HDTenEightyP/NetNews huggingface dataset:
From: fks1@ellis.uchicago.edu (Scaramouche)
Subject: Re: Pay for SHADOWRUNNERS
Keywords: srun
Reply-To: fks1@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Sat, 14 Nov 1992 03:30:34 GMT

why do you base pay on income?  i mean if wealthy wannabe runner
decides he wants to play with the big boys why does he get paid
more than others?  just because he doesn't have to take a 'run
that doesn't pay enough, doesn't mean that he gets offered a 'run
that pays his lifestyle.

when i used to play srun players had to have a *real* good reason
for taking more than a 2 money priority.  the idea being that if
they had all that money why would they want to 'run?  (of course
players decided that they play thrill seekers and militant moralists -
but that was kind of lame...).  Our group was of the firm conviction
that runners should as a lifestyle be, if not desperate for money,
not have too much of it.  Of course once they got a rep and could
be numbered among the *best* runners then they could start commanding
more money.  But then pay would be a factor of how *good* you were
or how well respected you were (you are what you seem in cpunk) -
not just how much money you had lying around.

just MHO

Scaramouche
-- 
>>>-----------------------------------------------------------------------<<<
"It is human nature, I suppose to be futile and ridiculous"
"If the windmill should prove to formidable, I may see what can be done
           with the wind."            -Scaramouche (fks1@midway.uchicago.edu)
From: gobeski8618@iscsvax.uni.edu (Steve 'Gobes' Gobeski)
Newsgroups: rec.games.frp.misc
Subject: Re: HERO: ECV levels?
Date: 5 Nov 92 18:22:12 -0600
Organization: University of Northern Iowa

In article <1992Nov4.222734.7349@dartvax.dartmouth.edu>, kmitcham@coos.dartmouth.edu (Kevin Mitcham) writes:
> I am trying to make things in my game a little more interesting for the player
> with ECV powers; what I am thinking of is allowing the purchase of levels with ECV.  Any 
> Ideas on how to work this? Should ECV get split into OECV and DECV?  3pt levels?
> 5 pt levels?  Any comments?   
> 
> Thanks,
> kevin

We had a character do this, as I recall he used 5pt levels just to be on the
safe side.  In _The_Spell_Book_, 1st ed. FH supplement +1 w/EGO combat is a +3
level, which would probably be about right in a campaign where mentalists were
not the main emphasis; and would put ego levels on par with things like +1
w/karate instead of +1 melee combat.

In a mentalist campaign, I would use 5 pt levels, and 3pt for the 'tight
group', telepathy, mind control and mind scan leaps immediately to mind.

In a non-mentalist campaign, it is generally irrelevant as the mentalist will
have more than sufficient ECV to blast non-mentalists; and if you do run into
another mentalist, it will probably be a draw.

Ego combat is *really* too limited to be classed as equivalent to +1 melee or
+1 missle, as the other reply suggested.

-- Steve 'Gobes' Gobeski // GOBESKi8618@iscsvax.uni.edu
From: dbasinge@silver.ucs.indiana.edu (Mike Basinger)
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire/Werewolf... What next?
Date: 9 Nov 92 00:19:39 GMT
Organization: Indiana University

I think Psychics would be a good idea for a future game or supplement
in the Storyteller line. I think rpg's lack a good game based on
Psychocs and mental powers.

Mike
-- 
D. Michael Basinger: Not Speaking for Indiana University 
dbasinge@silver.ucs.indiana.edu		
dbasinge@indiana.BITNET (Bitnet)
dbasinge@arapahoe.ucs.indiana.edu (NeXT Mail)
Newsgroups: rec.games.frp.misc
From: singley@helix.nih.gov (Erick Singley)
Subject: Re: Carrying weapons around (was Re: META:  Swords, etc)
Organization: (National Institutes of Health, Bethesda, MD)
Date: Fri, 13 Nov 1992 18:14:56 GMT

The only problem I see with this system is prevention.  It would seem as though
the Justicars will come and judge fault [and get paid by the looser- or jail?]
however, this doesn't deter crime. Only in making sure there are no witnesses,
relatives, or friends willing (or alive) to get a Justicar.  I would guess with
magic, finding the accused (within range at least) and getting them to court
isn't a problem.  IDing the weapons used shouldn't be a problem ["yep, there
were ten swords in the area at the time of the killing- but yours did the act.
Now, were you in possession of the weapon at the time..?]  With truth spells/
ESP/ect getting to the bottom of the matter isn't the problem, but there's still
potential of blackmail/bribe ["you call the justicar on me, and my friend who
has your daughter will get 'worried' about my wellbeing.."]
And not everyone wears big signs saying "Lawful Good- trust me"
If people arn't carrying broad swords, people will rarely die in the streets by
broad sword. [note:not a gun-control analogy] Are people allowed to carry loaded
crossbows around?

Under what circumstances has violence happened within the described city walls,
Sea Wasp?  What actually happens in this world (player and NPC-wise) is really
more important than real-life/supposition when it comes to this Justicar system
of 'police' and their weapons laws.

Erick
--
singley@clinpharm.niaaa.nih.gov
From: harmonix@stein.u.washington.edu (Chaz Stevens)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster speedup...
Date: 11 Nov 92 01:51:35 GMT
Article-I.D.: u.1992Nov11.015135.10737
Organization: University of Washington, Dept. of Physics/Astronomy

apj6796@tamsun.tamu.edu (Albert Paul Jimenez III      ) said:
...
>Have you looked at the Unified Skill System in RMCVI? I'm experimenting with
>using it, and to keep Interdisciplinary skills from becoming too huge of a
>factor, I was thinking about changing the rank bonuses from +5/+2/+1 to 
>something like +2/+2/+1.. (so instead of 10 ranks @ +5 then ten ranks @ +2, 
>it's 20 ranks @ +2, thereby making interdisciplinary skills less 'powerful')  
>opinions?
>
>--Paul

	I've been thinking about that problem (Interdisciplinary Skills getting
out of hand), and I've come to the following conclusions:
	The Interdisciplinary Skills are actually either the theory behind the
skill, or just general knowledge about that skill.  In either event, it is 
unlikely that any PC will be able to advance in an Interdisciplinary Skill
without a teacher - someone who both knows the Interdisciplinary Skill to a 
higher level than the PC, and who has some ranks in the Teaching skill.  (Note:
It would be possible for a PC to advance in a *specialization* of the
Interdisciplinary Skill - Bob the Barbarian can practice using his two-handed
sword and get better at it, but he can't learn the theory behind two-handed
weapons without a teacher.)
	The upshot of this is that the GM can realistically limit how much a 
PC can advance an Interdisciplinary Skill, for example by requiring that the
advancement be done at a "school" in a town or somesuch.

---
Chaz Stevens                                         Call the Neutral Zone BBS!
harmonix@u.washington.edu                        (206)522-7377, 24 hours a day!
Newsgroups: rec.games.frp.misc
From: mathers@sibelius.trl.oz.au (Steven Mathers)
Subject: Re: META: Swords, etc
Reply-To: s.mathers@trl.oz.au
Organization: Telecom Research Labs, Melbourne, Australia
Date: Fri, 6 Nov 1992 05:02:57 GMT

In article <1992Nov4.185232.10071@mnemosyne.cs.du.edu>, mchance@nyx.cs.du.edu (Michael Chance) writes:
|> REALITY CHECK TIME!!
|> 
|> Folks, please do some research before you spout off something as fact.
|> 
|> For the record: Medieval era Scottish 2-handed swords were indeed
|> between 5 1/2 and 7 1/2 feet long.  They weighed between 5-9 pounds.
|> The Landknecht "Zweihander" swords were about the same, with some
|> recorded examples of almost 9 feet.  These swords were used for two
|> purposes: Hacking thru pike formations (as previously mentioned) and
|> for attacking fully plate-armored knights.  These things go through
|> shields like a knife through butter, and are lightning quick in both
|> striking and recovery time.

On one hand youre saying that very long swords were quite light, and on
the other you are saying that they go thru sheilds like butter.  you are
also saying that these swords are able to be used with 'lightning quick
strike and recovery times'.  The 1st statement is contradictory, and the
second is dubious because it is obvious that any shorter sword of a
similar construction will be able to be swung quicker thru simple
physical laws of momentum.  Obviously the speed at the tip of a very
long sword is going to be faster than a shorter one, but you dont get
something for nothing.

As for scotts attacking pike armed formations head-on, I couldnt think of an
easier way to collect a large pile of dead scottsmen in a shorter time.
Maybe if they charged down a steep slope into the pikes flank from
ambush...

Maybe my problem is that I am considering mass warfare cases when you
are considering duels or something.  If a group of 9ft sword weilding
maniacs attacked en-masse, they would need to be spaced relatively far
apart..light medium infantry.  This group attacking a close formation
spear or pike unit would have to rout the spears almost at first contact
to avoid being decimated.
Newsgroups: rec.games.frp.misc
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: Test, okay?
Followup-To: rec.games.frp.advocacy
Keywords: test
Reply-To: rec.games.fro.advocacy
Organization: The Ohio State University
Distribution: na
Date: Fri, 6 Nov 1992 13:39:23 GMT

In article <Bx9xoL.MMI@usenet.ucs.indiana.edu> user unknown <jsalter@silver.ucs.indiana.edu> writes:
>
>	1234567890
>	QWERTYUIOP
>	CTHULHU'92

For the next 60 seconds, this newsgroup will be conducting a test:

1)	Explain, in 4 words or less, the underlying themes of Camus'
	_The Stranger_

2)	What is the square root of 34576763547347858473263273484583472361?

3)	What is the 431st digit of pi?

4)	Please correct the following sentence:
	I are happy it am Friday.

5)	Name all the hosts of TV's _Wheel of Fortune_ in chronological order.

6)	What historic event changed the course of European history in 1023AD?

7)	Why am I wasting your time and bandwidth?  What does this have to do
	With gaming.

-Coyt

Newsgroups: rec.games.frp.misc
From: ratinox@splinter.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Subject: Re: Explosive rounds
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Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
	<19055@ucdavis.ucdavis.edu> <19091@ucdavis.ucdavis.edu>
Date: Tue, 10 Nov 1992 22:54:09 GMT

>>>>> "A" == Adam <acgetche@taco.engr.ucdavis.edu> writes:

[...]

A> 	Therefore, even considering things like detonators,
A> stabilizing bases, and so forth, it would seem HE rounds would be
A> *much* more damaging than any kind of hollowpoint round (which is
A> just an effective way of dumping all the KE into the target).

No, they don't. A hollowpoint round (or any other solid slug)
transmits a significant amount of it's energy into the thing it hits.
An explosion radiates its energy in all directions, so only a fraction
of its total energy (maybe less than 1/4) goes into the object hit.
Shaped explosives will deliver more energy to whatever is in front of
the hollow area (around 75%), but the hollow would reduce the total
mass of your charge. ][n the long run, unless you've got some
extremely potent and stable explosives, slugs do more damage and are
also significantly less expensive.

A> 	By the way, the momentum associated with the above round would
A> be a miniscule 1 kg-m/sec.  Certainly not enough to pick up a
A> person and throw them back a couple of meters (as Hollywood,
A> fiction, and some games seem to suggest).  Most "knockdown" occurs
A> due to induced shock in the target.

Yep.

--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
Take in the now / Your taste belongs in my eyes and in my mind / Now I see
                                                              --Braindance, Now
Newsgroups: rec.games.frp.misc
From: baldwin@carina.unm.edu (Chris Baldwin)
Subject: Re: Rolemaster TWC (was RE: Rolemaster speedup...)
Date: Sun, 08 Nov 92 13:37:53 GMT
Organization: Atheist for the Development of a Better God

In article <1992Nov6.154145.5710@random.ccs.northeastern.edu> mmidura@ccs.northeastern.edu (Marc Midura) writes:
>The most basic example of why it doesn't work is spells for pure spell
>users.  Take a magician with an empathy of 100.  This charater will
>only have 10 DPs to spend on spells!  A way that you could make this better
>is to allow pure spell users to buy spells with both their primary stats.
>(Empathy and reasoning for magicians.)  Yet even whey outstanding stats, 
>the character will not be able to spend more than 20DPs on spells.  This,
>IMHO is too little for pure spell users.  Not to mention that the stats
>being used to buy spells are often needed elsewhere as well.  (Runes for
>magicians.)

	Actually, I think that it depends on what you are looking for 
in your campaign. This is something I might try to use as I am trying to
severely limit the power of spell casters in my world. I was trying to
think of ways to make learning spells more difficult, but this would
accomplish the same thing, but leave the characters their other DPs to
spend on other skills. 
	Now, I don't know how well this will work in relation to 
other skills, besides spells, but for my purposes limiting the
amount of spells that can be learned is a plus. If this is not
something you want, then I can see where you might not want to use
this system. 

-- 
Chris Baldwin                | Once again, Russ has saved the day through the 
baldwin@carina.unm.edu       | proper use of high explosives.  
                             |		 -Dan Sorenson
"Is it just a coincidence that aliens always choose to abduct stupid people?" 
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Twilight Aimed shots (was: Twilight nightvision etc.)
Organization: University of Illinois at Urbana
Date: Wed, 11 Nov 1992 05:23:26 GMT

kaj@iesd.auc.dk (Kaj Laursen) writes:

><Ketil>   10 secs seems a long time between each shot, IMHO

>It is a very long time. When i did my military duty i think the
>"standard" (You know, they have a standard for _everything_ :-) was 1
>aimed shot every 4 seconds. I think that is high too. After figuring
>bullet drop and compesated for the wind i think one shot every 2-3
>seconds (depending on your position) would be more realisticly (sp?). 

In the back, the designer states that the "aimed " shot is a very well
aimed shot. Thus, 10 seconds of prep time. The "snap" shot is also
an aimed shot, just not that well aimed. Hope this helps.

Axly
  
********************************************************************************
*  Axly             *  "... and grenades are also useful for digging foxholes, *
*  Red Sword Targa  *   removing unwanted shrubbery, unclogging drains..."     *
*                   *      -Axly's Book of Explosives for Pyromaniacs          *
********************************************************************************

Newsgroups: rec.games.frp.misc
From: keith@world.std.com (Keith B Richmond)
Subject: Re: Battlords 23C PBEM
Organization: The World Public Access UNIX, Brookline, MA
Date: Thu, 12 Nov 1992 21:44:04 GMT

Okay...

I will be running a PBEM set in the future. It is based on the Battlelords
of the 23 Century game...but no knownledge of the game mechanics or game
setting are recquired to play.

What is recquired to play:
The ability to be able to email me at least twice a week(if you can do more
than that, wondeful...but at least twice a week)and the ability to role-play.
Also you'll have to be able to play this for at least a little while...if  
you're only going to be able to play for a week or even a month don't sign
up...

The amount of people I will be accepting to play this will depend completely
on how many people sign up for this. I'll go through character generation
with you(if you know the game then you can email me a character idea complete
with race and all that when you sign up)and explain everything to you. When
I play this stuff I do not include anything in the way of game mechanics...
thusly you do not even need to know anything about them. For example, 
in a game where you did know the mechanics I might tell you that a large
human wearing battle armor and toting a plasma cannon was approaching you.
Let's see...he fires at you...well your agility is N so you receive a N
bonus to the die roll and his skill is N and the range is X. (roll of dice)
So he hits you for X damage, Y of which penetrates and you lose 1 body 
point and have 5 left...why do you need to know this?

Instead, The large figure in the battle armor fires his deadly plasma
cannon right at you, in a desperate move you dodge aside, but he is still
able to hit you! The plasma tears through your armor, but fortuantely most
of the damage does not get through and you are only hit by a little which
does unfortunately cause a searing pain in your shoulder...whatever...I can't
go on because my editor is screwed up...my email address is keith@world.std.com
if you're interested...
From: krischel@aludra.usc.edu (Taxi)
Newsgroups: rec.games.frp.misc
Subject: Re: Backstab in Shadowrun?
Date: 13 Nov 92 02:53:01 GMT
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

In article <1992Nov12.153227.10302@kth.se> petrus@stacken.kth.se (Lars Petrus) writes:
>   We can not find a good way to deal with backstab situations in the
>SR2 book. This may very well be due to incompetence on our part, but
>here is the question anyway.
>
>   I'm thinking of situations like when a character sneaks up to somebody
>without being noticed, and cuts his throat with a knife. I want him *dead*,
>not subject to a wimpy knife attack with the strength (STR)L.
>

It's real easy....if you sneak up on a person, he's automatically dead.
If you're shooting at an unconcious victim, he's automatically dead.

Use common sense, don't try to find a crutch in a game mechanic....

-Taxi
Newsgroups: rec.games.frp.misc
From: ratinox@splinter.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Subject: Re: Updated List of Superhero RPGs  [and comments]
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Date: Tue, 10 Nov 1992 02:53:29 GMT

>>>>> "CEG" == Charles E Gibbs <bz978@cleveland.Freenet.Edu> writes:

CEG> Champions (Hero/ICE)

Try Hero Games for the company. ][ron Crown merely acts as a
distributor; they have absolutely no input into any of Hero Games'
products.

--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
It is a proud and lonely thing to be a Stainless Steel Rat.
                                                        --`Slippery' Jim DiGriz
From: hennessy@acsu.buffalo.edu (DOG BASEBALL!!!)
Newsgroups: rec.games.frp.misc
Subject: Re: Backstab in Shadowrun?
Date: 12 Nov 92 22:39:47 GMT
Organization: Ministry of Information, Lower Volta.

Inscribed upon tablet <BxMB28.HDx@mentor.cc.purdue.edu>, the mighty hillgrov@feserve.cc.purdue.edu (Martin Hillgrove) records thusly:
-=>If somebody snuck up behind you and slit your throat (or something similar),
-=>wouldn't you be dead?  If he doesn't know you're coming, he's probably not
-=>going to live.  Technically, it's a surprise situation, if the target doesn't
-=>know you're coming.  

	depends, really.  Most likely you will be dead, but you'll still be
alive a little while.  If there's a healing mage around, you may still have a
chance before all your red leaks out.  Also, if you don't slit a guys throat
all the way thru the voicepipe your target may get a warning scream off.  My
preferred method of stealthy obstacle removal is a silenced pistol.  Believe
it or not, it's probably more silent (especially for my character, a SR
equivalent of a swiss army knife.  only got a strength of 3 but firearms 5.)

-=>
-=>Remember: if the situation calls for it, throw away the dice, and use
-=>your judgement.  If he failed to notice the approaching character, I'd 
-=>probably just say he's dead, because he probably would be (barring some
-=>sort of supernatural aid, like GM whim).

	agreed.  kinda like if your target's prone, you're on top pinning with
your legs, you whip out your spurs and claw 'em.  A game my friend played had
just that scenario, and he MISSED 3 times!  that's just plain silly.

-=>
-=>-- 
-=>#*#*#*#*#*#*#*#*  .   .  *#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#
-=>#    THE       *   \ /   * hillgrov@feserve.cc.purdue.edu #
-=>#   ALIEN      *   . .   *Happy to be just passing through#
-=>#*#*#*#*#*#*#*#*  `---'  *#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#*#



-- 
   /I\          Fuck 'em if they can't take a joke.
  /(*)\         hennessy@acsu.buffalo.edu                 
 /IIIII\        "Leave EVERYTHING to ME!" - Powdered Toast Man       
/IIIIIII\       Happiness is a warm gun.
From: dddawson@lpl.arizona.edu (Doug Dawson)
Newsgroups: rec.games.frp.misc
Subject: Re: Claymores
Date: 10 Nov 92 17:50:21 GMT
Organization: Lunar & Planetary Laboratory, Tucson AZ.

This discussion doesn't seem to be going anywhere fast, so let me add
the following:


This same discussion (or at least a similar one) has been going on in
the GEnie computer network, and the following conclusions have been
reached:
		1) The Claymore was originally developed as a roughly
			6+ foot sword, used by the Scottish Highlanders.

                2) The term 'Claymore' was later adapted to refer to a
			much smaller broadsword.
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.frp.misc
Subject: Re: List of Superohero RPGs
Date: 7 Nov 92 20:47:03 GMT
Followup-To: rec.games.frp.advocacy
Organization: California State University, Chico
NNTP-Posting-Host: hairball.ecst.csuchico.edu


Someone mentioned that Champs is the #1 game for supers.  I dunno about
that, like anything else said here, your particular mileage will vary.
However, I'd like to ask that if anyone cares to address the flaws of
Hero, they do it in .advocacy.

Disclaimer: I *am* one of those people who think that Champs is _aces_
for supers, and I will have no qualms about discussing/debating/arguing/
flaming (oops, it slipped!) the topic with anyone, but would rather do
the heated stuff on r.g.f.advocacy.

-- 
Baruch's Observation:
	If all you have is a hammer, everything looks like a nail.
Newsgroups: rec.games.frp.misc
From: petrus@stacken.kth.se (Lars Petrus)
Subject: Anyone got a Shadowrun adventure?
Organization: Stacken Computer Club, Stockholm, Sweden
Date: Thu, 12 Nov 1992 15:22:21 GMT

   We have been playing SR for a while now, and since we are not very
impressed with the quality of the official adventures, and also dislike
paying for them, I wonder if anyone has an SR adventure in ASCII format 
lying about that they are willing to share. I can promise you a short
summary of how our group handled it, if we decide to play it.


  -  -  -  -
"Great spirits have always encountered violent opposition from
mediocre minds." - Albert Einstein

Lars Petrus, Solna, Sweden  -  petrus@stacken.kth.se