HDTenEightyP/NetNews huggingface dataset:
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: *** Opinions WANTED on RPG Materials ***
Date: 10 Nov 92 21:57:51 GMT
Organization: Newt World Order

In article <01GQZMSN9BBK9357RK@ulkyvx.bitnet>, DGBRUM01@ulkyvx.louisville.edu (DAVE BRUMLEVE, UCCPE/IT COMPUTING CONSULTANT) writes:
> 	One of those I'd like to hear something about (mainly because of it's
> sale price in their clearance sale which ends November 15...yes, I know I'm a
> procrastinator) is the "MEGA Role-Playing Game Hardback" by The ARMORY. In the
> Fall catalog it is listed as regularly $24.95 on sale for $5.95 (That is, IF 
> they have any left by now).  I'd like to know whether the system is good in
> itself or if it would make decent source material for another FRPG.

I've never heard of it. Anybody every heard of it? I'd suspect that if it is
discounted that deeply and nobody ever heard of it then it sucks.

> 	Another game (which was recently praised on the net) that looks pretty
> cool is "Battlelords of the 23rd Century (1st Ed.)" listed as $11.95.  I love

That's up to 3rd edition now. I wouldn't get it if I were you, unless you're
collecting just for the hell of it. Even the BL23 fans admit that the earlier
versions of the game were pretty darn hard to use.

If you want an inexpensive techno system I'd recommend CORPS from the
BTRC, which even has a few very cool supplements. CORPS starts out at a
price of 9.95, so even at full price you'll save over BL23 on sale. If
you add in Guns Guns Guns 3rd edition you will be able to design all the
high tech weapons you want for CORPS, and you'll have a great game at a
much lower price than BL23 with Lock and Load.

> 	1.) Flying Buffalo's "Citybook I: Butcher, Baker, Candlestick Maker"
> 	   {I need example cities, NPCs, and scenerio ideas.  How good is this?}

This is really, really, really good. You should get all the citybooks if
you have the chance. They're that good.

> 	2.) Flying Buffalo's "Treasure Vault"

Yawn. Treasures aren't the focus of our campaigns, so unless your
campaigns focus on divvying up treasure I wouldn't bother.

> 	3.) Sage Lore Productions' "City Shops, 2nd Ed."

They sound okay. I've never seen them, though. Note that you'll probably
get what you pay for, so if they're really cheap, watch out!

> 	I'd also like some input on the validity and ease of use of the
> "Datacon Fantasy Conversion Charts" for converting characters from one RPG to
> another.  Are these 'official' (as in approved) or just thrown together without
> consulting the game companies?  Are these charts useful to anyone?

They're neither official nor particularly useful. For just a little more
money you can get a copy of The Primal Order and use the conversion
notes in the back, and then you'll have a really good manual on campaign
god design to boot.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
Newsgroups: rec.games.frp.misc
From: seurer@rchland.vnet.ibm.com (Bill Seurer)
Subject: Re: Dangerous Journeys - How is it selling? => Traveller:New Era
Date: Mon, 09 Nov 1992 16:56:02 GMT
Reply-To: BillSeurer@vnet.ibm.com
Disclaimer: This posting represents the poster's views, not necessarily those of IBM
Organization: IBM Rochester
Keywords: Dark Conspiracy, Traveller

>	On the other hand, Dark Conspiracy is selling madly, apparently.
>At least it is the biggest selling GDW game by a decent margin. There
>were ugly rumours that Traveller:The New Era was going to use Twilight
>2000/ Dark Conspiracy mechanics, as they outsold Megatraveller. Luckily
>false.

I saw a new GDW catalog this weekend and the new Traveller, Dark Conspiracy,
and TW:2000 will all (or all do?) use the same basic system.

Why is this bad?
-- 

- Bill Seurer     Language and Compiler Development      IBM Rochester, MN
  Internet: BillSeurer@vnet.ibm.com    America On-Line: BillSeurer@aol.com
From: lucke@plains.NoDak.edu (Kyle Lucke)
Newsgroups: rec.games.frp.misc
Subject: Re: TORG
Keywords: TORG
Date: 6 Nov 92 22:52:08 GMT
Article-I.D.: ns1.BxBGuw.E74
Organization: North Dakota Higher Education Computing Network

In article <tleist24.721074362@ursa> tleist24@ursa.calvin.edu (Todd Leistra) writes:
>I was just wondering if any of you out there played Torg and if you did would 
>respond in some way.  I've been hearing a lot about other role-playing games
>but not about Torg.  Please reply and maybe tell me your characters or what
>cosms you usually play in...
>                                    Todd

I play Torg very heavily, off and on in cycles.  I GM, so I don't get much
of a chance to play, and I usually send my group to every cosm...  many
many templates have made their appearance in my game, as well as original
character concepts.

Do you receive alt.games.torg at your site?  It's a newsgroup devoted
entirely to Torg.



-- 
--------------------------------+-----------------------------------------------
Kyle A. Lucke		        |     "No one in the world ever gets what	
Electrical Engineering Major    |       they want and that is beautiful" 
lucke@plains.nodak.edu          |   They Might Be Giants, Don't Let's Start 
--------------------------------------------------------------------------------
	Anything I write should be taken with a grain of sand.
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc
Subject: Re: Magic Systems
Date: 4 Nov 92 22:05:07 GMT
Organization: Boeing Computer Services, Seattle

In article <Bx6vHB.5G@rice.edu>, swaim@owlnet.rice.edu (Michael Parks Swaim) writes:
> In article <4082@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
> >Does somebody have a list of the basic Magic systems being using in FRPGs? I'm
> >familiar with two:
> >
> >  1. Memorize a limited number of spells from the list of known spells.
> >
> >  2. Spell casting costs a specific number of points, and there is a random
> >     chance that the spell will fail.
> >
> >Are there any others?
>   You're being awefully general. In GURPS magic, you have a limited number
> of spells, AND each spell has a cost associated with it.

Hmm, evidently you did not understand what I was saying in item 1. Yes you
have a limited number of _KNOWN_ spells in GURPS, but you do not _MEMORIZE_ a
limited number of spells from the _CHARACTERS_ list of known spells. The
main system that comes to mind for item #1 is AD&D.

Yes, I am being general on purpose. I wanted to find out the types of magic
systems in the most general sense.

>   Anyway, here's spontanious magic from Ars Magica-
> First character decides what he wants to do, and players decide how hard the
  ...description deleted for brevity...
>  If I got a 4, on the other hand, it would only glow dimly.
> 
> How's that?

If I understand correctly, this is essentially the same as item 2, albeit with
lots of chrome. The point cost is either zero (for no exertion) or 1 fatigue
level (for exertion.) There is still a random chance the spell will fail, or
work poorly. Nice system, though.

-- 
 Bob Hall                   |
 Boeing Computer Services   |  Behind every dark cloud,
 root@chicken.ca.boeing.com |  there's a Seattle Skyline.
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun query
From: lward@husc8.harvard.edu (Lester Ward)
Date: 5 Nov 92 19:09:29 GMT

acgetche@taco.engr.ucdavis.edu (Adam) writes:
>	My ruling was that the mages did not have use of their Magic Pool.
>They were consequently toasted.  The reason I bring this up is there seems
>to be some sort of idea floating around, maybe from the stories, that
>Magic defense [Pool] is inherent and autonomic, thus automatically triggered.
>Can anyone elaborate/prove/disprove my ruling?

I disagree with your ruling, but I can .prove. neither it nor my disagree-
ment.  In fact, the rules seem to support your case and not mine.  The
"idea that pools float around" seems based on the fact that spell defence
does not require an action, it just happens when you are attacked magically
(assuming you had dice left/allocated).  Based on this, I'd say that your
ruling was incorrect.

BUT, when you are attacked in melee combat, or shot, it does not require
an action to use your combat pool to dodge, either AND the surprise rules,
I believe, state that when surprised, you don't get combat pool dice.  This
would, by inference, say that your ruling was correct.

I dunno, I guess I disagree with your ruling because it leaves a bad taste
in my mouth.  Spell defence is useless enough in SRII anyway, it might
as well be automatic.  Or maybe a half strength or something.

Wordman

"See you back in hell.  Still pushing that boulder?"
   -- one zombie to another, _The_Simpsons_ 
Newsgroups: rec.games.frp.misc
From: hibschmn@spot.Princeton.EDU (Johann Allen Hibschman)
Subject: Re: TORG
Originator: news@nimaster
Keywords: TORG
Organization: Princeton University
Date: Sun, 8 Nov 1992 01:30:16 GMT

   Well, I've already seen people post mailing list info, so I won't
repeat it.  I've been involved in a rather silly campaign, so I don't
know how helpful these character lists are, but here goes:

	a werewolf occultist (that's me)
	a Nile superhero who can shapeshift and teleport (useful)
	an Aysle mage, who likes high-tech weapons (he's been hanging
	   around in the Cyberpapacy for a bit too long..)
	a Nile Rocket Ranger (Here I come to save the daaay!)
	a Tharkold technodemon technomagician (REAL unpleasant)

   Currently we've been hanging around in Tharkold, which we, as a
rather obscene group, can handle.  Barely.  Previously we spent time in
the Cyberpapacy, and Nile was mentioned significantly.

   One of the best things about Torg is that players can play widely
diverse characters.  This means there's some interesting interactions.
For example, in our last run, the genteel werewolf occultist managed to
lead the gullible Nile bozos out to "make sure the lobby was secure",
giving the technodemon enough time to torture the prisoner.  Hey, I
didn't _know_ that was what the demon would do.  I also talked the Mind
6 or 7 rocket ranger into giving up some blood as a "blood drive".  Heh.
Virgin blood is good for oh-so-many things.

   I don't know what else I can suggest; sign up for either the mailing
list or visit alt.games.torg -- the people there are fun.

---
Johann Hibschman
hibschmn@phoenix.princeton.edu

Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Role Master Physics question
Organization: University of Illinois at Urbana
Date: Fri, 6 Nov 1992 21:04:08 GMT

jtaylor@seq.uncwil.edu (J.T.) writes:

>The debate came over a metal object in flight.  If a metal object
>(3lbs. we'll say) in flight were hit with this medallion, what would
>happen?....the players where hoping it would continue on its way,
>but weigh 300lbs.  I said it would drop in a near vertical line.

It causes a 100% increase in metal weight, or a 100X increase in
metal weight. There is a huge difference there. A 100% increase
in weight means that it has as much weight added as it's original
weight. 100X you have already figured out.

>my reasoning was that the metal was thrown in an arc as hard as
>a human could possibly throw it.  Now it has its velocity, but
>when the object gets heavier, It would require more power from the
>human to throw the heavier object in the same arc as the lighter one.
>Therefore since the human cant re-throw the object, the added wait
>should change the objects flight, taking away from its velocity
>and shortening its arc.  The more the object ways, the more the
>arc is cut, until finally the object weighs so much that it is
>and almost vertical line...

What is really happening is you are changing the M in the statement
F(y) = mg = ma(y). That means that the more something weighs, the
faster it accelerates toward the earth. The forward velocity wouldn't
change, but the object's downward velocity would increase. The flight
time would thus decrease. There's a very simple set of formula's for
figuring out something like this in most physics books, and the
reason I'm not going to attempt it right now is because it's Friday
damn it.

Axly

********************************************************************************
*  Axly               *  "I didn't want to shoot him."                         *
* Red Sword Targa     *  "Well..maybe I did want to shoot him, but I didn't    *
*                     *   mean to kill him."                                   **                     *  "OK. Maybe I did mean to kill him ... but he deserved *
*                     *   it. "                                                *
*                     *        -Axly                                           *
********************************************************************************
From: aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink)
Newsgroups: rec.games.frp.misc
Subject: Re: Magic Systems
Date: 6 Nov 92 21:25:05 GMT
Organization: The University of Texas at Austin, Austin TX

In article <4082@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>Does somebody have a list of the basic Magic systems being using in FRPGs? I'm
>familiar with two:

>  1. Memorize a limited number of spells from the list of known spells.

>  2. Spell casting costs a specific number of points, and there is a random
>     chance that the spell will fail.

>Are there any others?

But of course!  Others abound out in this wonderful world where seemingly
ANYONE can publish a game!

	I, being a TORG man myself, use the TORG magic system, which works
something like this:

	The character has four skills, apportation, divination, conjuration,
and alteration, each having its own sub-set of spells available.  Upon
character creation, the mage "buys" spells using points (possibilities), and
has the option of purchasing arcane knowledges -- sort of "free" spell skill
points to make casting certain spells easier (having A.C. fire makes casting
fireballs easier).
	Upon casting the spell, the mage generates a skill total, adding in
the AC bonus, and subtracts this total from the backlash # assoicated with
the spell, which is then read as PHYSICAL damage to the mage.
	It is possible to cast spells "on the fly," where they aren't memorized
or in the mage's grimore, but it's more difficult and the mage stands a MUCH
higher chance of frying.

			'sall, folks!

=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
King Rat                     |  "You got the power, (Ha ha ha ha ha ha ha!)
aka Josh Geurink             |   You got the might, (No Way!)
aodn307@bongo.cc.utexas.edu  |   Get ready for battle, (Give me your money!)
                  Defeat the Black Knight!"
`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`



Newsgroups: rec.games.frp.misc
From: ericg@sopwith.ucs.indiana.edu (Eric C. Garrison)
Subject: Re: *** Opinions WANTED on RPG Materials ***
Organization: Indiana University
Date: Wed, 11 Nov 1992 17:56:31 GMT

In article <1992Nov10.165751.1@wharton.upenn.edu> millerl@wharton.upenn.edu writes:
>In article <01GQZMSN9BBK9357RK@ulkyvx.bitnet>, DGBRUM01@ulkyvx.louisville.edu (DAVE BRUMLEVE, UCCPE/IT COMPUTING CONSULTANT) writes:
>> 	One of those I'd like to hear something about (mainly because of it's
>> sale price in their clearance sale which ends November 15...yes, I know I'm a
>> procrastinator) is the "MEGA Role-Playing Game Hardback" by The ARMORY. In the
>> Fall catalog it is listed as regularly $24.95 on sale for $5.95 (That is, IF 
>> they have any left by now).  I'd like to know whether the system is good in
>> itself or if it would make decent source material for another FRPG.
>
>I've never heard of it. Anybody every heard of it? I'd suspect that if it is
>discounted that deeply and nobody ever heard of it then it sucks.

I got a copy at Gen Con for $3.

It is a hardbacked book, about the same thickness as the AD&D 1st
edition Players' Handbook.

It is a fantasy only system, not multigenre (though they promise
other genres in the same system to be published later.

It has more full-page tables in it than I have ever seen in a
single book.

It is written in a dry manner, akin to assembly instructions for
your stereo, or law texts.  

I was vastly UNderwhelmed by the system, but since I collect game
systems to grok their mechanics, $3 is easily worth it for
comparison purposes.  I'd NEVER want to play the silly thing.  

It does have some neato hit location pictures which are not
system dependent, so it might make good reference material for
another RPG in the same way the World Almanac is useful for modern
campaigning.

If you have specific questions about it, mail me and I'll dig up
the book and tell you what it says.

Eric

Newsgroups: rec.games.frp.misc
From: singley@helix.nih.gov (Erick Singley)
Subject: Re: GURPS: Armor (Basic vs. Advanced)
Organization: (National Institutes of Health, Bethesda, MD)
Date: Tue, 10 Nov 1992 17:48:32 GMT

Well, to add fuel to the fire, here's some quotes from a book by Morris Bishop,
"The Middle Ages"

"Arming a knight was a slow process.  In time, as the weight and compolexity 
of armour increased, the chevalier was unable to prepare himself for conflict
unaided.  He had to sit down while a squire or squires pulled on his steel-
mailed hose, and stand while they fitted the various pieces, fastening them
with a multitude of straps and buckles.  First came an undershirt, made of
melfted hair or cotton, to bear the coat of mail, or hauberk.  This was an
actual shirt, comprised of steel links riveted together.  If well made, it
could be very pliable and springy and could even be cut and tailored like cloth
A surperb hauberk in the Metroploitan Meusem of Art in New York is comprised
of over two hundred thousand links and weighs only about nineteen pounds.
Cruder coats of mail could weigh two or three times as much..."
"...As usual, security came with a cost.  The knight had to bandage his head,
for if he took a fall, he might easily sustain a brain concussion.  William
Marshal, a famous English champion who lived in the 12th century, won a
tounament, and afterward could not be found to receive the prize.  He was
finally discoved at the blacksmith's, with his head on the anvil and the smith
hammering his battered helmet in an effort to remove it without killing the
wearer.  In a hot fight on a hot day one suffered indeed.  The sun beat down
on the helmet; perspiration could not be wiped away, one could not head orders
or messages or utter comprehensible commands, and if the helmet was knocked
askew, one was blind.  There are many examples of death from heat stroke or
from drowning after a fall into even a little stream.  At Agincourt many French
knights fell into the deep trampled mud and suffocated..."
"In the fourteenth century the hauberk yielded to plate armour, which was
fitted to the figure and often magnificently decorated.  A full suit of plate
armour weighs sixty pounds or more.  Just the helmet and cuirass of one French
knight weighed nintey pounds.  If properly articulated and well oiled, plate
armour permitted much freedom of movement.  A famous fifteenth French athlete
could turn a somersault wearing all his armour but his helmet and could climb
the underside of a scaling ladder using only his hands.  But no matter how well
equiped, the armored knight was still vulnerable.  A base villein could stab
his horse, a pikeman could hook him in the armpit and bring him down; and once
dismounted he was in a sorry state.  He moved clumsily.  His buttocks and crotch
were unprotected to permit him to hold his seat in the saddle.  If he fell on
his back, he had to struggle like a turtle to right himself.  A light-footed
adversary could readily lift his visor, stab him in the eyes and finish him off."

A good book for history, too.
Erick

--
singley@clinpharm.niaaa.nih.gov
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: APPLESEED
Date: 5 Nov 92 14:44:59 MDT
Organization: Utah State University

In article <1da0kvINN94r@charnel.ecst.csuchico.edu>, tdunn@ecst.csuchico.edu (Tim Dunn) writes:
> Ridley McIntyre writes:
>>Could anybody tell me which games company has got the rights to do an
>>Appleseed RPG and when it will be out? 
> 
> Rumor is that Studio Proteus signed on with Palladium.  Unfortunately,
                                              ^^^^^^^^^
	DAMN!

		Shade Pendragon
Newsgroups: rec.games.frp.misc
From: mmidura@ccs.northeastern.edu (Marc Midura)
Subject: Rolemaster TWC (was RE: Rolemaster speedup...)
Organization: College of CS, Northeastern U
Date: Fri, 6 Nov 1992 15:41:45 GMT

In article <1992Nov5.163045.14816@tamsun.tamu.edu> apj6796@tamsun.tamu.edu (Albert Paul Jimenez III      ) writes:

>I forgot to mention the other case: Two weapons combo; twin rapiers; parry 
>full with one & attack full with the other... major nasty db in melee (tho 
>not in missile, I admit) along with a major OB... I see it as a pretty nasty 
>combination n taht I wounldn't want to fight someone like that, but then, I 
>always *did* prefer single foil to florentine :) I guess its fairly realistic.

Yikes!  No wonder you said that two-weapon combo was a hose, with if you
allow a full parry with one weapon and a full attack with the other it is
hose, for everyone that doesn't use two weapon combo.

From Arms Law two weapon combat:
Attack once with each weapon, the off hand is at -20OB.  Both attacks must
be directed against the same opponent.  When parrying, the same amount is
subtracted from the OB of BOTH weapons.

From RMCII & RMCIV:
Attack once with each weapon against one opponent with no penalty.
Attack once with each weapon aganst two opponents (one against each) with
-20 OB to both attacks.  In the first caste the the same amount is 
subtracted from the OB of BOTH weapons (attacking one opponent).  In the
second case the different amounts can subtracted from each weapon (two
opponents).  This last one may just be a house rule and it is as the first
case, but I'll have to check.

In either case, you cannot do a full attack with one weapon and a full
parry with the second weapon against the same opponent.  (Being hasted
is another problem . . .)

>ps: does anyone use the development point system where you get dp's for each 
>stat, and can only spend them on skills that use hat stat? I forget which 
>companion it's in... how well does it work? niterested...

It's in RMCV.  I haven't played it but I don't think that it would work.
I think that it falls under the category of, "ICE thought it was a good
idea but didn't playtest it or they would have found the gaping holes."
Either that or they didn't release their house rules to make it work.

The most basic example of why it doesn't work is spells for pure spell
users.  Take a magician with an empathy of 100.  This charater will
only have 10 DPs to spend on spells!  A way that you could make this better
is to allow pure spell users to buy spells with both their primary stats.
(Empathy and reasoning for magicians.)  Yet even whey outstanding stats, 
the character will not be able to spend more than 20DPs on spells.  This,
IMHO is too little for pure spell users.  Not to mention that the stats
being used to buy spells are often needed elsewhere as well.  (Runes for
magicians.)

.marc
Newsgroups: rec.games.frp.misc