HDTenEightyP/NetNews huggingface dataset:
From: mittman1@athena.mit.edu (Christopher T Chiu)
Subject: No foul play intended!! (Was Re: Can I take Advantage of you?)
Organization: Massachusetts Institute of Technology
Date: Sun, 3 Jan 1993 08:27:26 GMT

When I posted that message about NY minis dealers, or what have you,
I intended that simply as a public service message.  Personally, I never
have, and never will(flame me for this!) use or buy minis!  

By the way, personally I don't want any more e-mail about figures!  
I have absolutely no use for them!

From a curious adventurer,
Genghis

P.S. I haven't been following the whole thing about miniatures,
since I don't even know the types of figures, so I had no idea
that the ban had been shelved for a while!  What has happened?
Newsgroups: rec.games.frp.misc
From: mfterman@phoenix.Princeton.EDU (Mutant for Hire)
Subject: Re: META: Game Mechanics vs. Background
Originator: news@nimaster
Reply-To: mfterman@phoenix.princeton.edu (Mutant for Hire)
Organization: Mutant for Hire, Inc.
Date: Wed, 23 Dec 1992 04:56:07 GMT

In article <78748@hydra.gatech.EDU>, gt0040a@prism.gatech.EDU (Tom Sorensen) writes:
>I disagree- look at the Hero system. Its generic. That's all there is to it.
>Although it originally developed as Champions, a super-hero game, it is
>easily adapted to normal heroic stuff- like spies, fantasy, sci-fi, etc. It
>has NO background- its up to the GM to create the background and supply
>the limitations on characters. If a GM decides to create a sci-fi genre
>then he/she must place technology limits and make sure the players follow
>those limits. For a fantasy world the GM must describe what exists, relative
>power levels for fighters vs. magic-users, the Gods (if any), etc.

Actually, Hero is "generic for cinematic resolution of events". Which
means its great for superheroes, Indiana Jones type adventures, and
space fantasy like Star Wars. If you want gritty realistic resolution
of events, you have to go to other game systems. Its one reason in my
poll I asked for top five mechanics, since people often like different
mechanics for different types of games. Teenagers From Outer Space has
neat mechanics, but I wouldn't want to run a cyberpunk game with them.

Its one reason I take with a grain of salt the term "generic". You have
to ask "generic with what level of lethality and realism?"


 
-- 
    Martin Terman, Mutant for Hire, Mean Ol' Top, Priest of Shub-Internet
    Disclaimer: Nobody else takes me seriously, why should you be the first?
mfterman@phoenix.princeton.edu mfterman@pucc.bitnet terman@pupgga.princeton.edu
"Sig quotes are like bumper stickers, only without the same sense of relevance"
From: hummell+@pitt.edu (Andrew G Hummell)
Newsgroups: rec.games.frp.misc
Subject: Re: Palladium/Wizards of the Coast Lawsuit
Date: 24 Dec 92 06:23:40 GMT
Organization: University of Pittsburgh

In article <1992Dec22.143757.13090@news.uiowa.edu> durrell@pinball.arcade.uiowa.edu (Bryant Durrell) writes:
[stuff deleted]
>
>Also, I'm unconvinced that Wujick left Palladium with bad feelings.
>After all, as recently as Villains Unlimited he dedicated a game
>book to Kevin, "the best gamemaster in the world."  But that's
>just a guess on my part.
>

You are correct that Erick Wujcik did not leave Palladium with bad feelings.
According to Palladium's winter '92 catalog, he is still doing work for
Palladium.  The catalog says that he has a source book due out early in '93
(for Ninjas & Superpies) and he has supposedly begun work on a source book
for the Palladium fantasy RPG.

Andy
-- 
-------------------------------------------------------------------------------
  "I'm not insane...just a reasonable facsimile."  | Hummell@vms.cis.pitt.edu
   -- me				           | Andy Hummell     230 DLH 
-------------------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: wljohnso@nyx.cs.du.edu (William johnson)
Subject: Re: RMCVI
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Tue, 22 Dec 92 01:07:13 GMT

In article <Jason_Mulligan.02ks@camelot.apana.org.au> Jason_Mulligan@came
ot.apana.org.au (Jason Mulligan) writes:
>Has anyone got Rolemaster Companion 6? What do you think of it. Are they
>going too far with all these companions.
>
>How many out there play RM?
>
>-Jason
>
>-- Via DLG Pro v0.992


Well I admit my reading of RoCoVI is less than complte but I have skimmed
and read through most of the sections.  Also I am A Role Master junkie and
can find interest and use in almost every Role Master/ICE product..

Anyways, RoCoVI is a fairly jam packed supplement providing a focus to
running a gothic genre campaign with the RM system.  I liked this a lot,
but it really was not enough, IMHO.
Also introduced was more data on "science fantasy" (which deeply resembled
Dark Space...or what ever that one was called) and I thought this section
was fairly weak and not very usable.

The new skill developement system is pretty decent, a lot of baggage for
skills and the rules there in are ditched and simplified.  It resembles
what was done in RoCoII but simplified and compacted.

Bunches of new character classes...(Well we sure need another 10+
classes..) :)

A new initiative/melee system, based off of real time.  Lokks "realistic"
but also fairly unwieldy as compared to other options availiable for that
sort of thing (I like the AP system...)

BAsically what I am trying to say is, if you really enjoy Role Master
and/or play it a lot with optional rules, buy this supplement.  I think
you will like it.

If you are not a regular player/GM then this may be really hit and miss
for you.

--------William Johnson
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Newsgroups: rec.games.frp.misc
Subject: Time preparing (was Re: META: Game Mechanics vs. Background)
Date: 22 Dec 92 15:58:07 GMT
Organization: Plymouth State College - Plymouth, NH.

surge@cqs.washington.edu (Jonathan Sari) writes:
>
>I would agree with the point of view, if I had a lot of time to spend
>on my campaign.  I don't.  I am capable of winging it, but I think
>that well thought out background material makes my GMing run many
>times smoother given the same amount of preparation, and hence makes
>the game more enjoyable.
> ...
>I have a question for all of you, Steffan in particular.  How many
>hours of your time do you spend preparing a campaign to run?  How
>about preparing an adventure?  Please be as specific as you feel
>comfortable with, and give as many examples as you feel comfortable
>with.

I spend very little conscious time preparing for campaigns or specific
adventures.  OTOH, my unconscious mind is constantly, deviously at
work, and things just pop out now and then.  I have no idea how much
time it takes between reading a good story and deriving a fairly well-
developed game setting.

Specific example: how about my latest, an adventure I'm running at
Northeast Wars Con in Burlington, VT, next March:  Bunnies &
Burroughs.  The rabbit PCs have survived foxes, hawks, dogs, even a
wolf.  Can they survive the greatest predator of them all: Tarzan?  Now
where this came from, I don't know.  One day I just said Bunnies &
Burrows and my mind made the association to Burroughs and off I went ...

Sorry to be vague, but my best work is always a product of the
imagination or intuition functions first, and only minimal smoothing is
needed by the thinking function.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.frp.misc
From: mjohnson@force.decnet.lockheed.com (Mark E. Johnson)
Subject: Re: META: Game Mechanics vs. Background
Followup-To: rec.games.frp.misc
Organization: Lockheed, USC, and UT-Austin
Date: Wed, 23 Dec 92 17:31:56 GMT

In article <1992Dec21.232019.14670@oz.plymouth.edu>, sos@oz.plymouth.edu
(Steffan O'Sullivan) wrote:
> 
> Hmmm - I've had some interesting conversations with folks lately about
> what sells in an RPG, and why.  What do you look for when you buy RPG
> material?  Good game mechanics or good world background?

Well, I was going to spout off about the supreme importance of a good
background, but then I took a moment to think (always a good idea). I
*used* to feel that game mechanics were the most important thing, but now I
feel there is actually an assortment of completely playable systems. My
preferences run to GURPS, Hero, and West End's Star Wars/Ghostbusters, and
I know there are others. So I don't feel the pressing need for new game
mechanics any more. Quite the opposite, I find myself running basic rules,
trimming the complicating details from GURPS.

So with three acceptable rule systems in my back pocket, I want to see good
*gaming* writeups of interesting backgrounds. I emphasize gaming because I
don't  appreciate simple reference material. This is something I keep
repeating in my playtest reports for GURPS worldbooks, though I may be out
of touch with those books' market: I can get reference material from the
library (armed with a good bibliography)--what I can't get is gaming
material. In other words, that's what I pay money for, that's what I want
in a game supplement.

Incidentally, though I don't yet own a copy, I think your GURPS Bunnies &
Burrows is uncommonly good in this regard. I'm one who thinks sample
adventures are a *must* in worldbooks. I was pleased with the adventure
seeds (more like sprouts!) in Swashbucklers, and I was overjoyed at the
adventures in B&B. What do you have there? Something like two full
adventure and a handful of seeds/sprouts? Good work!
 
________________________________________________________________________
-Mark Johnson                         mjohnson@force.decnet.lockheed.com
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.frp.misc
Subject: Re: Hero Bestiary and other Hero Stuff
Date: 3 Jan 93 21:32:20 GMT
Organization: Tufts University - Medford, MA

In article <78981@hydra.gatech.EDU> gt0040a@prism.gatech.EDU (Tom Sorensen) writes:
>
>No, Killing Attacks are perfectly in line with normal attacks. They are more
>likely to do BODY (they're called Killing Attacks!) but they do considerably
>less STUN on the average. A 10d6 EB will do 10 BODY, 35 STUN on average.
>A 3d6+1 KA will do 10.5 BODY and 26 STUN on average.

	Yes, but...this ignores the fact that killing attacks are more likely to
do a lot of stun.  For example, of the above two attacks, the most that the EB
can do is 60 stun, and it will do that only one time in 6^10.  The killing 
attack, however, can do a maximum of 95 stun, adn will do that one time in 1296.
More generally, the distribution for stun done by a killing attack is much 
flatter, and goes much higher, than the distribution for a normal attack.  If
you are in a campaign where high PD or Ed is common, then this can be very im-
portant.  The distribution for body done is similarly flatter and higher for
a killing attack.

>Tom Sorensen              gt0040a@prism.gatech.edu
--
gharris@jade.tufts.edu          
George W. Harris              	"He'd kill us if he had the chance."  
Dept. of Mathematics            
Tufts University              			The Conversation  
Newsgroups: rec.games.frp.misc
From: philipd@cs.kuleuven.ac.be (Philip Dutre)
Subject: Re: WFRP: about
Organization: Dept. Computerwetenschappen
Date: Wed, 23 Dec 1992 10:25:34 GMT

In article <1992Dec23.032104.8310@mercury.unt.edu>, <cpearce@nemesis.acs.unt.edu> (CHris Pearce) writes:
|> 
|> The world, however, is quite rich and really fun to play in.... most of the
|> Old World's flavor is imparted in the excellent fantasy campaign _The
|> Enemy Within_. Quite simply, this set of about six adventures is the
|> best fantasy campaign ever produced. (*Puts on flame retardant jumpsuit*)

Quite right. If you intend to use adventures that were not originally written
for your favorite game system, The Enemy Within is a must.

|> Here's the supplements you should look for:
|> 
|>    The Enemy Within Campaign
|>        The Enemy Within
|>        Shadows Over Bogenhafen
|>        Death on the Reik
|>        The Power Behind the Throne

Don't forget "Warhammer City" here. It's a very valuable source of information
to bring medieval cities to life.

|>        Something Rotten in Kislev
|>        Empire in Flames
|>   The Restless Dead (is pretty good)
|>   Warhammer Companion (fills in some rules holes -- note, the system
|>   Realms of Chaos 1 and 2 (nice stuff about demons, warriors of Chaos,
|>      etc. in there, though each book is *quite* pricey... it is really
|>      for WFRP diehards who like to see twisted genius :) )

Part 1 is the most useful for WFRP players. Part 2 is too much Warhammer Fantasy
Battle oriented.

|>   Lichemaster and Death's Dark Shadow also contain good adventures,
|>   and Castle Drachenfels provides and extremely high-power adventure
|>   (haven't played the last though)

Our group also greatly enjoyed the Doomstones campaign (comes in 4 parts). 
Although not as good as The Enemy Within, it still is a fine fantasy
campaign that catches the Old World's feel. Part 3 (Death Rock) is definitely
the best of these.

-- 
| Phil Dutre                            Dept. Computer Wetenschappen        |
| philipd@cs.kuleuven.ac.be             Katholieke Universiteit Leuven (KUL)|
| Phone: (32) 16 201015 x3094/3552      Celestijnenlaan 200A                |
| Fax:   (32) 16 205308                 B-3001 Heverlee, BELGIUM            |
From: mak9@ns1.cc.lehigh.edu (MICHAEL A. KAUFFMAN)
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun Mages too powerful?
Date: 21 Dec 92 17:17:33 GMT
Organization: Lehigh University

In article <1992Dec19.194002.2140@news2.cis.umn.edu>, esper@cs35b.cs.umn.edu (Da
ve Sherohman) writes:
>...  3)  As has been recently
>discussed, SR magical mechanics don't allow for teleportation.

I'm a newcomer to this news group, and I missed this discussion.  I'm very
interested in this subject because the mages in ours group have been talking
about design such a spell.  Could anyone out there post a summary of the
discussion and the major reasons for the conclusion that "SR magical mechanics
don't allow for teleportation."?  I would appreciate it very much, thank you.

Also, it seems to be a common belief in the net that magically increased
Willpower does not help in magic tests, most importantly drain resistance
tests.  I have no problem accepting this rule, but I need to find this in
writing to convince the mages of our team.  Does anyone know where I could
find such a reference in SRII rules?

Thank you

Guak

P.S.  If you feel that replies to the above would be redundant to the rest of
the net readers, feel free the e-mail me directly at mak9@lehigh.edu
Newsgroups: rec.games.frp.misc,rec.games.board
From: mathers@sibelius.trl.OZ.AU (Steven Mathers)
Subject: Re: Dumb Moves By Game Companies
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Thu, 31 Dec 1992 02:49:28 GMT

In article <1992Dec31.001743.25722@netcom.com>, mhall@netcom.com (Michael Hall) writes:
|> Metagaming's refusal to sell The Fantasy Trip to Steve Jackson for a
|> reasonable price and letting this role-playing system die.  Steve Jackson's
|> refusal to buy The Fantasy Trip for a few million bucks to save it from
|> certain death.

What's The Fantasy Trip like, if anyone knows?
Newsgroups: rec.games.frp.misc
From: darknite@camelot.bradley.edu (John S. Novak III)
Subject: Re: Unique Races
Organization: Bradley University
Date: 28 Dec 92 05:56:25 GMT

In <1992Dec27.135046.27572@sarah.albany.edu> gm1116@albnyvms.bitnet writes:

>Re: _Mistress of the Empire_, just to double check, you
>said the author was Felix Feist, did you mean to say
>Raymond Feist & Janny Wurts???

Yes, I did mean that.  I mentally associate the entire series
with Feist, though, since he wrote the Magician series all alone.
My misconception, my problem...  And my apologies.

>                                (I've been waiting for a 
>book that was supposed to be called that to come out by
>those authors.  Its the third book in the trilogy
>_Daughter of the Empire_ and _Servant of the Empire_.

That's the book.  It was published in March, 1992, but the first
time I saw it was a few days ago at a public library (hard
cover.)  To my knowledge, there are no more plans for another
book in the series-- to do so would probably necessitate a break
in plot lines similar to the break between _Sethanon_ and
_Princes of the Blood_.  If you liked the first two, you'll not
be disappointed.
_
>The Cho-jha(sp?) were in the two books peripherally.
>I've been planning to adapt the world for an upcoming
>oriental adventures, ad&d pbem game.  Does the book go
>into a lot more detail on the cho-jha??  I was thinking
>of adapting the thri-keen as warrior cho-jha(since that
>is the only cho-jha charectors would end up fighting) abd
>not worrying about stating up the others in as much detail.

That'd probably work.  The book does go into a bit more detail
about their 'culture' and mental make-up.  For an AD&D game, I
wouldn't worry about trying to put their magic into game terms--
actually, you'd probably need an entirely new games system (or a
major adaptation) to work any of Feist/Wurtz's magic.

>Also, did you say there are magic using cho-jha???  Do they
>follow the greater or lesser path or do they have their
>own brand of magic?

Spoilers:


Yes, there are magic-using Cho-Ja.  Doesn't every sapient race in
the Feist/Wurtz arena use magic?  And doesn't every race have its
own details...?  Suffice to say, the Cho-Ja are fairly powerful
when riled.

--
"Sleep, yeah...  I could have failed with a clear mind."
          -Mike Ostrego, 12-04-91
John S. Novak, III		darknite@camelot.bradley.edu
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Newsgroups: rec.games.frp.misc
Subject: Re: Palladium: Whiners of the Hobby (was Re: Palladium/Wizards of the Coast Lawsuit)
Date: 24 Dec 92 18:08:50 GMT
Organization: Chalmers Tekniska Lekskola, G|teborg, G|taland

In article <1992Dec22.141940.12696@afterlife.ncsc.mil> acadams@afterlife.ncsc.mil (Arthur C. Adams) writes:
>Kevin Siembieda regularly writed cutting letters to White Wolf, unjustly
>accusing them of being a house organ, complaining that they don't have 
>enough coverage of his company's games.

  Did this happen before or after he asked/ordered/implored Challenge not to
mention his games?:)

-bertil-
--
"It can be shown that for any nutty theory, beyond-the-fringe political view or
 strange religion there exists a proponent on the Net. The proof is left as an
 exercise for your kill-file."
From: hilander@silver.lcs.mit.edu (Jeremy R Bennett)
Newsgroups: rec.games.frp.misc
Subject: mythus
Date: 22 Dec 92 16:26:24 GMT
Organization: MIT Laboratory for Computer Science

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Status: OR


Greetings everyone!

We have a whopping 6 people on here. Maybe someone could cross-post this to rec.
   games.frp for me. I am going internet Feb 1st if not sooner. At that point I
will be running a REAL mailinglist program that will automatically send out
messages sent to it.

This list works as such:
 Mail all postings to here, replys too. I will forward them out of here a few
 times a day, or as needed! All postings will be sent to everyone (hopefully)

So now it comes down to this...

What do we want to discuss?

--

Did you know that HEKA gained from a K/S with castings can only be used by
that K/S? This is something HINTED at. But I cannot find in the books the
official rule. Anyone know?

Another suggestion is that because a Critical Turn is considered to be on averag
   e 20 initiave points long.. make Charm spells go off 20 points after the cast
   ingbegins, this stops the casting bottleneck at the end of a round! plus vari
   es up
the times spells go off. Make eyebite spells last 10 points..

What to you guys think? I use them in my group and they seem to work out fine
for us..

By the way, all Trait, and non-casting K/S heka is "supplimental" meaning it
can be applies to any casting just like a heka reservoir.

If you want to know anything, or just chat about the game. POST IT UP!

Kudos to Gary Gygax and Dave Newton for this MOST EXCELLANT game... Its the
best fantasy game i've seen in years!

Matt
From: rzthlb@tuhhco.rz.tu-harburg.de (Lutz Behnke)
Newsgroups: rec.games.frp.misc
Subject: Re: RMCVI
Date: 21 Dec 92 10:06:32 GMT
Reply-To: behnke@tu-harburg.dbp.de

In article <1992Dec19.025221.15085@bnr.ca>, bcash@crchh410.BNR.CA (Brian Cash) writes:
| In article <Jason_Mulligan.02ks@camelot.apana.org.au>,
| Jason_Mulligan@camelot.apana.org.au (Jason Mulligan) writes:
| |>Has anyone got Rolemaster Companion 6? What do you think of it. Are they
| |>going too far with all these companions.
| |>
| |>How many out there play RM?
| |>
| |>-Jason
| |>
| |>-- Via DLG Pro v0.992
| |>
|          
| I count seven in Dallas.  How about you, Bridgeport?
| 
| Brian /-|-\
At least 15 in Hamburg, Germany (see footer)
-- 
| Lutz Behnke | behnke@tu-harburg.dbp.de | (Germany) 040 / 630 39 38 |
|  TU Hamburg Harburg, Hamburg, Germany, Europe, Earth, Sol-System   |
|----------When the Evil Spirit armed the Tiger with claws,----------|
|----------------Brahma gave wings to the Dove-----------------------|