HDTenEightyP/NetNews huggingface dataset:
From: bryan@stiatl.salestech.com (Bryan Donaldson)
Newsgroups: rec.games.frp
Subject: Re: Lich Killing Advice Needed
Date: 10 Apr 92 12:57:39 GMT
Organization: Sales Technologies, Inc.


If you have the Hindu mythos active in your campaign,
go find the high(est) priest of Vishnu.  Commit yourself to 
Vishnu's service for a suitably long period (decade might do)
in return for Vishnu arranging for the death of the lich.

Might use an avatar, might call on some other bad-a** to deal 
with him.  Let Vishnu decide.


-- 
Bryan Donaldson                    gatech!stiatl!bryan
Sales Technologies, Inc            or maybe bryan@STIATL.SALESTECH.COM
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.
Newsgroups: rec.games.frp
From: E_MCCOY@unhh.unh.edu (Elizabeth   Mccoy)
Subject: Re: SRUN: Magicalness and Dianetics
Organization: University of New Hampshire
Date: Thu, 9 Apr 1992 21:25:27 GMT
X-News-Reader: VMS NEWS 1.12

In <92097.133320UD137927@NDSUVM1.BITNET> <UD137927@NDSUVM1.BITNET> writes: 
> People who want a good real-world basis to fit their SRUN Universal Brother-
> hood scenarios around could do worse than to study L. Ron Hubbard's Dianetics
> and Scientology. Here is a scary bunch of people, folks, and they don't need no
> silly insect spirits to make them so.

You could also do better than to repeat the hyper-paranoid rumors that get
spread about a religion that has never to my knowledge said that gaming was
"Evil"...

But if you're going to be silly, you might at least get *some* of it
*right.* (Disclaimer: I think very little of what UD137927 is even halfway
accurate, but I don't care to start a flamewar.  And I've always wanted to
be part of a super-munchkinoid Illuminati group.)

In any encounter with an organized group of Scientologists, they'll have
at least one mage, and probably more like 5.  Large groups will have 
more.  Astral Projection is always a spell (ability? I don't do Shadowrun).
However, such abilities are not advertised, and are rarely used in front
of non-members. Shamen are rare to unknown.

Violence is actually not likely to be initiated. Violent PCs will be dealt
with in the most effecient manner possible (Yes, this can include one
kamakazi-ing person, so that the rest will be unscathed), preferably without
bloodshed, but when have PCs allowed that?  PCs who are intending harm to
a group will find themselves plagued with Bad Luck, so that they may
never even get within range!  (Also random distractions, and often
this "protection" will extend to individuals.)

Individuals will be calm and collected in the face of chaos and confusion,
and may be so strange as to perform first-aid on random bystanders at
the scene of a firefight.

They (we?) are very much *not* likely to have had cyber-gear implanted in 
any way.  This includes the socket a decker would need. Metahumans of
any sort are probably welcome.  Insert rumors of metahumans who can shift
*back* to human, if you want.

Members are often knowledgable and educated.

In general, the average representitive will be very helpful and friendly 
(if perhaps a bit fanatic *sigh*), and is utterly convinced that what s/he
is doing is for the betterment of sentients everywhere.  Up to the GM about
whether the "upper management" is the same, or whether they're just in it for
the money. (If the latter is publically proven, anyone not implicated and
all the "lower ranks" will call for that members' resignation and 
"excommunication.")   

Now, isn't that more interesting than a totally "evil conspiriacy"?

--E_McCoy
From: mcdougal@lonestar.utsa.edu (Jon . McDougal)
Newsgroups: rec.games.frp
Subject: Re: 100-DICE
Date: 12 Apr 92 21:47:45 GMT
Organization: University of Texas at San Antonio


    Yeah, the d100 is real and called a Zocchihedron. It was invented by
a game warehouse in Gulfport, Mississippi, about 4yrs ago. Since I lived
there I know all about the bugger. It is basically a golfball with some
extremely light beads (or something similiar) inside. The outer, golfball-
like, surface is clear and the numbers are on the sphere beneath it. It
costs like a whopping $4 or so and is not at all needed. Lou Zocchi worked
on it for some 4yrs and has the patent on it, which has made him quite
rich, I am sure.

    If anyone seriously wants more infomation about it, leave me some Email
and I can get you pointed in the right direction. But, like somebody said,
why buy a d100 when you can simply use 2d10???

Jalithe: "I throw my net on him, and command it to burn him."
ACTION: The net hits and begins to burn the Shaihaloo.
GM: "The Shaihaloo gets up and starts running with your burning net on him."
Jalithe: "He can't do that!"
GM: "He just did."

Jon
From: wntrmute@jhunix.hcf.jhu.edu (August Paul Yang)
Newsgroups: rec.games.frp
Subject: Re: Looting the bodies.
Keywords: loot
Date: 8 Apr 92 00:32:36 GMT
Article-I.D.: jhunix.1992Apr8.003236.7986
Organization: HAC - Johns Hopkins University, Baltimore

In article <tkelly.702555938@unix2.tcd.ie> tkelly@unix2.tcd.ie (Rincewind) writes:

>    Has anybody tried peddling drugs in 2051,because it strikes me as
>odd that there is no mention of drugs in shadowrun,both useful and
>debilitating.We tried to sell some Heroine,but got caught.

>>>>[Simsense is the Drug of choice in 2050.  There are also things called
Dreamchips that are the equalivant to our drugs.  And these things
suposedly produce the most _ultimate_ highs.
     Also, with slap patches around who needs amphedamines?]<<<<
<Wntrmute/20:33:28>
Newsgroups: rec.games.frp
From: raphael@research.canon.oz.au (Andrew Raphael)
Subject: Re: Hoovering on Deaths door (or how to stay out of hell)
Keywords: ad&d
Organization: Canon Information Systems Research Australia
Date: Fri, 10 Apr 1992 04:20:23 GMT

In article <13784@star.cs.vu.nl>
richard@cs.vu.nl (Richard Berwald) writes:
>  not completely happy with the Hoovering on Deaths door rule in AD&D,
>I thought up a life-point-system.

What a good idea!  I always thought that having my character die in
AD&D really _sucked_!

:-)
-- 
Andrew Raphael <raphael@research.canon.oz.au>
    Oh! I see, it's your birthday.
    It's your big day, and I forgot.
Newsgroups: rec.games.frp
From: vehaag@crocus.waterloo.edu (Viktor Haag)
Subject: Re: Chill request...
Keywords: Chill, Reviews
Organization: University of Waterloo
Date: Mon, 13 Apr 1992 16:12:04 GMT

In article <1992Apr12.055107.15434@ucc.su.OZ.AU> pope@physics.su.OZ.AU (Michael Pope) writes:
>
>All very well and good, but I baulked at buying it exactly because it had
>few new monsters and source material.  The Werewolf source book  was little
>to write home about.  Give me half an hour with both books and a photocopier
>and I would have all the material I nee.

Except, of course, that that would be violating MayFair's copyright, and
therefore, illegal ...

Seriously though, my point was that a good GMs supplement is not necessarily
simply packed with monsters and play aids.  Sometimes the best GMs supplement
is material that is designed to inform you *how to design adventures to
play with the game.

>
>BTW, any suggestions how to run an atmospheric Chill adventure?
>

See above.  The Chill companion has several pages on this topic alone -- in 
fact, that, in general, is the point of the Chill Companion.  I agree that the
Lycanthrope supplement is not much to write home about, but it is much
better than anything I have seen recently released by TSR, and, by contrast, 
the Apparitions sourcebook is great.


-- 
Viktor Haag 
		            |  "We are not thugs.  We are not fanatics.
vehaag@crocus.uwaterloo.ca  |   We are vitamin supplements to justice."   
viktor@watdcs.uwaterloo.ca  |				: a Selector
From: boelter3945@iscsvax.uni.edu
Newsgroups: rec.games.frp
Subject: Re: Mages and Armor Question ( AD&D )
Date: 14 Apr 92 20:06:43 GMT
Organization: University of Northern Iowa

In article <44998@mentor.cc.purdue.edu>, va3@mentor.cc.purdue.edu (Bryan
Newell) writes:
> [ mention of Mages not able to wear armor ... ]
> 
> So, the question:  How would you ( as a DM ) treat a society that is
> mistrustful of Wizards, and thus requires that all people entering it's
> borders wear a suit of ChainMail at all times.  Say this suit is locked
> onto the wearer and can only be removed by high strength or a key.
> It offers normal protection.
> 
> Alternatively, what if a spellcaster was knocked unconscious, and then
> had a set of ChainMail welded onto him?
> 
> Would this negate completely the spellcasters spellcasting ability ( until
> such time as the ChainMail could be removed ) ?

   Well, here's my opinion on the matter.  According to what the PH offers as
an explanation as to why mages don't wear armor, it says that "most spells
require complicated gestures and odd posturings by the caster and armor
restricts the wearer's ability to do these properly." and also that the mage
devotes his/her life to spells and researching them, and so has no time to
learn "how to wear armor properly and use it effectively."

   If view of this, here's what I would say.  The mage would have no trouble
with any spells that don't have a S component to them.  However, spells with a
S component, I would rule as this.. 15% chance per level of spell of the spell
failing, and if a % less than or equal to the level of spell is rolled, the
spell backfires. (Yes, this does make 7th and above spells uncastable, but they
are high level and probably require highly complicated gestures).

   Plus, since the mage is not used to using chain mail armor, I'd say the
chain mail would only be effective base AC8, and then would improve 1 AC point
for every (20-WIS) attacks against the mage (learning how to use the armor).

   Hmm, I seem to remember this discussion as a thread a while back. Oh well,
that's my suggestion on the matter. :-)

                                        John "Nightwind" Boelter

--
*******************************************************************************
* John Boelter        a.k.a. Nightwind            boelter3945@iscsvax.uni.edu *
* Organizational Manager and contact person for everything and then some.     *
*******************************************************************************
* I don't know, I don't care, I don't want * They're fleeing the wrong way!!  *
* to know, and I don't want to care.       *        -confused adventurer-     *
*        -Martian Manhunter-               ************************************
*        -Justice League International-    * Why is the DM smiling like that? *
*******************************************************************************
Newsgroups: rec.games.frp
From: npalmer@magnus.acs.ohio-state.edu (Nicholas P Palmer)
Subject: Re: Weapon for RIFTS or similar Palladium game...
Organization: The Ohio State University
Date: Sun, 12 Apr 1992 20:01:23 GMT


Sounds like you people have a slight power fix that you need to achieve. 
If your character is specifically designed for comabat only, that's cool,
but hell, The cyber-knight in my campaign rarely uses his rifle, Psi-sword,
that's it.  Yeah, it's only d6, but his most prized posession is a pre-rifts
book (script) for a set of 3 trilogies, the whole collection of which is
called JOURNAL OF THE WHILLS.  His psi-sword looks like a lightsabre, 
it's pretty cool.  But he is proficient in wilderness skills and radio
communications.  The dragon in the party wants to be a mechanic, has all
tech skills, he can modify or repair just about anything.  Only one
character has martial arts, A mystic (The only character class I allow to
have Martial Arts from Ninja's& Superspies).

The mystic has Zanji-Shinkenken Ryu (I think that's how's it's spelled).
He had to train in japan, speaks fluent japanese (very poor english) and
was sent on a ley line to North America, after being mind-wiped of
the location of the school/monastery. 
Martial Arts I allow in RIFTS world:
Zanji-Shinjenken Ryu
Tae Kwon Do
Isshin-ryu
Aki-do
Tsien-Tseuh (Sspulrgoth Assassin's Only)
I'm sure your GM has a reason for how your particular Martial Art survived
the RIFTS.  It's cool. I don't particularly agree, why a Cyber-Knight would
devote time to study a martial art (too busy being a cyber Knight), but that's
cool.


AS TO THE QUESTION OF THE GUN:

 I would allow it if the character made all her repsective rolls.  If she 
could justify how it was designed and had something to move it around with.
That gun is NOT going to be Combat portable, and most likely, a character will
not be able to deal with the recoil.(IMHO)

Nik
From: dlc@hpfcso.FC.HP.COM (Dennis Clark)
Newsgroups: rec.games.frp
Subject: Re: HERO New Magic System advice wanted
Date: 14 Apr 92 23:04:25 GMT
Article-I.D.: hpfcso.122920013
Organization: Hewlett-Packard, Fort Collins, CO, USA

akuma@netcom.com (Steven E Barnes) writes:

> This is similar to a system I used.  I would have the mage buy a spell
> pool, but rather than use standard VPP mechanics, characters would
> apply limitations to their pool which would multiply the effectiveness
> of the pool.  Example:
> 
>     casting a spell with: gestures (1/4), incantations (1/4), 
>     skill roll (1/2), focus (1/2), concentration (1/2) = +2 lim.
>     when applied to a 20 point pool, it would allow casting 60
>     active point spells.

  Umm.  According to the rules you can't modify the VPP pool with the lims
or advantages, only the cost of getting the pool (what was that, 5% 10%
or somesuch the cost of the pool?)
 
> -steve
> 

DLC
From: loren@wmkt.wharton.upenn.edu (Loren Miller)
Newsgroups: rec.games.frp
Subject: Re: Problem player
Keywords: Problem, player, lantern
Date: 13 Apr 92 21:45:56 GMT
Organization: Wharton Marketing

In article <9x8tfr-@rpi.edu> wilsom3@nuge114.its.rpi.edu (Michael Lane Wilson) writes:
>       I've got a minor problem in one of my campaign's
>       It's a Green Lantern based character, in a modified AD&D campaign.

No wonder you have trouble. You have a superhero running around in a 
medieval setting. I just have one suggestion. The Yellow Hand society, 
dressed all in yellow, becomes the main enemy of the campaign. Yellow 
becomes the most popular color of dress. Yellow makeup becomes the trend of 
the year, and as many years as the player keeps a superhero in a medieval 
setting.
-- 
+++++++++++++++++++++++23
Loren Miller              LOREN@wmkt.wharton.upenn.edu
Shoes are the most basic prerequisite for liberty
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.frp
Subject: Re: Playing yourself in GURPS
Date: 13 Apr 92 15:54:26 GMT
Organization: University of California, San Diego


	I think that it's definitely possible to build one's self on
a "reasonable" number of points.  I've done it in the past (of
course I don't consider myself to be a very remarkable person and
attempt to be more realistic than certain people...).
	Some people seem to suffer from a deux-ex-machina kind of
belief, "Well, I've probably got an 11 ST, 13 IQ, I've probably got
5 points in Computer Programming..."  Of course their disadvantanges
are few if any...etc.
	(Or some blow their disads out of proportion and give
themselves phobias of spiders when it's really more of a quirk)
~~~~~~~~~~~~~~~~

	Like to make a "formal" apology on the Ultratech death
stuff.  It was pointed out to me (as well as after I confirmed
things from the rules) that my interpretation of GURPS character
death is quite wrong.  Sigh!  I admit to my folly!
From: sl9b4@cc.usu.edu (Deep Six)
Newsgroups: rec.games.frp
Subject: Re: Steve Jackson Games is gone?
Date: 6 Apr 92 00:06:37 MDT
Organization: Utah State University

> This just goes to show you what happens when you don't log in every
> day...especially on the First of April !-)
> 
> Tony -

Awright awright. So this was a gag? I mean as inexplicable as it seemed, and
despite the fact it was posted on 1 April, I found myself believing it could 
actually be true. So what is it, yes or no. I could really care less, but I 
would like to know one way or another.

Okay,
  --                                              __  __   ______ __  __
Chadd  L. VanZanten      SL9B4@CC.USU.EDU   +   /\ \/\ \ /\  ___\ /\ \/\ \
``By  that  time,  my  lungs were aching   +   \ \ \_\ \\ \___  \\ \ \_\ \
for  air!''                                +    \ \_____\\/\_____\\ \_____\
         --Mystery Science Theater 3,000   +     \/_____/ \/_____/ \/_____/
From: will@kafka.SAIC.COM (Will Scarvie x6388)
Newsgroups: rec.games.frp
Subject: Re: Inspired character names
Date: 16 Apr 92 18:26:06 GMT


  A very long time ago I played a very evil and despicable wizard named, simply,
Kane the Black.  Now, while that's not the most original of names, it's not
the funny part either :-)

  It seems the GM of the game liked the way I played the dark wizard (including
casting Pain spells on underlings who annoyed him for whatever reason) and so,
when it came his turn to make up a charcater for my campaign he made up
another evil wizard and named him

  Belfis, the not-so-black-as-Kane.

  :-)   I liked that a lot   :-)


-- 
Will Scarvie
will@kafka.saic.com

DISCLAIMER:
The opinions expressed are entirely my own and should not be construed to 
represent those of my company.
From: gt9398b@prism.gatech.EDU (Chris 'Hollywood' Boggs)
Newsgroups: rec.games.frp
Subject: Inter-Party Conflicts
Date: 9 Apr 92 20:06:56 GMT
Distribution: usa
Organization: Georgia Institute of Technology


    Often the best part of group play is backstabbing your buddies. Recently
as we were winding down a run for the night I decided to end it with a bang.
The fact that I didnt like one of the other players only made it more fun.
*grin* We were in a maze with lots of secret rooms and doors. I told the DM
that the next trap I found I was going to stay quiet about. Well....As I was
chaotic evil, he said sure fine and started snickering. He knew what was up.
Needless to say, my target, drew his turn to open the secret door. When the 
trap nailed him, I gigged him in the back simutaneously. *cackle* My original
plan was to nail him, jump through the door, close it, and trap the rest of
the party with no way of detecting a way out. Well....I missed my dex roll to
dive through the door thus negating my free round of surprise. My group then    proceede to thrash me to death. But hey.......Now how do they get out? *grin*
It was hilarious, we all went home laughing.
    Another time, after weeks of bragging on who was the baddest in the group
the DM set up the campaign to where we had to choose a group leader. We were to
be employed by a Pit Fiend. We were all evil align. We were transferred to a
"Arena" and fought till only one was standing. That was the most fun I've had
in ages. Using your skills against your buddies is fun as hell. Of course the
spell casters were quickly dealt with. The amout of double dealing that went on
was amazing.
   Inter-Party conflicts can add alot of flavor to a adventure. We spend as muchtime tossing notes to the DM as we do rolling dice. And after 5 years of this
spanning about 3 campaigns and 3 characters, we're all still great friends.....
Off the battle field that is. *laugh*
                                                    Chris
Aka   Balstaff, Minotaur Gladiator of the Crimson Fist (wa10)
      Gavin Blackleaf, Half-Elven Ranger Extraordinairre

Quote of the Week:  DM: Basher, Make a Save vs. Poison
                Basjer: Yeah but??!!??   (pronounced yebut)
                    DM: You dont wanna save? Okay you die anyway.

D
D
D  
D
D
                Basher: Yeah but!! (pronounced yebut)
From: ztsindi@ubvmsc.cc.buffalo.edu (The Independents - SUNY Buffalo)
Newsgroups: rec.games.frp
Subject: Gary Gygax & Steve Jackson wrestle in Jello
Date: 9 Apr 92 19:28:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Found this article while perusing around on Compuserve:

	UPI - April 3, 1992. Baton Rouge Louisiana:
		Gary Gygax, the troubled founder of the Dungeons
	and Dragons game (now TSR inc.) and Steven Jackson, the
	creator of a popular rival role playing game have agreeed
	to settle the question of which game is better during 
	Mardi Gras 1993. The method to resolve the dispute?
	"Wrestling in jello", said Mr.Gygax, "its the only honrable
	way for gentlemen to settle disputes." Mr. Jackson, who's
	company was once raided by the Secret Service because it
	produced a game based on computer hacking, said, "Gary
	has always been a weenie. He should know that since I'm
	from Texas I've already wrestled alligators in my swimming
	pool. He should be no problem." 
		The two founders have had many problems during the
	course of their carreers. Mr.Gygax' games have been blamed
	for many teenage suicides and said to encourage occultic
	practices. He was also involved in a bitter dispute for
	control of his own business.
 		Mr.Jackson's company was nearly bankrupted by
	leagal fees when the Secret Service confiscated computers
	and materials from the corporate offices because they
	believed the game Gurps Cyberspace was a manual for illeagal
	computer hacking. Both men are said to be training daily
	at the level of Olympic athletes for the contest. The loser
	will be required to publicaly acknowledge that the winner's
	product is vastly superior and his own is, "a worthless piece
	of crap, good only as toilet paper."

	
	It'll be interesting to see if these guys go through with
it next year!!!!

							-Joe
Newsgroups: rec.games.frp
From: npalmer@magnus.acs.ohio-state.edu (Nicholas P Palmer)
Subject: Re: Weapon for RIFTS or similar Palladium game
Organization: The Ohio State University
Date: Fri, 17 Apr 1992 18:19:16 GMT


Well, You have to figure out what kind of gun it is first.  A laser burst
and a particle cannon burst are going to be very different. If I had a choice,
I'd rather NOT be hit, but if I was hit I'd rather get nailed by a laser
burst.

You've got something like this:
LASER BURST:
                        T
----------------------  A Three Shots, blows out those two letters Maybe,
======================  R  it burns neat little holes into you.
                        G
                        E
                        T
PARTICLE RIFLE:         TT
                        AA  Three shot burst of solid matter that explodes
 ------**         ------**   quite nastily on impact, digging large chunks
           ------**     GG   of armor/skin/matter out of the target. 
                        EE   LOTS more damage.
                        TT

All of this is completely my view, I have no basis in fact.

Sincerely IMHO,
   npalmer@magnus.ircc.ohio-state.edu
Newsgroups: rec.games.frp
From: apearlma@magnus.acs.ohio-state.edu (Andrew Pearlman)
Subject: Re: CHAMPS: Creating Spider-Tracers for Spider-Man
Organization: The Ohio State University
Date: Tue, 7 Apr 1992 17:58:21 GMT

In article <1992Apr6.102755.16771@yang.earlham.edu> marcs@yang.earlham.edu (Marc Seebass(Thunderbolt)) writes:
>I have a question about the Champions system. I was trying to do 
>Spider-Man in Champions, and I managed to get most of his powers and 
>abilities down, but his Spider-Tracers, those little red spider shaped 
>things he uses to track people with his Spider-Sence, confounded me. There 
>were several suggestions, and ideas that might work, but none were quite right.

Well, Spiderman has Dangersense 17-, Mystical, Area.  He then detects the
spider tracers by the fact they radiate 'danger', and so can track them.
What is danger?  Sounds like not much.  So, why not get Change Environment,
Single Target(-0), 0 end, Uncontrollable(way to remove is to take
little spider-tracer off of oneself and stomp on it)  -1/2 Must hit target
with attack roll, -1/4 Requires IAF(but has many of them).  Very simple,
very direct, and costs 11 points.

Andy Pearlman