HDTenEightyP/NetNews huggingface dataset:
From: rayres@magnus.acs.ohio-state.edu (Russell W Ayres)
Subject: Stupid PC Tricks
Organization: The Ohio State University
Distribution: usa
Date: Thu, 9 Apr 1992 13:35:22 GMT


Here's one from WAY back in my role-playing days (subtitled "True confessions 
of a Reformed Munchkin"; I've been off that wagon for years.)

It seems that our party, in the middle of a well-run and organized dungeon 
crawl, walked into a room and were trapped by mummies.  In order to get out 
(something we were keen to do) we needed to fight our way through.  Our 
resident cleric tried turning them, and got one (unfortunately, one in their 
back rank) to run, but that left us facing four or five of the buggers.)  My 
paladin and another fighter jumped to the fore and began a brave battle to hold
them at the doorway (so they wouldn't spill into the room and overwhelm us; 
it's nicer to fight two at a time).  One rank behind us, our sixth level MU 
remembered something about mummies being particularly flamible, and began a 
Fireball.  By the time it was his turn to cast, the combat had gotten very 
frenzied.  The GM turned to the MU and demanded a range - fast (things were 
happening fast and furious).  What he meant was: "How far do you want to thing 
to go before it explodes?"  What our MU (silly MU; we were all a little green) 
thought he meant was "How big do you want the fireball to be?", and so blurted 
out "Three Feet!"  The resulting 20' rad. blast took me out completely; 
severely wounded the fighter beside me; and took out the MU as well (served him
right).  In return we got one dead mummy and one scortched, pissed-off one to 
face the remnants of the party, along with his buddies who were on the other 
side of the doorway . . .

--Bill
GURPS Convert
"By official decree, being a munchkin has been declared a capitol offense in 
any section of the multiverse over which I have control."
From: gast@fsinfo.cs.uni-sb.de (Gaeste heute)
Newsgroups: rec.games.frp
Subject: AD&D: Rings and gauntlets (result of discussion)
Date: 14 Apr 92 16:27:59 GMT
Reply-To: chst@stud.uni-sb.de
Organization: Fachschaft Informatik, U of Saarland, FRG


                                Hi There!
First Point: Rings and Gauntlets in AD&D 2nd Edition
After considering what I read, I decided to handle the problem in the following
way:
You may wear more than two Rings at the same time BUT then there are penalties
performing actions like CLIMBING WALLS or even FIGHTING (just try swinging a
sword with rings on all five fingers) AND you may wear Rings and Gauntlets at
the same time (as long as the gauntlets are made of ORGANIC MATERIAL), that
allows wearing rings under and OVER such gauntlets. You see: Gauntlets of Ogre
Power made from steel allowing you to wear a Ring of Fireballs. But if you
use it...
("Did you see that guy with only one hand?")
So, think about this and write back.

Second Point: Prices for magical items in AD&D 2nd Edition
Is there anyone working at any terminal who possesses a pricelist for magical
Items? Yes? OK! EMAIL IT, SEND IT TO ME. If I get enough of these lists or just
single Items with prices I can make a GREAT NET MAGICAL PRICELIST. 

                      So long, BLACK SPIDER
 
 PPP    AA   PPP   PPP    AA      SSS   CCC  H  H  L     U  U  M  M  PPP   FFFF
 P  P  A  A  P  P  P  P  A  A    S     C     H  H  L     U  U  MMMM  P  P  F
 PPP   AAAA  PPP   PPP   AAAA     SS   C     HHHH  L     U  U  M  M  PPP   FF
 P     A  A  P     P     A  A       S  C     H  H  L     U  U  M  M  P     F
 P     A  A  P     P     A  A    SSS    CCC  H  H  LLLL   UU   M  M  P     F
 We are on a mission from GOD!!!                          (chst@stud.uni-sb.de)
                                 Pappa Schlumpf for BLS
From: smithmc@mentor.cc.purdue.edu (Lost Boy)
Newsgroups: rec.games.frp
Subject: Re: SR: Cyberware without Essence-loss?
Date: 7 Apr 92 21:06:41 GMT
Organization: Purdue University Computing Center

From what I understand about essence/humanity loss, it's more a result
of the "high" one gets from cyberware that enhences their powers. For example,
a cybereye allows one to see what a person  with a normal flesh eye cannot.
A cyberarm never gets tired, doesn't feel pain and is more resistant to 
damage than a flesh arm. The cberpsychosis phenomenon in Cyberpunk is 
a result of someone getting sick and tired of the inferior flesh beings
around them; or, they can't remember what it's like to *be* flesh, so they
interact with others as if *they* were metal. The results are, of course, 
catastrophic. 

For this reason, cyberware may be improved...expensively, of course...so that
the psycological effects are lessened. In Cyberpunk this is limited to
covering the limb with flesh-colored plastic. In Shadowrun this *could* be
something along the lines of stimulating the nerves to simulate the sensation
of pain (but not as much as the flesh limb would have hurt; there's jsut a 
sting or a bite or something); more advanced limbs can tell hot and cold;
Keith's Gamma- and Delta- ware could even conceivably give some indication
of texture. (this is asuming that all cyberlimbs automatically give
sensations of pressure and contact).  Basically, the more "human" the
limb feels, the more expensive...and the less essence cost.

In the case of headware, the more expensive versions cost less because of the
similarity in the function between the headware and the brain. The more the
headware "agrees" with the brain, the more elegant the interactions...and the
more expensive to produce.

-Lost Boy
From: dddawson@lpl.arizona.edu (Doug Dawson)
Newsgroups: rec.games.frp
Subject: Funny PC Stories
Date: 14 Apr 92 02:54:36 GMT
Organization: Lunar & Planetary Laboratory, Tucson AZ.


 Yet Another Little Story:

 In this adventure, Our Heroes have been running into nearly every
 reptilian monster that was in the books by then..and most of them had
 been somewhat mutated, usually for the nastier.  So, when they walk
 into a cavern and find a single, very tall, imperious looking Lizard
 Man, they don't go banzai immediately.  Instead...

 Lizard Man: Who are you, and what are you doing here?

 PC: Er, well,...<Takes a quick look at the party: 2 humans and an elf>
     We're from the, uh...Humans-Elves-Lizardmen League!

 Lizard Man: <Long Pause>  ...Nice acronym.

 Of course, then he started to whale on the poor PC, but that's life...
Newsgroups: rec.games.frp
From: foxx@foxxjac.Berkeley.EDU (Andrew "AJ" Foxx)
Subject: Re: Sex and RPG's - Why Oh Why ?
Reply-To: foxx@foxxjac.b17a.ingr.com
Organization: Intergraph Corporation, Huntsville, AL.
Date: Mon, 6 Apr 1992 15:51:42 GMT

In article <1992Apr6.174247.1@cc.newcastle.edu.au>,
c9036971@cc.newcastle.edu.au writes:
|> 
|> I'd like to call on the experience of you all to answer
|> me a question. It seems to me that the number of female
|> roleplayers (not characters!) is surprisingly small - in my
|> experience of role playing (about 8 years, mainly AD&D) I
|> have seen fewer than ten females who were at all serious
|> about gaming.
|> 
|> I was wondering if this is the case with the rest of you.
|> Is the fairer sex poorly suited to gaming, perhaps? Do they
|> just have better things to do than sit around a table
|> roling dice, speaking in jargon (whether fantasy,
|> futuristic or whatever) and wandering in imaginary places?
|> Or is it just me?
|> 

Yet another, "from my experiences" followup.

IMHO, from observation of past groups I have played in, the 
longest lasting of which were:
	 3 male: 2 female
	 5 male: 3 female
	 5 male: 2 female

I believe that it is the image.  The image of the game is
all outsiders often see.  I would bet many a person of either sex
is put off by overhearing a lunch talk with more game-talk than
English.  Some people would probably be interested if they were
asked or had the nerve to ask to just come see what goes on at a
game.  

One of the women I work with asked to do just that.  She's only
heard of the game and is interested because her granddaughter
plays.  The only reason she knew to ask me is because she
recalled a stray comment or two I have made in the past.  She
was brave enough to ask.  I'll bet there's others who aren't but
are still interested.  An effort should be made to invite more
women to play while avoiding the dreaded "boy's night out" image.

Also gaming often uses up a lot of time, and that time might be
taken from time spent with friends and family. In every group
I've played in with more than one female, they were really good
friends or roommates.  They were gaming together just as they
would go to the movies together, et cetera.  A friend's wife
wouldn't play AD&D with us until one of the other guy's
girlfriend agreed to come.  She loved it and continues to play,
but that initial feeling of foreigness around all the "guys"
held her back for quite a while. Obviously gaming is not
everyone's cup of java, but I'll bet it would be easier to get
more women to play if you didn't target an individual.  Instead
ask two who are friends.


|> For the record, I am a bloke (that's MALE to all you
|> non-Australians), and an avid gamer.
|> 
|> Maxx.

Also a bloke,
-- 
   ] Andrew "AJ" Foxx           ] Software Analyst - Mapping Sciences Division
   ] foxx@foxxjac.b17a.ingr.com ] Intergraph Corporation
   ] voice (205) 730-1921       ] M/S IW17A4  Huntsville AL U.S.A.  35894-0001
From: sasha.bbs@cybernet.cse.fau.edu
Newsgroups: rec.games.frp
Subject: CHAMPS:  European Enemies Questions
Date: 5 Apr 92 21:41:01 GMT
Article-I.D.: cybernet.332RiB6w164w
Organization: Florida Atlantic University, Boca Raton

I was thumbing through a copy of European Enemies at a bookstore and 
there were three things in it that aroused my curiousity:

1.  There are repeated references to a group called "Eurotrash."  Is this
    a typo (from Eurostar)?

2.  From Argent Anarky, ChromeDome's strength is not listed.  Anyone know
    what it is?  Perhaps someone on the Red October BBS knows.

3.  Finally, there is a blank page with a stamp saying:  "Especially 
    secret.  The curious should write to: PO Box 1605  Charlottesville, 
    VA  22902  USA."  Anyone actually write and find out?  Possibly again
    the Red October BBS may be of help.

Thanx in advance.


                                     - Sasha



--------------------------------------------------------------------------
"Though the fruits of crime bear bitter seaweed, the sea cucumbers of 
 crime makes a killer salad."
                                      - Dr. Calamari in the DC/Marvel
                                        Crossover with Suicide Squid
                                        and Archangler in THE DEVIL,
                                        THE ANGEL, AND THE DEEP BLUE
From: reanor@speedy.cs.pitt.edu (Jeffrey Getzin)
Newsgroups: rec.games.frp
Subject: Re: SRUNMagicalness(again)
Date: 7 Apr 92 15:26:24 GMT
Organization: Computer Science Dept., University of Pittsburgh

In article <thornt_g.702615440@kultarr> thornt_g@cs.uwa.oz.au (Sebastian Nobwit DeLaBler) writes:
>Thanks for all the response to my 'SRUN Magicalness' posting.
>Any/all comments are appreciated except for one:
>...
>My comments were mainly based on my experiences so far:
>All player mages that have been in my parties have been absolute
>butt-kickers in terms of spell effectiveness. SO MANY times have
>we (the non-magical players) set up a great ambush/assault, 
>planned everything down to the last detail, got all the right 
>equipment, and then BANG, the mage casts a sleep spell. Ah well,
>time to go home. There are certain catch-phrases that have formed
>like: 'the pool! use the pool!', and 'Forget that, just get the
>mage to sleep 'em.'. One time, our party was in this really heavy
>security building, and things were getting too much, so we drove
>away, and the mage just 'urban renewal'-ed the place a couple
>of times! (If urban renewal is in the grimoire, then don't blame
>me, the player created his character from it, but I've never
>read the thing). 

But there are so many things you can DO to be immune to magic.

I've got a Samurai in the party that mages have a devil of a time hurting.
He invested a bunch of karma to get his willpower up to 6.   Now mages
have a target number of 6 whenever casting either a Mana or a Physical
spell.   And he gets 6 dice to roll to defend.   He rarely takes more
than a light wound from a staging 1 spell.

Also, mages can blast spells as far as they can see you.   So don't
let them see you.   Turn out the lights.   Not everybody's got
low-light cyberware (mages especially) or goggles.   In fact, from
the adventures I've seen published, only PC's have such goggles!!!

Mages can't have all these spell locks at once.   The LARGEST number
of spell locks I've ever seen on an NPC was two.   Spell locks are
easily destroyed by another mage, or even a watcher.   Maybe your
GM will allow you to use the called shot rule in the Rigger's Black
Book to destroy spell locks ... that'd hurt for sure!

I try to maintain the mages are rare attitude.   They generally run
into a mage or two every mission, but not more than that.   Not every
squatter's going to have a mana ball.   I also try to avoid having
a bunch of mages in the party, and empahsize the power and mystery
attributed to the mages.

Mages also use so much karma to keep power that it's tough to be
good at anything else.   I've yet to see a powerful mage with more
than, say, five skills.   The party samurai has got NINE skills at
useable levels and although there are things the party mage can
do that he can, there are a whole ton of things the sam. can
do that are vital.   Etiqutte for example.  Negotiation for another.
He can DRIVE.  He's got a car that's actually a small tank.  He's
got contacts.   He has access to weapondry that the mage doesn't
know where to look for.

			=*()*()* Jeff *()*()*=


--
					---
Jeffrey Getzin
saintdor@vms.cis.pitt.edu
From: khise@centurion.ksu.ksu.edu (Martin Andrew Shobe)
Newsgroups: rec.games.frp
Subject: Re: GAME SYSTEMS
Date: 13 Apr 1992 18:45:43 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: centurion.ksu.ksu.edu


In article <1992Apr13.204220.17834@athena.cs.uga.edu>, peiper@athena.cs.uga.edu (Garfield) writes:
>1) For most spell casters they get a level Bonus to Base Spell Casting. What
>Does this apply to, I have been applying it to ESF rolls for There Base lists
>only in place of The +1 per level for Pure and Hyvrid users in the book. Any 
>other Suggestions??
>

The Base Spell Casting modification applies to the roll to determine the RR mod 
and spell failure. (NOT ESF). 
 
>2) The Spells on the Doom's Law spell list in RMC II say nothing about Saving
>Throws, and they aren't elemental. Yet they can deliver E crits at will at the
>Higher levels, This seems Mighty Powerful.... Am I missing something in the
>rules for this, or are they just this nasty of a class??(the Warlock) 
>

They are nasty. :-)

>3) One of my players has been harking on me about the level bonuses. He seems
>to be under the impression that since he has done 3 ranks of development at
>first level that he should get the level bonus each time.... And that since
>the spell casters have had three level's worth of spell casting development
>that they should cast as if they were third level, even though they have the
>XP, and level # of a first level character... What is the rules on this, and
>What do I tell them so they won't bitch so much??
>

The rules state that you get the bonus for each character level with the exception
of body development.  Body development you get for each rank you have developed.

>Thanks for any suggestions you may have, Either Post them or e-mail them
>to me at Peiper@athena.cs.uga.edu.     
>
>	 Thanks,
>		Richard Peiper
>
>		  

To the original poster:

Rolemaster does not have called shots.  It also has very little in the way of
damage location.  (It has criticals, and if the critical says it hits a certian
location then it hits that location.  Otherwise, who knows?).

Martin
From: seawasp+@pitt.edu (Ryk E Spoor)
Newsgroups: rec.games.frp
Subject: Re: The Undead and level loss
Date: 15 Apr 92 02:29:17 GMT
Organization: University of Pittsburgh

In article <1992Apr14.203610.7433@spdcc.com> pentangl@spdcc.com (Scott Moir) writes:
>The problem I have is that a restoration spell
>brings back levels regardless of experience points.  I hate taking away hard
>earned levels too, but if they can't get to a cleic in time to fix
>the problem, tough bunnies, theey lose!

	Depends how you run your clerics. In 14+ years of running games, I
have had the players have access to clerics of such high level (when they
NEEDED them) maybe four times. And the players have made USE of such services
only twice in all those years. Resurrection and restoration are exceedingly
rare and expensive spells. Making them common makes their effect cheap, in
my view; after all, why should I make a big fuss about death when life is
just a scroll away?

  They should have brought
>along some scrolls. Simple as that.

	Again, depends. When a wealthy person has a total of 10,000 gold, and
a Resurrection scroll starts at 20,000 and goes up, damn few people have them.

 Undead are usually not
>a problem, for the most part they are turned. Those that get through
>a turning aught to have a serious affect on the group. Otherwise, why
>fear them?

	Ah. Never been in Ravenloft, I see. "I turn the skeletons."  "You
mean, you TRY to turn the skeletons." "WHAT? At my level I automatically..."
"They kill you..."


                                 Sea Wasp
                                   /^\
                                   ;;;
From: gt9405b@prism.gatech.EDU (Lynn Richard Akers)
Newsgroups: rec.games.frp
Subject: Re: CS: Bollocks to Shadow Run
Date: 17 Apr 92 20:11:58 GMT
Organization: Georgia Institute of Technology

In article <D45cJB5w164w@jab.tucson.az.us> stevea@jab.tucson.az.us (Steve Albany) writes:
>REC.GAMES.CYBER. Cyberpunk:2020 and Cyberspace are REAL Cyberpunk games! I 
>openly encourage you ShadowRun weenies to flame me all you want.. Let's get 
>into it... Heheheh.

    Here's a thought!  Why don't you start a Cyberpunk thread instead of
wasting our time asking for someone else to?  Not enough brains?  Ah.  That
would explain it.  Well, as soon as you can think of something with more
depth than the average 10 year old, please rejoin us out here in the real
world of fantasy, cyber/fantasy, and just plain old cyber.......and yes,
I realize the contradiction implicit in the above.

                                    Lord Goodgulf the Wizard

                           Lord Goodgulf the Wizard
-- 
Lynn Richard Akers                                                              "Her name was Cind.  She was very, very young and very, very lovely.  It was
that special kind of beauty that grabbed at the heart through the loins.  Cind  was also one of the most highly regarded practitioners of that supremely lethal
art--sniping."    Allan Cole and Chris Bunch, The Return of the Emperor         uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt9405b
Internet: gt9405b@prism.gatech.edu
Newsgroups: rec.games.frp
From: caa@Unify.Com (Chris A. Anderson)
Subject: Re: Lich Killing Advice Needed
Followup-To: rec.games.frp
Reply-To: caa@unify.com (Chris Anderson)
Organization: Unify Corporation, Sacramento, California
Date: Fri, 10 Apr 92 00:26:36 GMT

In article <1992Apr8.114501.29669@usenet.ins.cwru.edu> bh967@cleveland.Freenet.Edu (Greg Weller) writes:
> 
> Our party seems to be in a *whole* lot of trouble and I was
> hoping that someone could e-mail me some ideas.  Here's the
> situation-there's 5 of us, all around 5th level.  We just got
> through an adventure where we seriously pissed off a Lich--and
> a psychotic one at that--of about 2oth level or so.  Our DM told
> us that he only would have played with us a little bit, until we
> got the idea to steal all his spell books and spell components
> and trash his magical lab and throw holy water over everything...
> now he's really mad.  Anyone got any good ideas about how to
> kill a lich?? We were thinking of having a fire sale and selling
> off all of his magical stuff to raise enough money to hire an
> NPC wizard to help us...we figured that he was already mad at us,
> so what if he even gets madder because we're selling his stuff...
> 
> Thanks in advance,
> 
> Greg <somewhere in the multiverse with a pissed-off lich at his 
> heels>

At your level?  Don't be silly.  Sell all of the stuff off and have a big
party.  Enjoy your last days of life to the fullest.  Pray for your souls.

Good luck...

Chris



-- 
+------------------------------------------------------------+
|  Chris Anderson, Unify Corp.                caa@unify.com  |
+------------------------------------------------------------+
From: ted4646@zeus.tamu.edu (kid eternity)
Newsgroups: rec.games.frp
Subject: Re: Lich Killing Advice Needed
Date: 8 Apr 92 19:53:00 GMT
Organization: Texas A&M University, Academic Computing Services
News-Software: VAX/VMS VNEWS 1.41

In article <1992Apr8.114501.29669@usenet.ins.cwru.edu>, bh967@cleveland.Freenet.Edu (Greg Weller) writes...

[story about 5th level characters p.o.ing a lich deleted]

run.

>Greg <somewhere in the multiverse with a pissed-off lich at his 
>heels>

faster.

-thomas
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp
Subject: Paladin's abilities (was Re: ADND2: Suggestions on Warrior)
Date: 8 Apr 92 14:46:32 -0500
Organization: University of Northern Iowa

In article <1992Apr3.214101.18171@jpl-devvax.jpl.nasa.gov>,
mikec@jpl-devvax.jpl.nasa.gov (Mike Civita) writes:
> In article <1992Apr3.203745.16152@nic.unh.edu> B_LUND1@unhh.unh.edu (Marcus
> Windwalker) writes:
>>
>>	90% Mental Magic Resistance? Active until -10 hp? Vault into saddle/
>>warhorse?  Where? Is this 1st ed.? That's completely insane, IMO. Paladins
>>have enough powers already :)
> 
> I completely agree, and therfore allow them no weapon spec., but
> this stuff is all in the 2nd. ed. players. The vault into saddle in
> 1 segment, and he can call his warhorse after X level, and the mental
> magic immunity are all in the 2nd ed. I'm not making this stuff up, I'm
> simply regurgitating it back at you.
> 

   Well, you're close, but not quite, Mike.  Accorind to the 2nd Ed PH, p. 27,
the Paladin has these benefits:
   Detect Evil intent, 60'
   +2 bonus to all saving throws
   Immune to all forms of disease
   Heal by laying on hands (2hp/level)
   Cure diseases
   Surrounded by aura of protection (weaker Protection from Evil, 10' r.)
   Power with a Holy Sword (won't get into this.. :-)
   Turn Undead at 3rd level
   Call warhorse at 4th level
   Spells at higher levels

   No mention of mental Magic immunity anywhere, nor about vaulting into
saddles in one segment, though this is in the nonweapon proficiency skill of
Riding, Land-Based.

   No flames please, I'm not condoning or encouraging this class, I'm just
clearing up the rules regarding it.

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* I don't know, I don't care, I don't want * They're fleeing the wrong way!!  *
* to know, and I don't want to care.       *        -confused adventurer-     *
*        -Martian Manhunter-               ************************************
*        -Justice League International-    * Why is the DM smiling like that? *
*******************************************************************************
Newsgroups: rec.games.frp