HDTenEightyP/NetNews huggingface dataset:
From: bill@kean.ucs.mun.ca (Bill Garland)
Subject: Yet another game
Organization: Memorial University. St.John's Nfld, Canada
Date: Mon, 21 Dec 1992 18:07:03 GMT

In article <BzL9s8.EpM@sunfish.usd.edu>, dmika@charlie.usd.edu writes:
> I don't know where to find Rogue, but if you enjoy Rogue, 
  you may want to try the game Moria.  It has basically the 
  same premise, but gets a LOT more involved.   
   The FTP for Moria is FTP.CIS.KSU.EDU; pub/Games/Moria.  
   I started out playing Moria; switch

And if you like MORIA, you really love NETHACK, which is a similar game.
There are a few strategic differences between Nethack and Moria, but
they are both games that grew out of Rogue. I haven't been reading
rec.games.moria, so I don't know how current the software is, 
but it used to be very slow on a pc. So did nh, but it got faster...
Read rec.games.hack for nethackers. I like nh better than moria because
in moria you have to spend a bit of time at the beginning of the game
going into shops and haggling with shopkeepers to buy your weapons and
starup gear, and then get killed right away and have to spend this
time all over again, until you get better at it. Nethack gives you
a choice of characters to play, and starts more easily, but don't
even begin to think it is an easy game to conquer...

Also, beware, you could spend the rest of your life in the dungeon...

Read rec.games.hack for spoilers and there is a FAQ. 
FTP from linc.cis.upenn.edu in /pub/NH3.0 directory.

> Dan Mika
-- 
|-------------------------------------|--------------------------------|
| If we had an index file, we could   | In fact, except for protecting |
| look it up in the index file under  | individual rights, no valid    |
| "Index File".                       | reason for government exists." |
|           -- Tegan in "Castrovalva" |      ... Dr. Frank Wallace     |
|----------------------------------------------------------------------|
| Bill Garland = bill@kean.ucs.mun.ca |Commercial : Send me your money.|
|----------------------------------------------------------------------|
From: grabiner@math.harvard.edu (David Grabiner)
Newsgroups: rec.games.rogue
Subject: Re: Source for Rogue
Date: 24 Dec 92 20:02:15 GMT
Article-I.D.: zariski.GRABINER.92Dec24150247
Organization: Harvard University Dept. of Mathematics
In-reply-to: tedm@agora.rain.com's message of 24 Dec 92 04:45:51 GMT

In article <BzqyKG.7uJ@agora.rain.com>, Ted Mittelstaedt writes:

> Please folks,
>   This newsgroup is dead-dead-dead.  Rogue source was never released by the
> authors.  There is a great clone of it, named "Umoria", learn all about it
> in rec.games.umoria or something like that.

Moria is not a rogue clone; it is a game in the rogue family (based on
similar principles), but with a much larger dungeon, many more monsters
and items, and many other differences.

The newsgroup for Moria is rec.games.moria.  Umoria is the main version
of Moria, but not the only one around.




--
David Grabiner, grabiner@zariski.harvard.edu
"We are sorry, but the number you have dialed is imaginary."
"Please rotate your phone 90 degrees and try again."
Disclaimer: I speak for no one and no one speaks for me.
Newsgroups: rec.games.rogue
From: schaker@polaris.unm.edu (Stefan Yen Chakerian)
Subject: Re: Yet another game
Date: Tue, 22 Dec 92 21:13:47 GMT
Organization: ...working on it
Followup-To: alt.test

>>>> I don't know where to find Rogue, but if you enjoy Rogue, 
>>>> you may want to try the game Moria.
>>> And if you like MORIA, you really love NETHACK, which is a similar game.
>> 
>> Listen, you weenies.
>>[blah blah blah]
>> It's bad enough that rogue has died off
>> due to unavailability (vividly demonstrating the stupidity of the way
>> the intellectual property was handled); we shouldn't have to listen to
>> you comparing these wannabes to one of the greatest games ever.
>
>Piss off, asshole. If it was such intellectual property, where is
>your copy and why aren't you making it available? You are obviously
>one of these stupid people who mishandled it.
>[blah blah blah]

His copy is in vax object code.  So is mine.  That's what he's talking
about when he refers to the stupid way it was handled.  You have no clue
about what he was talking about, Bill.  At least rogue 5.2, which was
standard distribution on BSD 4.x.  5.3 didn't work right.

>Nobody said Rogue wasn't a great game, which we all know or we wouldn't
>be reading this group, which is lucky it hasn't been deleted, what for
>all the traffic. Usually it is about people looking for LARN. So there
>is a little stuff you narrow minded jerks might be interested in, and
>you jump all over it - as if there was something else to read here.

You are right, Bill.  Why do you flame those narrow-minded jerks anyway?
Who cares?

The only posts I see on this anymore are "Where can I get rogue" by
people that have never played.  I have the buggy beta source to urogue,
but it is not at ALL like the real rogue.  Hell, we won just by setting
an answerback message when visiting the shop and hitting <cntr>break a
jillion times.  I wish I could find the source to rogue 5.2.  The source
to urogue is available to anyone with a clue.  If you don't know how to
get it, you won't be able to debug it, so don't ask me.

David (with the well-worn F key): There's no reason to flame the guy
that posted about moria.  Just don't approve of "Why can't I attack 3
times with my +2,+2 dagger when I'm attacking a grape jelly?"
questions to this group.  Or point out that rec.games.moria and
rec.games.curses-grafix-game exist.

FYI: The main difference I notice between rogue and
hack/larn/moria/omega/urogue is its simplicity.  Most of the people
that started on those games do not appreciate the bare elegance of rogue.

				stef

-- 
    _---_     Stefan Chakerian
   / o o \    schaker@triton.unm.edu, schaker@unmb.bitnet
  | \___/ |   
   \_____/    Winners don't lose drugs.
Newsgroups: rec.games.rogue
From: bill@kean.ucs.mun.ca (Bill Garland)
Subject: Re: Yet another game
Organization: Memorial University. St.John's Nfld, Canada
Date: Tue, 22 Dec 1992 17:20:44 GMT

In article <1819@idacrd.UUCP>, desj@ccr-p.ida.org (David desJardins) writes:
> Bill Garland <bill@kean.ucs.mun.ca> writes:
>>> I don't know where to find Rogue, but if you enjoy Rogue, 
>>> you may want to try the game Moria.
> 
>> And if you like MORIA, you really love NETHACK, which is a similar game.
> 
> Listen, you weenies.  If you don't know enough to appreciate rogue, then
> you could at least go play your own games and post to your own
> newsgroups and leave us alone.  It's bad enough that rogue has died off
> due to unavailability (vividly demonstrating the stupidity of the way
> the intellectual property was handled); we shouldn't have to listen to
> you comparing these wannabes to one of the greatest games ever.
> 
>                                         David desJardins

Piss off, asshole. If it was such intellectual property, where is
your copy and why aren't you making it available? You are obviously
one of these stupid people who mishandled it.

Nobody said Rogue wasn't a great game, which we all know or we wouldn't
be reading this group, which is lucky it hasn't been deleted, what for
all the traffic. Usually it is about people looking for LARN. So there
is a little stuff you narrow minded jerks might be interested in, and
you jump all over it - as if there was something else to read here.

Both Nethack and Moria and other games as well all owe debts to Rogue,
which fact you excised from your flamage. Even now, some of those games
don't have the screen handling and fast-play modes of rogue, but they
do have so many other things that the seasoned Rogue player would just
love, that extend the concept, and make for great enjoyment. So you go
stick with pong, we don't care.

|-------------------------------------|--------------------------------|
| If we had an index file, we could   | In fact, except for protecting |
| look it up in the index file under  | individual rights, no valid    |
| "Index File".                       | reason for government exists." |
|           -- Tegan in "Castrovalva" |      ... Dr. Frank Wallace     |
|----------------------------------------------------------------------|
| Bill Garland = bill@kean.ucs.mun.ca |Commercial : Send me your money.|
|----------------------------------------------------------------------|
Newsgroups: rec.games.rogue
From: tedm@agora.rain.com (Ted Mittelstaedt)
Subject: Source for Rogue
Organization: Open Communications Forum
Date: Thu, 24 Dec 1992 04:45:51 GMT

Please folks,
  This newsgroup is dead-dead-dead.  Rogue source was never released by the
authors.  There is a great clone of it, named "Umoria", learn all about it
in rec.games.umoria or something like that.
  That said, there are probably a dozen clones of rogue sitting in archive
sites.  I just picked up one last month from wuarchive.wustl.edu in the
comp.games.sources archive subdirectory.  Please, check you local archive
site and move over to rec.games.umoria and let this group R.I.P.
Thanks
From: desj@ccr-p.ida.org (David desJardins)
Newsgroups: rec.games.rogue
Subject: Re: Yet another game
Date: 21 Dec 92 20:57:54 GMT
Organization: IDA Center for Communications Research, Princeton

Bill Garland <bill@kean.ucs.mun.ca> writes:
>> I don't know where to find Rogue, but if you enjoy Rogue, 
>> you may want to try the game Moria.

> And if you like MORIA, you really love NETHACK, which is a similar game.

Listen, you weenies.  If you don't know enough to appreciate rogue, then
you could at least go play your own games and post to your own
newsgroups and leave us alone.  It's bad enough that rogue has died off
due to unavailability (vividly demonstrating the stupidity of the way
the intellectual property was handled); we shouldn't have to listen to
you comparing these wannabes to one of the greatest games ever.

                                        David desJardins
From: robertw@calvin.usc.edu (Robert Watkins)
Newsgroups: rec.games.pbm
Subject: LEGENDS, Item Info Query
Date: 1 Jan 1993 09:06:15 -0800
Organization: University of Southern California, Los Angeles, CA
Distribution: world
NNTP-Posting-Host: calvin.usc.edu


Any info on Umbrian Plate, #747 available?  Of especial interest is any
size restriction that may be involved.. since it doesn't have a (S), (M),
or (H) after it.

                                Rob
Newsgroups: rec.games.pbm
From: dani@netcom.com (Dani Zweig)
Subject: Legends: What is Undead?
Organization: Netcom Online Communications Services (408-241-9760 login: guest)
Date: Sat, 26 Dec 1992 04:26:50 GMT

Are any of the following undead?

"Master of Dark Arts Minor Death"
"Spirit of the Dead Minor Death"
"Death Knight Human"
"Death Knight Greater Demon"

It would be a lot simpler if they had the word 'undeath' in their
descriptions, rather than death...

advTHANKSance.

-----
Dani Zweig
dani@netcom.com

   Aphorism is better than none.

Newsgroups: rec.games.pbm
From: aiko@dutiag.tudelft.nl (Aiko)
Subject: Legends Mail (sorry) for Christian
Organization: Delft University of Technology
Date: Tue, 22 Dec 1992 23:51:42 GMT

This is a mail fro Christian Roethig (? don't know your exact last name
but you play in NCOA with PBM-express).

Apologies for this, but as all international connections went down
(I was mailing from Switzerland) and I don't have his e-mail address
written down. And unfortunately I will be away for some time, so this had to
reach him sooner, as it's kind of time-critical (Ah well you all know
the 14 days limit by heart don't you ;). Apologies once again.

Ok Christian, a short one, with no explicit references, so if somebody else
reads this, it shouldn't be too clear for him.

About the first thing, with your history, don't trust anyone with links
to that place, better play safe, than be sorry later.

About the second point. Yes info get's relayed to him, he's the "front-man"
and with him I discuss the whole policy and all plans and ideas.

Lastly, I don't give away my id and name, as it's too dangerous for me.
I know it sounds unfair, because you gave me yours, but using this way
to stay out of the spotlights has worked so far. Hope you can understand it.

I can give you my nickname though: Sage of Thunderaxes.
From: andre@duteinq.et.tudelft.nl (Andre Verwey)
Newsgroups: rec.games.pbm
Subject: Galaxy: A modified battle algorithm
Date: 1 Jan 93 21:09:55 GMT
Organization: Delft University of Technology, Dept. of Electrical Engineering


I recently saw some discussion about the absoluteness of the galaxy
battles. I think this has some interesting things as it makes you
nervous if you will have won the battle, but maybe less absolute
outcomes are even better.

In my opinion a very easy way to implement a less absolute outcome is to
limit the number of battlerounds. If a single ship encouters 200 probes, it
will need some time to destroy them all. If two very large battlefleets
starts to crush each other, it will be also a matter of time. But of
course you can discuss what time a turn reflects.

If the hard limit on the number of battlerounds if for example set on
10, a fight can end undecided. This gives the defending player the time
to add new products on a planet, or fly away with the remaining fleet.
In the rules battles are carried out twice, once before the movement
and once after, so maybe the hardlimit should be divided into two parts.

How do other people think about such a change?

Andre
From: picasso@acs.nntp-read.bu.edu (David Ondzes)
Newsgroups: rec.games.pbm
Subject: DM: tourny prize
Date: 23 Dec 92 18:22:58 GMT
Distribution: rec.games.pbm
Organization: Boston University Information Technology Boston, MA USA



The prize at the FTF is going to allow you to choose ANY warrior's
favorites, ie weapons, fighting rythm, tactics.

I was think, If I were to win the tournament I would changes the
favorites of one of my slashers. What would happen if I made his
favorite offensive tactic decis and defense tactic dodge ?

What exactly does a FAVORITE tactic do for a warrior ? I know, both
dodge and decis are both unnatural for a slasher. Do you still suffer
the penalties that come along with a tactic if it is your favorite ?


------------------------------------------------------------------------
|       ***      ***       | My Pride and Joy:                         |
|      ***      ***        | 	Max 5-148 of Skull Smasher in Kaltos   |
|     ***      ***         |    record: 114-52-2  (1 of my original 5) |
|    ***  **  ***          |                                           |
|   ***  **  ***           | Motto:          Perfect Warrior:          |
|  ***  **  ***            |   Slash 'Em Up    9-3-4-17-17-17-17 SL    |
| ************             |                                           | 
|************ izard of Oz  | picasso@acs.bu.edu                        |
------------------------------------------------------------------------
| Active Arenas: 33,43,100,102                                         |
| coming soon to arena near you !                                      | 
------------------------------------------------------------------------
Newsgroups: rec.games.pbm
From: rsocia@alberti.cray.com (Rick Socia)
Subject: Olympia
Organization: Cray Research, Inc.
Date: 22 Dec 92 12:18:35 CST

What ever happened to Olympia?
From: DAVGOLD@nervm.nerdc.ufl.edu (David Goldsmith)
Newsgroups: rec.games.pbm
Subject: HYBORIAN WARS
Date: 30 Dec 92 14:40:06 GMT
Organization: University of Florida, NERDC


     I, just started playing Hyborian Wars, and wondered if there are any
other people on the pbm board who wants to coorispond with me.  If so
you can post a note or reach me at davgold@nervm.bitnet.
 
                        Thanks,
                               David
Organization: Johannes Kepler University Linz - Computing Center
Date: Wednesday, 30 Dec 1992 16:03:53 CET
From: <K331280@ALIJKU11.BITNET>
Newsgroups: rec.games.pbm
Subject: re: Legends Undead

Hi |

The 'Spirit of Dead' is the highest Vampire State, so it is undead.
The 'Master of dark arts' is not an undead state as I know.
The Status Death kight is undead I think (sure for 90%), but try to
asassinate the Death knight human. If it works the status is not an
undead one.

Greetings Mike.
From: elliott@halley.est.3m.com (Scott J. Elliott)
Newsgroups: rec.games.pbm
Subject: Dungeon PBEM Similar to Pyramid
Date: 24 Dec 92 20:51:33 GMT
Distribution: rec
Organization: 3M Company, 3M Center, Minnesota, USA

I forgot to mention, I've only got the 1st Edition books, but am
willing to accept 2nd edition characters, if your willing to fill me
in on where differences are and we'll work them out to make it
playable.

I'll finish the senario over the holidays and repost after the first
of the year, when more students have accounts. I'm going to limit it
to 16 players for now.

Scott Elliott
From: itlm013@hamlet.ucdavis.edu (Captain Caveman)
Newsgroups: rec.games.pbm
Subject: Re: DM: Some rollups to try...
Date: 23 Dec 92 23:37:41 GMT
Organization: Computing Services, UC Davis

In article <BzoDuw.8F4@watcgl.uwaterloo.ca> cjwein@watcgl.uwaterloo.ca (Chris J. Wein) writes:
>Just got back some new roll-ups and thought that you might enjoy designing
>some characters.  Please post replies for all to see and include your
>reasons for and against style choices, plus how you would run him/her.
>
>#1 13-10-11-15-4-10-7

            ST
ST 13 + 0 = 13
CN 10 + 0 = 10
SZ 11 + 0 = 11
WT 15 + 6 = 21
WL  4 + 1 =  5
SP 10 + 1 = 11
DF  7 + 6 = 13

The low WL and DF precludes nearly every finesse style, and this char-
acter doesn't have the endurance necessary for bashing or lunging.  Thus,
you are left with the striker.  Actually, I rather like high WT low WL
strikers, especially if they have a DF of 13+.

Run him balls out, 10-10-6-HE-BD-Decis for the first minute with a war
hammer vs light (0,7), Longsword vs. Medium (8,14) and Broadsword vs.
heavy (15,+).  No armor, no backup weapons, and don't even *think* about
training stats.  Skills all the way.

>#2 12-10-7-13-8-3-17
	    
	    AB
ST 12 + 1 = 13
CN 10 + 0 = 10
SZ  7 + 0 =  7
WT 13 + 4 = 17
WL  8 + 3 = 11 
SP  3 + 2 =  5
DF 17 + 4 = 21

Very nice AB, very nice.  Run him like a lunger his first fight, 
10-10-6-AB-LE-Lunge, with an EP vs light (0,7), LS vs. medium (8,14)
and LO vs. heavy (15,+).  Wear ALE/L and train skills all the way.

>#3 13-6-18-12-4-12-5

	    SL
ST 13 + 0 = 13
CN  6 + 0 =  6
SZ 18 + 0 = 18
WT 12 + 5 = 17
WL  4 + 2 =  6
SP 12 + 5 = 17
DF  5 + 2 =  7

They're a dying breed, but big, smart, quick slashers can still be run
to a winning record, and AD.  Go out full bore, 10-6-6-RA-AM-None,
in no body armor, and training skills.  Use a SH vs light (0,7), and
BS vs. everything else (8,+).  I like this guy a lot!

Have fun.  You've got some interesting roll-ups there!

Trump
dfcleary@ucdavis.edu
From: picasso@acs.nntp-read.bu.edu (David Ondzes)
Newsgroups: rec.games.pbm
Subject: DM: My email address is changing, make note
Date: 21 Dec 92 13:42:28 GMT
Distribution: rec.games.pbm
Organization: Boston University Information Technology Boston, MA USA


My email address is now picasso@acs.bu.edu

------------------------------------------------------------------------
|       ***      ***       | My Pride and Joy:                         |
|      ***      ***        | 	Max 5-148 of Skull Smasher in Kaltos   |
|     ***      ***         |    record: 114-52-2  (1 of my original 5) |
|    ***  **  ***          |                                           |
|   ***  **  ***           | Motto:          Perfect Warrior:          |
|  ***  **  ***            |   Slash 'Em Up    9-3-4-17-17-17-17 SL    |
| ************             |                                           | 
|************ izard of Oz  | picasso@acs.bu.edu                        |
------------------------------------------------------------------------
| Active Arenas: 33,43,58,100,102                                      |
| coming soon to arena near you !                                      | 
------------------------------------------------------------------------



Newsgroups: rec.games.pbm
From: bryan@stiatl.salestech.com (Bryan Donaldson)
Subject: Re: Legends: Filling in the Holes I#600-650
Organization: Sales Technologies, Inc.
Date: Tue, 29 Dec 1992 13:31:12 GMT

aiko@dutiag.tudelft.nl (Aiko) writes:
>P.S. Dani, maybe it's worthwhile to split the item-list into Coa and Roti
>(maybe even make one especially for the new module)

You should split the lists, or at least mark those items which are different
between the games.  I know most of the Orbs are different between Crown and
Realm and I'm sure there are others.


-- 
Bryan Donaldson                    bryan@stiatl.salestech.com 
Sales Technologies, Inc            
3399 Peachtree Rd, NE               If one is born into an era of decadence,
Atlanta, GA  (404) 841-4000         one may as well enjoy it while it lasts.
From: mckinney@cs.utexas.edu (Durwood Y. McKinney)
Newsgroups: rec.games.pbm
Subject: Re: Galaxy Results Format
Date: 31 Dec 1992 10:55:57 -0600
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: cash.cs.utexas.edu

Someone wrote.....
>
>>But the problem (or just the fact) with Galaxy is that once you loose
>>a big fight, you're pretty much out of the game.  There's no real way to
>>start over and come back later and win.  One (major) mistake and you're
>>dead.  Once you get too far behind in industry you can never catch up.
>>
>>It might be interesting to try and modify the game so palyers were a
>>lot harder to knock out of the game.  Where you could loose more
>>battles but not loose the war.  Then the concept of having longer
>>games would make more sense.
>

You could accomplish this by introducing the concepts of armies.  People
could build armies on their own worlds (this would require both population
and resources).  an attacker would have to destroy these armies (either 
through planetary bombardment, which should be an incremental process save
in circumstances of overwhelming force, or by landing colonists on the
planet which would have it out with these armies.  You could also have an
"army tech" tech level which would make your armies better at defending 
the planet.  It would be much harder to take enemy worlds because you
would need to be able to destroy their ground forces and this might take
enough time to allow them to counterattack against your fleet.

Another simple way to do this would be to simply change the rules where
an armed enemy warship has to be orbiting a planet at the end of two
consecutive turns to bomb it.  This would make it easier to defend a
large empire.

Both these options would have the side effect of making galaxy a much longer
game.

Ken
.

:wq

Newsgroups: rec.games.pbm
From: aiko@dutiag.tudelft.nl (Aiko)
Subject: Legends: request for someone to save all articles
Organization: Delft University of Technology
Date: Wed, 23 Dec 1992 00:04:29 GMT

Hi all, 

As I try to keep an archive of all the legends articles, could somebody
save all articles concerning legends starting with everything that's
visible now, untill the 4th of january?

I would be very grateful. 

Preferably one of the regular readers/posters. (Dani, Jamie, Mike?)

Thanks in Advance!

Aiko Gieskens
Organization: Johannes Kepler University Linz - Computing Center
Date: Monday, 21 Dec 1992 10:02:25 CET
From: <K331280@ALIJKU11.BITNET>
Newsgroups: rec.games.pbm
Subject: re: Legends Dragonsong Lute

Hi |

What is the ID of this Item ?

Mike.