HDTenEightyP/NetNews huggingface dataset:
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: BTRC: Variant rules for augments and cyberspace
Date: 8 Nov 92 08:05:24 GMT
Organization: Newt World Order

In article <1992Nov8.072011.20107@news.Hawaii.Edu>, nasato@wiliki.eng.hawaii.edu (Neil Asato) writes:
> Note: This article has parts of articles that I posted last year
> in the games.cyber newsgroup. I cleaned them up and joined them
> into a single file. The article on variant rules for magic items

I assume this is for TimeLords/WarpWorld. Or is it for CORPS? Pretty
please, say CORPS.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
From: durrant@mentor.cc.purdue.edu (unknown)
Subject: Shadowrun book on the Net
Keywords: Shadowrun, book, help!
Organization: Purdue University
Date: Thu, 12 Nov 1992 01:00:47 GMT

	Sorry if this has been asked before, but I'm a new user to the
net and someone told me there is a place to access a Shadowrun book on the
computer.  Is this first or second edition?  How do you access it?  If this
has just been discussed to death, will someone please e-mail me back the
answers?

	Thank you!!!!!!!!
Christine       durrant@mentor.cc.purdue.edu
	 	                   
		If you haven't tried Vampire the Masquerade, all
		you're doing is rolling some dice.
		--Me
		************************************************
		**GURPS VAMPIRE MUST DIE, DIE, DIE!!!!!       **
 		************************************************
From: jackal@jhunix.hcf.jhu.edu (Philip R Hammar)
Newsgroups: rec.games.frp.misc
Subject: Re: Adventurers? (was Re: Carrying weapons..(was Re: META: Swords..))
Date: 12 Nov 92 22:46:42 GMT
Article-I.D.: jhunix.1992Nov12.224642.2308
Organization: HAC - Johns Hopkins University, Baltimore

In article <1992Nov12.013738.60745@cc.usu.edu> sl9b4@cc.usu.edu (Deep Six) writes:
>The rest of the examples (Around the World, Aladdin, Lancelot, Greek mythos,
>Gullaver, etc.) -- those are just examples of adventurers (even though they
>weren't called adventurers) I have yet to hear of an example of the type of
>WORLD that RPGs are sometimes set in. Scrambling around to come up with 
>examples just goes to show how bad you want to justify the existance of 
>campaign worlds that are created for, exsist for and revolve around PCs. I
>hope this is clear, it's getting kind of late. 

	But in these books, the view of the world that we see revolves 
around the main characters.  The story is about them.  If it doesn't
afftect the charcters in the story in someway, the author doesn't tell
us about it.  While there are many stories where the main characters 
actions do not influence the fate of the world/universe, there are very 
few stories where the characters action (or inaction) doesn't have any
effect on their own fate.  

	In general, fiction authors do create worlds that are just there
to facilitate the telling of the stories that they want to tell.  Why
is creating the game world in which you want to play so irksome?

			Phil

e-mail: jackal@jhu.edu
From: kinnema@wkuvx1.bitnet (Mark Kinney, Attorney at Chaos)
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire II
Date: 10 Nov 92 19:54:36 GMT
Article-I.D.: wkuvx1.1992Nov10.135437.3851
Organization: Western Kentucky University, Bowling Green, KY

In article <1992Nov9.210348.2320@ncsu.edu>, jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:
> 	No real big differences.  There are FEWER pages then before due to
> some editorial trimming.  They made only moderate improvements to the
> layout and such.
> 	The one major difference is spending xp's.  The price of nearly
> everything is higher now, and some things that weren't priced before have
> prices now (humanity, new rituals, path increases, etc.).
Actually, only the disciplines cost more; you're right about the
additions though.

Also, Thaumaturgy is *much* different in second edition.

-- 
Mark Kinney [KINNEMA@WKUVX1.(BITNET)(WKU.EDU)] | Give me Slack OR KILL ME!
PhoneNet: (502) 745-4246   (Bowling Green, KY) | K A /\ /\ I E T I
Quote of the week: "Nothing determines who we will become so much as those
	things we choose to ignore." -- Sandor McNab
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.misc
Subject: Re: Carrying weapons around (was Re: META: Swords, etc)
Date: 13 Nov 92 17:29:13 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd3.cis.pitt.edu

In article <MJUNG.92Nov13113811@stokes.math.TU-Berlin.DE> mjung@math.TU-Berlin.DE (Michael Jung) writes:
>In article <9566@blue.cis.pitt.edu.UUCP> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>	   To make this relevant to frp groups, the gun nut is the munchkin
>   with the wand of fireballs in melee combat, and the antigun nut is
>   the pacifist who tries to negotiate with Sauron.

>Would you actually go and try to deal with Sauron wielding a gun?

	No; thermonuclear weapons would be more appropriate, I think. 
At the very least, tanks, tactical airstrikes, bazookas, chain guns,
etc. 

	Of course, a powerful cutting laser or thermite on the Ring might
solve the whole problem.

>Moreover, there is a big difference between reality and gameworlds
>(you may have noticed:-) These latter worlds are usually established
>so applying brute force will sometimes solve problems as the only
>measure. Ours is not.

	Sometimes brute force can solve problems as the only measure 
here. When some twit comes at you with a gun or knife, threats and
negotiation don't generally work. A bullet of your own will.
Self defense generally is a brute-force solvable problem. 

	In fact, violence can solve MOST problems. There just may be
better solutions that DON'T involve violence. Read history or Heinlein.


	"There are very few personal problems which cannot be solved
with a suitable application of high explosives."


                                 Sea Wasp
                                   /^\
                                   ;;;
From: aodn307@bongo.cc.utexas.edu (Joshua Henry Geurink)
Newsgroups: rec.games.frp.misc
Subject: Re: APPLESEED
Date: 12 Nov 92 19:28:22 GMT
Organization: The University of Texas at Austin, Austin TX

In article <40762@sdcc12.ucsd.edu> bkoike@sdcc13.ucsd.edu (Bryce Koike) writes:
>In article <1di8ufINNdsi@agate.berkeley.edu> lchen@garnet.berkeley.edu (Lang Shen Chen) writes:
>>In article <1992Nov8.025247.21282@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:
>>>	I'd be even more hesitant than you about putting it in SR.  If SJ
>>>would finish up the vehicles rules and the mecha rules I'd say GURPS, but
>>>since they haven't....

>>>	-john-

>	Urk.  No way on Shadowrun (and the guy was complaining about
>Palladium?  Hmn)

Dear Lord, Man!  Shadowrun, at least, has situational modifiers, a decent
cybernetics system, and a more realistic damage system (by a long shot) than
ANYTHING (but, of course, they're all the same) Palladium has published.

But still, Shadowrun IS NOT my first choice...  I'd still use R.Talsorian's
Cyberpunk (I still can't decide which version is best...).


>	Since GURPS doesn't have ANY mecha rules whatsoever, GURPS
>is about last on my list to handle Appleseed.  Palladium has "mecha
>rules" however flawed and ugly they might be.  I'm sure the company
>will put out a slick-looking book (and then some) with the some old
>game mechanics and while they'll have some fairly nice information
>inside and some acceptable art, they'll manage to ruin the feel.
>	Or so's my opinion from past experience.

Some game systems, simply by merit of design or genre, feel "dark and gritty,"
or something approaching that.  Palladium NEVER comes close (excepting
Beyond the Supernatural -- not a half bad game, IMHO) -- the system contains
so many loopholes the PC's can ALWAYS get out of a jam.  No drama, no hopeless
despair, just cocky confidence.  DEFINATELY not Appleseed.

>	As such, I can think of a LOT of role-playing systems whose
>combat systems would work just fine.  The main choice should really
>be a lack of actual FLAWS in combat (which are still around in the
>R. Talsorian CP2020...)...

Agreed.  2020's BETTER, but FAR from perfect.  Although... the undamagable-
cyborg-from-hell does fit into Shirow's world... All 2020'd need (God help 
us all  :-)  ) is some bigger guns.

>	But, sigh, it seems that Palladium has it.  Such is life, I
>suppose.

Yeah, what can you do?  Another good idea down the tubes...

=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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!"
`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`'`
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.misc
Subject: Re: Role Master Physics question
Date: 7 Nov 92 15:33:53 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd1.cis.pitt.edu

In article <1992Nov6.195319.6015@seq.uncwil.edu> jtaylor@seq.uncwil.edu (J.T.) writes:
>Hi, A little while back our group got into a little discussion about
>a call I made during play.  I gave out an item from C&T that 
>increases the weight of a metal object by 100x.  I realized the

	[delete later incident, players throw small object, zap it 
enroute]

>happen?....the players where hoping it would continue on its way,
>but weigh 300lbs.  I said it would drop in a near vertical line.

>Does anyone else see what I see?...or do you see it yet another way?

	There are essentially two ways to look at it. Using earthly 
physics in this instance is a mistake, since changing mass like that
without relatavistic velocities is a violation of a lot of things.

	So, there are two quantities, to use physics terms, that you can
consider here:

	The first, which the players were using, is Conservation of
Velocity; the object was thrown and it has a given vector. That velocity
vector should remain unchanged, and thus the suddenly-larger object
is still moving at the same speed and in the same direction as the
smaller one. POW!

	The second, which you were using, is Conservation of Momentum;
that is, you were assuming that the amount of "tendency to keep moving"
is a combination of velocity and mass; thus increase in mass decreases
velocity. The thing practically stops in midair and drops.


	Both are consistent with various kinds of stories and dramatic
effects. Just remember to take into account ALL the consequences of
each theory. 

	The major consequence of the first theory is one you've already
noticed. However, if you go by the second theory, just remember that it
will allow the players to do things like have a catapult shot lobbed at 
them and stop it dead in midair.


                                 Sea Wasp
                                   /^\
                                   ;;;
From: adam@wb9rxw.lonestar.org (Adam Adkins)
Newsgroups: rec.games.frp.misc
Subject: Re: Names of non-players / monsters / towns
Keywords: name generation
Date: 10 Nov 92 03:08:37 GMT
Distribution: usa
Organization: American Airlines - Comm Engineering

In article <Bx9LyA.6Gp@rice.edu> amitp@owlnet.rice.edu writes:
>I was just wondering how you come up with names for towns, places,
>people, etc.  Do you mainly use those from other games (with small
>mutations) or use a program to make up 'random' names and pick some,
>or do some people have a talent I don't?  :)

     I don't know what game you are playing, but for me (SRun) the phone book
is the perfect source of random names.

Adam

-- 
Adam Adkins     	"Literature is the orchestration of platitudes."
                        Thornton Wilder
From: goldm@rpi.edu (Mitchell E. Gold)
Newsgroups: rec.games.frp.misc
Subject: Re: miniatures
Date: 10 Nov 92 19:18:52 GMT
Article-I.D.: sage4a.GOLDM.92Nov10141852
Organization: Rensselaer Polytechnic Institute

In article <silk.721353447@mcl> silk@mcl.ucsb.edu (ken mencher) writes:
   Does anyone have the net.address for the miniature painting mailing list??
-----

The Figures list is a courtesy of Andrew Bell.  All correspondence,
subscription requests,  requests for old material,  etc. regarding it
should be directed to:
        bell@cs.unc.edu         or      ...!mcnc!unc!bell
--
 Mitchell Gold     /  middleman of
 sundance@rpi.edu /  rec.games.frp.archives
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: RE:  Distribution
Date: 6 Nov 92 23:11:10 GMT
Organization: Newt World Order

In article <1992Nov6.111231.2615@bvc.edu>, meierdalepau@bvc.edu writes:
> 	The only reason I posted that message to this newsgroup was because 
> nobody reads the general announcements newsgroup here at Buena Vista.  I 
> figured I'd have a better chance of finding a group by posting it to a 
> rec.games.frp newsgroup than posting it to a newsgroup where the people who 
> read it are either anti-RPG or have no idea what the post is about.

You misunderstand. Why didn't you post your note to
rec.games.frp.announce? That *is* a rec.games.frp newsgroup for the type
of announcement you had, and for other types of announcment.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
Newsgroups: rec.games.frp.misc
From: hillgrov@feserve.cc.purdue.edu (Martin Hillgrove)
Subject: Re: Backstab in Shadowrun?
Organization: Purdue University
Date: Thu, 12 Nov 1992 19:20:25 GMT

If somebody snuck up behind you and slit your throat (or something similar),
wouldn't you be dead?  If he doesn't know you're coming, he's probably not
going to live.  Technically, it's a surprise situation, if the target doesn't
know you're coming.  

Remember: if the situation calls for it, throw away the dice, and use
your judgement.  If he failed to notice the approaching character, I'd 
probably just say he's dead, because he probably would be (barring some
sort of supernatural aid, like GM whim).

-- 
#*#*#*#*#*#*#*#*  .   .  *#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#
#    THE       *   \ /   * hillgrov@feserve.cc.purdue.edu #
#   ALIEN      *   . .   *Happy to be just passing through#
#*#*#*#*#*#*#*#*  `---'  *#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: HARN ?
Date: 10 Nov 92 03:52:47 GMT
Organization: Newt World Order

In article <BxH20I.LDD@rice.edu>, schmunk@spacsun.rice.edu (Robert Schmunk) writes:
> In article <1992Nov8.025806.1@wharton.upenn.edu>, millerl@wharton.upenn.edu writes:
> |> What kind of campaigns does the Harn setting encourage? Can you and
> |> other Harnophiles post some fluff about your campaigns? I'd also like to
> |> read some stuff from people who use other interesting pre-made settings,
> |> such as Jorune and Talislanta. These systems are supposed to make better
> |> stories and better roleplaying. Do they?
> 
> Oh boy, an excuse to wax prolific.

And then Robert gives a long rave review of Harn. I have a lot of Harn
material, including most of the stuff you mention, Robert, but I wanted
to hear fluff, war stories, anecdotes about campaigns that you have
played in Lythia. Have you played Harn, or just read it (like me)?

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
Newsgroups: rec.games.frp.misc
From: goldm@rpi.edu (Mitchell E. Gold)
Subject: Serial Killer
Organization: Rensselaer Polytechnic Institute
Distribution: rec
Date: Mon, 9 Nov 1992 13:54:54 GMT

Found this morning/weekend from UPI:
	A board game called ``Serial Killer'' is drawing fire from officials
in Victoria, British Columbia. They want the game banned in Canada.
Current laws in Canada don't deal with products that turn murder into
entertainment. Victoria City Council member Laura Actin says the game
breeds violence. Its object is to kill the most children and adults.
Recent opposition to the American-made game convinced one distributor to
cancel plans to sell it for Christmas.
--

Is this the same game as was being banned from Gencon a few months ago?
Any responses from its publishers?
--
Mitchell Gold, sundance@rpi.edu
From: Nick_Janow@mindlink.bc.ca (Nick Janow)
Subject: Re: HARN ?
Organization: MIND LINK! - British Columbia, Canada
Date: Sat, 7 Nov 1992 08:38:10 GMT

fshaver@eng.auburn.edu (Martin Shaver) writes:

> I've played in the Harn world a few times.  I enjoyed it very much but no
> one
> else gaming with us at the time liked it.  It's kind of like a mixture of
> D&D and GURPS but without much magic and much better skills.

Geez, I've never seen Harnmaster insulted quite so strongly!  I wouldn't be
surprised if you were flooded with hate mail from Harn enthusiasts.  :)

I found Harnmaster to be a great relief from the roll-playing system of AD&D.
I haven't played GURPS, but what I've heard makes comparing Harn to it to be
insulting.

If someone described a game system as "a mixture of D&D and GURPS", I
wouldn't even give it a look.

Roll-playing with alignment languages and four attributes?  :)

--

Nick_Janow@mindlink.bc.ca
Newsgroups: rec.games.frp.misc
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Re: Updated List of Superhero RPGs  [and comments]
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Tue, 10 Nov 1992 16:10:53 GMT

In article <1dn30cINN7l3@usenet.INS.CWRU.Edu> bz978@cleveland.Freenet.Edu (Charles E Gibbs) writes:
>
>Thanks to everyone who supplied info.  The following is the list compiled
>by myself and the netters.  (Special thanks to Steffan O'Sullivan, who
>supplied much of the list.)

>System One (Publisher Unknown, but apparently is available somewhere on
>   the net)

Wow, my game made the list!  :)  Yes, I wrote the System One game, and it's
available as "system1.txt.Z.uu" on quayle.mu.wvnet.edu.  It's also available,
I believe, as "SYS1RPG.ZIP" and "SYS1-OLD.ZIP" (or something very similar)
on the Greyhawk ftp site, though I forget what the complete address for that
FTP site is...

Anyone have any comments on the game yet?  After Thursday, I might actually
be able to get back to working on it...  :)  (Busy week here at RPI)

...Paul


-- 
+                +        +    +  + + +  +    +        +                +
  Paul Clegg, cleggp@aix.rpi.edu.   Project Galactic Guide Coordinator.
            System One RPG designer.   But generally unknown.
+                +        +    +  + + +  +    +        +                +
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Updated List of Superhero RPGs  [and comments]
Originator: jmkaraka@c00359-247dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Tue, 10 Nov 1992 02:29:21 GMT


|>THe best system?  Can't say I've played them all, but here's a partial list.
|>
|>EASY & QUICK TO PLAY - Marvel
|>MOST FLEXIBLE CHARACTER GENERATION - CHampions
|>REALISM - GURPS Supers
|>RULE RAPING - Guardians
|>
|>CHarles Gibbs
|>gibbsc@ac.grin.edu
|>

	You forgot the:

MOST LIKELY TO PRODUCE VERY ODD CHARACTERS: Villians and Vigilantes
	(It Barely beats out Marvel here, ask me sometimes about
	 Bruce, the mutated Kangaroo with his power-boomerang,
	 and trusty koala sidekick, Bruce  :)

MOST ANNOYING: Heroes Unlimited

ODDEST USE OF GENERATION/EXPERIENCE POINTS: DC Heroes

	-john-
Newsgroups: rec.games.frp.misc
From: acd@cbnewsh.cb.att.com (andrew.c.durston)
Subject: Re: Rolemaster:THE missing rule!!!!
Organization: AT&T
Date: Thu, 12 Nov 1992 14:41:09 GMT
Summary: Try Grey Worlds

In article <19881.2afa2537@ul.ie>, 9231196@ul.ie writes:
>      We have a problem.
> Those nice people at ICE who have given us so many nice companions to 
> buy have,unfortunately,neglected to include any drowning rules.
> But they have a rule for everything else!! Is this an ooops?
	The most recent issue of Grey Worlds ( vol 3, issue 13 or so ),
	a Rolemaster fanzine produced by a bunch of nice guys from Texas,
	has a section on swimming and drowning rules. One can approximate
	things with a mechanism as simple as a CON roll. ( Roll the dice
	and you have X rounds to swim out or be rescued else you pass out
	and then drown... )

> Also,if a decapitated character has been given an "ingest" life-
> preservation herb,what happens to the torso & limbs?
	If the body and the head are placed together when the herb is
	administered, then I have the magic in the herb spread across
	the entire body. If the head is separate, then the head is preserved
	and I would use the Physical Stat Degradation rules ( from ChL ) for
	the body until both a rejoined/restored ( same case with severed
	limbs which are not recovered and preserved, they become useless.
	Follows real life where they suggest icing severed digits to preserve
	them for reattachment ).
> 
> Rolemaster,it seems,has an optional rule for almost every situation,
> which discourages the age-old tradition of the on-the-spot GM call.
	Most of the optional rules ( i.e. the Companions ) were developed
	( I would guess ) as "on-the-spot GM calls."
> 
> Oh well,it'll probably be dealt with in Companion XVII.
	Companion VI is out now. At one a year, 2003 isn't far away.

	Ciao,
	Andrew C. Durston
	..!att!hotld!acd

ps	I have Grey Worlds' address if anyone needs it. Send e-mail. They
	produce 4 issues a year each containing 50-60 pages of new Rolemaster
	material ( some Space Master and Cyberspace as well ). A subscription
	is $20 for a year, foreign subscriptions are higher. I think they
	are working on a distribution deal so we might start to see the issues
	in Hobby Stores or catalogs in the future.
From: guest@chopin.Physics.McGill.CA (Muhep Guest account)
Newsgroups: rec.games.frp.misc
Subject: Re: SJ Games Licenses White Wolf's Vampire
Date: 12 Nov 92 17:19:20 GMT
Article-I.D.: cs.1992Nov12.171920.8726
Organization: SOCS, McGill University, Montreal, Canada

Regarding....

unknown  writes

> 	GURPS VAMPIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!  White Wolf--how could 
> you
> do such a horrible thing!!!!!!!!  The Storyteller system is by nature a 
> system
> without an emphasis on mechanics--a godsend to players like me who enjoy  
> the
> ROLE playing much more than the ROLL playing.

Good God! GURPS has been emphasizing roleplaying since it hit the market:  
I remember when it came out, the idea of awarding character points for  
roleplaying and not violent, mindless action was considered "radical"!  
Please: Vampire may be a fine system, but don't sell GURPS short...it is a  
fine system too.

> GURPS Vampire is a mutation of al (sorry about that) the Storyteller 
> system stands for.  Vampire for rollazoids--say it ani

GURPS is *not* a system for "rollazoids". *I* am no rollazoid, and I love  
GURPS. *Any* system can be crassly mechanical and cold if you have a  
rotten GM. May I suggest you try GURPS with a skilled GM?

> Christine
> 	*************************************************************
> 	** GURPS VAMPIRE MUST DIE DIE DIE!!!!!!!!!!!!!!!!!!!!!!!!  **
>      	*************************************************************

Perhaps an inflammatory post like yours belongs on rec.games.frp.flamewar?

And...

Shannon D. Appel writes

> In article <loydb.09uy@fnordbox.UUCP> loydb@fnordbox.UUCP (Loyd 
> Blankenship) writes:
> >	SJ Games and White Wolf License "GURPS Vampire"
> If this is actually true, I think I'm going to cry.
> Shannon

Again: try GURPS with a decent GM before you become tearful about the  
horrors of playing GURPS Vampire. Why so upset?


To both authors:

Guess what? You don't actually have to buy and play GURPS Vampire! You can  
play Vampire as it is today and pretend you have never heard of the idea.  
That said, you *do* realize that GURPS versions of White Wolf's products  
will increase the scope of the possible character designs by a factor of  
about 10? One of the Storyteller System's fatal weaknesses is its narrow  
scope and confinement of the players to a few stereotyped roles, IMHO!

Kromm, on the weird node still, and wondering: "Where's my .sig?"