yourself.
> 
Don't forget the fact that a 9mm is much easier to find.  It is the
standard ammo for many guns.  .45 is found primarily in the USA, and is
real hard to find elsewhere.
                                                  _____
Who else is still waiting for "Naked Gun Part (Pi) | |  "

''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/
'/''/'Nathan'Narloch''/''/''/'"Alumn122@whscdp.whs.edu"/''/''/''/'
/''/'(Enforcer Burp)'/''/''/''or'/'"NARLOCHN@KIRK.MSOE.EDU"'/''/''
''/''/Milw, WI 53207/''/'"Join'the'Official'Psycho/Team..."/''/''/
'/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/''/'
From: kucloak@kuhub.cc.ukans.edu (Bryan Kennedy Reed)
Newsgroups: rec.games.frp.misc
Subject: Re: SR damage
Date: 5 Oct 92 22:23:48 CDT
Distribution: rec
Organization: University of Kansas Academic Computing Services

In article <JALKANEN.92Oct5185735@lk-hp-6.hut.fi>, jalkanen@lk-hp-6.hut.fi (Janne P R Jalkanen) writes:
> 
> Yo!
> 
> I recently acquired a copy of SR II and when I turned to the page 112,
> I began wondering greatly:
> 
> The picture below (no, not the one with the guy in bandages) states that
> 2 Light Wounds (= 2 boxes) would equal a Moderate Wound. Is this correct,
> as I have not found any reference to that matter nowhere else in the book?
> Does this mean that 7 boxes of damage will knock you out? What is the
> net.opinion about this? I've always thought that you can still be up
> and running with 9 boxes of damage (although it is pretty painful...), with
> the 10th box dropping you.
>

This is a misprint.  Check our the character sheets in the back.  They
have the correct condition monitors on it.
 
> Another question:
> 
> Do you thing 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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: smith@ctron.com (Larry Smith)
Newsgroups: rec.games.frp.misc
Subject: Re: PARANOIA: Is it still around?
Date: 29 Sep 92 15:01:25 GMT
Reply-To: smith@ctron.com
Organization: Cabletron Systems, Inc.

In article <BvAq1o.Hyt@news.cso.uiuc.edu>, sjs28257@uxa.cso.uiuc.edu (Steve Stelter) writes:
>spivey@stortek.com (Jerry Spivey MS2286 x8008) writes:
>>Has WEG stopped supporting
>>their product?  Did they drop the line?  If not, what are their plans for 
>>this game in the future?  Is there a release list anyone knows of?

>West End is still cranking out Paranoia stuff, but at a very slow rate.

That is gamma-level classified information.  Please report to the nearest
disintegration chamber.  The Computer is _your_ friend.  Have a nice day.

Larry Smith (smith@ctron.com)  No, I don't speak for Cabletron.  Need you ask?
-
How about we all do something reasonable?  I bet that'll confuse 'em!
Xref: sparky rec.games.frp.misc:6524 rec.arts.books:17652