HDTenEightyP/NetNews huggingface dataset:
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: 2300 starmap
Date: 20 Nov 92 14:07:49 MDT
Distribution: rec.games.frp.misc
Organization: Utah State University

In article <NV91-ASA.92Nov20113033@hemul.nada.kth.se>, nv91-asa@hemul.nada.kth.se (Anders Sandberg) writes:
>  Earlier someone doubted that anyone would type in all those numbers for the
> stars in Near Star Map. I did it a while ago (tells a lot about my infomaniac
> tendencies :-) ). If anyone is interested in the data, mail me:
> 
> nv91-asa@hemul.nada.kth.se
> 
> The stars is in a ASCII file about 30K all 714 of them. They have coordinates,
> name (I have tried to use the correct astronomical names everywhere I could),
> spectral type and absolute magnitude. 
> 
> Anders Sandberg

	Well, while you are at it, do you think you could set them up in a
small program, so you can cross reference them with all of the other stars, for
all of their relative stats, such as distance, magnitude, type, size, binary,
etc. etc.  It shouldn't take that long...  :)  :)  :)  :)  :)


		Brandon


...It is a JOKE, you know, A JOKE!
From: japhet@romulus.rutgers.edu (APJ)
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire and GURPS
Keywords: Vampire, GURPS, stereotypes
Date: 17 Nov 92 06:37:48 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

davis@cwis.unomaha.edu (James J Davis) writes:

>If you like Storyteller, use it.  I won't fault you for that.  But, I find no
>basis to say it's a better roleplaying system than GURPS. Since roleplaying
>comes from within, very little of a system effects it.  Storyteller does not
>seem to encourage roleplaying.  Rather, it inhibits roleplaying with useless
>stereotyping.  Therefore, I find your assertation that Storyteller is a
>'better RPG' than GURPS unfounded.

Hmpf. I must disagree. The Storyteller system lends itself so well to
roleplaying. Dice are discouraged by the authors of the game (first ed., anyway
haven't read all of 2nd yet). And, this idea od stereotypes... Clans and
such... what you MUST understand is that those clans are there for NO
OTHER REASON than for the characters to clash with. A player is part of a 
clan, yes, but never has one of our players been the stereotypical Gangrel,
Nosferatu, or Brujah. Sheesh, I was a Brujah who conformed. The thing is that
clan in uncontrollable by the character, his sire is responsible, and there
is nothing he/she can do. Alot of the roleplaying lies in trying to fit the
clan and/or getting hunted down by it.
You also had a gripe about humanity. I fail to see where this system makes
no sense. The entire point behind Vampire is to resist the Beast within,
to remain as human as possible. This is simply, and IMHO elegantly 
resented by the Humanity system. It MAY be a bit harsh, but God, you have
to feed of Human (usually) blood to live, don't YOU think it'd be pretty
difficult to remain sane if you had to kill people to live?
I have never played GURPS, and well, I have no desire to, really. I've heard
too much bad about it, and well, it *looks* cheesy. No mood, no atmosphere.
All that is provided by Vampire, a very dark, depressing mood, at that.
I just fail to see any truth in your arguments. What can I say?
						
							-RJ
Newsgroups: rec.games.frp.misc
From: hcs+@cs.cmu.edu (Henry C Schmitt)
Subject: Re: RQ: Divine intervention
Summary: No Offensive Effects
Keywords: RQ RuneQuest Divine Intervention
Organization: Engineering Design Research Center, Carnegie Mellon
Date: Thu, 19 Nov 1992 16:25:37 GMT

In article <1992Nov19.101226.13364@eng.cam.ac.uk> yt1@eng.cam.ac.uk (Y. Tremblay) writes:
>
>Anybody around here plays Runequest ?  
>
I'm currently running a RQ2 campaign. (Why RQ>2< you ask?  I stopped
playing around the time RQ3 came out, and when I started running again
I wanted to use the system I was more familiar with.)
>
>5:  What is a reasonable effect of a divine intervention ?
>
>    In the book they give three examples:  teleport up to ten human-sized 
>    creatures, raise one stat, resurrect (sp?) a dead.  Can it be offensive ?
>    ex: kill the five ones that are attacking me, (low powered one: make them
>    fall inconcious (I'll be able to finish the job *grin*))  Very dependant
>    of the deity :  the earth deity could open a hole in wich the foes would
>    fall but the sea/forest deity could do nothing if you are not in
>    sea/forest ?
>
> FYI the rules I have are RQ Deluxe edition and using Glorantha 
>Gods.
>

	This is one of the problems I have with RQ3, not enough
Gloranthan material.

	When the Gods Wars ended in the Covenant of Time it was agreed
that the Gods would leave mortals to fight their battles on Glorantha.
Therefore the Gods can take NO offensive actions within the boundries
of Time.

	I don't know whether this is stated in the RQ3 rules, but it
is made perfectly clear in the DI rules in RQ2.

	Hope this helps.
-- 
Henry C. Schmitt
Home: 2863 Beechwood Blvd.,Pittsburgh, PA 15217-3114 (412) 421-8482
Work: 2212 Hamburg Hall,5000 Forbes Ave,Pittsburgh, PA 15213 (412) 268-2257
E-Mail: InterNet: hcs@cmu.edu CIS: 72275,1456 AppleLink, AOL, GEnie: H.Schmitt
From: tdunn@ecst.csuchico.edu (I Need a Life)
Newsgroups: rec.games.frp.misc
Subject: Conventions
Date: 18 Nov 92 20:09:06 GMT
Organization: California State University, Chico
NNTP-Posting-Host: grotus.ecst.csuchico.edu

icecw@asuacad.bitnet writes:
>I was thinking of making my way to Origins this year.  Any chance of getting
>all you netters together there.  I sure would like to meet face-to-face all
>the folks I've talked to over the last couple of years!  You can send me
>email if you're interested and I'll try to organize something, altthough it
>would be better if a native Dallas/Ft. Worth were involved (hint, hint).

Same goes for the more "local" convention DunDraCon, which will be held
in the San Francisco Bay Area over President's Day weekend in mid-
February.  I have submitted a proposal for a seminar on Gaming and the
Internet.  It could be a meeting place for all net'rs who attend as
well.

-- 
While anyone can admit to themselves they were wrong, the true test is
admission to someone else.
Newsgroups: rec.games.frp.misc
From: durrant@mentor.cc.purdue.edu (unknown)
Subject: Re: Srun 2: 
Summary: more info--sorry
Organization: Purdue University
Date: Tue, 24 Nov 1992 02:51:41 GMT

In article <thom.722539917@access.digex.com>, thom@access.digex.com (The Elf-Lad) writes:
> GAYNOR@agvax2.ag.ohio-state.edu (Jim Gaynor) writes:
> >In reference to post that FASA intends to write the history of HMHVV
> >as being dragon-created, and that dwarves with HMHVV become "Goblins". 
> >Ick.  There's one part of the FASA-written SR background I won't
> >incorporate into my own worlds...
> 
> I agree. Ooh, ick. If HMHVV is dragon-created, how do we explain the
> existence of pre-Awakening vampires? The mana level certainly hasn't been
> high enough in modern scientific times for a dragon to have manifested,
> and we know there have been vampires for a while.
> 
> -- 
> Thom Watson, the Elf-Lad         elf-lad@access.digex.com <-----preferred
>                                  elflad0@aol.com         elf-lad@glib.org
>                                  GEmail=T.WATSON7
> "What sane person could live in this world and not be crazy?"--U.K.LeGuin


According to the adventure we played, and to the designers themselves, said 
dragon created the virus (HMHVV) during the time when Atlantis still existed.
Therefore, the vampire virus has been around for a very, very, long time--there-fore pre sixth age vampires could have existed in a limited number.  This is 
most of the information we have because it was all we were able to find out--
but I *know* FASA is coming out with the suppliment or module--so we'll just
have to wait until then to find out.

Christine and John (anxiously awaiting our advance copies of Grimore II and
the Neo Anarchist's Guide to Real Life that Tom Dowd and the folks at FASA
promised us for winning their tournament!)
From: lward@husc8.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp.misc
Subject: Re: Srun 2: Questions
Date: 20 Nov 92 21:20:12 GMT
Article-I.D.: husc8.lward.722294412

mason writes:

>Some questions for the board:
> 
>1) Can a spell be grounded from the astral plane through a
>     quickening?

No.  There is nothing physical for the spell to ground into (no actulay
focus).  This is why quickening is worth the cost of Initiation.  The
quickened spell can be destroyed, however, by all the normal astral
means.

>2) Can quickenings be masked?

Judgement call.  Our group has played that they cannot, nor can foci.
This was mainly for game balance, but also because I always thought
foci were for the weak, those who wanted easy power, and should therefore
be discouraged by .real. magicians.

>3) Can a physical spell be grounded through to the body of an
>     astrally projecting mage (as opposed to a percieving one)?

The SRII story illustrates just such a case, and since the body is a
physical component (in both perceiving and projecting), physical spells
should be able to ground through it.

>4) Can foci be masked?

See above.  Note that by "jugdement call", I mean that, in the rules
nothing is stated either way.  This may change in the Grimore II.

>5) Can an active focus be carried physically through an astral
>     ward?

This has troubled me recently.  There is really no reason that it (or
a perceiving character for that matter) should be able to move through
a ward; it should block them astrally and thus prevent their physical
forms from going through.  This isn't too bad, since now (in SRII, and
maybe in SRI as well) you can activate/deactivate foci with an action.
Deactivate, walk through, activate.

On the issue of wards, (and maybe some barriers, too) it seems like
the creator of them should be able to project (or move) through them
with impunity.

>6) What is the point of a "grade 0" initiate?

You get access to Metamagic, but you do most of it poorly (your grade
figures into to lots of target numbers).  You get no bonus to your
magic rating (important for physical adepts), which in SRII is more of
a big deal, since you can only add a number of magic pool dice equal
to your magic rating to the casting of a spell.  You get no totem
bonuses.  Basically, by making a grade 0 instead of starting with grade
1, it forces you to be pretty dedicated to initiating if you want
to get anything out of it.  It's a long, long road.


Wordman
Newsgroups: rec.games.frp.misc
From: mam1335@summa.tamu.edu (MONTGOMERY, MARK ANDREW)
Subject: Re: Srun 2: Questions
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Sat, 21 Nov 1992 10:53:00 GMT

>1) Can a spell be grounded from the astral plane through a
>     quickening?
Yes.
>2) Can quickenings be masked?
No.
>3) Can a physical spell be grounded through to the body of an
>     astrally projecting mage (as opposed to a percieving one)?
Projecting, Yes...remember the quote from _Into the Shadows_ by one of
  Hasselich's mages??
>4) Can foci be masked?
No.
>5) Can an active focus be carried physically through an astral
>     ward?
Yes, the focus does not trigger the ward, because  does not actively do 
  anything.
>6) What is the point of a "grade 0" initiate?
Grade 0 initiation gives the mage/shaman access to all of the initiate 
  magics, such as masking, quickening, centering, and so on.
>-- mason


	--Aahz   (Shadowspawn)

Newsgroups: rec.games.frp.misc
From: clarke@atri.curtin.edu.au (Nathan Clarke)
Subject: Re: PBEM
Reply-To: clarke@atri.curtin.edu.au
Organization: Australian Telecommunication Research Institute
Date: Tue, 17 Nov 92 09:50:07 GMT

In article 3941@samba.oit.unc.edu, Elizabeth.Mccoy@launchpad.unc.edu (Elizabeth Mccoy) writes:
> I have some archives of a GURPS Space PBEM I've been running, and could
> possibly manage to fit another "watcher" onto the Bunnies and Burrows
> mailing list for that one that I'm starting up...

I would like to 'see' how PBEM works too. If theres room for another
'watcher' could I please join in?

____________________________________________________________________________
Nathan Clarke.				Australian Telecommunications
					Research Laboratory (ATRI)    .-_!\
telephone:  61 9 351 3265		Curtin Uni of Technology     /     \
facsimile:  61 9 351 3244		Bentley WA, 3265.	     P_.-._/
e-mail:     clarke@atri.curtin.edu.au	Australia		          o
____________________________________________________________________________

Newsgroups: rec.games.frp.misc
From: tmartin@nyx.cs.du.edu (Thomas Martin)
Subject: Re: Loyd Confused GENCON/Origins
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Thu, 19 Nov 92 01:37:02 GMT

>I was thinking of making my way to Origins this year.  Any chance of getting
>all you netters together there.  I sure would like to meet face-to-face all
>the folks I've talked to over the last couple of years!  You can send me
>email if you're interested and I'll try to organize something, altthough it
>would be better if a native Dallas/Ft. Worth were involved (hint, hint).
>Maybe we could even have a couple games depending on the interest of the
>participants!


	Well, I've been planning on going to Origins since last year,
but where can I write to get pre-registration information? Is that
stuff available yet?

	Also, will Guprs Vampire be offered at Origins (Dallas/Fort
Worth) or at Gencon (Milwaukee)?
Newsgroups: rec.games.frp.misc
From: stxtnt@rs733.GSFC.NASA.Gov (Nigel Tzeng)
Subject: Re: Pay for SHADOWRUNNERS
Organization: Goddard Space Flight Center, Greenbelt, Md, USA
Date: Tue, 17 Nov 1992 01:15:36 GMT

In article <1992Nov14.033034.6895@midway.uchicago.edu> fks1@ellis.uchicago.edu (Scaramouche) writes:

[stuff deleted]

>   when i used to play srun players had to have a *real* good reason
>   for taking more than a 2 money priority.  the idea being that if
>   they had all that money why would they want to 'run?  (of course
>   players decided that they play thrill seekers and militant moralists -
>   but that was kind of lame...).  Our group was of the firm conviction

Nope...simple solution.  They are ex-military or ex-corp.  The average
soldier will have smartlink, boosted 2, chipjack, dermal 1.  The elite
troops will have better.  After a       






>   that runners should as a lifestyle be, if not desperate for money,
>   not have too much of it.  Of course once they got a rep and could
>   be numbered among the *best* runners then they could start commanding
>   more money.  But then pay would be a factor of how *good* you were
>   or how well respected you were (you are what you seem in cpunk) -
>   not just how much money you had lying around.

   just MHO

   Scaramouche
   -- 
   >>>-----------------------------------------------------------------------<<<
   "It is human nature, I suppose to be futile and ridiculous"
   "If the windmill should prove to formidable, I may see what can be done
	      with the wind."            -Scaramouche (fks1@midway.uchicago.edu)
--
Nigel Tzeng
.sig under construction
From: ez005523@cassatt.ucdavis.edu (David Lucey)
Newsgroups: rec.games.frp.misc
Subject: Here's something to consider for Vampire...
Date: 17 Nov 92 02:15:31 GMT
X-Newsreader: Tin 1.1 PL3

Hello!

Before I get to the crux of this article, I'd like to say thank you -again- to
all of you who kindly sent me mail on the whereabouts of the "Hunters Hunted"
supplement; I finally have a copy (yeah!), and I enjoyed reading it immensely
(no hunters in my campaign yet...but the way my players are currently paying
attention to maintaining the Masquerade, that wil probably change).

Now for the real topic of discussion/debate:  as I was perusing through my
Scandinavian literature (like any good Comp. Lit. student who is currently
reading the Saga of the Volsungs and the Ring of the Nieberlungs - sp? - would),
I came across a long, forgotten copy of Beowulf.  Deciding to re-re-re-re-read 
it, I encountered Grendel, Beowulf's antagonist for the first quarter of the 
story:  it seems Grendel's parents were a she-beast and Caine...

To anyone (and especially, to the folks at WW):  does this mean that we'll be
seeing a future supplement which includes stats and a short history for Grendel?
(After all, his father is only the most important of all Kindred...that's
probably open to debate, but after all Caine started the Generations - at least,
that's what the Ancients say, and I for one am not about to argue with someone
who can use 10th level Dominate without moving a muscle...)

Eric Lulie
P.S.  Where can I find information on the two Sabbat families listed in V:TM?
      (Lasombra and Tzimisces in case you've forgotten...)
Newsgroups: rec.games.frp.misc
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: Marketing of the Generic
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Fri, 20 Nov 1992 17:36:47 GMT

mmadsen@ics.uci.edu (Matt Madsen) writes:
>I've noticed that one complaint against multi-genre systems (like GURPS) is
>that things are...well, generic. What could GURPS, Hero, and others do to make
>their products more palatable to people who really like the feel of a game
>tailor-made for one genre.

	Well, one thing is to concentrate more on sourcebooks with a 
specific world rather than whole genre sourcebooks - but I think those who 
like these 'universal' games want at least some of these sort of guideline, 
'make-your-own-world' sourcebooks. 

	One approach which I particularly liked was the approach of 
GURPS Time Travel. It spent time explaining alot of the basics and options 
of time travel, but in campaigning, it covered a few fairly complete 
campaign set-ups rather than tossing off a bunch of one-line ideas as 
GURPS sourcebooks commonly do. Each of the campaign setups was about four 
or five pages, and described the beginning of a fairly real, non-'generic' 
campaign. 'Western Hero' did something similar in that it *detailed* the town 
of Tombstone during the period, providing a clear and concrete setting. 

	I think that the genre supplements would do well to show *by example* 
how to set up a good, in-genre campaign, rather than talking in the abstract 
about these things. 

------------------------------------------------------------------------
John Kim                    | "Nostalgia ain't what it used to be."
jhk6@cunixb.cc.columbia.edu | "The future's not the same anymore."
Columbia University         | "What the hell's wrong with my langauge."
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.frp.misc
Subject: Hero Question: Move Through Vehicles
Date: 16 Nov 92 23:01:49 GMT
Organization: California State University, Chico
NNTP-Posting-Host: hairball.ecst.csuchico.edu


Given:
Any object can be used to deal damage up to (BOD + DEF) in d6, any 
more an the object breaks.

A move through will do 1/2 damage to the attacker, full damage if no
knockback happens in the target.

Query:
If a Vehicle of say, 15 total DEF and BOD does a move through, can 
it do 15d6, or 30d6?  If it can only do 15d6 and does knockback,
then it is not close to it's breaking point.  If it can do 30d6
then it will be close to it's breaking point after impact.

-- 
Pascal, n.:
	A programming language named after a man who would turn over in
his grave if he knew about it.
Newsgroups: rec.games.frp.misc
From: sleibowitz@hamp.hampshire.edu
Subject: Re: SR II:  astral/physical gateways
Organization: Hampshire College
Distribution:  world
Date: Mon, 23 Nov 1992 13:56:57 GMT

In article <1992Nov22.183133.4471@mailer.cc.fsu.edu>, picl17@fsphy1.physics.fsu.edu (Jeffrey Johnson) writes:
> A question one of my players recently came up with, and I'd like to
> try out on the net:
> 
> Since a physical spell can be "grounded" from the astral plane onto the
> physical through an active focus, is it possible to do the reverse?  That
> is, to "ground" a mana spell into astral space through an active focus?
> 
> The answer I came up with was yes.  That is, it is possible, but rarely
> useful, because ranges do not work the same on the Astral Plane, and thus,
> an area-affect spell sent into astral space will only affect those who are
> astrally "touching" the focus.

I don't think that this is possible, for purely logistical reasons. All spells,
mana and physical, start out on the astral.  For a physical spell to bridge the
gap, it has to be cast at an astral target which has a definate link to the
physical world, such as a spell lock or projecting magician.  Since a mana
spell starts out on the astral plane and pretty much stays there, only doing
damage to the targets' auras, I'm not sure quite what the point is.

I disagree with your statement about ranges in astral space, as well. 
Everything that I have read suggests that astral space (with the exception of
metaplanes) is directly analogous to physical space.  If this is the case,
there really isn't any way the ranges can differ too much: that's like saying
that the two are exactly the same, except different.

A much more interesting permutation is as follows: what happens if a spirit is
tagging along (on the astral) _right_next_ to some poor guy who gets pelted by
a manaball which was targeted via physical senses?  My answer (please post if 
you disagree) is nothing.  Since combat spells can only affect what you can
see, and the spirit was invisible to normal senses, it was completely safe.

> Travis

					Your humble servant,
					    Smiling Wolf
sleibowitz@hamp.hampshire.edu
Newsgroups: rec.games.frp.misc
Subject: Re: SRUN:  Legality of packing
From: skuff@vax1.mankato.msus.edu
Date: 17 Nov 92 13:53:29 -0600
Organization: Mankato State University

In article <1992Nov16.104434.60882@cc.usu.edu>, slb3y@cc.usu.edu (Punk Rocketeer) writes:
>      I am a Shadowrun newbie, unashamed to admit it.  I have SR 2nd
> ed., with one major question.  What are the laws governing weapons,
> cyberware, etc.?  Is there a Tir Tairngire Rifle Association dedicated
> to protecting the right of every elf to own Panther Cannons and lesser
> weapons?  Does the California Free State frown on anyone packing
> something bigger than a Swiss Army knife?
> 
>      Did I miss a section in the rulebook?  Is there a supplement that
> details this?  Does the GM make all this up?
The guncontrol laws for Seattle were published in the SHADOWTECH source book. 
In general everything is illeagl unless you have a permit, and military weapons
and cybertech are almost impossiple to get permits for.
Newsgroups: rec.games.frp.misc
From: tgt33358@uxa.cso.uiuc.edu (Thanatos)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Organization: University of Illinois at Urbana
Date: Tue, 17 Nov 1992 02:35:48 GMT

In article <1e97m3INN3uh@charnel.ecst.csuchico.edu> tdunn@ecst.csuchico.edu (Tim Dunn) writes:
>
>It will allow me to play a human, without the referee going into 
>coniptions.  And don't say that a human is not a part of the Vampire
>mythos.  Without Renfield, we would have never had all the fun we
>do now.   8-)=
>
But you CAN play mere mortals.  And they DO tend to survive.  Get the Hunters
Hunted. 

-- 
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...	       	    / It's a Zen thing... 
	-Ozymandias 		    \	 you wouldn't understand...  
Newsgroups: rec.games.frp.misc