HDTenEightyP/NetNews huggingface dataset:
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: Faerie Folk (Pedantic Note of no interest to gamers)
Organization: Plymouth State College - Plymouth, NH.
Date: Sat, 23 Jan 93 16:30:53 GMT

smurphy@unix1.tcd.ie (Mithrandir(S)) writes:
>In <22JAN199304213014@tirith.carleton.edu> jnephew@tirith.carleton.edu (John A. Nephew) writes:
>
>>>>>Daoine sidhe (Pronounce it if you dare!!)
>
>>OK, my guess:
>
>>DAY-nah SHEE
>
>   Extremely close!
> It's DAY-nah SHEEha
> 
>   No fair, Mr Atlas Games!
>  You lived in Ireland!

Hmm - that's not how I learned it up in Donegal.  But then, we pronounce
"go raibh maith agat" very differently from Dubliners.  For Daoine Sidhe,
the Donegal Gaeltaecht pronunciation would be:

The "D" is pronounced sort of like a voiced "th" (as in "they"), but
with just a hint more hardness to it.

The "aoi" is a fairly commonly occuring vowel combination in Irish (the
word for nine is naoi, for example), and isn't really found in
English.  Sort of like a long "ee" sound, but broadened as you say it.

The final syllable is basically a schwa, and you have Sidhe correct.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.frp.misc
From: slb22@cunixb.cc.columbia.edu (Seth "the Lesser")
Subject: Re: Burn, GURPS, BURN!
Organization: Generic American College Kids (G.A.C.K.)
Date: Fri, 22 Jan 1993 20:36:09 GMT
Reply-To: slb22@cunixb.cc.columbia.edu (Seth "the Lesser")
X-Posted-From: cunixb.cc.columbia.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

dunkelza@titan.ucs.umass.edu (KEITH C MCCORMIC) writes:
>adam@owlnet.rice.edu (Adam Justin Thornton) writes:
>>
>>You can't create Arnie with 100 points.  Neither can you create Conan.
>>What's your point?  The man is _clearly_ not a 100-point character; however,
>>you could probably create a pretty decent Schwarzenegger on, say 250 points.
>>Is there a problem?
>
>   Yeah, but what point value does modern earth tend to have?  Does everyone 
>on modern earth have 250 points to play with?  RIGHT.......

Okay, folks, here's a compromise.  Why not give each player 1D4 * 50 points to
design a character? Then you get the worst of *both* worlds.

Moral of the story: You can't please everybody at the same time.  So SHUT THE
F*** UP!!, or at least take it to .advocacy, please?

Seth L. Blumberg          \    "The whole thing was an accident.  No saboteur
slb22@columbia.edu (play)   \ could have been so wildly optimistic as to think
sethb@ctr.columbia.edu (work) \    he could destroy an airplane this way."
    > No one I know shares my opinions, least of all Columbia University. <
From: rothwell@ravel.udel.edu (James C. Rothwell)
Subject: Re: Play by Email
Organization: University of Delaware
Date: Sat, 23 Jan 1993 01:38:41 GMT

In article <1993Jan21.230743.12740@cobber.cord.edu> serhienk@cobber.cord.edu (David Serhienko) writes:
>Are there any play by mail FRPs on the net?  I am an avid ROLE player looking
>for a chance to play ANY ROLE playing game, and genre, and was wondering if
>there are PBM's on-line.
>
Well, there are the general "creative writing adventures" that don't
follow any one system.  You introduce a character, and go from there,
writing up his actions every so often.  The only rules seem to be that you
stick to genre (no martians in a fantasy group...), you don't make any
other character do something the player objects to, and you have fun.

Some that I know about:
	alt.pub.cloven-shield (used to be alt.dragons-inn)
	alt.pub.dragons-inn
	alt.pub.havens-rest (I'm not positive about this name, its sci-fi
		and I don't follow it)
I believe there are some others also.

As for on-line games, look at the MUD newsgroups for information.

Have fun

-- 
_________________________________________________________________________
James Rothwell             |   There are three types of mathematicians:
rothwell@ravel.udel.edu    |   Those who can count, and those who can't.

Newsgroups: rec.games.frp.misc,rec.games.frp.dnd
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: FAQ problems
Organization: The Ohio State University
Date: Fri, 22 Jan 1993 23:03:33 GMT

Having some problems w/my news posting software - FAQs will be up Monday.

-Coyt

Newsgroups: rec.games.frp.misc
From: tbarnes@silver.ucs.indiana.edu (thomas wrentmore barnes)
Subject: Re: Ethical Dilemna (GURPS Fantasy - LONG)
Organization: Indiana University
Date: Mon, 25 Jan 1993 22:20:22 GMT

How 'bout this?

What WERE those peasants up to? If they were ultimately up to something
nefarious, then you could have a pagan priest/wizard on the party's
case.
	For campaign purposes, say that this guy is BAD, and commands
enough monsters/beasts/hirelings that he can make the chacacters' lives
miserable. First he'll try to get them railroaded, using the court
system. Then, if that doesn't work, he'll try subtle, evil indirect
assasination methods. Or, he could arrange for the characters to be
found guilty but "escape" into the wilderness, where they'll be on the
priest's home turf. (Heh, Heh, Heh) Blood spilled demands blood
vengence...and the characters are the perfect sacrifice. 
	Alternately, the unjustly murdered peasants could rise as ghosts
and haunt the countryside, until exorcised or appeased.
	Or, if you like a horrorific twist to your gaming, the peasants
could have been performing an old and secret ritual which keeps
something very old, and VERY hungry, at bay. Now its loose and,
strengthened by blood and strife, haunts the land...
	Any deserved legal punishment makes lousy role-playing. (O.k. 20
years later, the party gets out of jail...) The GAMING equivalent of the
death penalty teaches the players a lesson and provides a challenge for
the characters. Also, it gives the characters a chance to redeem
themselves, if they survive. 
	I say that the characters should have to clean up their mess, in
some way or another, and take a long time to live it down. A Bad Rep is
the very least punishment they can hope to get away with.

tom.
    
Newsgroups: rec.games.frp.misc
From: gray@visix.com (Gray Jones)
Subject: Re: SRII: questions (yet again)
Date: Mon, 25 Jan 1993 15:48:33 GMT
Reply-To: gray@visix.com (Gray Jones)
Organization: Visix Software, Reston, Virginia

In article <C1EFGt.L75@news.cso.uiuc.edu>, pmwg1641@uxa.cso.uiuc.edu (Peter M. White) writes:
|> gray@visix.com (Gray Jones) writes:
|> 
|> >Do cyber-mages get cyberware benefits on the astral plane?
|> >I am inclined to say yes.  
|> 
|> Absolutely not.  Look at some of the desciptions for intelligence,
|> quickness, and knowledge enhancing cyber/bioware; they usually
|> explicitly say that such enhancement do *not* aid magic based
|> activities.

Uh, quickness is useless on the astral plane.

The Cerebral Booster does aid astral activities.

The Encephalon says it aids magical activities (doesn't specify astral
though).  

Stuff like enhanced articulation and hyper-thyroids don't though.

I am most curious about wired/boosted reflexes.  Looking back, I guess
they don't help you on the Astral plane.

--gray
From: tara@uxa.cso.uiuc.edu (Lady Johanna Constantine)
Subject: Re: Faerie references?
Organization: University of Illinois at Urbana
Date: Mon, 25 Jan 1993 22:52:10 GMT

burdickd@silver.ucs.indiana.edu (Dakin Burdick) writes:

>Some other classic faerie novels include:

>Greg Bear, "Infinity Concerto"
>Emma Bull, "War for the Oaks"
>Poul Anderson, "The Broken Sword"
>Lord Dunsany, "King of Elfland's Daughter"
>Elizabeth Pope, "The Perilous Gard"
>Sylvia Warner, "Kingdoms of Elfin"

>Enjoy!

I did enjoy War for the Oaks.

Sounds like you might enjoy Tom Deitz stuff.
Everyone who loves the irish legends should take a look at
_Windmaster's Bane_ and all it's sequels.  They are brilliant.
(IMHO)


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: paoletti@cps.msu.edu (David R. Paoletti)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster Power Points
Date: 27 Jan 93 08:37:46 GMT
Reply-To: paoletti@cps.msu.edu (David R. Paoletti)
Organization: Dept. of Computer Science, Michigan State University
NNTP-Posting-Host: pleiades.cps.msu.edu
Originator: paoletti@pleiades.cps.msu.edu

Here is what my GM used with his old players (for ~4 yrs)
and with us for two, and which I use now with my players:
use the std PP/lvl (as in RMC I) and the same amount for
PPD, but double PPD costs for all classes.  This makes
getting additional power points more difficult, especially
for the semi-spell users.  When deciding on PP/lvl, we use
the stat _bonus_ as the index rather than the stat itself.
This gives a bonus in PP for racial mods and gifts (term
we use to describe bonuses from Skill at Arms/Magic tables).

What do you mean by a balance between pure- and non-spell
users?  Non-spell users _shouldn't_ have a lot of power
points, unless they are the rare person who has a high stat
in their realm.  In that case, they should consider changing
class.  One of my GM's old players changed from fighter to
mentalism-based warrior mage when RMC II came out due to his
high presence stat.

Dave :)
From: talbert@athena.cas.vanderbilt.edu (Robert Talbert)
Subject: Re: Burn, GURPS, BURN!
Organization: Vanderbilt University Mathematics Department
Date: Fri, 22 Jan 1993 22:10:05 GMT

In article <1993Jan22.173818.5184@news.columbia.edu> jhk6@cunixb.cc.columbia.edu (John H Kim) writes:
>talbert@athena.cas.vanderbilt.edu (Robert Talbert) writes:
>>  In practice, I must say that GURPS rulebooks far exceed the quality of 
>>genre-specific games, for the simple reason that all the *rules* rules are 
>>in the Basic Set, freeing up the worldbook to accomodate rules additions 
>>and alterations as well as provide a substantial amount of background and 
>>"atmosphere" material. 
>
>	I think you are making rather sweeping generalizations here. 'GURPS 
>rulesbooks far exceed the quality of *all* genre-specific games?' Please. 
>Have a look at the amount of source material in the Call of Cthulhu hard-

OK, you're right... of the ones that I have played, I prefer the GURPS books.

>>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. 

2d edition Paranoia nearly killed me, I was laughing so hard when I read the
rules. Teenagers from Outer Space, too. 


--
Robert N. Talbert    		  | "I saw what cannot be seen
Mathematics Department  	  |  She spoke to me
Vanderbilt University		  |  'Take what you've learned, set it free
talbert@athena.cas.vanderbilt.edu |   See what you'll see.' " --- King's X
Newsgroups: rec.games.frp.misc
From: phardie@nastar.uucp (Pete Hardie)
Subject: Re: GURPS Disads in Play (was Re: Random Rolls)
Organization: Digital Transmission Systems, Duluth, GA.
Date: Wed, 27 Jan 1993 19:29:02 GMT

In article <26JAN93.15670938.0088@VM1.MCGILL.CA> CX6L@MUSICA.MCGILL.CA (CX6L) writes:
>In article <1993Jan26.171711.16347@nastar.uucp> phardie@nastar.uucp (Pete Hardie) writes:
>
>>>>How long (and how much effort) would it take a cripple to perform a great
>>>>service for a godlike being?  Sounds to me like a long and difficult task,
>>>>that would earn (amazingly enough) enough points to cover the healing.
>
>Why couldn't the healing just happen, and the GM raise the value of
>the character as the disad is removed? *Shrug*. If, through good role-
>play, a PC earns something, then the PC deserves it. Bonus character
>points are *one* reward for good play. Generous material handouts are
>another . . the alleviation of a disad, or aquisition of an advantage,
>are both similarly valid. Nowhere in GURPS does it say that a GM cannot
>do this, or that the only reward for good roleplaying should be bonus
>character points.

I agree.  But Sea Wasp was complaining that the GM ruled that the character
would have to pay for the disad.  If the GM wants to allow a character to
gain points, s/he is free to do so.  But I would guess that it would lead to
a) bad feelings about the higher point character (esp if it was a lot of points)
or b) a spate of characters finding similar situations to remove their own
disads.  It would be easier to simply up the point totals and not use the
disads for points at all.

>Why a godlike power? Any half-competant Healing mage with Restoration/

SW used that term.  I just continued in that vein.

>Instant Restoration/Regeneration/Instant Regeneration and either a
>circle of good friends or a decent Powerstone, could heal the cripple
>magically in a very short time. There would be a nominal $$$ cost, if
>the healing were purchased. If a *player* (not GM) has the character
>healed just like that, *then* I could see the merits of charging for
>the removal of the disad. Between adventures, when his pals were all
>off studying sorcery and racking up bucks and job skill points at
>jobs, the cripple was cruising the land at a mile per day looking
>for healers, gathering funds to pay healers, negotiating prices with
>healers, and lying in a bed being healed. Some of his character points
>were spent on doing this, instead. Exactly as many as the disad costs,
>in fact!

This *is* my solution.


-- 
Pete Hardie:  phardie@nastar  (voice) (404) 497-0101
Digital Transmission Systems, Inc., Duluth GA
Member, DTS Dart Team           |  cat * | egrep -v "signature virus|infection" 
Position:  Goalie               |
From: johnelbl@matt.ksu.ksu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Physical Adepts
Date: 24 Jan 1993 02:29:04 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:


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

>Well, the only initiative boost you use is your best one. So he would get
>the one for 3d6. That's all. Initiative boosts don't stack.

     As stated on pg. 126 SRII, Increased reflexes gives the adept additional initiative dice, based on the deree of the ability purchased.  3 die cost 6
magic points.  
     The initive spell states that the die enhacement does not effect
CYBERED increases. synaptic accelerator is BIO ware.
     Also, after reading the initiative rules on pg 79, i did not find
anything on only taking the highest initiative adjustment.  (Please
respond if i missed something, if i did bad-guys just got slower:)

signed
 -Scratch (only 20 days left in hospital.)
From: mathew <mathew@mantis.co.uk>
Newsgroups: rec.games.frp.misc
Subject: Spacemaster (was Re: Rolemaster)
Date: Tue, 26 Jan 93 13:38:50 GMT
Organization: Mantis Consultants, Cambridge. UK.
X-Newsreader: rusnews v0.98

cook@shaman.nexagen.com writes:
> If there are any other product suggestions that anyone has, I'd lke to hear 
> about them--dealing with Rolemaster or any other ICE product line. What
> do you want to see in the future, what have/haven't you liked that we have
> put out so far, etc.
[...]
> Monte Cook
> Rolemaster/Space Master Series Editor

Well...  I'm afraid I can't think of a way to put this tactfully, but...

I don't like the SpaceMaster background material.  I mean, don't get me
wrong, the rules are wonderful; when I saw the table of spectral classes of
stars I was convinced.  Real scientific detail in an SF RPG?  Wow.  But then
you had to go and spoil it with all that Imperial Emperor of the Galaxy
stuff.  I think you must have been exposed to too much Traveller. :-)

I've got CyberSpace, and that is much better.  More gritty and realistic. 
What I really want is something like SpaceMaster, but with a background
setting that's more in keeping with a CyberSpace universe.  Something a bit
like TSR's old (unfinished) 2nd Edition StarFrontiers, in fact.

Of course, I can always mix'n'match SpaceMaster and CyberSpace myself, as the
rules are fairly compatible, but I don't have the time to generate reams of
background material and adventures myself.  Currently I'm planning to pull
the background from my old StarFrontiers 2 book, throw in a large helping of
CyberSpace, and use SpaceMaster for what's left.

One idea I had:

I've always wanted to do an SF RPG which doesn't have FTL travel.  I think
it'd be interesting to have a campaign world set on a generation starship
built using near-future technology.  Or maybe a large survey ship where the
characters are revived from suspended animation and the ship started up again
each time they near a new star system.


mathew
[ P.S.  Thanks for putting everything in metric.  I won't play SF RPGs that
  use Imperial measurements.  I can barely stand it in fantasy games, where
  it's arguably excusable as a means of giving the game 'atmosphere'. ]
Newsgroups: rec.games.frp.misc
From: uplink@cwis.unomaha.edu (uplink 2099)
Subject: Re: SRII: payment and karma
Organization: University of Nebraska at Omaha
Date: Thu, 28 Jan 1993 03:48:45 GMT

dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:

>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
  (What, no .sig?)

	Oh, now why does the Ares Black Ops team need /my/ fixer's LTG?
Could it be that your corporate bosses aren't feeding you all the nuyen
you thought you'd be getting?  Next time, check the contract carefully
before signing on the dotted line.

	And as for my fixer, the deal wasn't done through him... and
even at the start, the GM seemed to feel that the character in the
group with charisma 7 (an elf), Ettiquette (Street) 7 and Negotiate
(Bargain) 7 was a better wheeler-and-dealer than the fixer in the book.
Go figure.

(Heh heh heh.)

uplink

--
*           _    / _/       /     * "It's been surreal!" - Gogo Dodo, TTA  *
*     / /  / /  /    '_ |  /' _/  * Please send all flames to someone else *
*    / /  __/  /  /  /  /    <    * email to uplink@cwis.unomaha.edu  . .  *
*  ___/ _/   _/ _/ _/ _/ _/|_/    * Hey! I _LIKE_ my pompous .sig!    ---  *
Xref: sparky rec.games.frp.misc:11898 rec.games.frp.announce:381
From: icsu0237@cs.montana.edu (Jeff Patterson)
Subject: Re: LIVE Roleplaying
Organization: Montana State University, Dept. of Computer Science, Bozeman MT 59717
Date: Wed, 27 Jan 1993 23:26:15 GMT

In article <1993Jan27.125357.21054@magnus.acs.ohio-state.edu> dnaraghi@magnus.acs.ohio-state.edu (Dara Naraghi) writes:
>	I apologize if You've already seen this post, my news
>program is acting up a bit.  In any case, if you're interested
>in Live Role Playing, read on, otherwise hit "n"...
   (lengthy article discussing how excellent the game is deleted...)

>*****************************************************************************
>-- 
> ---------------------------------------------------------------------------
>| Dara Naraghi                         | "Love isn't really blind...just    |
>| dnaraghi@magnusug.acs.ohio-state.edu | selectively nearsighted"--The Hulk |
> ---------------------------------------------------------------------------

I've played this game before, and yes, it is fun.  I am also a member of
the SCA (Society for Creative Anachronism), and it is by FAR better.  You
see, in the FASA game, you hit each other with foam swords and take
points of damage, but in the SCA, you don full suits of real armor, pick
up your ratan longsword and kyte shield, and go to hammering the shit out
of each other!  You see, in the SCA there are no hit points - you get hit
in the head, and your dead, period.  And let me tell you, your area is
bound to have at least a small chapter of SCA around.

So the FASA game might be fun on a long weekend, but if you want a real
middle ages rush, find someone in the SCA, get into a suit of scale mail,
pick up your sword (or pike, battle ax, bow...) and join the shield wall!
Facing off against a few hundered armored men is more exciting than running
through the forest dodging tennis-fireballs.

Anyway, that's my $1.50 worth...

	The Meister of An Tir (also known as Geoffrey DeHann, Defender)
-- 
+----------------------------------+------------------------------+
| E. Lloyd Olson, Esq., Freeholder | geo0588@Msu.oscs.montana.edu |
+----------------------------------+------------------------------+
From: futrena@wkuvx1.bitnet
Newsgroups: rec.games.frp.misc
Subject: Add water to Burn, GURPS, BURN!
Date: 24 Jan 93 15:51:09 CST
Followup-To: rec.games.frp.misc
Organization: Western Kentucky University, Bowling Green, KY

In article <2266@blue.cis.pitt.edu>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
all sorts of criticisms against GURPS.  Most of which is pure garbage
and does not need to be seen again.

OK, you little "girly-man", now you're getting nasty.  I will be the 
first to admit that GURPS is not perfect.  In fact, it is far from 
perfect.  That's why the BASIC Set is on its third edition with an 
occasion Errata in Roleplayer.

In my opinion, it is the closest to UNIVERSAL of ANY game I have ever 
seen, and I have seen many game systems.  In fact, my roommates and I 
own close to 30 or 40 different gaming systems.  We have acquired
these games over a number of years and even tried to run some of these
RPG's.  We have always came back to GURPS, because it is an easy system to
learn, to modify (we have modified GURPS a great deal to suit our tastes),
to teach, to play, to GM, and most IMPORTANT to have FUN (which seems to 
be a concept foreign to the "sea wasp").

I will not critisize YOUR favorite RPG;  so don't do your
foaming-at-the-mouth, flaming routine at my RPG.  So go ahead, flame
my RPG.

Long Live GURPS.
-- 
+=========================================================================+
|Nathan Futrell        | Crow:  Hey Joel, I think we've seen this before. |
|futrena@WKUVX1.BITNET | Joel:  I don't think so...                       |
|Western Kentucky U.   | Tom Servo:  Ever have deja vu?                   |
|Bowling Green, KY USA | All in Unison:  Uh what uh...?                   |
|                      |   From the MST 3K viewing of the movie "Ro-man"  |
+=========================================================================+
Newsgroups: rec.games.frp.misc
From: flindholm@mta.ca
Subject: Re: SRII: Reactive trigger missing?
Reply-To: flindholm@mta.ca
Organization: Mount Allison U, Sackville, N.B. Canada 
Date: Mon, 25 Jan 1993 21:29:21 GMT

In article <C1FGEs.HH2@jabba.ess.harris.com>, jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
   They took that aspect away fromthe text on the Predator II
 They also changed the decker script at thebottom that used to talked about
 installing a reactive trigger on yourpistol that would allow 2 shots per
 round with a +1 recoil.  This was also eliminated from the Ultra Power pistol.

 Does this mean a reative trigger no longer exists in SRII?
>--
>Joe Carl Jr.               "It ain't what a man don't know that makes him a
>jcarl@jabba.ess.harris.com   fool, but what he does know that ain't so."
>                                                           -- Josh Billings

  No, this means that all guns have a reactive trigger as standered. Those
weapons that fire only one shot per round are marked as such. These include
the Streetline Special and Ruger Super Warhawk.

                           Cyrus