HDTenEightyP/NetNews huggingface dataset:
From: jgostin@eternal.chi.il.us (Jeff Gostin)
Newsgroups: rec.games.frp.misc,rec.games.frp.dnd
Subject: Mage Organizations/Cults??
Date: 18 Dec 92 00:21:54 GMT
Organization: The little node that could...


     Hi folks! I'm interested in information about Mage Organizations and
Mage Cults-- much like the Assembly in Raymond Feist's Riftwar Saga, or
the "Bel-" brothers (belgarad, belzerad, etc) in David Eddings' Belgariad
Series. More importantly, what I'm looking for is such organizations that
you use on your world. I'm in the midst of constructing a few, so any
insights are MUCH appreciated. In fact, if you want to send write-ups of
them to me, feel free to! :-)

                              Via Dweomer,

                                   Jeff


...From a tiny little node called Eternal!
--
    /|Email  to:   jgostin@eternal.chi.il.us, offline@infopls.chi.il.us
   / |Smail  to:   Jeff Gostin, 917 High Ridge Pass, Carol Stream IL 60188
   \ |Vmail  to:   708-293-5526
    \|Flames to:   trashcan@eternal.chi.il.us
Newsgroups: rec.games.frp.misc
From: griffin@sage.cc.purdue.edu (Zack Thompson)
Subject: Re: Palladium RPG comments
Organization: Purdue University Computing Center
Date: Wed, 16 Dec 1992 10:12:45 GMT

In article <708@blue.cis.pitt.edu> hummell+@pitt.edu (Andrew G Hummell) writes:
>In article <1992Dec9.193434.13188@jupiter.sun.csd.unb.ca> apace@mta.ca writes:

>>the only ChartMaster combat I have ever played, and that is just scary. 
>>There are huge power disparities between different OCC's.  For example try 
>>comparing a Glitter Boy and a Techno-Mage's combat capability.  This is 
>>simply ridiculous.
>A Glitter Boy just *looks* powerful on paper.  I had one blown to dust by
>2 Coalition Grunts (with standard issue rifles!).  The Glitter Boy has a
>lot of weaknesses and disadvantages.  If the GM is not taking advantage of
>these weaknesses, then he (or she) is not doing the job.  (The Grunts shot
>the ammo belt for the boom gun.  This severely limits the Glitter Boy's
>firepower.  Once the few remaining shots were spent, it became a turkey
>shoot. With *my* PC being the turkey.  -- for anyone who was wondering).
>

Howdy-

ZT here.

Actually, a Glitter boy doesn't just LOOK powerful, he IS powerful.
  Just REAL one sided, with few options available.  In my campaign,
  the GM rules that if he's shooting his Boom Gun, then he doesn't
  have a dodge.  That's f-ed him over a couple times.  Sort of evens
  out the fact that he averages about 110 MDC's per shot.  And if
  you avail yourself of the limitless opportunities given to you
  by the RIFTS Multiverse, even a T-Wizzo can have PRETTY DAMN GOOD
  combat capabilities.  I put mine in a Sabre Cyclone from Robotech.
  That little sucker MOVES!!!  Of course, I had to spend quite a few
  of his skills on learning how to drive it, but it's been worth it.
  And I'm a backup for the GB.  Cause if you get right in his face 
  when he's drilled down, then a GB can't really do anything to you.
  But if you run up to a GB only to find some sort of *FAST* power
  armor there waiting for you, then it turns into a duck shoot.
  Example:  A colitian borg ran up to our GB, because he didn't want
  to get shot by that big gun.  Good move him.  I zipped up to him,
  hip tossed him, and while he was flat on his back *BOOM*!!!
  Nice catch, pal.  That's the best thing about Palladium combat.
  You can pull some really effective stuff right out of your ass 
  and really catch the GM by surprise.  Oh, and BTW, I sold the plans
  of my Cyclone for some REALLY nice benefits.  Free repairs, place
  to stay, an in with one of the big guys of Northern gun, and a
  percentage of the profits from all sales of the Cyclones, if they
  can figure out a different way to power it.

Just for my Record.

                         The Crystal Griffin
From: thpr_ss@uhura.cc.rochester.edu (Thomas Parker)
Newsgroups: rec.games.frp.misc
Subject: Re: LEAD MINIATURES BAN
Date: 16 Dec 92 01:34:36 GMT
Organization: University of Rochester - Rochester, New York

In <1992Dec16.001630.3187@galileo.cc.rochester.edu> thpr_ss@uhura.cc.rochester.edu (Thomas Parker) writes:

>In <1gld55INNrha@meaddata.meaddata.com> timk@meaddata.com (Tim Klein) writes:

>>In article <1992Dec14.011814.15703@galileo.cc.rochester.edu>, thpr_ss@uhura.cc.rochester.edu (Thomas Parker) writes:
>>|> For those that are collecting signatures to stop the lead
>>|> ban in New York--
>>|> Do NOT stop!
>>|> Even thought the hearing is tomorrow, and no signtures that you collect now
>>|> will make it there, we need to maintain support for stopping the ban
>>|> in case that the ban continues.

>>So how'd the hearing go?

>>===========================================================================
>>Timothy Klein                 "Mellow yellow" is slang for "really groovy".
>>timk@meaddata.com                                         -- Jimi Hendrix


>For all those that are wondering about the lead ban hearing in NY, I will
>tell everyone here all the information I know when I get any news. Thanks for
>the interest!

>(pray,pray,pray...)
>:)

>Tom Parker
>thpr_ss@uhura.cc.rochester.edu


More (kind-of) news.
I was talking to someone that had gone to Albany for the hearing.
He was forced to leave at 5:pm.
The Hearing started at 10:am.
It was still going...
	Nothing outlasts the...
		would anyone believe...
			Lead Ban hearing?

SORRY (that was bad)

More news as it arrives...

Tom Parker

thpr_ss@uhura.cc.rochester.edu
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: scripts and written language
Date: 16 Dec 92 05:03:12 GMT
Organization: Newt World Order

In article <BzBvKM.CF2@acsu.buffalo.edu>, v124pz9t@ubvmsb.cc.buffalo.edu (David Cheng) writes:
> I understand why you don't want to include ideographic languages.
> But, if I understand the idea, you then need to keep the read/write skill
> for them.  If not, then all speakers of the language are as good
> at reading as they are at speaking.  I don't think you intend to have
> a population be 100%  literate.

Maybe I wasn't clear. I meant that an ideographic language was an
entirely separate language from a spoken language, not just the written
version of the same, and as such it should be recorded on the character
sheet as a Language rather than a Script.

For instance a literate Cantonese can speak Cantonese and write chinese
characters which can be read fluently by someone who speaks Mandarin.
Even though one who speaks Mandarin and is fluent with characters can
understand what he writes, he cannot understand what he says, because
its a whole nother language. And it is very possible to know how to
write and read chinese characters but not how to speak the language.
This is because the characters are a separate language, not just a
phonetic transcript of the spoken language, as with phonetic scripts.

> Also, aren't there people who have been trained to read and write 
> only,but who cannot speak the language at all?  Yes, this is a rare
> situation.

It's pretty common, actually, especially among those with enough
scientific training to read technical manuals in German or Russian, but
who don't really speak the language. Still, they could speak the
language, albeit with an atrocious accent, if they had to. The only
times that a literate person wasn't likely to speak or understand the
spoken language are if he/she is deaf or mute, or if the written
language is ideographic.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
Newsgroups: rec.games.frp.misc
From: myleslee@next02pg2.wam.umd.edu (Alan Brady Ward)
Subject: Re: STAR FRONTIERS:does anyone remember it??
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Wed, 16 Dec 1992 16:13:34 GMT

In article <BzBHu8.CIr@nic.umass.edu> pfloyd@titan.ucc.umass.edu  
(BlackWing Restorations, Ltd.) writes:
> 
> 
> Personally, I've played Star Frontiers maybe a dozen times since its
> release... 
> 
> I can honestly say that I like the system, even though it has a few
> faults... 
> 
> 
> the last time I played it was about a year or so ago, and it was a
> very good campaign idea, using the PCs as a group of trouble
> consultants (Dirty Pair fans). The skill system and character
> generation was halfway decent, using a combo of the old game and Zeb's
> Guide... I had also (even though I was a PC) created some new
> 'slugthrowers' for the game, using current arms and updating them
> quite a bit...
> 
> 
> pf

We have the complete collection, though we haven't played it in years.

I'm a sci-fi fan so I liked the game.  

Zeb's guide was great, I only wish they'd done more before TSR pulled the  
plug, quite suddenly I might add.  Apparently, there were plans for many  
other products but the powers that be abruptly decided to cancel.

Al
Newsgroups: rec.games.frp.misc
From: akuma@netcom.com (Steven E Barnes)
Subject: Re: FantasyHero and CyberHero
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Mon, 14 Dec 1992 23:33:06 GMT

After thinking about my own VR rules, I realized what it is about
these games that bother me so much.  Essentially, there are two
layers of interaction here.  What we have is some kind of vast,
distributed processing network.  On top of that is a spiffy VR
interface.

Using the Net is manipulating the VR interface.  Hacking in the Net
is manipulating the various lower-level implementation layers.  I
don't think any of the netrunning rules make this distinction.

In article <2533@cix.cict.fr>, maillet@tls-cs.cert.fr (Luc Maillet) writes:
>   It was written in the 1st Ed rules that the decker usually "interacts" with
> his program on the fly. So, he must be able to integrate the environment as well.
> The "attack", "dodge", etc... imagery is just a man/machine interface designed
> to allow the decker to react faster ( nothing makes you react faster than a big,
> bad monster charging at you... ). This is the concept of VR : translate the data
> interaction into images/feelings the brain can understand.

The first problem is that most forms of hacking don't conform to 
the combat metaphor.  If I use supervisor privledges to have your
process deleted from a node, there won't be any neat laser beams
for you to dodge.  If I have hacked into the communications
network, and I am interfering with, or altering the signals between 
you and your VR persona, this won't register as an attack either.

The other problem is that you are using the same controls for
two functions.  In a VR environment, you control your virtual body
in order to interact with other objects.  You are proposing to
use the same interface to somehow trigger various offensive and
defensive programs.  Sounds like a bad idea to me.

-steve
Newsgroups: rec.games.frp.misc
From: mlandaue@ux4.cso.uiuc.edu (Michael C Landauer)
Subject: Re: Warhammer FRP - WH40k conversion
Organization: University of Illinois at Urbana
Date: Sat, 12 Dec 1992 02:52:36 GMT

mrm70@diag.amdahl.com (Mike McAllister) writes:

>I have just started getting into WH40k, and am wondering
>if any official (GW) rules have been created for converting
>between this and Warhammer Fantasy Roleplay rules. Wounds, for
>example, are different (regular humans have 6 or so in WHFRP,
>only 1 in WH40k). I don't know most of the WHFRP rules, but
>couldn't find any reference to this conversion in any books or mags I
>looked at.

>Please don't flame me for wanting to run WH40k as a single-character
>rpg-type game. I'd just like the capability to run reasonably in it at
>any level, and to convert with WHFRP. Also I realize I could make up
>my own conversion rules, and may do so if nothing 'official' is out there.

>Mike

I haven't seen any conversion rules around either.  It would be kinda nice,
although I think WH40k is just fine by itself.

Mike Landauer
mlandaue@ux4.cso.uiuc.edu

------------------------------------------------------------
|                                                          |
|           "Oh, hell, I dunno." - Bono (U2)               |
|                                                          |
------------------------------------------------------------
From: tratclif@oucsace.cs.ohiou.edu (Tracy Ratcliff)
Newsgroups: rec.games.frp.misc
Subject: Re: Cyberspace/the Net/the Matrix/etc
Summary: some reality checks
Date: 13 Dec 92 17:27:18 GMT
Organization: Ohio University CS Dept,. Athens

In article <Bz6A6F.HEz@news.cso.uiuc.edu> pmwg1641@uxa.cso.uiuc.edu (Peter M. White) writes:
>
>
>In article <1992Dec12.090540.13190@sarah.albany.edu> gm1116@albnyvms.bitnet writes:
>
>>	Biggest flaw with current systems: speed of light := limit on how fast
>>data can travel over the lines := liimit on how fast your computer will
>>receive data := limit on how fast you can react.  ALL of the systems
>>I have seen failed to take into account that the farther away you were
>>from the computer your were hacking, the longer the delay will be form
>>info to reach you and for your info to reach the other system.  
>
>If you take into account how the brain really works, this delay effect
>is not detectable for intra city ranges, unimportant for coast-coast
>communications, but, indeed burdensome for VR via geosynchronous
>satelites.  [stuff deleted]

Actually, if you're talking about copper cables instead of fiber optics,
the max propagation speed is about 1/10 speed-of-light (electrons boucning
around being slower than light waves).  Each time the signal is amplified
or otherwise handled, there's a small processing time delay, which might
add up to noticeable totals.  And finally, your communications paths might
take some twists (e.g. right now, the letters I'm typing go 20 miles due
west then 90 miles due east to get to my host) -- and in the cyperbunk 
literature a hacker can bounce around the globe four times before hitting
a computer.

This said, I have to agree that unrealistic is probably more fun...
Newsgroups: rec.games.frp.misc
From: jpmunday@bmdhh336.bnr.ca (Jonathan Munday)
Subject: SRII questions
Organization: BNR Europe Ltd, Maidenhead, UK
Date: Mon, 14 Dec 1992 11:16:10 GMT

  A quick couple of questions,

	a) Is the choke on a shotgun set once when the gun is made or is it
variable? (And if it is variable, how long does it take to change it ?)

	b) In a couple of the novels there are instances of people using ritual
magic to LOCATE a person through an object containing a peice of their DNA, but I
can't find any rules for this in the game (there are only rules for sending a
spell at a remote target). Am I just looking at the wrong page or are there rules
for this?

			thanks,	
				Jon.
From: timk@meaddata.com (Tim Klein)
Newsgroups: rec.games.frp.misc
Subject: Re: LEAD MINIATURES BAN
Date: 15 Dec 1992 19:54:13 GMT
Organization: Mead Data Central, Dayton OH
NNTP-Posting-Host: quasar.meaddata.com

In article <1992Dec14.011814.15703@galileo.cc.rochester.edu>, thpr_ss@uhura.cc.rochester.edu (Thomas Parker) writes:
|> For those that are collecting signatures to stop the lead
|> ban in New York--
|> Do NOT stop!
|> Even thought the hearing is tomorrow, and no signtures that you collect now
|> will make it there, we need to maintain support for stopping the ban
|> in case that the ban continues.

So how'd the hearing go?

===========================================================================
Timothy Klein                 "Mellow yellow" is slang for "really groovy".
timk@meaddata.com                                         -- Jimi Hendrix
From: ratinox@splinter.coe.northeastern.edu (Richard Pieri)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII questions
Date: 14 Dec 92 17:02:39 GMT
Reply-To: ratinox@meceng.coe.northeastern.edu
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]
X-Signature-Virus-Protection: Version 1.51
X-Get-A-Clue: Have two, they're small.

>>>>> On Mon, 14 Dec 1992 11:16:10 GMT, jpmunday@bmdhh336.bnr.ca
>>>>> (Jonathan Munday) said:

Jonathan>   A quick couple of questions,

Jonathan> 	a) Is the choke on a shotgun set once when the gun is
Jonathan> made or is it variable? (And if it is variable, how long
Jonathan> does it take to change it ?)

A shotgun choke is an add-on to the muzzle. A shotgun doesn't *need* a
choke, and without one you get the normal scatter pattern. The choke
works much like the focus of a camera: you turn it and it "chokes" the
effective muzzle diameter. This takes but a moment (simple action) to
adjust. The result is that by reducing the muzzle diameter you reduce
the spread area and do more damage.

Jonathan> 	b) In a couple of the novels there are instances of
Jonathan> people using ritual magic to LOCATE a person through an
Jonathan> object containing a peice of their DNA, but I can't find any
Jonathan> rules for this in the game (there are only rules for sending
Jonathan> a spell at a remote target). Am I just looking at the wrong
Jonathan> page or are there rules for this?

It's a ritual combined with Astral Travel. The DNA creates an Astral
link to the person, and this link is followed. Not easy, but not all
that difficulty, either.

--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: louis@maxwell.Berkeley.EDU (Louis Reash)
Subject: Popeye The Sailer
Reply-To: louis@maxwell.Berkeley.EDU (Louis Reash)
Organization: Ansoft Corporation
Date: Thu, 17 Dec 1992 14:30:10 GMT

Ok I know the subject is strange, but one of my players wanted the
stats for Popeye the Sailer.  Does anyone have the roleplaying
stats for him in any gaming system?  I don't really care if they 
are "official" or "hand-made".

Yes, I have very strange players, but they keep me on my toes
and make any gaming interesting (provided I keep them on a short
chain).

Thanks
-lou

PS: I appoligise to those who will get this twice.

Louis Reash      'It's deja vu all over again' - Unknown
louis@ansoft.com 'The brighter the picture, the darker the negative' 
                   - Batman the Animated Series 'Two-Face'
Disclaimer: Opinions expressed are only my own.
From: tratclif@oucsace.cs.ohiou.edu (Tracy Ratcliff)
Newsgroups: rec.games.frp.misc
Subject: Re: RUNEQUEST from The Chaosium (Yes, Again)
Date: 12 Dec 92 00:16:35 GMT
Organization: Ohio University CS Dept,. Athens

[long description of the rulebook deleted]

Semi-informed opinion:  it's _certainly_ first edition RQ; possibly first
printing.  It's sounds exactly my first copy of RQ, which I bought within
a few months of its release.
Newsgroups: rec.games.frp.misc
From: George.Harris@launchpad.unc.edu (George Harris)
Subject: Re: RQ III - Spirit Magic
Organization: University of North Carolina Extended Bulletin Board Service
Date: Thu, 17 Dec 1992 22:21:39 GMT

	I have played in a campaign with a similar house rule (the only diff
was the base was 25% for spirit-magic-using cultures, 5% otherwise).  It 
generalkly leads to the following situation:

	Every PC has a CSM skill greater than 90%.  Many have the skill so 
high that even with encumbrance penalty, they only fail on 96-00.

	Whether or not you think the above situation is desirable is up to 
you.  Personally, I prefer the uncertainy inherent in the current system.
Also, this would make it somewhat (only somewhat) similar to sorcery.  So,
I don't see it as adding to the game too much, but it doesn't detract either.

--
No taxation.  No government.  Complete freedom.  The libertarian ideal.
Somalia wants you!

George.Harris@launchpad.unc.edu		or, preferably	gharris@jade.tufts.edu
--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
From: dlaird@terapin.com (Delbert Laird)
Newsgroups: rec.games.frp.misc
Subject: Artists...
Date: 11 Dec 92 17:49:40 PST
Organization: BBS

I'm looking for artists experienced in either anime/manga styles or design of
creatures (both science fiction style and fantasy).  Anime/Manga samples can be
sent so long as they don't infringe on any copyrighted characters.  Creature
design samples need to fullfill the following requirements:

1- Humanoid (Bidpedal, hands with/without opposable thumbs).
2- Humanoid (as above) in H-T-H combat with Human.
3- Animal (Quadraped with human(oid) mounted in makeshift saddle).

Specify how quickly you are able to send artwork after an order is made.  The
amount of money you expect for a per-piece basis.  Ability to work with color,
airbrush, ziptone, etc.

Send a minimum of 3 samples (photocopied, not originals) to:

Maelstrom Hobby
Attn:  Delbert Laird
2660 Lassen Way
Pinole, Ca. 94564-1137

Sample submissions should not be postmarked later than the 26th of December. 
Maelstrom Hobby will be moving to new location in January...New address will
once again be posted to this newsgroup.

dlaird@terapin.com
From: pgyger@ulys.unil.ch
Newsgroups: rec.games.frp.misc
Subject: City State of the Invincible Overlord
Date: 17 Dec 92 15:54:06 GMT
Organization: University of Lausanne - CH (Switzerland)

Has anyone heard about a campaign called "The City-State of the Invincible
Overlord"? It was published by Mayfair games in 1988 or so and I am trying
to find the parts I have missed... But as I am not in the US, I dunno if
I just missed the episodes after 1989 or if Mayfair stopped publishing
that/ Could anyone inform me please? That would really be helpful... (So
I'd know if I have to wait or imagine the end...). Thanks in advance,
-Patrick
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: Swashbuckling
Organization: Plymouth State College - Plymouth, NH.
Date: Mon, 14 Dec 92 22:25:49 GMT

vanguard@midnight.bellcore.com (Mark Schlagenhauf)  writes:
>|> 
>|> Does anyone know of RPG games set in the 1492-1715 era?
>
>Since no one else has mentioned it, I'll toss one in.
>
>Privateers and Gentlemen, by FGU (I think)

The reason no one else mentioned it possibly because it doesn't cover the
era he requested . . .

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.frp.misc
From: eclipse@world.std.com (Mark Urbin)
Subject: Re: SRII increase ability spell???
Organization: The World Public Access UNIX, Brookline, MA
Date: Tue, 15 Dec 1992 21:57:23 GMT

In article <BzBJ6z.701@jabba.ess.harris.com> jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
>I know that increase ability spells do not carry over into astral space
>but do the assist magic use in other ways?
>For example,  A Shaman casts increase charisma +4 and spends a point of
>Karma for a spell lock.
>Can he now summon spirits with this new charisma rating.
   Yup.  

>How about this, A Mage casts increase willpower +4 and locks it with a
>spell lock.
>Does he resist Drain with this new willpower rating?
   Yup.

  Just remember that those spell locks are woefully weak on the Astral Plane.




-- 
---------------------------------------------------------------------------
Mark Urbin -- eclipse@world.std.com -- These opinions are mine.
It was a typical net.exercise -- a screaming mob pounding on a greasy spot 
on the pavement, where used to lie the carcass of a dead horse.
Newsgroups: rec.games.frp.misc