HDTenEightyP/NetNews huggingface dataset:
From: JENKINS@agvax2.ag.ohio-state.edu (Kent Jenkins)
Subject: Re: Question On Vampire: The Masquerade
Organization: Ohio State Cyberpsycho Rehab Clinic
Date: Mon, 31 Aug 1992 04:15:37 GMT
X-News-Reader: VMS NEWS 1.23

In <1992Aug30.150703.19828@midway.uchicago.edu> eeb1@ellis.uchicago.edu writes:
>
>In article <aVP4PB4w164w@cityzen.UUCP>
>carolyns@cityzen.UUCP (Carolyn's Fingers) writes:
>
>>  I read that when adding Willpower in to help stop a character's own 
>>Frenzy, that they may add one Willpower point.  But in the example on 
>>pages 124-125, (125) the player "Lisa" adds -3- Willpower points as a 
>>last desperate measure.  Did I just read something wrong?
>
>Hm.  As I recall (from a while ago; double-check this against the
>rules), you burn a Willpower point getting a check to stop the Frenzy
>when you ordinarily wouldn't, or to hold it in check for a turn, or
>something.  I think she used a Willpower point getting a check and two
>Willpower points getting extra dice or autosuccesses -- *some* sort of
>increased chance of success, anyway.

Remember -- it takes three (3) successes to completely drop out of/avoid
Frenzy.  Each Willpower buys you one (1) success.  I don't have the book
here, but I'll bet this is what she does.  (One success in a Frenzy roll
will stay the Frenzy, but only for that turn.  You must accumulate three
with /no/ failures and definately no Botches.  In either case, you
Frenzy.)


>--
>Coratha of Twilight, archmaga of Bonisagus and Diedne and amica of Criamon.
>Llarana, duchess of Amber and Rebma.   Nimerus of Verditus.  David of Amber.
>Mara.  Miranda.  Elspeth of Bonisagus.  Nuron (the one and only).  Iluri.
>McSorley.  Lieva, Quaesitor and archmaga of Flambeau and Trianoma.  Tiliana.

Thenomain.  Just ... Thenomain.

---
Kent Jenkins	| He who fights with monsters might take care,
("Thenomain")	| lest he thereby become a monster.
		| And if you gaze for long into an abyss,
		| the abyss gazes also into you.  -- Nietzsche
Newsgroups: rec.games.frp
From: buzzsaw@csd4.csd.uwm.edu (Michael Elias Campbell)
Subject: Re: Dangerous Journeys
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Sat, 29 Aug 1992 02:05:16 GMT

>>> Maybe but it's still true. EGG is a self-important twit.
>> 
>> Perhaps; however, lots of people know who you are talking about if you
>> say 'EGG', I can't say the same for 'MDG'.
>> 
>> Matt
>> -- 
>
>Yeah, well, everyone's heard  of Hitler too but I don't see it as much
>of a compliment. The way EGG lost control of TSR sheds alot of light
>on his character flaws. Apparently he never considered the possibility
>that his ex-wife might *actually* consider divorcing the "Great One"!
>
>PHIL
>
 I would suggest that you go down to the local game shop and pick up
 the second issue of _The Gamer_ magazine. In it there is an interview with
 EGG, where he discusses things that a lot of people (like yourself) have
 misinterpreted--like his divorce. Make sure your brain is in gear before
 engaging your mouth next time.



Newsgroups: rec.games.frp,rec.games.frp.misc
From: goldman@orac.cray.com (Matthew D. Goldman)
Subject: Re: Looking for "women's" rpg.
Organization: Cray Research, Inc.
Distribution: usa
Date: 4 Sep 92 10:10:44 CDT

>In article <1992Sep3.151131.27369@umr.edu> asparrow@mcs213f.cs.umr.edu (Angelia Sparrow) writes:
>I've never been on a campaign where the women had
>any greater ambition that to fill out DD platemail.

Your loss, eh?  Umr.edu must be a sad place.

Matt

-- 
Matthew Goldman          E-mail: goldman@orac.cray.com
Fax: (612) 683-3099                 Work: (612) 683-3061
"There is nothing wrong with the software that rm won't cure."
		-Arnie Romo
Newsgroups: rec.games.frp
From: tgt33358@uxa.cso.uiuc.edu (Deus Imperator)
Subject: Re: Vampire, The Masquerade
Organization: University of Illinois at Urbana
Date: Thu, 27 Aug 1992 01:28:14 GMT

In article <1992Aug26.123254.29222@crd.ge.com> arthurr@sol.crd.ge.com (Rick Arthur) writes:
>	But it specifically says you can chop people or trees with
>	an axe.  (Use the object as if it were in your hands).
>
>	Picture this: {Munchkin mode: Vampman looks down into the parking
>	lot below his high-rise as Leopold the Hunter steps out of his
>	APC.  Vampman (through his telescope, no less) picks up the
>	M-1 he's got stashed in the bushes and opens up on Leo.  The
>	witnesses said, "There was no gunner, officer - just a gun
>	floating there... and the deceased even tossed a grenade right
>	next to this gun, but it just kept of firing."  Vampman only
>	need Thau 2 / Movement of Mind 2 (If the gun weighs only 20 lbs)}
>
>		- Rick
>
But there's a HUGE difference between wielding an axe and firing a gun.
Consider for a moment.   Because the axe is so simple (lever action alone),
one can rely on very little action reaction (the concept is similar to
a remote control car, where you must picture yourself BEHIND the wheel
to properly steer it, rather than relying on its position relative to
you).  The rifle is much harder, for not only are you controlling two 
objects (the trigger AMD the rifle). but the "kill" area (for the axe this
is the blade, for the gun, it is the end of the barrel) is much smaller.
It would frankly be too difficult to aim properly.  Since the axe is
"up close and personal," you can control where the axe head goes faster
than you could with a gun.
-- 
Thanatos, DeathUrge, Master of Everything But Love tgt33358@uxa.cso.uiuc.edu
"Oh God, does this mean we have to fight?"
			-Selina Kyle, _Batman_
From: arthurr@sol.crd.ge.com (Rick Arthur)
Newsgroups: rec.games.frp
Subject: Re: Vampire, The Masquerade
Date: 26 Aug 92 12:32:54 GMT
Organization: GE Research & Development

From: afj9838@rigel.tamu.edu (JOHNSON, AARON FLEMING)
>In article <BtI5Ew.6HB@acsu.buffalo.edu>, v076jy2p@ubvmsd.cc.buffalo.edu (Cosmo Of The Cosmos) writes...
...
>>>8. "Movement of Mind" seems way to open to abuse.  Any experienced player
>>>   can quickly conjure up nasty death traps with it, thus I suggest the
>>>   following modification (based on Psychokinesis in the Hunters' Book):
>>Yep it is, celarity is deadly too, what's yer point?
>
>	"Movement of the Mind" deadly?  How?  It states in the path description
>that you can't throw anything with any velocity with it.  The best you can do
>is drop things on people with it.  

	But it specifically says you can chop people or trees with
	an axe.  (Use the object as if it were in your hands).

	Picture this: {Munchkin mode: Vampman looks down into the parking
	lot below his high-rise as Leopold the Hunter steps out of his
	APC.  Vampman (through his telescope, no less) picks up the
	M-1 he's got stashed in the bushes and opens up on Leo.  The
	witnesses said, "There was no gunner, officer - just a gun
	floating there... and the deceased even tossed a grenade right
	next to this gun, but it just kept of firing."  Vampman only
	need Thau 2 / Movement of Mind 2 (If the gun weighs only 20 lbs)}

		- Rick

_________________________________________________________________________
Rick Arthur					AI Laboratory
arthurr@sol.crd.ge.com				GE Research & Development
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp
Subject: Re: No longer Re: Dangerous Journeys
Date: 22 Aug 92 23:06:53 GMT
Organization: The PowerDrome BBS [(716)825-3614 CNet]
X-BBS-Software: EXCELSIOR! v0.95f

And *wht* have you published?  I worked for the judges Guild for a time and 
have published material thorugh them.  If I want to alter a game to suit my 
campaign or my view of 'reality' then that is my right once I have bought the 
game.  There was a time when refs were *encouraged* to alter things to suit 
themselves, but once AD&D came out we who did were condemed by EGG and people 
who did not have the brains to change things successfully.  Where were you 
when EGG was crying the blues because other companies dared to release their 
own gaming systems?  If you don't beleive me, check the earleir Dragon 
magazines (issues 15-20 I believe, it is in there somewhere)...
 
Skeksis
Newsgroups: rec.games.frp,rec.games.frp.misc
From: beast@mentor.cc.purdue.edu (Beast of Mentor)
Subject: SR: Vampire questions
Summary: Heat trace of a vampire, essence drain question
Keywords: SR,SRun,ShadowRun,Shadow Run
Organization: Purdue University
Date: Sun, 23 Aug 1992 22:37:21 GMT

Yet more questions, all from Predator...

When essence draining another Vampire (or whatever Vampiric thing with
HMHVV), you conduct an opposed success test, and whoever gets more successes
gets the essence.  What if the Vampire being drained is unconscious/ 
temperarily dead, can they still resist?  My first guess would be no, that
you have to be able to put effort into ressisting, and you can't move to bite
the other Vampire (or Dzoo-noo-qua) back.  In all of the vampire books I've
read, the vampires lock onto each others necks when fighting each other for
'essence', blood, whatever.


Is the heat trace of a Vampire lower than that of a normal person?
Is the heat trace of a Troll higher than that of a human?
Is the heat trace of a Dzoo-noo-qua lower than that of a human?

-Predator, fighting Vamps, and still thinking of ways to hide...
Xref: sparky rec.games.frp:24935 rec.games.frp.dnd:3070
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.frp,rec.games.frp.dnd
Subject: Re: Dwarf Women with bears, Not!
Date: 26 Aug 92 16:36:12 GMT
Followup-To: rec.games.frp
Organization: Georgia Institute of Technology

In article <l9nbv7INNsp@phad.hsc.usc.edu> esharpe@phad.hsc.usc.edu (Ed Sharpe) writes:
>In article <BtL20p.3sH@mentor.cc.purdue.edu> dart@mentor.cc.purdue.edu (Dartanyan the Witchling) writes:
>>	As far a racial stereotypes go, heres a question: do female dwarves
>>have beards?
>>I know that if you foloow the typical Gygaxian philosophy the answr is yes,
>>but I don't. 
>In an early dragon magazine (35?) the final word was given on dwarvish female 
>breads:  Unless you have dwarvish bread catcher traps in your games it does
>not matter if female dwarves have breads.

OK, the subject is about female dwarves with bears.

Now, you're posting about female dwarves with breads, and "bread catcher
traps".  What are you babbling about?

Are you referring to bread, bears, or beards?

What's a bread catcher trap?
What's a beard catcher trap?

I know what a bear trap is.


-- 
Jorge Diaz                       | Sign in a restaurant:
Georgia Institute of Technology  | 
Office of Information Technology |   "We reserve the right to serve refuse to
ccoprdj@prism.gatech.edu         |        anyone."
From: gt7219a@prism.gatech.EDU (Christopher Michael Lawyer)
Newsgroups: rec.games.frp.advocacy
Subject: Re: test
Date: 3 Sep 92 14:55:05 GMT
Organization: Georgia Institute of Technology

In article <2SEP199211434995@lims01.lerc.nasa.gov> spzkny@lims01.lerc.nasa.gov (JAMES ZAKANY) writes:

(stuff deleted)

>CUTE??!?  They're 'bout as cute as breaded, bearded dwarfin women!
>
>                                                  James S. Zakany

Hey!  You leave my wife out of this!




the manatee
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Newsgroups: rec.games.frp.advocacy
Subject: Re: marvel
Date: 28 Aug 92 22:26:47 GMT
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University


>z_copeab@ccsvax.sfasu.edu says:
>>        I think what he was refering to has something to do with Champions
>>players always refering to their abilities in game terms rather than real
>>world terms (well, this has been *my* experience with Champs players).
>>Champions players will rattle off the stats of an ability, but not what the
>>ability actually is.







	I believe someone made this comment already - that saying this is 
unfairly generalizing. 

	I have seen many bad Champions players, as well. In fact, I think 
the game tends to attract and encourage anal retentive types who delight in 
playing with numbers and looking up rules. 

	*However*, this has not stopped me from running and playing in many 
good games in Champions, with beginners and with experienced players. 

-----------------------------------------------------------------------------
John Kim                    | "Faith - faith is an island on the setting sun.
jhk6@cunixb.cc.columbia.edu | But Proof - proof is the bottom line for 
Columbia University         | everyone."                     - Paul Simon
From: spzkny@lims01.lerc.nasa.gov (JAMES ZAKANY)
Newsgroups: rec.games.frp.advocacy
Subject: Re: test
Date: 26 Aug 92 17:10:00 GMT
Organization: NASA Lewis Research Center
News-Software: VAX/VMS VNEWS 1.41

In article <BtJtu6.9M0@acsu.buffalo.edu>, lnorton@acsu.buffalo.edu
 (Me) writes...                                        ^^^^^^^

>	This is only a test. there is no need to read this post nor to relate
>it to chili. However this will probably capture someone's interest and start
>a HUGE thread.
> 
>Me

Hey you.  Being from Cow-town, what's your opinion of WINGS?

                                                  James S. Zakany
Newsgroups: rec.games.frp.advocacy
From: warnold@gossip.urich.edu (William W. Arnold)
Subject: Re: test
Organization: University of Richmond
Date: Tue, 1 Sep 1992 15:30:17 GMT

In <marrou.715271844@eola.cs.ucf.edu> marrou@cs.ucf.edu (Lance R. Marrou) writes:
>
>spzkny@lims02.lerc.nasa.gov (JAMES ZAKANY) writes:
>>In article <67276@hydra.gatech.EDU>, gt7219a@prism.gatech.EDU
>> (Christopher Michael Lawyer) writes...
>>>the manatee
>>Aren't manatees gawd-awful UGLY things that lurk in swamps?  Yuck!
>No, they are gawd-awful UGLY things that lurk in boat-infested,
>water-skier-diseased coastal waterways, rivers and other such nice
>places.  ;>

No, they're the CUTE things that make boat-infested,
water-skier-diseased coastal waterways, rivers and other such places
nice.

-- 
-billy- warnold@nomad.urich.edu  has8wwa@cabell.vcu.edu
Organization: Penn $tate Univer$ity
Date: Thu, 27 Aug 1992 09:24:06 EDT
From: Brian Panulla, MooCow <BJP108@psuvm.psu.edu>
Newsgroups: rec.games.frp.advocacy
Subject: Re: marvel
Distribution: world
 <marrou.714244942@eola.cs.ucf.edu> <24AUG199214070957@rosie.uh.edu>
 <1992Aug26.220743.696@ccsvax.sfasu.edu> <17hpvgINNs2o@kitty.ksu.ksu.edu>

I am a strong supporter of the Marvel rules as well. I am, however, quite
fed up with Marvel itself, so last year I began a campaign in the fictional
city of New Gotham. I found that the Marvel rules work well with the
imagination. I had all the players create a character without the rules, then
we worked together to model them.

In my mind, Marvel's QDCS (Quick and Dirty Combat System) leaves a lot of
time for role playing and imagination. True, I prefer to play on the Batman/
Hawkeye/Captain America power scale of things, but thje game flows fast enough
to tell a story, and allow players to actually use witty banter with their
opponents instead of being in game-speak mode constantly (like Champions).
______
Brian Panulla                                              Hail Sinfonia!
bjp108 @ psuvm.psu.edu / ender @ vivaldi.psu.edu / panulla @ math.psu.edu
(The opinions expressed above are mine alone, and do not reflect those of)
(Penn State University, or the Center for Academic Computing, so there!  )
Newsgroups: rec.games.frp.advocacy
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.advocacy
Subject: Re: marvel
Date: 28 Aug 92 15:12:37 CST
Organization: Stephen F. Austin State University

In article <BtpB8M.21I@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (Axly) writes:
> Brian Panulla, MooCow <BJP108@psuvm.psu.edu> writes:
> 
>>>Another problem with MuSH is enforced morality: "kill a man, lose your
>>>Karma; it's the Law."  Then there is the whole idea of spending Karma
>>>(permanantly) to boost a dice roll.  Bleah.
> 
>>I'm not too crazy about this either, but it keeps my players from being
>>unheroic.
> 
> Again, this is fine if that's the type of campaign you want to play. Champions
> has the ability to operate in either the no killing modern day comics, or in
> the more violent world of some of the graphic novels. 

	In that case you just drop the "Kill a man, lose your Karma" rule...

Brandon Cope

Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.advocacy
Date: Wed, 26 Aug 1992 21:15:29 -0400 
From: Alex Feely <af2e+@andrew.cmu.edu>
Subject: Re: marvel


Hello,


      Look, it's obvious i touched a _champions_ nerve.  To tell the
truth I had never heard of champions in any great deatail before. Does
someone want to tell me the gist of it?


                                                                        
               Alex Feely
Newsgroups: rec.games.frp.advocacy
From: akuma@netcom.com (Steven E Barnes)
Subject: Re: marvel
Date: Thu, 27 Aug 92 09:20:15 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

In article <17hpvgINNs2o@kitty.ksu.ksu.edu>, lazarus@kitty.ksu.ksu.edu (Bart -Laz- Smith) writes:
> 
> In article <1992Aug26.220743.696@ccsvax.sfasu.edu>, z_copeab@ccsvax.sfasu.edu writes:
> >	I put my vote for MSH. A comic RPG shouldn't be a tactical wargame using
> >individual units (for some reason refered to as characters) that min-maxers
> >bleed for everything they can.
> >
> >	Sorry, if this is what I see from Chumpions players, this is how I have
> >to view the game.
> >
> >Brandon Cope
> >
> >ps. MSH is also *a lot* easier to play.

The problem I have with MuSH is that the mechanics are too simple.
Foor example: a character like Spiderman is just as easy to hit 
as the Hulk, unless Spiderman spends his action dodging (and thus 
never attacking anybody).

> I'll have to agree.  One of the arguements that I got into with one guy was his
> arguement that he hated having to memorize charts, something he didn't have to do
> in Chumps.  I'm sorry, the last time I looked through a Chumpions RPG book, there
> were enough charts to choke on!  Besides, I'd prefer to flip through my reference
> material (I.E. the game RULES) and look up a chart as opposed to trying to 
> memorize each and every number.
 
How strange.  I've been playing Champions for over 8 years, and almost
never reference a table.  Of course, I've mastered the advanced math;
that is, division by 5, and multiplication by 2.

> Another merit that Marvel holds over Chumps is character creation.  Yes, Marvel
> can be too lax when it comes to having overly powerful characters, but I THINK
> that maybe the Game Master should be able to look over a character after its
> creation and tell the player to tone it down a bit.  After all it IS the GM's
> responsibility!

Are you telling me GMs in Champs can't look over characters and order
changes?

Another problem with MuSH is enforced morality: "kill a man, lose your
Karma; it's the Law."  Then there is the whole idea of spending Karma
(permanantly) to boost a dice roll.  Bleah.

-steve
From: v057qkmm@ubvmsd.cc.buffalo.edu (BABBLING SAGE)
Newsgroups: rec.games.frp.advocacy
Subject: Re: test
Date: 3 Sep 92 23:11:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <3SEP199215075613@lims01.lerc.nasa.gov>, spzkny@lims01.lerc.nasa.gov (JAMES ZAKANY) writes...
>In article <7F1HqB2w164w@phsbbs.princeton.nj.us>,
> tony@phsbbs.princeton.nj.us (Anthony Foglia) writes...
> 
>>> CUTE??!?  They're 'bout as cute as breaded, bearded dwarfin women!
> 
>>NOT CUTE? Drunken sailors used to think manatees were meremaids 
>>(non-bearded fish-women).
> 
>That's only 'cause they like swimming through muck-beds (manatees, not 
>drunken sailors).  And manatees DO have whiskers!
> 
>I wonder if they prefer WINGS to CHILI...
>                                                  James S. Zakany

	What do manatees have to do with the subject test???
	I notice however that the original post of test has managed
	to overcome the heading Chili wars... good, since WINGS are 
	obviously superior...

						Babbling Sage
From: akuma@netcom.com (Steven E Barnes)
Newsgroups: rec.games.frp.advocacy
Subject: Re: marvel
Date: 27 Aug 92 19:28:23 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

In article <92240.092406BJP108@psuvm.psu.edu>, BJP108@psuvm.psu.edu (Brian Panulla, MooCow) writes:
> I am a strong supporter of the Marvel rules as well. I am, however, quite
> fed up with Marvel itself, so last year I began a campaign in the fictional
> city of New Gotham. I found that the Marvel rules work well with the
> imagination. I had all the players create a character without the rules, then
> we worked together to model them.

Sounds like you are playing Improv.  Nothing wrong with that, but this
style has nothing to do with the actual game system.

> In my mind, Marvel's QDCS (Quick and Dirty Combat System) leaves a lot of
> time for role playing and imagination. True, I prefer to play on the Batman/
> Hawkeye/Captain America power scale of things, but thje game flows fast enough
> to tell a story, and allow players to actually use witty banter with their
> opponents instead of being in game-speak mode constantly (like Champions).

I'm not sure why this is an exclusive feature of Marvel.  In HERO, when
it is your turn to go, you are free to add in all the banter you want,
since siloloquies take no time.  In fact, the Presence Attack rules
encourge the players to come up with good lines.  Likewise, descriptive
action ("I back-flip onto the desk, leap over his head, bounce off the
wall and kick him in the back of the head") can easily be added.  The
GM may even give you bonuses for such actions.  Of course, a bad GM will 
discourage these things.

I admit that Champions combat can get a bit slow, but there are ways
to streamline things.  I'll go into it if you want...

-steve
From: lazarus@hurricane.ksu.ksu.edu (Bart -Laz- Smith)
Newsgroups: rec.games.frp.advocacy
Subject: Re: marvel
Date: 29 Aug 1992 19:43:48 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: hurricane.ksu.ksu.edu


In article <92240.092406BJP108@psuvm.psu.edu>, Brian Panulla, MooCow <BJP108@psuvm.psu.edu> writes:
>I am a strong supporter of the Marvel rules as well. I am, however, quite
>fed up with Marvel itself, so last year I began a campaign in the fictional
>city of New Gotham

Our own "alternate reality" universe came about from a game involving our own
original characters originating in the Marvel Universe.  The GM put us through the
Infinity Gauntlet scenario, and one of us got hold of the Gauntlet itself somehow,
and proceeded to create the newer non-Marvel universe.  Most of our PCs got 
transferred, and even got new origins (and altered memories, thus believing that
Captain America and the X-Men are nothing more than comic book characters!).  Only
ONE of our characters remembers any of this, and the few others who know of this
think that she's a little crazy.

>In my mind, Marvel's QDCS (Quick and Dirty Combat System) leaves a lot of
>time for role playing and imagination. True, I prefer to play on the Batman/
>Hawkeye/Captain America power scale of things, but thje game flows fast enough
>to tell a story, and allow players to actually use witty banter with their
>opponents instead of being in game-speak mode constantly (like Champions).

We even go out of the way, sometimes in the middle of battle, to make things more
interesting!  Things like playing urban golf from the rooftops in Manhattan, or a
female character sending a rookie to a convenience store to buy some, well, 
embarassing items during a stakeout.  Not that it can't be done in Chumpions, mind
you...

>______
>Brian Panulla                                              Hail Sinfonia!
>bjp108 @ psuvm.psu.edu / ender @ vivaldi.psu.edu / panulla @ math.psu.edu
>(The opinions expressed above are mine alone, and do not reflect those of)
>(Penn State University, or the Center for Academic Computing, so there!  )

--
Bart -Laz- Smith
Kansas State University
A survivor of the *Prodigy "network"
The 'Cats WILL rule in '92!
Newsgroups: rec.games.frp.advocacy