HDTenEightyP/NetNews huggingface dataset:
From: b_kondalski@vssi.trw.com (Brian J. Kondalski)
Newsgroups: rec.games.frp.misc
Subject: RQ2: Questions/Comments
Date: 25 Jan 1993 11:01:22 -0500
Organization: TRW Vehicle Safety Systems, Inc.
Distribution: world
NNTP-Posting-Host: trwvssi.vssi.trw.com

Just looking for a few comments on some Runequest 2 stuff.

1)  How do other GM's handle resurrection withing cults that have a death rune?
    Humakt is the only one that I have seen that specifically denies it.  I've
    seen where death cults that get usage of Sever Spirit (one-use or reusable)
    can not be resurrected, all death rune cults can not be, and only Humakt
    can not be.  Currently I don't allow any cult with a death rune to be
    resurrected, but PCs have been asking questions.... any thoughts?

2)  How do other people handle spirit scans for allied spirits and such?  Do
    you pick up all runes that a person is tied to?  How does being illuminated
    stop this from happening?  Currently I give all runes within POW range in
    meters.  A illuminate is able to hide/unhide the runes he possesses at
    will.  Any thoughts?

3)  Anyone got a list of the Glorantha cults that have been published for RQ2?
    I've got the Companion with the list, and the only cult I am missing is
    Geo.  If anyone has a more complete list, send it off to me.  And if anyone
    would be willing to photocopy some cults I may be missing, please let me
    know.  I'll be more than willing to cover any expenses (or exchange copies
    in return).


Well that's about it for now....
-- 
Brian J. Kondalski      b_kondalski@vssi.trw.com
TRW V.S.S.I.            Voice: (313) 781-7382           "The guaranteed eternal
4505 West 26 Mile Road  Fax: (313) 786-7702              sanctuary man."
Washington, MI  48094   Views expressed here are MINE!
From: rowe@soda.berkeley.edu (Eric Rowe)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Sea Gods genealogy
Date: 21 Jan 93 13:24:24
Organization: UCB Integrative Biology
NNTP-Posting-Host: soda.berkeley.edu
In-reply-to: alex@dcs.glasgow.ac.uk's message of 21 Jan 93 20:03:45 GMT

In article <C17zqA.2n1@dcs.glasgow.ac.uk> alex@dcs.glasgow.ac.uk (Alex Ferguson) writes:

   Following the thunderous response to my RQ Digest message on sea gods,
   I'm posting a list of specific questions, in the hope that someone
   has a source for them, or at least a hunch or two.  I've made my own
   suggestions in most cases, the number of trailing ?'s indicating how
   rough a guess I think it might be.

   In most cases these are things which I can't find a reference for; in
   one or two cases, the published material seems contradictory, or somewhat
   (ahem) fishy.  I'd be happy to hear any of: references to published
   material, hot goss, anyone else's hunches, or arguments that my guesses
   are obviously wrong.  Offers?

Sorry I didn't catch your earlier request in the digest, the answers you seek
are in Wyrm's Footnotes 8.  Here are the three basic genealogies.  If you have
further questions try desperately to get WF8.  Note that Stafford's thinking
slowly changes over the years so some of these may no longer be the official
party line.

		Zaramaka (Primal Waters)
		    |
           -------------------
	   |	    |	     |
       Framanthe  Sramak  Daliath      (F,S and D from here on)

F    =     S
     |
--------------------
|	  |	   |
Sea of	Western	Homeward
Terror	Ocean	Ocean
  |       |       |
(seas, bays,    (creek-stream river)
rivers, etc.)


				Z
		S---------------=-----------------D
				|
		  ---------------------------------
		  |		|	  	  |
		Heler	=   Triolina	  =	Nelat
		 	|		  |
	   	King Undine	=	Mirintha  =   Phargon
	   	    |		|		  |
		    |	    Water		Mer-Tribes
		    |	    Nymphs
		    |
		    |
    -----------------------------
    |		 |		|
Tidal Wave, Ship Beater, Island Gulper
   |
 Sog
  |
Undines


Additional Matings by Triolina:

Triolina=Flamal		Triolina=Hykim		Triolina=Grandfather Mortal
	|			|			|
    Murthdrya		   Tholaina		   Phargon=Mirintha
	|			|			|
   Sea Elves		    4 beasts		   Mer-tribes


				Z
				|
			D-------=-------F
				|
		  --------------------------
		  |	     |		   |
		Manthi  =  Natea	Magasta
			|
	  -------------------------
	  |	    |		  |
	Sshorg    Banthe	Lorian
	  |	    |		  |
    --------	  Rainbow Girl   Tanian
    |      |
  Dew	  Fog
  Girl	  Boy		

Magasta's Pairings:

Magasta=Darkness Demon    Magasta=Brastalos
	|			 |
    Wachaza		    Sea Spouts



eric
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: SRII: payment and karma
Organization: University of Illinois at Urbana
Date: Thu, 28 Jan 1993 03:06:51 GMT

uplink@cwis.unomaha.edu (uplink 2099) writes:

>	It's time someone started a new thread.

>	Hey, it's not _my_ game.  The adventure is "One Stage Beyond",
>published by FASA.  In the back it does state that team karma is 
>can get up to 15 to 18; some people might interpret this to mean that it gets
>divided amongst the team, but we don't.  And yes, it also states that the
>final reward is 150,000 Y to EACH player.  And there are several times where
>PCs can pick up some fenceable stuff worth some major nuyen too.

>	And this is after 6 gaming sessions.

Well, you made it sound like one gaming session. So that totals to about
30,000 and 3 karma a night? *shrug* That sounds much more reasonable.
(So much for asking for your fixer's LTG)

Axly
From: peters@physics.ubc.ca (Dan Peters)
Newsgroups: rec.games.frp.misc
Subject: Re: DragonQuest?!
Date: 27 Jan 93 04:50:10 GMT
Organization: The University of British Columbia
NNTP-Posting-Host: physics.ubc.ca

Brian A. Dorion writes:

>Coyt D Watters writes:
>>Exactly.  The old SPI _DragonQuest_ game (which is ok BTW) is not the same as 
>>the current TSR _DragonQuest_ game.  Since TSR owns the rights to the name, 
>>they can slap it on anything they choose.  It's a simplification of D&D, 
>>intended to compete with HeroQuest and BattleQuest, and provide a stepping
>>stone to D&D and/or ADnD2.  Term it "D&D Lite."
>>
>WRONG!
>The TSR release of DragonQuest is very close to the SPI 2nd edition ...

no, no, Coyt is quite right; you're just not talking about the same thing, 
that's all. See my other posting.

>I also own a copy of the SPI beta test of _Arcane Wisdom_,
>the DQ magic suplement.

How much stuff from _Arcane Wisdom_ never got published? I'm not familiar with
DQ 3, but I've been told that the new colleges (i.e. ones that weren't in DQ 1
or DQ 2) in DQ 3 were from A.W. originally. Was there more?

Drin
--
-------------------------------------------------------------------------------
"I think I think, therefore I think I am." 
- Descartes' failed attempt to discard the notion of objective reality.
-------------------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: tara@uxa.cso.uiuc.edu (Lady Johanna Constantine)
Subject: The Sidhe (notes from a newbie)
Organization: University of Illinois at Urbana
Date: Mon, 25 Jan 1993 22:40:55 GMT

I'm no gamer, but someone in another newsgroup said I should
take a look at this faerie thread.

Well, it would take hours for me to read all of it, and
I know the proper nettiquette would be to do just that
before I add to it, but I'm in a bloodyminded mood, so
just deal with it.

First off, Sidhe is pronounced "she".  Trust me, my last name is
O'Shea, and know from whence I came.  I'm only first gen american, and
never learnt irish, but I have been studying celtic, especially irish,
mythology, legend and stories for years now, so that's why I'm posting.

The Tuatha De Dananns were not Gods in the way that the greco-roman
pantheon were gods.  In pagan celtic religion, there is one supreme
being with hundreds of names, most of which were only mentioned once.
It si the aspects, the main archetypes that stuck. 

It was the romans who tried to equate each celtic "god" with a
classical one, for simplicity's sake.  But it's all square pegs.

The Dananns are the Sidhe, or were after the Gaels won the second
battle of Magh Turiedh.  The humans got Irelend, the Dananna got
what was underneath ireland, ie The Otehrworld.  They took the name
Sidhe from the barrows that were the gates to the otehrworld (Faerie 
it was called in later times), called sidh.  Thus, Sidhe, is them what
come from the sidh. (O'Shea translates to "From the faery fort, if you're 
asking).

Thsi story is in the Book of Invasions.

All fay are not Sidhe.  What the world has commenly come to recognise
as Faeries includes the Sidhe, the Alfar, the djinn, Elizibethan pixies,
the Scottish Seelie and Unseelie courts, The welsh (cymraeg) Bendith y Maumau,
scandinavian elves, trolls, ogres, brownies, the Christian angels who didn't 
fall, ghosts and spirits from a hundred different cultures.

The elixebethan pixie is what most people think of, the 6 inch tall 
airbourne sprite, not the irish 6' tall Dannan.  

Fantasy writers like to pick and choose amoung the lot and tend to
rewrite completely (Tolkien did this, as does teh popular Misty Lackey).

I participated in a thread of Sidhe vs Alfar earlier thsi year, and
don't want to repeat it, so don't ask.

I'll probably go and read most of the thread, get mad, and post more later,
under this thread, and please, if you feel you must flame me, go ahead.
It alwasy amuses me, and often can be helpful.


LJC
-- 
Lady Johanna Constantine* Tales and dreams are the shadow-truths that will
tara@uxa.cso.uiuc.edu   * endure when mere facts are dust, and ashes, and
Disclaimer - huh?       * forgot.      -Dream of the Endless (and Neil G.)
LJC of the Net.Trenchcoat.brigade (Hi Elmo ;)
From: jmedway@ccwf.cc.utexas.edu (johnjmedway)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ:Zorak Zorani fire powers
Date: 25 Jan 1993 20:09:19 GMT
Organization: The University of Texas at Austin, Austin TX
NNTP-Posting-Host: sylvester.cc.utexas.edu

In article <C1CD6x.26y@mentor.cc.purdue.edu> 
jacobus@symphony.cc.purdue.edu (Bryan J. Maloney) writes:

>A little thought regarding Zorak Zorani and their fire powers in light
>of the "Greg Stafford Bombshell" on America Online:

Umm, I knew there was going to be a big AOL discussion, but what warranted 
the name "Bombshell"? (Could someone with AOL access summarize for we poor 
internet-only volk.


>Stafford says that the "same god" can have radically different manifestations
>and myths.  By this premise, it is rather easy to to handle any Zorak Zorani
>fire powers:
>
> ..
>
>Alternatively, EITHER could be true, depending on location.  The neat thing
>is that a Zorak Zorani from "Yelmalio Country" could obtain the fire powers
>through ANY temples of Zorak Zoran, regardless of the local manifestation.

This could be interesting, depending on how you interpret the Elmal/Yelmalio 
identity crisis. Are they manifestations of the same god? I've seen some 
discussion suggesting suggesting that. Would that mean that a Sartarite 
worshipper of Elmal could obtain fire powers at a Sun county Yelmalio temple?


----------------------------------------------------------------

On a pedantic note, please try to put "RQ" or similar in your title. I 
almost missed the post, as I usually just search for 'rq' and 'ept' 
(as if I'll ever see anything for that one!). And I'm sure there are 
some shadowrun types who put 'rq' in their killfiles, as I have put 
every conceivable form of their game's name in mine.



----------------------------------------------------------------
jmedway@ccwf.cc.utexas.edu       "Be careful what you're doing,
aka john j medway                 you're messing up my life."
                                  -- John Lydon aka John Rotten
----------------------------------------------------------------
From: starride@silver.ksu.ksu.edu (David Chase)
Newsgroups: rec.games.frp.misc
Subject: Re: WHFRP: New Spells?
Date: 21 Jan 1993 22:44:38 -0600
Organization: Kansas State University
NNTP-Posting-Host: silver.ksu.ksu.edu

tjz6090@bcstec.ca.boeing.com (Ted Zuvich) writes:

>     Is there a net book with new spells for Warhammer Fantasy Roleplay?
>If so, how do I get to it?  If not, has anyone devised new spells for
>this gaming system?  I think WHFRP's magic system could use a little
>expanding.  If you have a new spell, please email me at
>tjz6090@bcstec.ca.boeing.com
>My opinion.  Don't blame anyone else.


	Or for the benefit of everyone who is interested in WFR why not post 
them to this group.

	Thanks in advance.  

		David Chase
From: flindholm@mta.ca
Subject: Re: SRII Combat System: Bugs
Reply-To: flindholm@mta.ca
Organization: Mount Allison U, Sackville, N.B. Canada 
Date: Wed, 27 Jan 1993 18:13:14 GMT

In article <Jason_Mulligan.02vi@camelot.apana.org.au>, Jason_Mulligan@camelot.apana.org.au (Jason Mulligan) writes:

>        What I'd like to know is how long long FlashPaks and Flash grenades
>last for? (ie: the duration of the flash)
>
  I think Flashpaks opereate for about 10 minutes before conking out the
batteries are rechagable. Flash grenades only flash the one round but their
effects last beyond it. Since grenades go off at the end of the turn, the 
modifier to people will be +6 next turn,+4 the turn after that and so on.
Flare comp halves the effects of both of these (Flashpaks do +4 a turn by the
way (I think)).

>--Jason

                   Cyrus
From: pmenard@cse.unl.edu (Patrick Menard)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII PhysAds
Date: 22 Jan 1993 03:45:28 GMT
Organization: University of Nebraska--Lincoln	
Distribution: world
NNTP-Posting-Host: cse.unl.edu
Keywords: Physical Adept Abilities

>>Does anybody else hate the artwork associated with the given archetypes?
>>Geez.  If I wanted to play a cheesy cartoon game, I would.  The first thing
>>I said, in my very first Shadowrun game, was:  "My Samurai does *not*
>>look like that."

>Yeah, the SR archetype art is some of the worst stuff that FASA has. I wish
>they'd gotten the same people to do new archetype art that they had do 
>the archetypes for MechWarrior II. 

When I saw the archetypes, I kept waiting for Roger Rabbit to be on the next
page.

Newsgroups: rec.games.frp.misc
From: danielw@lindblat.cc.monash.edu.au (Rai)
Subject: Re: Vampire Help Needed
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Fri, 22 Jan 1993 04:44:22 GMT

: 
: 1.) I have experienced players.  What adventure/type of adventure should we
: start with?  None of us have played this system before, although we are all
: familiar with two or three other systems.  Can we effectively start with TA
: (D: M), or would that be a bad idea?

	What's a TA?
	Before running a game, take the books advice, and run a prelude for the
characters.  I incorporated this into our first session which focused completely
on the transformation from human to Vampire, and the discovery of Vampire life.
(I based this session _roughly_ on the Alien Hunger adventure which I got free 
with Vampire ;)

: 2.) Handy numbers of dice?

	Have at least 10 around.

: 3.) What supplements should we get, and which supplements make up a
: "minimum" set?

	You really only need the first book to play.  The other books may help
you for creating your background.

: 4.) Any advice for me as Storyteller, the others as players, and basically
: just anything in general.

	Put a lot into the character creation.  Vampire can be a very emotional
game.  (Two out of three of the players got nightmares afterwards)
	*grin*



						-Rai

						
Daniel Watkins			   | "Subtlety is the art of saying what you 
rai@yoyo.cc.monash.edu.au	   |  think, and getting out of the way
ins893k@lindblat.cc.monash.edu.au  |  before it is understood"
ins893k@aurora.cc.monash.edu.au    |

Newsgroups: rec.games.frp.misc
From: johnston@heart.enet.dec.com ()
Subject: RQ and Glorantha AOL transcripts anywhere??
Reply-To: johnston@heart.enet.dec.com ()
Organization: Digital Equipment Corporation
Date: Thu, 28 Jan 1993 09:44:01 GMT

	Hi Folks,
Due to a hiccup with our notes-news reader I lost the last few days
notes for this group. Therefore if the transcripts from the
America-on-line RQ and Glorantha discussions were posted recently (I
know Loren Miller had plans to do so), could some kind soul mail them to me ??

Thanks 
	Nigel Johnston		Reading, UK	johnston@heart.enet.dec.com
Newsgroups: rec.games.frp.misc
From: lavonius@plootu.Helsinki.FI (Ville Lavonius)
Subject: Re: GDW in trouble...
Organization: Beverly Hills 666
Date: Sat, 23 Jan 1993 08:49:11 GMT

In article <1993Jan23.013246.9048@mnemosyne.cs.du.edu> jwolf@nyx.cs.du.edu (The WolF) writes:

   My local hobby dealers all say DJ is selling FAR better than they expected.
   MUCH better than, say, WarHammer.

But that *IS* to be expected since GW hasn't released any new stuff on WHFRP
front for ages. 

If you meant the battlegame, congratulations on picking an intelligent 
neighborhood :-)

   Still, I play AD&D-2, so it doesn't bother me one way or the other! :)

Ditto. 

   Jon WolF

--
Ville Lavonius	        University of Helsinki, Dept. of Computer Science
lavonius@cc.helsinki.fi : You're a notch and I'm a legend - Alice Cooper
From: corleyj@helium.gas.uug.arizona.edu (Jason D Corley )
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Re: Burn, GURPS, BURN!, in a Computer-approved facility.
Date: 22 Jan 93 20:04:25 GMT
Organization: University of Arizona, Tucson

In article <1993Jan22.173818.5184@news.columbia.edu> jhk6@cunixb.cc.columbia.edu (John H Kim) writes:
>>
>>The rules for most games will not even get you a tenth of the way there 
>>as far as creating atmosphere -- "Chill" and "Paranoia" may be exceptions.
>
>	Eh? Maybe things have changed with 2nd edition, but I thought that 
>the 1st edition "Paranoia" rules were directly at odds with the atmosphere. 
>The rules were far more complicated than they shoudl have been, with no 
>streamlining for the sort of play. 

First Edition Paranoia no longer exists.  Any references to First Edition
Paranoia are errors.  First Edition Paranoia was imperfect, and since
Paranoia is the perfect game, First Edition Paranoia does not and has
never existed.  Any copies of First Edition Paranoia are hereby
nonexistent.
Second Edition Paranoia is perfect, an improvement over the nonexistent
First Edition Paranoia.  Second Edition Paranoia contains much simpler
rules not involving skill trees, percentage die rolls, or other treasonous
concepts.  Second Edition Paranoia is run entirely off one Ultraviolet-
clearance twenty-sided die.  Being Ultraviolet, no player is ever
allowed to see it, and it therefore may be lost or destroyed without
punishment.
Serve The Computer.  The Computer Is Your Friend.
Any person who plays GURPS or any other role-playing game is a Communist
mutant traitor and should be reported as soon as possible to your nearest
convenient local Internal Security Gulag.  Thank You For Your Cooperation.

Have a Nice Day.
	---Jasonco-R-LEY-4

--
*****************************************************************************
"One should forgive one's enemies, but not before they are hanged."
	-----Heinrich Heine (1797-1856)
Jason "corleyj@gas.uug.arizona.edu" Corley  Physicist, Mathematician, Liar
Newsgroups: rec.games.frp.misc
From: markl@dvorak.amd.com (Mark Luedtke)
Subject: Re: SRII Insect Spirits *possible spoiler*
Organization: Advanced Micro Devices, Inc.; Austin, Texas
Date: Thu, 28 Jan 93 18:20:56 GMT

In article <C1J4pA.HGp@rice.edu> hyatt@owlnet.rice.edu (David Waterman Hyatt) writes:
>Hive Workers and Soldiers do not have mental attributes equal to their
>force in Astral Space.  Their Willpowers are pathetically low in both
>planes.

This I can buy.  Were does it say this?  Where are the astral attributes
documented?
-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
Xref: sparky rec.games.frp.misc:11792 rec.games.frp.advocacy:3927
From: bell@cs.unc.edu (Andrew Bell)
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Re: Random Rolls
Date: 26 Jan 1993 00:30:33 -0500
Organization: The University of North Carolina at Chapel Hill
NNTP-Posting-Host: beethoven.cs.unc.edu

In article <1993Jan25.171130.8107@nastar.uucp> phardie@nastar.uucp (Pete Hardie) writes:
>[In response to George Harris]
>They get 6M zorkmids for this adventure, but only a few character points???!!!

>Sounds to me like a serious imbalance in relative payoff.  Assuming that the
>6M is enouch to take one from Poor to at least Comfortable, the point total
>should be at least 25 points.

You seem to be suggesting that the cash and points payoff from an
adventure should be fairly proportional.  I say "seem to" merely because
I find the concept so bizarre that I have trouble believing anyone would
say it directly.

The problem is that people treat the poor disad as being merely a matter
of not having cash.  Treat it as a psychological disad ("easily taken",
"wastrel", "blackmailed"), and make mere instantaneous poverty a low
point disad, and there should be no problem with the changing financial
status.

>So the solution is to make the points match the money - or give Things
>worth that much cash, but not let them be sold.

*No* good solution to a rules problem *ever* involves twisting game
"reality" to fix a rules problem...

Andrew Bell
bell@cs.unc.edu
Newsgroups: rec.games.frp.misc
Subject: Re: WHAT THE HELL ARE NERPS???? -Shadowrun-
From: <CSD108@psuvm.psu.edu>
Date: Thu, 28 Jan 1993 10:50:13 EST
Organization: Penn State University

In article <MfNpWGa00YVXM5aywI@andrew.cmu.edu>, Robert Everett Brunskill
<rb6t+@andrew.cmu.edu> says:
>
>Just curious, but, um,  WHAT THE HELL ARE THEY?????

Shhh. It's a secret.

--Presto


_______________________________________________________________________
|  Trouble with Tribbles? Try  |  Internet: CSD108@psuvm.psu.edu      |
|       - N E R P S ! -        |  Bitnet  : CSD108@psuvm              |
|        For Tribbles          |  "668: Neighbor of the Beast"        |
-----------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: wigs@yoyo.cc.monash.edu.au (Aaron Wigley)
Subject: SR: Artwork (was 'Odds and End')
Organization: Monash University General Access Unix
X-Newsreader: TIN [version 1.1 PL8]
Date: Wed, 27 Jan 1993 03:09:28 GMT

CSD108@psuvm.psu.edu wrote:
: How about a vote for the worst artwork in a Shadowrun product?
: I'd say Mike Nielsen in the RBB.

For the RBB, I would have loved to see 3rd angle diagrams for all the
vehicles, to scale. For those you don't know what I mean, 3rd angle is a
technique to show the plan, side and end views of a 3D object, and is
laid out like (example of an Aircraft):

  Plan view (from top):
                |\
                | \
        |\______|  \_
        | ______    _}
        |/      |  /
                | /
                |/

  Side View:                End View:
        |\___________                |
        |____________}            ---O--- 

This, I feel, would have made a very handy addition, as we then have
some gauge as to the correct shape and size of the Vehicles.

Note: I am slowly working towards drawing such diagrams of some of the
RBB aircraft and panzers, in order to make some scale models. Interested
persons contact me please.

: --Presto

The Wigs of Oz,                     "Welcome to the Sixth World, chummer.
Aaron Wigley                        It's going to be a heck of a ride."
Email: wigs@yoyo.cc.monash.edu.au    -Shadowrun II
Newsgroups: rec.games.frp.misc