HDTenEightyP/NetNews huggingface dataset:
From: swaim@owlnet.rice.edu (Michael Parks Swaim)
Newsgroups: rec.games.frp.misc
Subject: Re: Let's talk REAL sci-Fi systems
Keywords: The best
Date: 11 Sep 1992 16:27:46 GMT
Organization: Rice University

In article <BuF4rw.KD7@acsu.buffalo.edu> v057qkmm@ubvmsb.cc.buffalo.edu (BABBLING SAGE) writes:
>	About the background: I didnt suggest that you junk it, I merely
>noted the fact that a lot of GMs change the background of ANY game you buy.

  Let's put it this way. If I use a particular system, I'm quite likely to 
throw out the mileu and insert my own. Given this, is Battlelords worth the
cash JUST for the system.

>The skill system is very effective, with most characters being able to get
>a wide variety of skills both combat and non-combat.\
>	Advancement is handled by our old friend xp; for every 1000 you get 
>another skill point to spend. MC characters advance their skills at half
>this rate because their powers also increase.
  Do skills increase linearly, or does increasing them become more
expensive as they get better? Can you "wildly succede" with something
like 1 meaning roll again and double it?
 
>"Winging it" is handled by the GM deciding a base percent chance to 
>succeed at a task and then adding the characters appropriate modifier 
>based on his stats.  
  So your chance to do something is skill+attribute? Ug. I was hoping for
something better.

>Bluerazor


-- 
Mike Swaim            | Canada will become the next world power
swaim@owlnet.rice.edu | and they will work to ENSLAVE all the nations
Disclamer: I lie      | of your planet. -Ricardo
Cthulhu in '92! The stars are right!
From: v076jy2p@ubvmsd.cc.buffalo.edu (Cosmo Of The Cosmos)
Newsgroups: rec.games.frp.misc
Subject: BattleLords players READ THIS!!! (Was: Sci-Fi Suggestions)
Keywords: battlelords
Date: 10 Sep 92 02:18:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

>Let me clear up my position:  I'm not against BattleLords entirely.  I like
>the possibilities it has, but I'm really pissed off for several reasons:
> 
>I was supposed to have been notified of upcoming releases (I haven't).
>I was supposed to be given copies of material to be playtested for
>    critique (I haven't).
>My copy was supposed to have been the most complete game ever published.
>    (I seriously disagree).
>It was supposed to promote roleplaying as opposed to hack n' slash.  (It
>    doesn't, no matter what you U of Buffalo people say).
>It was supposed to have had the most fleshed out races.  (They aren't).
>My friend and I both put down $20 for the book, and haven't gotten $20
>    worth out of it, let alone the $40 total...
> 
>I'll probably be at the Council of Five Nations convention this year, is
>Simms going to be there?  
> 
>People may think that the way they treat their customers in design consider-
>ations is immaterial, but it's not.  I'm very biased now towards anything
>Simms wants to sell me, because I've got no reason to believe his claims of
>quality.

He's got a point, blue.

I will personaly take it apon myself to compile a list of complants.
Will anybody/everybody who's got a beef with Larry, Battlelords of the 23C,
and/or Optimus Systems Design send me e-mail with:
	Name/Email Address
	A list of complants
	Your status in comparison with OSD
	What you want
	Suggestions
	What materials you have bought
	What you paid
	Anything else you'd like to.
	A disclamer stating if you want your name/email address used.

	If you'd like a copy of the end product, please put that at the end.


I will PERSONALY compile, organize, cross index, and prepare your messages,
place them in his hands, AND make sure he knows what it is/reads it.



					-Robert Goodfellow

"Love is a splended thing, until you're not near the one you love."
Newsgroups: rec.games.frp.misc
From: u894793@bruny.cc.utas.edu.au (Timothy D Little)
Subject: Re: GURPS: Knockback
Organization: University of Tasmania, Australia.
Date: Fri, 11 Sep 1992 08:21:58 GMT

dzik@access.digex.com (Joseph Dzikiewicz) writes:

>But guns have mechanisms for reducing recoil, including venting to 
>allow gases to escape.  This would reduce recoil without reducing
>knockback.

True, but in the case I was considering, such mechanisms are not necessary,
since the 'natural' recoil is so low.  Ex: lasers and gauss guns.

>For kinetic attacks, basic GURPs damage is a measure of force of blow.  

*Which* 'force' does it measure?  I would guess Kinetic Energy, since this is
the primary factor in causing damage - tissue disruption absorbs energy, and
the more energy it has, the more tissue disruption can be done.

>Therefore, knockback should be a matter of basic damage, and the sword
>swing should have the same knockback.  Effect of force is handled
>through differences in crushing/impaling/cutting damage.

Knockback is a different matter - it is primarily dependent upon Momemtum,
and this is not proportional to Kinetic Energy in general.  Usually, the
body has a much higher mass than the object that impacts with it (sword,
bullet, laser beam, etc) and so the average knockback velocity of the body
is proportional to the Momentum of the incoming attack.

As stated earlier, high-velocity attacks have more energy for the same
momentum, and so do less knockback for the same damage.

--
Timothy D Little   a.k.a.   u894793@bruny.cc.utas.edu.au
Newsgroups: rec.games.frp.misc
From: mowen@nyx.cs.du.edu (Guinny)
Subject: Re: Lycanthropes, shape changers , and werebeings.
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Tue, 15 Sep 92 13:55:30 GMT


If you're looking for an example of a shape-shifter society,
get hold of the film 'Nightbreed', by Clive Barker, based
on his own book Cabal.   While the shape-shifters in that
would be difficult to incorporate into and AD&D campagn as
they are (some of them being undead of sorts) it should
give you enough ideas on abilities and disadvantages

Let us know how you get on with them - might be fun to play,
especially if you mix that with Vampire and Werewolf/Lycanthropes

Guinny

--
Guinny the Undead  (Still walking but in need of a life) 

May your path lead to wisdom, and in wisdom, know ye peace
					A.J.Rimmer (sort of)
Newsgroups: rec.games.frp.misc
From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Re: Let's talk REAL sci-Fi systems
Keywords: The best
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Thu, 10 Sep 1992 21:13:05 GMT

In article <BuDoG2.J9C@acsu.buffalo.edu> v124jw4y@ubvmsb.cc.buffalo.edu (Benjamin R Pierce) writes:
>2. An original universe with enough background provided in the core rulebook
>   to allow you to adapt it to almost any type of campaign you desire.  With
>   only minor modifications, Battlelords could work as straight space opera,
>   cyberpunk, grim and gritty "Aliens"-type combat (this is the genre which
>   large numbers of players seem to prefer; I'm not one of them, but that's
>   beside the point.)  Someone earlier ridiculed the game for providing 
>   information on alcoholic beverages and favorite pets; I see this as a plus,
>   and would much rather see such background detail than another mega-kill 
>   weapons system.  Again, this may put me in the minority; so be it.

What minor modifications would you suggest for a space opera?  The entire idea
behind the combat system was that just about anything can kill anything else.
And without armor, you don't stand a chance against ANY weapon.  So, the
players with IQs higher than celery naturally buy armor.  Instant arms race.
Not good for a relatively non-violent game environment.  This can be changed,
of course, but a concerted effort would have to made; the combat values are
too entrenched in the overall scheme of the game.

>4. A design staff which is more than willing to listen to people who say,
>   "This is wrong".  One of the major strengths of both the game and the
>   company (IMHO) is a willingness to correct things which don't work.


A design staff who has contacted neither myself or my friend, who both met
Simms in person and put our names and addresses into his little book.  The
same design staff who were telling me last spring that they had an expansion
book "just ready for the press", but I've not seen yet.

>In the above critique, I have tried to be as impartial as possible; as one of 
>the editors and playtesters of the game, however, my opinion is admittedly 
>biased.  Therefore, I leave it to others to judge the merit of the system.
>ODS maintains a 30-day money-back guarantee on its products; all I can suggest
>is that you try the system for yourself and make your own judgements.  I hope
>you find it as enjoyable as I have; if not, you lose nothing other than perhaps
>the cost of postage.
>
>
>                                              --Ben

Unfortunately, it takes you 31 days to realize that you've been ripped off.

...Paul
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: Music and Lights
Date: 8 Sep 92 10:38:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

The cube has been refered to in the comic book Hellraiser as a LeMarchand Cube
at least one or as a LeMarcand Box or Cube, but you are right it is more
commonly known as the Lament Configuration.  As for painting it, why?  There is
a very passable plastic model version of the same thing plated with a thin gold
veneer on a mahogany coloured plastic that is more robust and full size to
boot.  If you have an trouble finding one let me know and I will check the
local places or see if I can find the address for the company.

Douglas Barton - I am having great trouble with EMail so I tend not to use it. 
The cube looks like a solid block of some as of yet undefined material 3 inches
in length on each side.  the cube it also distinguished by thin plaques of
brass (maybe gold) that are intricately engraved with...well...with...they are
kind of hard to describe even LOOKING at the damn thing!  Two of opposing faces
are dominated by a large central diamond shape , another set of opposing faces
are dominated by a large central disk with four thin tapering lines on the disk
(this disk turns) and the final set of opposing faces are best described as
having a small central disk that is depressable sourrounded by four runic
shapes.  The cube initially looks to be seamless, but once the first correct
move towards solving the puzzle is made, various sections open and move about. 
the end result of fiddling wiht this thing is a free ride to pain to the point
of pleasure..or so we are told.  If it will be any help, EMAil me your land
mail address and I will make a video tape extract of the two movies showing you
the cube and some ofthe movements but without any of the gory parts.

No SIG.e
From: lib1p@rosie.uh.edu (Tammy Stark Blandino)
Newsgroups: rec.games.frp.misc
Subject: Re: Battletech and WH40k
Date: 8 Sep 92 12:59:00 GMT
Organization: University of Houston
News-Software: VAX/VMS VNEWS 1.41

In article <Bu0BBw.4Is@mentor.cc.purdue.edu>, jester@sage.cc.purdue.edu (Jester) writes...
>For all those who are wondering where they can find a news group
>discussing Battle tech and WH40k try rec.games.board

I tried rec.games.board but there wasn't that much talk of 
Battletech.  Not only that, but Battletech is not just a board
game.  There is a roleplaying aspect of Battletech called 
Mechwarrior.  In fact we are getting ready to start a campaign,
a *ROLE PLAYING* campaign with Battletech/Mechwarrior.  So
you see, rec.games.board does nothing to address this.

I still advocate the idea of rec.games.battletech

Long Live Wolf's Dragoons!

Tammy
Newsgroups: rec.games.frp.misc
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: Re: r.g.frp.* and sci fi games
Date: 13 Sep 92 10:27:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <12SEP199215541729@rosie.uh.edu>, lib1p@rosie.uh.edu (Tammy Stark
Blandino) writes...
>This is r.g.frp.misc.  In the hierarchy r.g.frp.* is for 
>fantasy role playing games.  Sci fi games are not fantasy
>games.  Therefore, officially they do not belong here.
> 

When this 'grand schism' took place there was a long post saying that the 
moderators (I hope I am attrributing this to the right people) considered
science fiction to be a valid part of the fantasy area because by the def-
inition of fantasy (being out of the ordinary) science fiction fit.  I too
am curious, what do people think about another sub-section, or are we fine
with the DND area handling the bulk of the fantasy RPG oriented posts?

Skeksis
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: RE:  Improvisation
Date: 7 Sep 92 21:11:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Okay...so maybe I stated my case a *little* too strong...  ;)  I too do not
place clue 'right under my players noses' (close a few ytimes, I put them where
they would trip over the damn things.. ;) ) but I feel that it is the referees
job to present all the needed information and no matter how we look at it, we
ARE placing the clues in front of them.  It seems that the essential part of
doing so is to place the clues infront of them, but not to make it obvious.

Agreed?

Skeksis - Let me get this straight.  I'm driving a 91 Geo and he's driving a 93
Vette and you want me to drag?  What are you, some kind of optimist?
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
From: mavra@cpac.washington.edu (Peter D. Adkison)
Subject: Looking for Geoff
Followup-To: mavra@cpac.washington.edu
Originator: cwatters@top.magnus.acs.ohio-state.edu
Reply-To: mavra@cpac.washington.edu
Organization: Wizards of the Coast, Inc.
Date: Mon, 14 Sep 1992 18:11:27 GMT


Someone named Geoff wrote me a message inquiring about who the heck
Wizards of the Coast is.  Being the unix pleeb that I am, I lost the
message.  Pleae write again--I'm not ignoring you.  :-)

				--Mavra!
				  Peter D. Adkison
				  Wizards of the Coast, Inc.
				  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.

Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy,rec.games.frp.dnd
From: Rannou@info.polymtl.ca (Patrick Rannou)
Subject: Re: Alignments
Organization: Ecole Polytechnique de Montreal, Canada
	<1992Sep2.044630.9689@magnus.acs.ohio-state.edu>
	<1992Sep4.033840.4246@Princeton.EDU>
Date: Fri, 4 Sep 1992 18:36:09 GMT

In article <1992Sep4.033840.4246@Princeton.EDU> mfterman@phoenix.Princeton.EDU (Mutant for Hire) writes:

...
   In a fantasy game, where gods have created the universe and imposed a
   framework of ethics, one can allow those laws of ethics to be woven
   into the fabric of the universe. Doing good deeds builds up positive
   karma (or local equiv) and doing bad deeds builds up bad karma which
   brings bad luck which in the end will punish the wrongdoer. One can
   detect the karma of a person and tell if they are the type who does
   lots of good deed or bad deeds, hence good or evil.

Why does this last sentence makes me think about Santa Claus???

"Ho ho ho, have you been good this year my boy? Ho ho ho"

--
/---------------------------\
| Patrick "Paradak" Rannou. |
| Rannou@info.polymtl.ca    |
\---------------------------/

Newsgroups: rec.games.frp.misc
From: zamick@yoko.rutgers.edu (Jonny the Z)
Newsgroups: rec.games.frp.misc
Subject: Re: SR: Ruthenium(?) Swords
Date: 11 Sep 92 22:18:28 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

The problem with "cammo" fibers isn't how well the can blend and
mimic, its the fact that we have bifocal vision. When looking at a
cammo'd object that is stationary, the cammo would serve to help the
wearer to blend into the background. Unfortunately when moving, the
way we use edges to define objects, we would see the moving person as
a seperate "thing" from the background. It would not appear at the
same distance. (The fibers can't adjuct for perspective from all views
after all)

Jon Z
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: Re: Surprises
Date: 13 Sep 92 23:28:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Sep13.220137.16939@cs.yale.edu>, lower-tony@CS.YALE.EDU (Tony Lower) writes...
> 
>   Here I am, hoping to start a thread that I could
>actually bear to READ... Anyway:
> 
>   For the GMs (or players for that matter) out there,
>I would appreciate postings on the following subject:
> 
>    WHEN HAVE PLAYERS SURPRISED YOU?
> 
>   I'm not talking about picking the blue tie instead
>of the red one you thought they would prefer.  I'm
>talking things that really SHOCKED you at the time,
>and hopefully have been memorable in some amusing or
>astounding way.
> 
Okay, here is one of the best, and one of the worst, examples of how my players
surprised me, and they both took place on the same night...

the gang is playing CHILL and they are investigating some Lovecraftian style
cult in Boston in the summer of 1991.  They have gotten too close for comfort 
to the head honcho of the evil cult, so said honcho desides to pay them a call.
The head honcho sends out his shadow along with a few minions and the carnage
that ensue is memorable.  Now about this point in time my players crumble faster
than old plaster, but this time they rally and decide to try to fight this 
thing off (remind me to tell you about the guy who paniced, ran, took a public
elevator, and drew a Browning Hi-Power when the doors opened...) and seeing 
that the thing was a shadow they attacked it with flashlights.  The flash-
lights hurt the sucker but couldn't finish it off and in a sudden inspiration
one of the quietest players I have ever seen decides to pull the plug on one
of the emergency lanterns!  WOW!!!  I was not prepared for this, and in good
concious could not penalize my players for my oversight.  Now that was a BIG
surprise...of course the BAD surprise was when they decided to puttheir brains
in neutral and despite all the prompting and clues and descriptions *still*
managed to piss away their tactical advantage, overlook the obvious, and 
generally irritate the referee....

Skeksis
From: v054p8yx@ubvmsb.cc.buffalo.edu (Daniel J Kowalski)
Newsgroups: rec.games.frp.misc
Subject: Re: Sci-Fi Suggestions
Summary: has anyone played it?
Keywords: battlelords
Date: 9 Sep 92 15:12:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Sep8.011609.18342@uwm.edu>, aragorn@csd4.csd.uwm.edu (Strider) writes...
>v124jw4y@ubvmsb.cc.buffalo.edu (Benjamin R Pierce) writes:
>: 
>: ..again, I suggest that you take a look at Battlelords of the 23rd Century.
>: Good, workable mechanics, lots of background material, psionics/magic equivalent
>: system, and a reasonable price.
>: 
>: 
>:                                                           --Ben
> 
>I think your opinion is a bit biased since you're one of the
>writers/editors, eh?	;-)
> 
only ben and one or two other people, who as i recall seem to have similar 
connections to the game, ever mention it. has anyone else out there played it?
or know someone who has? or read it, or looked it over, or saw someone with it,
or heard of someone who knows someone who thought they heard of someone who's
seen it? 

ANYONE WHO THINKS THEY HAVE AN OPINION ON THIS BATTLELORDS GAME,
	PLEASE TELL ME WHAT YOU THINK!!!
 i would like to see some discussion of this game as everyone seems to 
ignore it when ben or one of those other guys mentions it

> 
>Steve J. White		  |"Either there's something wrong with me,	  |
>aragorn@csd4.csd.uwm.edu  | or there's something wrong with the universe."|
>skeptic@large@9600bps	  |	- Dr. Crusher on ST:TNG			  |

PLEASE SOMEBODY BESIDES BEN TELL ME WHAT YOU THINK!!!

	thank you for at least reading this because from what i've seen noone
		will respond!
				dan

disclaimer: those who know who i am or know the game well know that im supposed
	to be part owner (@2%) and might think this is a promotional gimmick, 
	i assure you it is not Email your response if you do not want to give
	the game publicity or if your opinions are too stong to express in 
	polite terms. I WANT TO KNOW WHAT YOU THINK!! Larry Simms keeps telling 
	me the game is doing great, everyone loves it, but then i ask about 
	profits and he says the game is doing great, everyone loves it.

	when i inveated every dollar i had to my name at the time i was 
	assured i would make it back quickly and then some, i made it back
	but on my own with hard work! battlelords has done nothing for me
	please tell me if larry scamed me by saying the game was good, or is
	scamming me by not giving me my share of the profits
Newsgroups: rec.games.frp.misc
From: badorion@watyew.uwaterloo.ca (Brian A. Dorion)
Subject: Re: r.g.frp.* and sci fi games
Organization: University of Waterloo
Date: Mon, 14 Sep 1992 03:11:25 GMT

In article <12SEP199215541729@rosie.uh.edu> lib1p@rosie.uh.edu (Tammy Stark Blandino) writes:
>I have heard several people say several things and I thought
>I would try to put it all together in a single post.  Note
>this is not intended as flaming material, but as an observation.
>
>This is r.g.frp.misc.  In the hierarchy r.g.frp.* is for 
>fantasy role playing games.  Sci fi games are not fantasy
>games.  Therefore, officially they do not belong here.
>
>Now someone mentioned that there is a group r.g.rpg, but I
>haven't noticed it.  Is this true?  Seems that is where
>sci fi games should go.  But if this is true, then the
>hierarchy should be r.g.rpg.fantasy.* and r.g.rpg.sf.*.
>
>Then you could have r.g.rpg.sf.board.  Sounds like Battletech
>and Warhammer 40K to me.
>
>Just an observation.
>
>Tammy 
>lib1p@jetson.uh.edu

If you would read the FAQ you would know that rec.games.frp.* is for
all role playing games, both fantasy and science fiction.  

It seems to me that you have put forward suggestions a few times on topics
that have been very well hashed over in the past.  I would ask that you read
the FAQ.  It should answer some of the questions you've had up til now.
However if you have something new to say on one of the topics please bring it
up.

Brian Dorion
From: crouch@hfrd.dsto.gov.au (Chris Crouch)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Rune Masters and Metals
Keywords: RQ, metals
Date: 14 Sep 92 06:00:40 GMT
Organization: Defence Science and Technology Organisation


In article <9225318.17973@mulga.cs.mu.OZ.AU>, tsl@munta.cs.mu.OZ.AU (Tim Leask) writes:
> Okay, Okay,
> obviously I haven't made myself very clear. What I should have said
> originally is that I would like Iron to have the same properties it had in RQ2.
> In RQ2 Iron basically gives twice the protection that bronze gives for
> a given ENC value. Given this property what form should Iron armour take
> in RQ3 ? Well basically it should be the same as in RQ2. 1.5 times AP of
> bronze but at reduced ENC. Whilst it is theoretically possible to have
> Armour of twice the value of bronze such instances would be rare in the
> extreme. Reduced ENC is more important than the increased protection in
> my opinion.

I was reading _Elder Secrets_ last night, the stuff on metals. There they seem
to imply that APs are not directly proportional to ENC, by allowing enchanted
copper to have 1/2 the ENC for -2 APs. This seems to make some sort of sense,
but not a lot. (I would have though 1/2 the APs for -2 ENC might make more
sense - some of the ENC should be "overhead", that doesn't add to the APs).

From this precedent (not that I agree with it), applied to RQ2 Iron, Iron
armour of the same ENC as bronze might only have an extra 1 or 2 APs. Applied
to RQ3 Iron, -1 ENC armour (per piece) would only be -1 or -2 APs (at a guess).

As a completely separate issue, while I've been reading _Elder Secrets_, there
have been a few references to Falagian Diamonds, but no description of what
they are or what they do. Can anyone enlighten me? Does anyone know?


Chris Crouch                           crouch@hfrd.dsto.gov.au 

  "Do not meddle in the affairs of computers,
      for they are subtle and quick to anger."