HDTenEightyP/NetNews huggingface dataset:
From: naam@osiris.cso.uiuc.edu (Ramez Naam)
Subject: Re: Magic Systems
Organization: University of Illinois at Urbana
Date: Sun, 8 Nov 1992 21:15:50 GMT

So what kind of magic systems do people on the net LIKE to play, or
see in games?  Also, do you people think it's a good idea to have
multiple ways of working 'magic' in a game system?

So far I have, or plan to have, the following type of magic 'power'
manipulation in Multiverse:

1.)	A type of power that provides the caster a set number
	of 'power points' per day, that regenerate in 24 hours.

2.)	A type of power that channels magic from a source, costing
	stamina and taking time, or draws magic from the universe
	around you, costing less stamina, but taking more time.
	(Also, different sources of power have different effects on
	your spells.  Example:  Power channeled from Chaos will be
	better at destroying things, but worse at sustaining things.)

3.)	A type of spell-casting that directly weaves power from
	the universe into the spell, but causes a disruption of the
	caster's essence as it happens, conveying penalties to future
	spell casting that fade at a rate determined by the strength
	of the caster's soul (his Karma, in Multiverse.)

4.)	A type of spell-casting that generates power from the use of
	tools, simbols, mnemonic cues, and long-drawn out rituals,
	where multiple mages can work together to reduce the time taken
	to cast the spell (which is VERY long), and the quality of the
	components and rituals helps determine the effects of the spell.

5.)	A type of spell-casting that relies on direct involvement by
	some higher power(s).  The caster acquires 'power points' for
	doing 'good' things (relative to his religion, of course), for
	which his god or his god's minions grant him the power to 
	cast spells.

To further the differentiation, the Power used in a spell and the
skill with which a spell is cast are two different things in
Multiverse (or can be, all of the means of casting spells allow for
a simplification of the rules in which there is no distinction.), so
someone can buy up quite a bit of power, and be fairly good at destroying
things by dint of his might alone, but won't be able to do much
with illusions (or other spells that require subtlety.)

Beyond that, I'm working on a system that incorporates the idea of
'actions' and 'objects' from Ars Magica, with actions like Create, 
Destroy, Transmute, Control, and Analyze, and 'objects' like Matter, 
Energy, Organic, Magic, Mind, Space, and Time.  (All of which are, 
of course, divisible into subgroups.)  and would also allow you to 
buy up specific skills (Destroy Magic, for example).    

Standard Plug
	Multiverse is my home rules RPG, which I hope to someday 
	publish.  If you have any questions about it, you can mail me
	at "naam@lorax.cecer.army.mil".
From: mjung@math.TU-Berlin.DE (Michael Jung)
Newsgroups: rec.games.frp.misc
Subject: Re: Carrying weapons around (was Re: META: Swords, etc)
Date: 13 Nov 92 11:38:10
Organization: FB3, TU-Berlin, Germany.
	<wilder.721620199@mik.uky.edu> <9566@blue.cis.pitt.edu.UUCP>
NNTP-Posting-Host: stokes.math.tu-berlin.de
In-reply-to: seawasp@vm2.cis.pitt.edu's message of 13 Nov 92 03:57:42 GMT

In article <9566@blue.cis.pitt.edu.UUCP> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
	   To make this relevant to frp groups, the gun nut is the munchkin
   with the wand of fireballs in melee combat, and the antigun nut is
   the pacifist who tries to negotiate with Sauron.

Would you actually go and try to deal with Sauron wielding a gun?
Moreover, there is a big difference between reality and gameworlds
(you may have noticed:-) These latter worlds are usually established
so applying brute force will sometimes solve problems as the only
measure. Ours is not.

	Michael



Newsgroups: rec.games.frp.misc
From: ag885@yfn.ysu.edu (Charles Gibbs)
Subject: List of Superohero RPGs
Reply-To: ag885@yfn.ysu.edu (Charles Gibbs)
Organization: St. Elizabeth Hospital, Youngstown, OH
Date: Fri, 6 Nov 1992 00:25:54 GMT


OK, I'm trying to get a list of superhero RPGs.  Here's what I have...

CURRENTLY SUPPORTED
  Marvel  (TSR)
  DC Heroes (Mayfair)
  Champions (HERO/I.C.E.)
  GURPS Supers (Steve JAckson Games)
  Heroes Unlimited (Palladium)

NOT SUPPORTED
  Villians & Vigilantes (Fantasy Games)
  Superworld (Publisher unknown)

SUPPORT STATUS UNKNOWN
  Guardians (Starchilde)

What games have I missed?

Charles Gibbs
gibbsc@ac.grin.edu
Newsgroups: rec.games.frp.misc
From: tmartin@nyx.cs.du.edu (Thomas Martin)
Subject: Origins '93 info wanted
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Wed, 11 Nov 92 22:48:26 GMT

	I know that the 1993 Origins Gaming Convention will be held in
Dallas, but I don't know when it will be. If someone out in net-land
can tell me the dates of the conference and where I can write/call for
pre-registration material, I'd really appreciate it.

	Thanks in advance.
From: imeslsl@Msu.oscs.montana.edu (LEPRICAN~~~)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Reply-To: imeslsl@Msu.oscs.montana.edu (LEPRICAN~~~)
Organization: Montana State University
Date: Fri, 13 Nov 1992 01:24:32 GMT

(Just to toot my own horn...)
I played in one of the first playtest games of GURPS Vampire with the
author GMing...  I loved it, and can't wait until it's released...
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire Music (was Re: Vampire: Combat.. HELP!!
Date: 10 Nov 92 17:46:56 GMT
Organization: University of California, San Diego

In article <1992Nov9.155717.3825@wkuvx1.bitnet> kinnema@wkuvx1.bitnet (Mark Kinney, Attorney at Chaos) writes:
>In article <1992Nov8.175254.8463@lehi3b15.CSEE.Lehigh.EDU>, kammr@lafcol.lafayette.edu (Rob Kamm) writes:
>>   BTW: Does anyone else use a "Theme Song" in their campaigns?  You know
>> something to listen to as the players get set up and read introductory
>> information.  Give it a try--I use The End by the Doors.  Works real well at
>> depressing the players.  
>>                         Rob Kamm
>

	I was at a Concrete Blonde concert a few weeks back and when
I left, I had this incredible urge to rush out and buy Vampire
(despite the fact that I'll probably never play it much...).
Walking in London seemed almost too perfect to me (not to mention
several other songs by the group...).  All in all, a great concert
(grin), great music for Vampire, but, sadly, no one to play with.
No time, for that matter.
	(on another note, a good soundtrack is Last of the Mohicans.
Poor movie, good action, and an all-too short song tacked onto the
end by Clannad.  Nice listenable type music [in other words, you can
use it as background music.  Great music for fantasy, I think])
	If anyone out there is really good at quantum physics, wants
to take my tests more me, and wants to play Vampire on top of it all
(evil smile), please tell me!  Heheheh...j/k
From: albert@chain.ssctr.bcm.tmc.edu (Rick Jones)
Newsgroups: rec.games.frp.misc
Subject: Re: TORG
Date: 6 Nov 1992 18:46:24 GMT
Organization: Baylor College of Medicine, Houston, Tx
NNTP-Posting-Host: chain.ssctr.bcm.tmc.edu
Keywords: TORG

In article <tleist24.721074362@ursa> tleist24@ursa.calvin.edu (Todd Leistra) writes:
>I was just wondering if any of you out there played Torg and if you did would 
>respond in some way.  

	Well, most of us Torg-ers hang out on alt.games.torg.  It's 
a mailing list as well.  To subscribe send email to 
torg-request@morticia.cnns.unt.edu with "subscribe" as the subject.

	Personally, I run a 5-6 player game, primarily based in Aysle,
but the players are hanging around in the Nile Empire for a while.

	The PC's:

	McCoy: Nile Empire Gunslinger.  The fastest gun in the west.
	Vladimir Kirov: telelkinetic soviet psi.
	Sledge Hammer, LAPD: loonie Tharkhold character (sigh)
	Morgaine of the Mists: Aysle sorceress
	Dr Iodine Stane: Nile Old Professor
	Vashta: Gaean Gypsy Sprit Medium

-- 
Rick Jones				Systems Support Center
albert@bcm.tmc.edu			Baylor College of Medicine
Voice: 713-798-7352			standard disclaimers apply
"A day without sunshine is sort of like night." -Mike Jittlov
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc
Subject: Re: Magic Systems
Date: 6 Nov 92 19:44:49 GMT
Organization: Boeing Computer Services, Seattle


In article <1992Nov06.020350.6290@technix.mn.org>, bret@technix.mn.org (Bret Ind
relee) writes:
> One of the more unusual magical systems I saw was in the series "A man of his
> word" by Dave Duncan.
>
   ... Magic Word system description deleted for brevity ...

Very interesting concept, Bret. Although it would be nice to have more detail
in the types of words that can be obtained. Ex: find words for "Create",
"Fire", and "Sphere" in order to cast a fireball. I like how the system
automatically turns the Wizards into distrusting, isolated individuals in
order to secure their source of power.

-- 
 Bob Hall                   |
 Boeing Computer Services   |  Behind every dark cloud,
 root@chicken.ca.boeing.com |  there's a Seattle Skyline.
Newsgroups: rec.games.frp.misc
From: bcash@crchh410.BNR.CA (Brian Cash)
Subject: Re: Role Master Physics question
Reply-To: bcash@crchh410.BNR.CA (Brian Cash)
Organization: Bell-Northern Research Ltd.
Date: Sun, 08 Nov 1992 02:00:11 GMT

In article <BxDIqA.I90@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu
(RedSwordTarga) writes:
|>bcash@crchh410.BNR.CA (Brian Cash) writes:
|>
|>>|>What is really happening is you are changing the M in the statement
|>>|>F(y) = mg = ma(y). That means that the more something weighs, the
|>>|>faster it accelerates toward the earth. The forward velocity wouldn't
|>>|>change, but the object's downward velocity would increase. The flight
|>>|>time would thus decrease. There's a very simple set of formula's for
|>>|>figuring out something like this in most physics books, and the
|>>|>reason I'm not going to attempt it right now is because it's Friday
|>>|>damn it.
|>
|>>Two bodies of different masses fall to the earth AT THE SAME ACCELERATION!
|>>Basic physics!  In F=ma, the F changes with the m: a is a constant (for 
|>>this situation).  What he was talking about is conservation of momentum:
|>>mv = constant, so increase m means decrease v (forward velocity).
|>>Sign up for physics 101 NOW!
|>
|>I was counting the drag force when I said that the heavier object fell
|>faster. It didn't come out to well though, did it? They are both accelerating
|>downward with F = mg + whatever you label drag as. So yeah, without 
|>air resistance, two objects will fall at the same acceleration in
|>  this situation.
|>
|>Axly
|>
                         
Sorry for being so rough (it was late).  The main consideration
for FRPGs is game balance, rather than logic or physics.
Letting someone increase an objects mass in flight, and keeping
the same forward velocity is too powerful (IMHO).  Of course,
they could still _drop_ objects on people...<*SPLAT*> :-)
I think the main problem was the typo in C&T that said 100X
instead of 100%. (BTW I don't think the drag increase would be
that great (mass increase, not size)  I don't think that it would 
be worth calculating, though.  Stick with conservation of momentum.)

Brian /-|-\
From: BEA104@psuvm.psu.edu
Newsgroups: rec.games.frp.misc
Subject: SRII Spirits and Elementals Posting
Date: 10 Nov 92 18:29:19 GMT
Organization: Penn State University


    I am about to post my list of new Spirits and Elementals.  I am still
looking for new spells as well new totems before I post those.  I will most
likely post them in r.g.f.archives simply to alleviate frustration.  I will
post a note here later announcing thier posting to the archives.  If anyone has
a problem with this, send me mail and I will E-mail them to you.  If enough
people have problems with this, I may post them here anyway.  It is yet to be
decided.  Thank you for your support :-)

                                 Brian(Slash)
From: davis@cwis.unomaha.edu (James J Davis)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Organization: University of Nebraska at Omaha
Date: Fri, 13 Nov 1992 21:32:17 GMT

kbos@carina.unm.edu (Kurt "Some Guy" Bose) writes:

>Shadowrun...for the HERO system?

I suppose you could do it with Fantasy Hero and Cyber Hero + SR background.
However, I have found that I can produce results that I like better than
the Shadow Run rules with just the base Hero System Rulesbook.  The key
is that the GM would have to guide players building thier characters, but
what is new?

-james
Newsgroups: rec.games.frp.misc
From: jtaylor@seq.uncwil.edu (J.T.)
Subject: Re: Role Master Physics question
Organization: Univ. of North Carolina @ Wilmington
Date: Mon, 9 Nov 1992 22:24:24 GMT

pmwg1641@uxa.cso.uiuc.edu (Peter M. White) writes:

>jtaylor@seq.uncwil.edu (J.T.) writes:


>Not quite satisfied with any of the posted answers, here I go,
>making productive use of my physics degree...

>I believe there are 2 good ways of interpreting the function of the
>magic item, depending whether you mean that an increase of WEIGHT
>or an increase of MASS.  (They are not quite the same.)  The players
>are asserting that the the object increases in mass, keeping
>momentum constant, and continues merrily on the same trajectory.
>Is this what you want to happen?  I think that the better way
>to look at the effect is to declare it an increase of the weight,
>specifically how gravity acts on it.  Weight=(mass)X(gravity)
>So, the object is affected by a special, ultra powerful force
>of gravity; therefore, the amulet suddenly changes trajectory and
>crashes quickly to the ground.

>The best way to see the difference is if you consider an adventurer
>on a frictionless dungeon floor....
>--Peter

I was thinking along the lines of it weighing 100x more by means
of the object becoming maically more dense.  I'm not a great 
physics type, but it seems to me, (and alot of others by the responses
this has generated) that the objects arc of motion would be cut 
short, to the point of dropping straight down.
I've seen quite a few explanations derived from computations, that
it backs up what I thought would happen, It's nice to know I was
thinking right....hate it when the players catch me doing something 
wrong...they show no mercy, sigh.
thanks,
adios.
jtaylor@seq.uncwil.edu

Newsgroups: rec.games.frp.misc
From: cgautier@zeus.calpoly.edu (Kit "Psycho" Gautier)
Newsgroups: rec.games.frp.misc,comp.sys.amiga.games
Subject: Champions for Amiga (???)
Date: 12 Nov 92 10:11:22 GMT
Distribution: usa
Organization: California Polytechnic State University, San Luis Obispo



Couple of quickee questions:

1)  When is there going to be an Amiga version of 'Champions: The Computer
    Game'?  I know that there is supposed to be one, I just don't know when
    I'll ever see it. :(

2)  If anyone has it (Champs) for their computer (probably IBM), how is it?
    I primarily want it for the character spreadsheet but I want to know
    if the game is at all worth getting.


Thanx a bundle   :)

  -- The Kitster

--------------------------------------------------------------------------
                                  |
cgautier@zeus.calpoly.edu         | "I will become the fuhrer one day..." 
Kit "I Am Not A Psycho!!" Gautier |          -- Dead Kennedys 
				  |
--------------------------------------------------------------------------
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc
Subject: Re: Magic Systems
Date: 4 Nov 92 22:27:23 GMT
Organization: Boeing Computer Services, Seattle


In article <1992Nov4.122842.1878@odin.diku.dk>, torbenm@diku.dk (Torben AEgidius
 Mogensen) writes:
> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
> >Does somebody have a list of the basic Magic systems being using in FRPGs?
>
> The second group can be subdivided in how you get the points. The
> usual is that you have a limited amount of points and regain lost
> points at a fixed rate. Other possibilities are: (Harn) The points you
> use are general fatigue points. You start at 0 and accumulate fatigue.
> There is no fixed limit to how much fatigue you can accumulate, but

  Hmm...not all that different from GURPS, although GURPS has a fatigue limit.

> A system I'm working on at the moment also fall in the second
> category: casting a spell disturbs the balance of the universe, and
> the caster has to absorb this imbalance. The amount of accumulated
> imbalance affects the ability to succesfully cast further magic, and a
> large imbalance can cause random "discharging" of magic effects around
> the magic user. The imbalance will fade in time, but slowly. The
> process can be sped up by meditation or prayer.

Interesting idea. Sort of a magic 'sink' phenomenon. You might also make the
spell caster more vulnerable to magic from other sources as [s]he casts more
spells without recharging. (I.e. make it more difficult for the Wiz to resist
magic.) The negative 'Mana' imbalance around the Wizard attracts the positive
'Mana' from the spell.

But I'm sure you've already thought of that... :-)

-- 
 Bob Hall                   |
 Boeing Computer Services   |  Behind every dark cloud,
 root@chicken.ca.boeing.com |  there's a Seattle Skyline.
Newsgroups: rec.games.frp.misc
From: mathers@sibelius.trl.oz.au (Steven Mathers)
Subject: Re: Strong??: was Re: META: Swords, etc
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Thu, 12 Nov 1992 05:45:34 GMT

|> truck was stacked 30 bales on a layer, 7 layers highs. I'm not strong - Would
|> hardly call pulling 100lbs several hundred times a day as strong. To a degree,
|> picking up hay takes more - you have to pick up a bale, carry it, throw it,
|> stack it. The average bale was around 38kg (>80lbs). With a bow, you can aim, 
|> and pull, then let go - doing this I reckon I could pull 150lbs several 
|> hundred times a day without too much effort. 
|> 
|> Some people look at the large figure (100lbs) and assume strong. 100lbs is
|> quite heavy. Standard weights in NZ for something in bags commercially is 50kg
|> or 110lbs. This is heavy, but the average person can pick them up, and with
|> practice they can get used to doing it all day (several hundred times a day)

So what?  The point with swinging a sword is you have to do it very
quickly, otherwise the other guy has already killed you.  The force you
exert on an object is related to the mass of the object, and the speed
with which you move it from rest to the desired velocity (ie:
acceleration).  If you can pick up a 100lb bale of hay, it might take
you a second to lift it, if you didnt want to rip your arms out of their
sockets or stuff your back.  A swordsman would like to move his sword thru
an arc in about 1/10th of a second or less.  ie: exerting a roughly
equivilant amount of force, but in much less time.  Id call that strong.

Besides, Im quoting the linear force equation F=ma.  Swinging a sword
thru an arc is more like an angular problem.  Im not sure what that
equation is because I dont know the formula for working out the angular
momentum of a long thing, but it probably works out as even harder.
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.frp.misc
Subject: Hero System on 75 point a day
Date: 9 Nov 1992 17:13:00 GMT
Organization: California State University, Chico
NNTP-Posting-Host: hairball.ecst.csuchico.edu

Louis Reash writes:
>Is anyone running a heroic campaign with base 75?  Any tips?  Would 
>you like to corrospond?  Or am I just running an old set of the rules 
>and should I buy the newest set?

If you have the hardcover, you are missing only a page and a half of
erratta. It's as new as things get in the Hero system.  By 75 base,
do you mean that's how many points they get before disadavantages?

What sort of genre and setting would you like to run?  What are your
players into?  What are your source material and inspiration?  You'll
need to tell us this before we can give you pointers on running the
game specific to your intended feel.

Feel free to email or followup to this posting.

-- 
Good-bye.  I am leaving because I am bored.
		-- George Saunders' dying words
From: smith@ctron.com (Lawrence C Smith)
Newsgroups: rec.games.frp.misc
Subject: Re: Nyarlathotep's little habits...
Date: 9 Nov 92 15:16:16 GMT
Reply-To: smith@ctron.com
Organization: Cabletron Systems, Inc.

In article <7758@lib.tmc.edu>, snewton@oac.hsc.uth.tmc.edu (Steven E. Newton) writes:
>Car repair shops are swamped with people bringing cars in for minor
>repairs, but the repairmen can never find the cause.  Alternately, when
>the repair shop tests the car the problem doesn't appear.  As soon as
>the owner retrieves the car, of course the problem starts again.

Oh, come ON, Steve!  You're supposed to contributing UNUSUAL things, not
this everyday stuff!   ;)

Larry Smith (smith@ctron.com)  No, I don't speak for Cabletron.  Need you ask?
-
Liberty is not the freedom to do whatever we want,
it is the freedom to do whatever we are able.
Newsgroups: rec.games.frp.misc
From: ctatro@magnus.acs.ohio-state.edu (Christopher D Tatro)
Subject: Re: List of Superohero RPGs
Keywords: DC,supers
Organization: The Ohio State University
Date: Mon, 9 Nov 1992 16:51:58 GMT

     On this current thread...
     I used to own the DC Heroes system about seven or eight years ago (gamers 
who steal other gamers' stuff should be drawn and quartered) and remember 
little about the system other than I liked it at the time.  Could someone fill 
me in on the new edition of the rules, how the system works, and if it is worth
buying?
          kristoff
Newsgroups: rec.games.frp.misc
From: phi@sage.cc.purdue.edu (Aeleck)
Subject: Re: SRUN I: Questions from the Minotaur
Keywords: shadowrun, srun
Organization: Purdue University Computing Center
Date: Mon, 9 Nov 1992 21:46:57 GMT

In article <BxGwxt.7Hv@mentor.cc.purdue.edu> mancinis@mentor.cc.purdue.edu (steven mancini) writes:
>
>5. Do dice allocated from fetish foci, or normal foci, receive the penalties
>   the magician does from damage, etc. For example, if a mage has taken
>   Moderate Stun, he/she is now at +2, then he/she yanks out a fetish foci
>   to incorporate into a combat spell. The target number is a base 4 
>   (victim's willpower =4) but is +2 due to stun, would thedice thrown for
>   the foci also be at +2?

I would think that yes, those dice would be subject to the penalty also.
My reasoning:
  Eventhough it is the foci that give the dice to the mage, it is the mage 
that has to control the energies.  This is supposed to be where drain comes from
in the first place, isn't it?  If that mage has 'a hangover' from tossing
too many high drain spells, he is still going to have trouble focusing
his concetration on that spell.

I didn't explain that well, did I?
Oh, well...
Aeleck
--
            "Hate is not a family value.  Boycott Colorado" 
                                       -Melinda Shore(shore@tc.cornell.edu)
From: corleyj@helium.gas.uug.arizona.edu (Jason D Corley )
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire/Werewolf... What next?
Date: 9 Nov 92 19:53:13 GMT
Organization: University of Arizona, Tucson, AZ

We currently have a Mad Scientist in our Hunters Hunted campaign.
If you look at the mundane skill charts, science skills are REALLY
easy to come by.  (There's only one skill: Science), and so
we said that the character was actually an unconscious psychic
who bent the laws of science around him to his own version of them
(the "weird science" cop-out of Torg Nile Empire stuff).
	The neatest thing he did was dissect a still-living, still-
conscious vampire while monitoring his brainwaves and neurological
signals.  It was just a MASTERPIECE of tone.  The heavy restraints...
"Are you comfortable?  Quite sure?"...the grey room, the monitors
and disk drives...the other hunters were never quite sure they
wanted to be around him ever again....
	I would like to see an actual Mad Scientist rulebook though,
with some more science-specific rules so that the same Mad that
designs a X-Ziltron Megablast Laser Cannon can't engineer a
10 foot tall superstrong sentient celery stalk.  And I would like
to see the book concentrate on the Mad part as well.  Without that
insanity it would be very difficult to maintain the punk-Gothic
tone of the game.
	Jason
	Southern Arizona Gizmonic Institute
"Frank, bring me a melon baller and your eyeball."