HDTenEightyP/NetNews huggingface dataset:
From: dqk412@kepler.unh.edu (David Q Kennard)
Subject: Re: Champions
Organization: University of New Hampshire  -  Durham, NH
Date: Thu, 30 Jul 1992 22:52:25 GMT

In article <1992Jul30.163859.5880@iscsvax.uni.edu> gobeski8618@iscsvax.uni.edu (Steve 'Gobes' Gobeski) writes:
>In article <1992Jul24.180334.31529@m.cs.uiuc.edu>, silber@m.cs.uiuc.edu (Ami A. Silberman) writes:
>
>> A couple of comments. First, skills still cost too much. If one has three
>> INT skills, its cheaper to buy up INT rather than the skills. There are
>> a couple of ways to fix this:
>> 1. Make skills cost only 1 point to increase the ability by 1.
>> 2. Make an assumption about what the skills really mean. I think that most
>     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^               ^^^^
>> people have about three skills at anything over the familiarity level.
>  ^^^^^^
>
>Yeah, like assume that, unless you have skill in say, Security Systems, all the
>INT in the world isn't going to help you one bit when you're trying to disable
>that alarm!!!  Unless of course you want to implement some sort of default
>system, a la GURPS; Champs skills are all-or-nothing:  you either have the
>skill, or you don't.  Period.
>
>Most supers tend not to have lots of skills, they don't need them, they're
>supers.  Heroes (75pt) on the other hand, tend to have all skills and no
>powers.
>

Hero's intelligence characteristic *is* the skills that are bought.
The INT stat is, as the book says, a measure of mental quickness (and
perception).

Think. Think real hard. About nothing. What's your intelligence level?
If you have a high INT, think *quickly and alertly* about nothing.

The answer to the measure of Hero intelligence, and to a great number
of the "realism" problems with Hero, is to require *lots* of skills for
all characters (even supers). Make *extensive* use of skill modifiers
and complementary skills. The character is supposed to be bright and
knowledgeable? Buy the skills that show me.


Dave Kennard
DAVE@UNH.EDU
Newsgroups: rec.games.frp.misc
From: akuma@netcom.com (Steven E Barnes)
Subject: Re: Throw away your greatsword! ( Big vs. Small Weapons )
Date: Wed, 29 Jul 92 20:55:41 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

In article <1992Jul29.102840.89587@vaxc.cc.monash.edu.au>, jwadsley@vaxc.cc.monash.edu.au writes:
> In article <1992Jul28.151411.10827@rchland.ibm.com>, seurer@rchland.vnet.ibm.com (Bill Seurer) writes:
> > I don't think that greatswords need 5-7 feet of clear space around them.
> > The only description I have seen of one in use (not in a fantasy book)
> > said that it was held in front and moved in a circular pattern.  That
> > shouldn't require much more room than any other sword.
> 
> IMHO, greatswords do their great damages through the use of large swings. Even
> a 90 degree swing requires having a 5 foot space on your right. Polearms and
> staff weapons require space as well. The greatsword was mainly by way of
> example. When practicing Kung Fu staff forms, even when the staff is held in
> the middle, the staff user needs 3-5 foot clearance around him. Perhaps this is
> a better example of the problems associated with long weapons in confined
> spaces.

James- come to America, go to any gaming con.  Wait for the SCA demo.
At some point, they will go into the "Why greatswords can be used in
corridors" speech.  I remember one demo where they had a guy with a
greatsword fight a guy with broadsword and shield in a narrow stairway.
The intention was to demonstrate how the broadsword guy had problems
swinging his weapon (it kept hitting the walls); the greatsword guy
didn't have any problems.  Unfortunatly, he still lost.

Not to denigrate your 'Fu, but most forms I've seen go for a lot
of fancy flourishes, which are of questionable utility...  Anyway,
the staff (and most other pole arms) can still be used like a 
greatsword (thrusts, short vertical swings, etc)

-steve
Newsgroups: rec.games.frp.misc
From: wilder@mik.uky.edu (jeff wilder)
Subject: Deckers and firearms, and never the twain...
Organization: University Of Kentucky, Dept. of Math Sciences
Date: Wed, 22 Jul 1992 19:39:54 GMT

Nigel writes...

|In article <wilder.711507993@mik.uky.edu> wilder@mik.uky.edu (jeff) writes:

|[lots deleted]

|   And that's part of the point.  There are bound to be exceptions, of course,
|   but *most* non-combat oriented characters are going to have no *interest*
|   in *becoming* combat-oriented.  All you are doing is making yourself a large
|   and easily removed target.  What the fuck are Samurai *for*, anyway?

|Upi brought Case up before...if I remember correctly (probably not but
|hey) didn't he pick a shotgun up at some point of the book and
|remember which end went bang?  I remember Sally (Molly? damned if it
|hasn't been a long time) being indisposed at the time.

|I distinctly remember Case buying a nasty hand-to-hand weapon before he
|met Sally and was really hankering for a pistol from a back street
|dealer...

|I'd say that you're star example knew which end of a gun was the
|business end and spent his 4 points in Firearms eh? 

You might say that...if you're in a hurry to be laughed at.

I've touched two firearms in my life:  a Ruger 9mm, and a .22 rifle.  I've
fired only the .22.  Yet I guarantee that I know "which end of a gun [is]
the business end."  I guess by your logic I've got Firearms 4, huh?

If you remember Case buying the Cobra, you probably also remember that he
was terrified by it.  If you remember him buying the cheap Chinese knock-
off of a Vietnamese imitation of a .22 pistol (or whatever it was, but that's
pretty close), then maybe you remember him being fairly clueless as to its
specifics.  (The fact that he bought (rented, actually) a tiny-caliber
weapon on the assumption that it might do more than tickle his tail speaks
volumes to me about his ignorance.)

A gun in the hands of anything but an expert, in a world like Shadowrun or
Cyberpunk, is more dangerous to the wielder than to his target, because it
turns the wielder INTO a target.

As for someone's earlier assessment that corps fire on non-armed characters
first, in the assumption that they're mages:  gee, I guess they musta missed
that nice cyberdeck, huh?  I know if I were a corp, I'd be much more inter-
ested in *capturing and questioning and *maybe* even converting* any decker
that might be worth the trouble.

And I know if I were a *decker*, I'd be much more interested in *being*
captured, than in being blown away because I was plinking away at an
armored guard.

One final point:  With regard to your hypothetical threat from a Samurai to 
a Decker...don't be surprised when one of your Decker "friends" makes life
VERY hard for you in the future.  Like, say, impossible.

--
================================================================================
| Jeff W   uk06666@ukpr.uky.edu | Meddle not in the affairs of cats, for they  |
| Wilder   & wilder@mik.uky.edu | are subtle, and will piss on your cyberdeck. |
================================================================================
From: batemanc@p4.cs.man.ac.uk (Mad Chris)
Newsgroups: rec.games.frp.misc
Subject: Re: Homemade Systems
Date: 21 Jul 92 16:55:12 GMT


I've got five minutes to write this so I'll keep it short and sweet.

I've been writing RPG systems for almost ten years. I have only two systems
I'm pleased with, plus two different "One pager" ( one of which I use for 
freeforming with ). One of them has been revised four times, and I ussually
either create or revise a new system every year ( and a board game every
other year ). Recently, I so impressed my local game shop that the owner
is prepared to finance some of my ideas, provided he is convinced they are 
profitable. It's like a dream come true.

Best advice: Most home made systems never see print.
Reason: There is no room in the market for them.

To counter this I've considered setting up a "Shareware" RPG house. I'd
edit/publish games and create a library of available games for people
to choose from. Admitedly, there would be little profit but almost every
game that is home-grown has at least one redeemable feature it it. It 
would serve the hobby in general if we could access to any semi/wholely
original RPG's, as good rules can usually be added into whatever system
you like.

Anyone have opinions? Please email me. One possibility (which I suggested
at GMI when I worked there) would be a magazine ( or regular article in a
magazine ) which published 'rules modules' ( by which I INCLUDE anything
without mechanics, but full of ideas ). D&D already has this kind of thing,
but all games could do with that kind of input.

All Hail Discordia!

Mad Chris.

PS: My only regret in life... I didn't write 'Illuminati'.
Newsgroups: rec.games.frp.misc
From: chem7l@elroy.uh.edu
Subject: SRUN: Toning down mages
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Mon, 27 Jul 1992 21:22:00 GMT

I've noticed several postings mentioned that SRUN mages are too powerful, so I
thought I would post a few ideas I had for toning them down a bit.

First, I treat any item or effect (including Quickening) that a mage has put 
karma into as a suitable link for ritual magic.

Second, I consider any sustained spell to be astrally active, and therefor  
vulnerable in astral space.  Spells can't be used on them of course, but they
can still be destroyed.

Third, I make the shift to astral projection or perception take one action.

Last, for physical adepts I make the cost of increased reaction the cost PER
LEVEL, so increased reaction +3 is out of the range of non-initiates.

Most importantly, my NPCs (and PCs) take advantage of the vulnerablility to 
sudden astral attack.  However, I also rule that foci are not actually astrally
active except when in use.  This keeps people from being killed by their power
focus while asleep.  (Spell locks, however, are always in use...)

The overall effect of these changes is (hopefully) to limit the use of foci and
(especially) spell locks and to limit the effectiveness of physical and 
sorcery adepts (who don't have access to the astral plane) to a reasonable 
level compared to mages.  (Incidentally, it also makes shamanic adepts, which 
do have access to astral space, more appealing.) 

It also has two side effects.  Mages with few foci cast spells of higher force.
Also, organizations can provide some effective magical protection from central
locations almost instantly at the push of a panicbutton.  Large corps can keep
mages on duty 24 hours a day and send their astral forms to combat magical
threats anywhere within hundreds of miles.  (If I remember correctly, astrally
projecting mages can travel something like 5000 miles per hour.)  Also, small
organizations can contract groups of mages to provide astral security when
needed.

Overall, these changes make mages more limited in power and force the mages to
pay more attention to what's going on in the astral plane.  They allow quickened
spells and foci to be taken out quickly, since the mage can't shift into astral
form until his next action after he realizes the threat, and that action is used
by the shift itself.

Just my personal ideas on how to control mages.  How does everyone else do it?
And does SRUN II put more emphasis on astral combat?  

Happy Running.....
From: hummell+@pitt.edu (Andrew G Hummell)
Newsgroups: rec.games.frp.misc
Subject: Re: Genres
Date: 22 Jul 92 13:22:52 GMT
Organization: University of Pittsburgh

In article <1682B26B5.JLOCK00@RICEVM1.RICE.EDU> JLOCK00@RICEVM1.RICE.EDU (Joseph L. Lockett) writes:
>Sigh....  Pseudo-technical gobbledygook.  If a human-size pilot had a
>fifty-foot mech slaved to his movements, it would fall over when he tried
>to walk.  The walking rhythm does NOT scale linearly with body size.
Hence the need for a computer interface to translate the pilot's movements
into a scaled-up mech's movements.

-- 
-------------------------------------------------------------------------------
  "I'm not insane...just a reasonable facsimile."  | Hummell@unix.cis.pitt.edu
  "Character is what you are in the dark."         | Andy Hummell ...that's me 
-------------------------------------------------------------------------------
From: olds@mentor.cc.purdue.edu (Angel)
Newsgroups: rec.games.frp.misc
Subject: Re: SRun, ideas for a campaign, will accept, trade or offer
Date: 22 Jul 92 18:34:49 GMT
Organization: Purdue University Computing Center


	SR Questions:  lots-o-things 


		OK, questions for all the Shadowrun Guru's.  I am getting
		ready to start a campaign, and basically have everything
		ready.  However, I'd like to see what kind of ideas you guys
		can offer to it, if you will.  I have the enemies written
		and such, however, I would love to accept other ideas and
		changes to my plot.

		The campaign centers around the Yakuza. 
		Does anyone out there have some favorite villains they
		have used from the past that they would like to share
		(I'd appreciate e-mail on this particular things, since
		it contains stats and other players from my group read
		here).

		The reason these campaigns started is one of the characters
		players in our group came to Seattle from Japan to find
		the person who killed his father.  It could be just about
		anyone.  He believes it to be someone within the Yakuza.

		As long as we are talking about criminal organizations,
		ideas on how they work in your game, how tough they are,
		how invincible they are and what kind of security and
		places that they live in.  How many guards they have, what
		the rankings are, what kind of lifestyles they live in.
		I think the basics of what I want is here...anything and
		everything.  Even other criminal organizations that are
		so well known would be cool.....

		I am just looking for ideas to add and neat little curves
		to throw at them....if you are interested in more of a plot
		line, email me and I will send a copy...again, can't post
		it because the other people who will be involved in the 
		run read the net too much. ;)

			Thanks in advance....
					Quick Silver, the Indian Princess
					olds@mentor.cc.purdue.edu
From: Nick_Janow@mindlink.bc.ca (Nick Janow)
Newsgroups: rec.games.frp.misc
Subject: Re: Genres
Date: 21 Jul 92 19:20:55 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

sl9b4@cc.usu.edu (Deep Six) writes:

> The premise of most fantasy and science fiction games are just shaky
> justifications for the players to play. Adventuring parties are a perfect
> example. What in the hell would an elf thief be doing hanging around with a
> human knight?

That was one of the problems I had with AD&D; why were these characters
together in the first place and why were they staying together?  However,
despite the fact that more realistic gaming is what I prefer, it doesn't mean
that it is a universally superior style of gaming.  Some people want to get
away from realism and enjoy more "heroic" styles.  There's nothing wrong or
inferior about that.

> I am arguing that games which make use of as much realism as possible are
> superior.

No, you're stating a personal opinion and claiming that it's a universal truth.
You haven't presented any arguments to support that claim.

> So, why not just plant yourself in a real world setting (i.e. T:2000, Recon,
> GURPS High Tech, Top Secret, etc.)?

Real world setting?  Top Secret???  If you think that a "James Bond" setting is
a real world setting, you're sadly deluded.  If a James Bond movie was truly
realistic, Bond would probably die partway through the movie (the typical
villains are remarkably stupid, and their henchmen are amazingly poor shots).

--

Nick_Janow@mindlink.bc.ca
From: jwadsley@vaxc.cc.monash.edu.au
Newsgroups: rec.games.frp.misc
Subject: Re: Genres
Date: 21 Jul 92 15:33:58 +1000
Organization: Computer Centre, Monash University, Australia

In article <1992Jul21.020816.24065@monu6.cc.monash.edu.au>, ins769v@lindblat.cc.monash.edu.au (Veltyen) writes:
> jwadsley@vaxc.cc.monash.edu.au writes:
> 
> : a) Higher destructive power on missiles, which are relatively pathetic.
> 
> Remember that the aim is to take territory, not kill the opposition.
> Leaving nuke craters all over prime farmland is stoopid.

You don't need nukes! There are suitable conventional weapons. I deliberately
did not say nukes. What about scorched earth anyway. If I was losing, I'd make
sure I had a nuke to make that victory a hollow one for my opponent.

> : f) Much greater use of aircraft / coventional weaponry. In reality, a single
> : plane or tank could be equipped with enough firepower to disable a mech. 
> 
> They are. you just need to be close enough and/or accurate enough.

I disagree. I think that an aircraft with decent firepower could stuff on a
mech any day. I don't know about jamming but I don't think it is possible to
neutralize long range missiles as easily as all that. Battletech allows the
'long-tom' long range cannon thing and so on, which is practically the same
thing.

Battletech makes a lot of assumptions to make itself possible. Removing just a
few of them makes the whole mech set up impractical.

Modern high tech warfare is an increasingly long range tech vs. tech affair. I
think battletech is designed with the aim of making close range
mecho-a-mecho combat possible. I think the designers are
willing to dispense with as much reality as required to make this the case.

My personal feeling is that a squad of high-tech tanks would always be
cheaper and more effective than a land based mech, in reality. Similarly, jets
would stuff on airborne mechs on an equal dollar basis.

I think that mechs are the equivalent of battleships. Simply too big a target.
All your eggs in one basket. They may be big and have great firepower, but in
reality, they would be taken down too easily to make them practical.

I'd would be really interested to hear from someone who could justify the
existence of mechs in a truly realistic future. I would prefer a response that
includes some real military hardware knowledge to one that is just an opinion.

James Wadsley.
Newsgroups: rec.games.frp.misc
From: gray@visix.com (Gray Jones)
Subject: SR: New Archetype
Keywords: Shadow Run SR
Reply-To: gray@visix.com (Gray Jones)
Organization: Visix Software Inc., Reston, VA
Date: Tue, 28 Jul 92 19:19:30 GMT

Assassin

Tech 4, Skills 3, Attributes 2

NOTE:  If you are making an NPC or starting players are allowed
to purchse bioware, you might want to get rid of the fake credsticks
for some Muscle Augmentation, Reflex Recorders, a Cerebral booster,
or whatever.

In play, these characters get burned in a fair fight, but if they can
attack by surprise their high initiative will allow them to take down
an opponent before they get a chance to counter attack or call for help.

The headset radio with scramble breaker and crypto circuit is made 
according to the Street Samurai Catalog.  These headware pieces can
be added to external equipment for a fraction of the cost.

B	3
Q	4
S	3
C	1
I	6
W	3
R	5 (11)
E	.1

Cyberware:

Wired Reflexes 3
Smart Gun Link
CyberEyes with:
   Thermo Imaging
   Flare Compensation
   Electronic Mag 3
   Range Finder
CyberEar Modification with
   Hearing Amplification
   Hearing Damper

Gear:

Aurora Racing Bike with:
   Passive Aural Masking 4
   AntiTheft 9

Sniper Rifle (Smart Gun)
Heavy Pistol (Silencer, Smart Gun, Reactive Trigger, Firepower Ammo)
Assault Rifle (Gas Vent 2, Shock Pads, Grenade Launcher,
   Grenade Launcher Range Finder Link, Smart Gun Link)
Ceramic Holdout Pistol (Silencer)
Assorted Ammo and Grenades

Form Fitting Body Armor Level 3
Forearm Guards

MonoFilament Whip

Falsified Credstick(s) with
   False Cyberware Permits
   False Weapon Permits
(3 of these, all rating 8)

Stealth Grapple Lines

Head Set Radio with rating 6 scramble breaker HD
and rating 8 crypto circuit HD
(see Samurai Catalog)

Maglock Passkey

Skills:

Armed Combat	6 (maybe should specialize in Mono Whip)
Firearms		6
Bike		3 (maybe should specialize in Aurora)
Stealth 		6 (maybe should concentrate in Urban)
Athletics		3 (maybe should concentrate/specialize in Climbing)
Electronics		3 (maybe should concentrate/specialize in Security Systems or Maglocks)
Street Ettiquette	3

Contacts:

Elven Hitman
Any Street
Any Corporate
Newsgroups: rec.games.frp.misc
From: idmrmb@gsusgi1.gsu.edu (Mark Buffington)
Subject: CHAMPS: SciFi Vehicles?
Keywords: champions science-fiction vehicles
Organization: Georgia State University
Date: Fri, 31 Jul 1992 13:01:05 GMT

Hello..
 Does anyone have any science fiction genre vehicles and
bases built using the Champions system. I am about to begin
a SF campaign and need to outfit a spy/merchant group
with a starship,airplane and base. If you are willing to
share your designs, I would greatly appreciate it.

Thanks!
 Mark
-- 
  __      __
 |__)|\/||__)    R. Mark Buffington     |  DBA - Database Group
 |  \|  ||__)    idmrmb@gsusgi1.gsu.edu |  GSU Wells Computer Center
----------------------------------------|  University Plaza
"I'm not bad, I'm just drawn that way." |  Atlanta, Georgia 30303
From: warmongr@mentor.cc.purdue.edu (Krishgan)
Newsgroups: rec.games.frp.misc
Subject: Re: How many gadgest are too many?...
Date: 21 Jul 92 17:08:27 GMT
Organization: the Nevermore Foundation


In regards to Grant Davis' questions on weapons, availability and what not...


  Grant,

     I think I personally would rather have the guns and the rules for them
  made out and given to the general -SR- community.  I also know that if I
  left things up to my players and my imaginations, guns would do TONS more
  damage, as we think most of them are pretty weakly rated already.

     Now I will grant you that I have not seen the SRIi stuff like some
  people have, but I hear its going to get tougher.  As to allowing my players
  to make their own weapons....That is something that we have played with for
  a while now.

     I have my own system, but it is to heavily baised to print out to the
  news nets, on gun design and creation.  THE heaviest monster that I have
  ever allowed was a Heavy Pistol, that was BIG and uses something damn near
  kin to a Machine Gun round.  I never ONCE said it was realistic, just more
  devastating.

     As to players "Knowing and wanting every piece of equipment in the book",
  Hell if they got the Nuyen for it, I'll let 'em go for it.  However, I just
  remember that big buyouts usually trigger big attention on the street.  And
  on the street, EVERYONE can be bought out....even BASE contacts.

  -Keith