HDTenEightyP/NetNews huggingface dataset:
From: dripton@csugrad.cs.vt.edu (David Ripton)
Newsgroups: rec.games.frp.misc
Subject: GURPS Fantasy II
Date: 22 Jan 93 04:58:22 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA


I just read Fantasy II and I'm curious what people think of it and 
whether anybody's using it yet.

I like the low-tech, no-money (read: low maintenance) idea and the 
dark and scary background, but I just can't see how a 100-point 
campaign can use such severe enemies without turning into Paranoia.
You've got Soulless, which are your average 500-point death machines.
There are assorted extra-tough monsters, and then there're the gods
just in case you're bored. The book rules against actually using all
this frequenyly, but then why is it all there?

Actually, I kind of like the idea of GURPS Paranoia...
From: kinsler@newton.physics.uq.oz.au (Paul Kinsler)
Newsgroups: rec.games.frp.misc
Subject: Re: CyberSpace: CyberEurope
Date: 26 Jan 93 23:36:57 GMT
Organization: Physics Dept. The University of Queensland

In article <1k3kcm$l2t@agate.berkeley.edu>, chuahl@ocf.berkeley.edu (Chua HakLien) writes:
>>    Does anybody play Cyberspace?
>>    Well, I don't either, but I saw an interesting looking supplement
>>    at the store the other day, called CyberEurope. Has anyone flipped
>>    through it yet? Is it worth picking up if you don't play CSpace?

Well, I have looked at it, briefly - it might be useful to anyone running
a cyber campaign in the near-ish future in Europe. 

------------------------------+soluble fish+------------------------------
"You people, you do not see the grandeur in the wind and stone and stars,
 in the blood and fire and iron - but paint only the flowers."
Newsgroups: rec.games.frp.misc
From: jnephew@tirith.carleton.edu (John A. Nephew)
Subject: Re: GDW in trouble...
Organization: Carleton College
Date: Sat, 23 Jan 1993 06:41:00 GMT
News-Software: VAX/VMS VNEWS 1.40    
Reply-To: JNEPHEW@CARLETON.EDU
X-Posted-From: tirith.acc.carleton.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

In article <1jpq1r$5dt@agate.berkeley.edu>, chuahl@ocf.berkeley.edu (Chua HakLien) writes...
>According to  a friend who writes often for _Challenge_ magazine,
>GDW appears to be in big trouble. He hasn't been paid for his
>articles for about 7-8 months, nor did they pay him for his
>recently released module. Seems that _DJ_ has been a huge flop,
>but GDW is still unwilling to bail out of a slowly sinking ship.
>GDW should just to the wise thing and dump it, and Gygax will have
>to live with his second consecutive failure. 
> 
>Chua
>+==+

Well, I don't think DJ has been much of a success.  However, at least as big a
problem for GDW, from what I've heard, has been the TSR lawsuit, which alleges
that DJ is derivative of D&D.  As with the Palladium-WotC suit, the merits of
the case is not as much of a concern as the legal fees to defend against it.

Whatever the cause, GDW has had to go through massive layoffs in the past few
months.  Expect times to remain rough for a while.

-John Nephew
President, Atlas Games
From: ryk0@ns1.cc.lehigh.edu (RAJAN YASH KHANNA)
Newsgroups: rec.games.frp.misc
Subject: SRII:Please help!
Date: 27 Jan 93 04:29:06 GMT
Organization: Lehigh University


    Look, I know you guys have heard this so many times before and discussed
    it a long time ago but I have to ask. I used to play Shadowrun (1st
    edition) and really enjoyed it. I have practically all the supplements,
    etc. However, when I moved to school I stopped playing for lack of
    interested people. When the second edition came out I didn't want to start
    buying all new stuff. However, now I'm interested and may have a chance to
    play again. My question is, Is it worth buying the second edition ? How
    much has changed and what ? Flipping through the new book I noticed that
    they dropped a few archetypes including the burned-out mage, my personal
    favorite. I realize I'm asking a lot but if one person could take the time
    out to respond and educate me I will be extremenly grateful.


                                                   Cluelessly Yours,
                                                              Grinner
Newsgroups: rec.games.frp.misc
From: jnephew@tirith.carleton.edu (John A. Nephew)
Subject: Re: Vamp / Ars Magica
Organization: Carleton College
Date: Sat, 23 Jan 1993 21:02:00 GMT
News-Software: VAX/VMS VNEWS 1.40    
Reply-To: JNEPHEW@CARLETON.EDU
X-Posted-From: tirith.acc.carleton.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

Someone asked if ArM & Vampire are in the same world.  ARS MAGICA came before
VAMPIRE, and was published by Lion Rampant.  After Lion Rampant merged with
White Wolf, the latter published VAMPIRE.  It drew a lot of things from ARS
MAGICA (including some straight text, I'm told) and implied that it was in the
same world.  However, it wouldn't be technically a "derivative work," because
White Wolf doesn't pay any royalties on it to Jonathan Tweet, Ars Magica's
co-author.  (Some of his things were brought into V:TM, but I don't think any
credit was provided.  Things are sticky in co-authorship scenes.)  However,
with third edition ArM and development of the Vampire game, White Wolf seems to
be bringing the two closer together.  A lot of the things in the new ArM seem
to have no purpose other than to easy the transition to MAGE and VAMPIRE and
the rest of the "storyteller system."

I wonder if they'll acknowledge Jonathan in Mage, if they pick up the magic
system wholesale; or if they'll say it's not a derivative work?  Enquiring
minds want to know!  (It sounds a little like the D&D/AD&D schism...)

-jn
Newsgroups: rec.games.frp.misc
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: SRII Combat System: Bugs
Organization: University of Illinois at Urbana
Date: Fri, 22 Jan 1993 17:44:08 GMT

wintermute@otago.ac.nz writes:

>>>2) The same shot to two people could easily do a deadly wound or no wound at
>>>all, depending on how much Body they have.
>>>
>>Yeah?........

>This means that you could get Conan (or substitute some other high body person)
>only taking a scratch from a wound that would kill Woody Allen. So what killed
>Woody? Fright? I don't believe that higher body should be able to stage damage
>down by that much.

Well, a wound that would kill Woody (We are assuming Woody has a 1 Body.
To be honest, he probably has at least a 2. Body 1 is *incredibly* frail.)
would be a D category wound. Conan may stage it down if he's got body
of 6, dermal armor, and lots of luck. As for what killed Woody, ever
hear of shock? That's what people go into when they get hit with neat
little things going at high velocities, and it's one of the major 
causes of combat casualties. SR II assumes that people with a higher
body have a greater resistance to shock. If someone has a Body of 1,
why the heck are they a shadowrunner who sees gunfire? They should
be a decker or rigger who stays safe in a building far away or
some very heavy vehicles. 

Axly

********************************************************************************
*  Axly            * "Well, yes, I did it... but it's not my fault. "          *
*  Red Sword Targa * "Alright, it is my fault... but I'm not responsible."     *
*                  * "Well, maybe I am responsible..but I'm not to blame."     *
*                  * "Yes, I am to blame... but they made me do it."           *
*                  *   -Axly                                                   *
********************************************************************************

Newsgroups: rec.games.frp.misc
From: jnephew@tirith.carleton.edu (John A. Nephew)
Subject: Re: Faerie Folk (Pedantic Note of no interest to gamers)
Organization: Carleton College
Date: Fri, 22 Jan 1993 09:21:00 GMT
News-Software: VAX/VMS VNEWS 1.40    
Reply-To: JNEPHEW@CARLETON.EDU
X-Posted-From: tirith.acc.carleton.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

>In <18063@umd5.umd.edu> joe@astro.umd.edu (Joe Mcmullin) writes:
> 
>>>Daoine sidhe (Pronounce it if you dare!!)

OK, my guess:

DAY-nah SHEE

-jn
Newsgroups: rec.games.frp.misc
From: adray@mcs.kent.edu (Adam Dray)
Subject: Re: More about Cover Art
Reply-To: adray@mcs.kent.edu
Organization: Kent State University CS
Date: Thu, 21 Jan 1993 21:19:46 GMT

In article <19867@mindlink.bc.ca>, Nick_Janow@mindlink.bc.ca (Nick Janow) writes:
> 
> full-colour image of three characters in "cool" costumes standing around
> looking heroic.  It certainly didn't make me interested in the game.  I can't
> imagine my characters wandering around making artificially heroic poses every
> few minutes.  That art might be attractive for some gamers, but it certainly
> did not attract me.
> 
> I suppose I'm just rambling.  There's something I'm trying to express, but
> I'm not quite sure what it is myself.  However, it may strike up some
> interesting discussion.  :)

I know what you mean.  I still give games with shoddy art a chance, 
mainly because some great stuff occasionally comes out of small press 
operations that are on a really tight budget.  But a piece of quality 
art can draw gamers in.

The Skyrealms of Jorune ads, with the wounded alien tended by friends --
that picture really hit me when I saw it.  Still does.  It made me
instantly interested in the Jorune game.

Look at the Vampire:The Masquerade rules.  The Bradstreet chapter art
does everything to support the philosophy and feel of the game.  

				Adam.

-- 
adray@mcs.kent.edu            The word is my oyster,
                              and meaning is
                              a tiny grain of sand.

Newsgroups: rec.games.frp.misc
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Subject: SRII: Reactive trigger missing?
Organization: Harris Corporation - ISD
Date: Mon, 25 Jan 1993 20:47:15 GMT

I recently bought the Street Samuri Sourcebook for SRII.  Some of the material
was banned from SRII like FirePower ammo.  They took that aspect away from
the text on the Predator II.  They also changed the decker script at the
bottom that used to talked about installing a reactive trigger on your
pistol 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
From: hyatt@owlnet.rice.edu (David Waterman Hyatt)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII Physical Adepts. No More! Please!
Keywords: Physical Adepts
Date: 27 Jan 93 02:11:52 GMT
Organization: Rice University

In article <C1GyoC.D8J@cerc.wvu.wvnet.edu> tmont@cerc.wvu.wvnet.edu (Todd Montgomery) writes:
>
>OK.
>
>Andre the CyberTroll(tm) vs. Harlequin (SRI Module) 
>
>	DEAD Andre

[lots of other encounters deleted]

> No offense, Andre.

None taken.  After all, it's not my character.  I'm the GM, and he's
one of my players.  He doesn't read this stuff and probably could care
less that he's being debated so hotly.

Let's let Andre go for a while, shall we, people?  Please?  The whole
debate of PA's vs. Sam's is getting quite old.  But, as seen by the
post above, it has a lot of humor value.

Heh.

"Hand me the Panther Assault Cannon, son."

Heh.

Later.

Dave (hyatt@owlnet.rice.edu)
Xref: sparky rec.games.frp.misc:11694 rec.games.frp.advocacy:3889
From: maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
Subject: Re: Burn, GURPS, BURN!
Date: Sat, 23 Jan 93 21:55:11 EEZ
Followup-To: rec.games.frp.advocacy
Distribution: world
Organization: Sweet Oblivion

seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:

> 	450 spells a vast selection? Rolemaster's original release had
> four times that many. GURPS is for Girly-men.

You must be counting Sleep I, Sleep II, Sleep III and so on...

> 	ALl those skills and advantages work precisely the same way.
> Flavorless. There's no difference IN GAME between casting a fireball,
> shooting a gun, controlling a mind, or flying a  ship. 

Sorry, yes there is. It just seems you don't know your GURPS mechanics
well enough to notice. 

Casting fireball: You must use fatigue. You must concentrate on the job,
you can be interrupted while casting. Critical failure can result in
rather nasty things. 

Shooting a gun: You may aim. You must decide how many shots you wish to
fire, and suffer recoil for them. Target may use a defense.

Controlling a mind: Among other things, this is a CONTEST of
skills/stats. It is not even thrown the same way non-contested rolls
are!

Flying a spaceship: Rather basic skill roll, only situational modifiers
unless you decide to attempt something spectacular.

> 	Things which are different in KIND should be different in FEEL,
> or else just ignore the existence of mechanics and go all out roleplay.
> Don't compromise.

I agree on your ideal, but not your conclusions. IMHO, GURPS handles
these things rather well. For example, psi and magic are noticeably
different. 

Throwing different dice doesn't make it really different, just
difficult.

> 
> 	Problem is people who can get, say, an 18 INT (not difficult in
> a fairly powerful campaign) 

A smart GM restricts overly high attributes, if he does not wish for
this sort of thing.

> and then can do EVERYTHING AT ONCE. Hell,
> their DEFAULT skills are as good as someone who was taught the subject.
> Even if they have no experience in the field.

> 	No, the inventors assumed that the average GURPS player would want
> to  play certain kinds of characters. Consider the fact that in a high-tech
> campaign, it is virtually suicide (pointwise) to make a physically strong
> character. This indicates that the designers expected high-tech players
> to avoid anyone with physical prowess greater than, say, the average couch
> potato (e) .

Sorry, but it's reality. Ofcourse it's pointwise "suicide" to spend
points on something you have no use for. Just learning to swim if you
live on a desert planet.

Yawn!

I think this subject has been beat to death many times over. If you want
to continue it, please go to rec.games.frp.advocacy.



--------
maxxon@swob.nullnet.fi (Mikko Kurki-Suonio) Voice +358 0 8092681
Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters
SnailMail: Maininkitie 8A8 SF 02320 ESPOO FINLAND
Newsgroups: rec.games.frp.misc
From: mgates@entiat.boeing.com (Michael Gates)
Subject: Re: Random Rolls
Followup-To: rec.games.frp.misc
Organization: Boeing Computer Services, Bellevue, WA
	<21JAN93.17912834.0153@VM1.MCGILL.CA> <2300@blue.cis.pitt.edu>
Date: Mon, 25 Jan 1993 21:18:00 GMT

>>>>> "SW" == Sea Wasp <seawasp@vm2.cis.pitt.edu> writes:

Installment number 5000 in GURPS/pointVSrandom flamefest deleted for brevity.

SW> 	Face it. Your arguments are logically bankrupt and GURPS
SW> is the creation of Satan. 

SW> 		(This text produced by Flame-Rite software guaranteed
SW> to move all opinions to extremes)

SW> 				Sea Wasp

Are you really bored or what?
--
et tu mgates?
Newsgroups: rec.games.frp.misc
From: esper@cs35b.cs.umn.edu (Dave Sherohman)
Subject: Re: SRII initiative
Organization: University of Minnesota
Date: Wed, 27 Jan 1993 04:57:23 GMT

In article <C1Fv2v.Jpu@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
>
>No, you have 4d6.  Of course, since everyone on the net posted telling
>you differently and you keep looking for some sort of rule loophole
>to allow you to have more dice than a squad of Knight Errant Security
>guards, you are hereby awarded the Munchkin of the Month Medal. Wear it
>and go real fast.
>
>Axly

Sorry, Axly, but I think Joymo deserves Munchkin of the Month, even if he
missed a rule and thought himself more powerful than he really was...

esper@ima.umn.edu
Newsgroups: rec.games.frp.misc
From: tara@uxa.cso.uiuc.edu (Lady Johanna Constantine)
Subject: Re: Faerie Folk
Organization: University of Illinois at Urbana
Date: Mon, 25 Jan 1993 23:15:44 GMT

Me again.  Quick note of religion.

The pagans and christians in Ireland got along fine for a very long time.
Most of the irish nobility joined Christianity out fo curiosity, and many
of the tenants are the smae (or were made to soudn the same by
missionaries) such as the Corn King/Sleepign King, triple God (do you
honestly believe St. Padraig had to explain teh tirinty to the irish, who 
had understoof the Three Who are One for in the form of
The Cailleach/Mother/Maiden, and other forms for centuries?  Oh, and
tehre were no snakes in Ireland when Padriag landed there.).

teh people mixed both religions, practicing what they wishe of each, 
adn most rpeists didn't care, just so long as they had their children baptised.

It wasn't until much later, I'd say at least 1000 ad that anyone began to
think of the old ways as "way of the devil".  Even then, I doubt ranting
would have been taken seriously.
-- 
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 ;)
Newsgroups: rec.games.frp.misc
From: fingon@archtwr.tower.nullnet.fi (Markus Stenberg)
Subject: Re: More about Cover Art
Organization: Chambers of the Archmage
Date: Mon, 25 Jan 1993 09:56:43 GMT
X-Newsreader: TIN [version 1.1 PL6]

I agree with you about cover art being decisive thing sometimes
when one ain't sure whether he should or not buy some book. For example,
Fantasy Hero Compendium (or something like that) had such a cover that I
would'n buy it, b'cause it was some female fighter w' almost none clothes,
except that usual ridiculous chainmail bikini.. One of best covers
I've seen was Palladium - striking 'cause it was so unusual compared to
others (Completely black, big red letters and red picture of demon or something on cover).

-- 
---
 
* Markus Stenberg   * Vihtakatu 16      * 04400 J{rvenp{{ * Finland     *
* Tel +358-0-285436 * 2:220/320 Fidonet * fingon@pcuf.fi  *
Newsgroups: rec.games.frp.misc
From: adray@mcs.kent.edu (Adam Dray)
Subject: Re: RPG sites?
Reply-To: adray@mcs.kent.edu
Organization: Kent State University CS
Date: Wed, 27 Jan 1993 22:17:14 GMT

In article <C1HCDt.2o2@world.std.com>, mjg@world.std.com (Mitchell J Gross) writes:
> Could someone post a list of ftp-sites that have role-playing game sections?

Not today.  Download it via FTP from ccosun.caltech.edu (131.215.48.152) as
/pub/adnd/incoming/ftp_rpg.lst and ftp_rpg.all.

					Adam.

-- 
adray@mcs.kent.edu            The word is my oyster,
                              and meaning is
                              a tiny grain of sand.

Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.misc
Date: Wed, 27 Jan 1993 22:25:10 -0500 
From: Robert Everett Brunskill <rb6t+@andrew.cmu.edu>
Subject: Re: SR: Sasquatch(3)

From: praxis@jhunix.hcf.jhu.edu (Laura L Perkinson)
>        Correct me if I'm wrong, but didn't the Sasquatch in "Never Deal
>With a Dragon" have a skillsoft with english language?

That's what she claimed.  I don't know if I'm remembering this right,
but I think she immediately removed the 'cyberheadsetthingy' and was
still able to talk in and comprehend english.  I figured it was probably
magic.

Rob

The Phantom
Newsgroups: rec.games.frp.misc
From: jurasanen@phcu.helsinki.fi
Subject: Re: Bard's Tale III (wrong group, I know)
Organization: University of Helsinki, Finland
Date: Fri, 22 Jan 1993 19:22:44 GMT

In article <C16B9z.526@rice.edu>, alewis@owlnet.rice.edu (Adam Lewis) writes:
> Help!   I'm stuck at the end of the sixth world (out of seven) on Bard's Tale
>  III.  After learning each world's respective name, I am faced with the
>  sentence:  "speak my true name if you dare."  I believe that I have been to
>  every space in the world and have seen no clues.  I would greatly appreciate
>  any information regarding:
> 

> a)the true name
The true name is Werra.
 
> b)how one learns the true name from the game
Sorry, can't remember. Perhaps it is mentioned when you are sent to Tarmitia?

> and
> c)whether there is any importance to the various spaces on the sixth world that
>  the characters cannot enter with either teleport spells or phase door.
Hm. I don't remember more than one such square. Where exactly are these?
 
> Thanks in advance.  

Cease purpose and die.

--------------------------------------------------------------------------------

 / / / / / / / / / / / / / / / / / / / 	       	You can always try 		
/ Hope is the beginning of unhappiness /          jurasanen@phcu.helsinki.fi
 / / / / / / / / / / / / / / / / / / / 		but I doubt it'll do any good
From: mavra@cpac.washington.edu (Peter D. Adkison)
Newsgroups: rec.games.frp.misc
Subject: Re: Arcanum <----- What ever happened to it?
Date: 22 Jan 93 19:29:40 GMT
Organization: Wizards of the Coast, Inc.
NNTP-Posting-Host: bailey.cpac.washington.edu
In-reply-to: seawasp@vm2.cis.pitt.edu's message of 22 Jan 93 16:41:18 GMT

In article <2345@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp_) writes:

   In article <1jp68uINNn4t@matt.ksu.ksu.edu> camelsho@matt.ksu.ksu.edu (   James A Seymour) writes:

>   >Plain and simple:  Whate ever happened to Arcanum from 
>   >Bard Games?
>
>	   Bard Games was bought out recently by Wizards of the Coast. Since
>   The Arcanum is very popular here, and my (*FALLING APART! FALLING APART!*)
>   copy is the only one in the area, I've been constantly reminding Mavra
>   about trying to reissue it.
>
>	   PLEASE! PLEASE! PLEASE! "Captain, this copy canna stand it
>   much longer!"
>
>	   (Unfortunately, with Palladium being twits and suing WotC, they
>   will have less money to invest, thus less likelihood of being able
>   to reprint it.)

Yup, we own it now and we haven't done a dang thing with it.  But we'd
like to! And I'm sure we will, it's too good not to deserve a second
chance.  But don't hold your breath, 1993 is looking very tight and
very busy.  

				--Mavra!
				  Peter D. Adkison
				  Janitor, Wizards of the Coast
				  mavra@wizards.com

The above internet address should be used for e-mail if it is
different from the e-mail address in the header.
From: markl@dvorak.amd.com (Mark Luedtke)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Magic Resistance
Date: 21 Jan 93 17:35:09 GMT
Organization: Advanced Micro Devices, Inc.; Austin, Texas

In article <loren.273@wmkt.wharton.upenn.edu> loren@wmkt.wharton.upenn.edu (Loren Miller) writes:
>Why do you need this? Corp security isn't suicidal. If corp guards think 
>they'll face a mage or shaman their corp mage will be accompanying them 
>(probably in full armor), and her magic pool will resist those manaballs. If 
>the corp guards never know that the shadowrunners are nearby then they have 
>to think about beefing up their security. 

I think magic resistance is pretty useless here.  The mage can only allocate
a total of <sorcery pool> dice; 1 or 2 die to each person.  This doesn't make
much difference to your basic force 6 spell.
-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
Newsgroups: rec.games.frp.misc
From: s14249nm@UMASSD.EDU
Subject: Any e-mail FRG's??
Reply-To: s14249nm@UMASSD.EDU
Organization: UMASS DARTMOUTH, NO. DARTMOUTH, MA.
Date: Sat, 23 Jan 1993 18:59:40 GMT

Are there any out there. I am interested in any Role-Playing Game. Please e-mil if there are any out there, because i don't frequent this newsgroup alot. Thanks...