HDTenEightyP/NetNews huggingface dataset:
From: pound@ruf.rice.edu (Christopher Brian Pound)
Subject: Re: History of WotC (Was: Arcanum <----- What ever happened to it?)
Organization: Rice University
Date: Sun, 24 Jan 1993 04:08:06 GMT

You know, if someone posted a well-composed letter of protest addressed to
Palladium, *I* at least would be willing to sign it, stamp it, and mail it
(even though I don't use The Primal Order or play Talislanta :).

Game systems ought to be more like academic theories (fully open to citation)
and, in general, less commodified than they are.  I mean, I understand why
they're not like that, but it's a nice thought, huh?

Anyway, Palladium's action sounds like an avaricious abuse of their trademark
privileges.  Tell me how to tell them so, and I will.  :)

-- 
Christopher Pound	+	"Homer deserves to be thrown out of the
Anthro Grad Student	+	 contests and flogged." 
pound@ruf.rice.edu	+	 	                  -- Heraclitus
Newsgroups: rec.games.frp.misc
From: 003695s@axe.acadiau.ca (STEPHANE ANDRE SAVOIE)
Subject: Re: SR: Reach question
Organization: Acadia University
Date: Fri, 22 Jan 1993 23:13:33 GMT

In article <C19pzv.5Jq@newcastle.ac.uk> P.C.Steele@newcastle.ac.uk (P. Steele) writes:
>From: P.C.Steele@newcastle.ac.uk (P. Steele)
>Subject: SR: Reach question
>Date: 22 Jan 93 18:28:43 GMT




>In article <C14IGy.HJ8@rice.edu>, hyatt@owlnet.rice.edu (David Waterman Hyatt) writes:
>[stuff deleted on the PA SAM debate]

>> What it really comes down to is REACH.  Regardless of whether you are
>> a PA or a SAM, when the Troll has a reach of +3 and you're a human with
>> killing hands and a reach of 0, you are in serious trouble.
>> 
>> It seems to me that Reach penalizes you too much.  What does everyone
>> else think?

>I noticed someone else recently quoting this rule and later discovered it to be
>the rules as per say from SII. As SI lacked any rules on reach we had some house
>rules long ago. They are very similar but they only subtract the difference in
>reach from the person with the larger reach. They don't add that same difference
>to a person with the smaller reach. This of course makes differences of 3 or
>greater useless unless the person with the larger reach is wounded (or whatever).

>Ie. Our house method.
>    PA with sword at +1 fighting Troll Sam with axe at +3.   2 difference in 
>                                                             sams favour

>    PA Target to hit = 4 (No penalty given to the person with shorter reach).
>    Sam Target to hit = 2 (So the advantage for extra reach is still given).

  Hmmm.  As a game-master, I would basically use this, but the player with 
the advantage would have the option of fighting defensively or offensively, 
with the defending attack style making it harder for the opponent to hit 
the guy with the larger reach, OR fighting offensivelty where the fighter 
can just uump into battle, gaining the lower target number.
  Just a quick thought.


**********************************************************************
   kid      /       *  Steph Savoie        Acadia U, Nova Scotia, Can
      ____/ |_      *  a.k.a.  KID ANARKY   <<003695S@axe.acadiau.ca>>
     /  /   | \     * ["Men used to sell their souls for immortality,
 ___|_/_____|__|___ *  now they sell them for jobs.  The human souls
    /       |  |    *  devalued currency; oh how the devil must be
  /  \______|_/     *  laughing..."  - Grant Morrison, HellBlazer #26]
/           |       *  alt.comics.lnh: Continuity?  What's that?
**********************************************************************
	
Newsgroups: rec.games.frp.misc
From: thornley@milli.cs.umn.edu (David H. Thornley)
Subject: Re: Killing Attacks (Hero)
Organization: University of Minnesota, Minneapolis, CSci dept.
Date: Thu, 21 Jan 1993 19:01:14 GMT

In article <uplink.727079422@cwis> uplink@cwis.unomaha.edu (uplink 2099) writes:
>by670@cleveland.Freenet.Edu (Marc-Eivind Cruz Evensen) writes:
>
>
>>    One last thing... a KA (does no BODY)? Let's be serious. Even though it
>>can be done, it wouldn't even be entertained by most players I know.
>
>	Seems to me whoever does that is trying to get megadamage by using 
>the Killing Attack Stun Lotto.
>
Has anybody actually tried to use one of these, or seen anybody else try?
I've been trying to think of something it would represent with no luck.

In other words, if the GM asks each player to describe what their attacks
are like in real terms, rather than what's allowable in game terms, what
do they say?

Hero works best if the players decide on what they want their characters to
be like, and then represent that character with the rules.  Unfortunately,
some people seem to like to rape the rules and design their characters
around the largest loophole.  Since Hero is merely a set of rules simple
enough to be comprehended by humans, there's no way it can deal with this
sort of abuse.

DHT

Newsgroups: rec.games.frp.misc
From: esper@cs35b.cs.umn.edu (Dave Sherohman)
Subject: Re: SRII: Melee combat
Keywords: PSRII, SR2, Melee
Organization: University of Minnesota
Date: Wed, 27 Jan 1993 04:33:16 GMT

In article <valentin.727556757@husc.harvard.edu> valentin@husc8.harvard.edu (Brian Valentine) writes:
>No, seriously, SRII indicates that all opponents should have a threat pool,
>(even if for really weak guys, it's zero).  Also, they should all have a
>professional rating, but that's another topic.  The Threat Pool is a reusable
>dice pool which refreshes immediately, so be careful how many dice you give
>them.  Repeat- it is always available.  It does not refresh every action, 
>like PC combat pools.  Nasty doo-doo, man.

Not really.  Threat Pools alone are too gross of an adjustment - a threat pool
of 2 is practically useless, a threat pool of 8 is unbeatable.  To put it
another way, if the team's troll has a smartlinked assault cannon and implanted
vision mag 3, she's basically got a TN of 4 to hit anyone (assuming a +2 for
low light or other adverse visibility) which means 3 successes.  With my
modified dodging system, you need a 3 to dodge any heavy weapon, so it would
take 5 dice (on average) to dodge this shot.  Since an 18D is nigh impossible
to dodge, an NPC with a threat pool of less than 5 will die the first time the
troll shoots him, and an NPC with more than 5 dice will never be hit by the
troll.  So I just give NPCs a small threat pool (1-4 dice max) in addition to
normal pools.

esper@ima.umn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Re : Rolemaster 
From: atischer@jupiter.cse.utoledo.edu (August Tischer)
Date: 28 Jan 93 14:42:54 EST

boliv@Mari.Unit.NO (Olivier Banessy) writes:

[stuff deleted]

... On the contrary, the Alchemist Companion is simply 
: useless. It adds nothing to the game and some points that was not clear in the
: Char.Law and RMCI are still unclear ! No explanation about the cost or the way
: of fabrication of some useful magic items... We still have to use Home Rules.

[more stuff deleted]

I have not bought the Alchemy Companion, but I have paged through it.
I NEED MAGICAL ITEM PRICES!  Or at least some way (other than the potency)
to determine prices of magic items relative to other magic items.  My players
start to get upset when I try to make these things up off the top of my head.
I try to take into account the availability of magic in the area, the potency of
the item requested, and the cost of the same item (if it is a weapon or armor)
if it were not magical.  What I consider to be a powerful magic item, may not
seem so powerful to my players.  I run a magically rich, but not ungodly,
campaign.  Some of my players have some powerful items, but, then again, some of them have
been killed or nearly killed because of the history of some of those items.
The tables on how items are created in Character Law do not cover even half
of the items listed in the Creatures & Treasures books.

If anyone has any suggestions, I'd appreciate it.  Until then, my players will
continue to be told that I am in charge and I set the prices as I see fit.
(but I would really like to have a standard to go by)

Thanks




-----------------------------------------------------------------------------
* August Tischer				"PAD!"			    *
* University of Toledo				-Various Rolemaster players *
* atischer@jupiter.cse.utoledo.edu		 simultaneously		    *
-----------------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: jwolf@nyx.cs.du.edu (The WolF)
Subject: Re: DragonQuest?!
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Tue, 26 Jan 93 04:35:40 GMT

In essence, DragonQuest is a stripped-down version of D&D (not AD&D). Its
intended to be a gateway into D&D. Seems T$R is aggressively pursuing the
novist gamer. :)

Jon WolF

Newsgroups: rec.games.frp.misc
From: drac@uumeme.chi.il.us (Bruce Maynard)
Subject: Re: SRII: Mage w/Trauma Damper
Organization: UUMEME Public Access Xenix
Date: Thu, 21 Jan 93 10:43:53 GMT

In article <C143Bx.Fv1@world.std.com> mjg@world.std.com (Mitchell J Gross) writes:
>
>I would certainly agree to neg. mods. for having cyberware for spirit
>summoning, it seems logical. From the reading I've done, it isn't clear
>whether drain is physical, or if a trauma damper would be activated by
>non-phys damage. I assume the damper would be activated by damage caused
>by a spell, so why not drain. If I was running, I would probably allow it.
>But I would probably also throw in the neg. mod. for summoning.
>
>That does bring up a good point though, if a mage casts a mana combat
>spell on a street sam (for example), does this sam's trauma damper, pain
>editor, and whatever else he has kick in?

It certainly does... better re-read the texzt on Trauma Damper. It states specifically that fatigue dmg is reduced by 1 pt unless it came from being translated FROm physical...

-- 
* The above are the meanderings of a demented soul. | drac@uumeme.chi.il.us
* Long live Dementia!  8-{)}                        | Bruce Maynard
*-----------------------------------------------------------------------------*
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Re: Random Rolls
Date: 24 Jan 93 16:44:37 GMT
Organization: Tufts University - Medford, MA

In article <C1A06E.94H@mentor.cc.purdue.edu> jacobus@symphony.cc.purdue.edu (Bryan J. Maloney) writes:
>In article <1993Jan22.163503.7783@news.tufts.edu> gharris@jade.tufts.edu (George W. Harris) writes:
>>	Now, requiring characters to *start out* with their positive and 
>>negative features reasonably balanced is ok, since there should be some
>>structure in character creation.  However, maintaining this balance with
>>`Character Points' after play has begun is entirely unnecessary.
>
>Uh, are there any GURPS GMs out there brain-dead enough to NOT run things
>in the way George suggests?

	Well, if they follow the advice in the rulebook, they do.  Or isn't 
there something in there about "advantages gained through play must be paid
for with character points"?

>I, for one, do not play Insane GM Accountant, insisting that my players
>"balance" their characters for every damned thing they manage to get.  I
>run a pretty tough world, and if my players manage to actually do something
>like get hold of a barony (which one group did), they DESERVE it.  Their
>characters have ALREADY "paid" for it through loss of life, limb, putting
>themselves through harrowing danger, etc.

	Well, good for you.  Now, the only step left to take is to do away
with post-character-creation character points *altogether*.

	Sorry, I know, this belongs on .advocacy.  Follow-ups so directed.
 
--
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: matta@lclark.edu (Matt Alexander)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
Date: 25 Jan 93 18:46:09 GMT
Article-I.D.: lclark.1993Jan25.184609.19963
Organization: Lewis & Clark College, Portland OR

In article <1k07sbINN7od@shaman.nexagen.com> cook@shaman.nexagen.com writes:
>
>If there are any other product suggestions that anyone has, I'd lke to hear 
>about them--dealing with Rolemaster or any other ICE product line. What
>do you want to see in the future, what have/haven't you liked that we have
>put out so far, etc. Speaking of which, any Rolemaster players out there
>get a copy of the Oriental Companion yet? What did you think? 

You know, I've always hoped beyond hope that some day ICE would take
Character/Campagin law, the Companions, and anything else handy and
compile them into some kind of whole, single... coherent... MASS, of sorts.

I mean, Rolemaster _is_ my favorite system, but wading through all those
books is sort of like swimming in snow shoes. My ref actually SCREAMED
IN TERROR when he saw the new oriental book in the store the other day.
(On further purusal, however, he said it looked pretty good...)

Have any of you considered publishing a ... (ohh, this hurts to say..)
Second Edition(tm)??

>
>Monte Cook
>Rolemaster/Space Master Series Editor
>cook@shaman.nexagen.com

-- Matt Alexander
   <matta@lclark.edu>
Newsgroups: rec.games.frp.misc
From: kent@loral.cts.com (Kent Yang)
Subject: RQ: How do I get Rune Quest Campaigns/Magazines etc...
Organization: Loral Instrumentation
Date: Fri, 22 Jan 93 23:08:36 GMT


Now that I know Rune Quest is alive and well, are there stores in the
San Diego area that carries Rune Quest stuff.  I can't seem to find any.
Or is there a mail order place (Avalon Hill) I get the lastest Campaigns?  
If you have information on how I can get involve in playing RQ in my area
or any other info on Rune Quest, I would like to hear your suggestions.  
Thanks in advance.  


Kent Yang
--
--
Kent Yang -  Design Engineer -  kent@loral.cts.com
Engineering, Loral Instrumentation (San Diego, CA)
Phone: (619)674-5100 ext 4180 Fax:   (619)674-5145
From: hapa@ucsco.ucsc.edu (Doug Easterly)
Newsgroups: rec.games.frp.misc
Subject: DQ: Now that we're talking about DragonQuest....
Date: 27 Jan 1993 01:02:13 GMT
Organization: University of California; Santa Cruz
Distribution: na
NNTP-Posting-Host: ucsco.ucsc.edu


I have been going through my old TSR printing of the old
SPI DragonQuest and am wondering if anyone has developed
any good spells, colleges, critters, etc. for this nigh-
forgotten game....

And, since I only have the 3rd edition, does anyone have
a copy of the "lost" colleges (like Black Magics) that
they are willing to part with?

I am interested, as I am eyeballing this as the possible
system to run for my next campaign.

Doug 
hapa@ucsco

-- 
Sandra's seen a leprechaun,	   Donald heard a mermaid sing,
Eddie touched a troll,		   Susy spied an elf,
Laurie danced with witches once,   But all the magic I have known
Charlie found some goblins' gold.  I've had to make myself.
			-Shel Silverstein
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS worldbook: Space 1889 ?
Date: 21 Jan 93 15:31:08 GMT
Organization: Tufts University - Medford, MA

In article <19JAN93.19767923.0067@VM1.MCGILL.CA> CX6L@MUSICA.MCGILL.CA (CX6L) writes:
>In article <1993Jan19.211745.14765@news.tufts.edu> gharris@jade.tufts.edu (George W. Harris) writes:
>>In article <19JAN93.12053674.0101@VM1.MCGILL.CA> CX6L@MUSICA.MCGILL.CA (CX6L) writes:
>>>Well, work was proceeding on a "GURPS Difference Engine" book, which
>>>would have covered the Victorian-era fantastical technology material
>
>> Famtastical technology?  Hardly.  The Science Museum in London has
>>built a working Difference engine from Chas. Babbage's revised designs
>>(not from his original design, but the *second* Diff. engine he designed.
>>This work is detailed in the most recent Scientific American.
>> Perhaps "GURPS Steampunk" would be a better title.
>
>Hmm. Yes, I know about this machine. However, many *other* things
>in Gibson's & Sterling's _The Difference Engine_ are a tad less

	To me, Difference engine means the device, not that mediocre
collaboration...

>realistic, including the *scope* of usage of Babbage's machine in
>that story. Not to mention that it is *not* likely his design
>could have been made to work without 20th century machining . . .

	Think so?  Then you should read the SA article...it appears
that its construction was quite feasible at the time, although it 
would have cost a fortune (the half-completed version of his first 
design cost #17,000 when abandoned; for comparison, a steam locomotive
cost about #700).

>All-in-all, I'd say that _The Difference Engine_ and Space 1889
>share a lot of the same vision, albeit on different scales.

	I would disagree...the novel was much darker and more cynical
than the general atmosphere of Space:1889.

>|               -=-               |Dr Manfred Kromm can be reached at:|
>|     -Secrets of the Masons-     |-----> CX6L@MUSICA.MCGILL.CA <-----|
--
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: gray@visix.com (Gray Jones)
Subject: Re: Mage w/Trauma Damper
Date: Sat, 23 Jan 1993 17:57:46 GMT
Reply-To: gray@visix.com (Gray Jones)
Organization: Visix Software, Reston, Virginia

In article <1993Jan20.210900.12709@jupiter.sun.csd.unb.ca>, flindholm@mta.ca writes:
|>   Ireally don't know why a magician would bother with a Trauma Damper.
|> The spell Resist Severe Pain does the exact same thing, can be cast on 
|> other members of the party and dosn't hurt your essance.
|> What's the point?
|> 
|>            Cyrus

Resist pain clearly states that it does not affect stun damage.  A trauma
damper would be a good asset for a mage that can spare the essence.

--gray
From: dunkelza@titan.ucs.umass.edu (KEITH C MCCORMIC)
Newsgroups: rec.games.frp.misc
Subject: Re: Burn, GURPS, BURN!
Date: 22 Jan 1993 14:45:39 -0500
Organization: University of Massachusetts, Amherst
NNTP-Posting-Host: titan.ucs.umass.edu

In article <C19q8p.299@rice.edu> adam@owlnet.rice.edu (Adam Justin Thornton) writes:
>You can't create Arnie with 100 points.  Neither can you create Conan.  What's
>your point?  The man is _clearly_ not a 100-point character; however, you could
>probably create a pretty decent Schwarzenegger on, say 250 points.  Is there
>a problem?
>
>Adam
>-- 

   Yeah, but what point value does modern earth tend to have?  Does everyone 
on modern earth have 250 points to play with?  RIGHT.......

Dunkelzahn
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: Spacemaster (was Re: Rolemaster)
Date: 27 Jan 93 10:32:00 GMT
Organization: CERT, CS Dpt. Toulouse, France

In article <2549@blue.cis.pitt.edu>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
|> >cook@shaman.nexagen.com writes:
|> >> If there are any other product suggestions that anyone has, I'd lke to hear 
|> >> about them--dealing with Rolemaster or any other ICE product line. What
|> >> do you want to see in the future, what have/haven't you liked that we have
|> >> put out so far, etc.
|> 
|> 	Okay, here goes.
|> 
|> 	Overall: Rolemaster is a pretty good system. I'd use it a lot more
|> if I didn't have so much of my world constructed around other, incompatible,
|> systems.
|> 
|> 	Good Things: I use the RM advancement chart almost exclusively now.
|> The advancement of characters in other XP based systems (notably D&D)
|> was so ludicrous that to see a simple system like RM's was very refreshing.

   You really use that ? We got rid of XPs since the very beginning. We still
use levels, but I think I'll get rid of them too as soon as I find a way to
modify the RR/spell rules... ( the skill rules are not a problem ).

|> 	   Skill Listings: Even if you don't play RM, it provides more neato-
|> wow-skill descriptions and so on...

  Agreed.

|> 	   Monsters and Treasures: I love 'em. RoleMaster's C&T compendia
|> have such great assortments of items and original creatures.

  That, too.

|> 	   Odds and ends: things like the special abilities charts (Background
|> options -- though I'd like a MUCH longer listing of really interesting
|> stuff, rather than mostly +x to Z bonus -- and none of the ones from the
|> first rules, where you got a nice advantage and immediately got a nasty
|> disadvantage; if people are going to spend their picks on these, I want
|> them to get something really nice).

  I think the background options proposed are just there for the scale. You want
one that isn't described, you and the GM figure an appropriate cost for effect,
and there you go... 
|> 
|> 	Problems:
|> 
|> 	The first and really MAJOR gripe I had with the SpaceMaster series
|> was the psionics rules. I had expected something new and interesting, on
|> a level with the spell rules.

  Yes, I forgot that on my Rolemaster post. The psionic rules in SM are IMHO
bad. It would be better along the lines of "special abilities"...

								Redwing
From: pmenard@cse.unl.edu (Patrick Menard)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII PhysAds
Date: 22 Jan 1993 03:01:02 GMT
Organization: University of Nebraska--Lincoln	
Distribution: world
NNTP-Posting-Host: cse.unl.edu
Keywords: Physical Adept Abilities

tmont@cerc.wvu.wvnet.edu (Todd Montgomery) writes:

>Dicoted(tm) Weapons? A  Dicoted(tm)  Combat Axe  for a troll?   NUYEN,
>NUYEN,  need I  say it again? NUYEN. I  think to balance the  game and
>make it so that  people didn't all have  Dicoted(tm) weapons  the SRII
>people used availability. I  can't remember the exact availability for
>Dicote(tm), but I do think  it's kind of  high. Then what in the slums
>of Seattle is a troll leader of some two-bit  street gang doing with a
>Dicoted(tm) battle axe?

Well, I believe it said something about it wearing off with use.(if it didn't
it should!)  I figure the average Sam (PA,corper, whatever) will need a re-
coat every other month or so.  And take a look at what it costs on the street
!  It will cost a LOT to keep the coat fresh.(what I do after a while is start
reducing the effectiveness (usually in the middle of a run))

Shadow
From: lward@husc11.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Physical Adepts
Date: 25 Jan 93 19:58:31 GMT

johnelbl@matt.ksu.ksu.edu writes:

>I have just subscribed to this group, so i am not so sure about what has been
>completely stated. In the 2nd ed. Grimoire there are VERY nifty items for 
>pys Ad.'s such as Enchnced Centering and mystical armour.  Plus, using the
>new meta-magic Anchoring, it IS possible for a physical Adept to have a 
>9d6 initiative(sp).  1d6 for natural, 3d6 for phys. Adept skill, 2d6 for 
>Synaptic Accelerator(a little geasa), and 3d6 initiative increase anchored will
>give 9d6.(ouch)  Can Mr. Samurai match that??

"Once again..."
    -- Public Enemy

Initiatve dice from various sources do not add.  Only the highest number is
valid.

Wordman