HDTenEightyP/NetNews huggingface dataset:
From: thpr_ss@uhura.cc.rochester.edu (Thomas Parker)
Newsgroups: rec.games.frp.misc
Subject: Re: Newspaper Report on NY Lead Figure Ban
Date: 17 Dec 92 23:53:18 GMT
Organization: University of Rochester - Rochester, New York

In <1992Dec16.203719.19398@spectrum.xerox.com> sprague.wbst311@xerox.com writes:

>The Rochester (NY) Democrat and Chronicle has an article on NY State
>banning lead figures in todays issue (by Sherrie Negree).  It's not a
>bad write up, but things don't look bright.

>She did a fair job of presenting the collectors point of view, including
>several "Crazy Igor" quotes.  I won't repeat any of that here, as you
>have all seen or heard it already.  Following is a quote from near the
>end of the article.

>|
>| Health officials and consumer-safty advocates, however, say
>| childern inevitably will touch their parents' figurines and
>| be exposed to lead.  Besides the military figurines, there
>| are miniature Dungeons and Dragons and Star Wars characters
>| geared for children.
>| 
>| The Health Department decided to ban the products after
>| laboratory experiments documented that lead easily rubs off
>| toy figurines, said Faith Schotenfeld, a department spokeswoman.
 Studies have shown that exposure to even low levels of leand can
>| produce harmful effects in children, giving rise to learning
>| disabilities and behavioral problems.
>|
>| [Some text deleted]
>|
>| Manufacturers at the hearing requested that the state phase in
>| the ban over the next year.
>|

>Sigh.  If the manufacturers are requesting a phase in time, it looks
>like the ban is going to happen one way or another.  I know that lead
>is dangerous, but so are a lot of things.  I think the Health Department
>is getting carried away.

>I also don't like the fact that they said the "Dungeons and Dragons"
>and "Star Wars characters" are geared for children.  Guess I'm just
>a pretty big kid.  :-)

>			~ Mike  (sprague.wbst311@xerox.com)

Requesting a phase in over time can also allow the manufacturers to 
get legislative action by NYS that will make them legal again...

Though I agree that it doesn't look to good.
I assume that if they are geared for kids, then their definition
of "child" would make lots of older people happy...

:(

Tom Parker

thpr_ss@uhura.cc.rochester.edu
Newsgroups: rec.games.frp.misc
From: clanti55@ursa.calvin.edu (Christopher Lantinga)
Subject: Re: Amber Diceless Roleplaying: Shadow Knight?
Organization: Calvin College
Date: Sat, 19 Dec 1992 07:26:27 GMT

J.P.Brannan <J.P.Brannan@cornell.edu> writes:

>Has anyone heard about an Amber Dicless Roleplaying Supplement called
>_Shadow Knight_ being released?  I had heard it was going to be released
>in November, and have since heard conflicting stories about whether it
>was released at all or if a riduculously small number of copies were
>printed.

>From the name, I would assume this is an update of the original rpg book,
>which lacked information about some of the later Amber Chronicles.

You're right about what it is, and it is coming out. Late. (This is
the gaming industry. Who's suprised?) A friend of mine has ordered a
copy direct from Phage Press and it hasn't shown up yet, but should
this month, he's told...

Edward James Heil
c/o Chris Lantinga, clanti55@ursa.calvin.edu
"There is nothing wrong with the software that rm won't cure."
		-Arnie Romo
From: cb317@cleveland.Freenet.Edu (Stephanie J. Kessler)
Newsgroups: rec.games.frp.misc
Subject: Re: lead toy ban      2/2
Date: 14 Dec 1992 16:24:59 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


The text of the DoH proposal WAS posted here after the original
post about it was done, as well as a copy of the petition they are
trying to get people to send in.  If the text is accurate, then
this is targetted to lead miniatures by companies such as Grenadier
and Ral Partha.  I find it hard to believe they think that those
who use/buy these things leave them around for people to suck on, etc.
Oh well.. I'm in NE, so I'm not TOO worried about it, but I'm
curious about what the result will be...
-- 
The United States is a nation of laws:  badly written and
randomly enforced.     Frank Zappa

cb317 @ cleveland.Freenet.Edu
From: v124pz9t@ubvmsb.cc.buffalo.edu (David Cheng)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: scripts and written language
Date: 16 Dec 92 01:17:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Dec13.205804.1@wharton.upenn.edu>, millerl@wharton.upenn.edu writes...
>Here's my proposal for changing the read/write language skills to skills
>in individual scripts, or alphabets, and requiring both script and
>language knowledge in order to read or write. Note that ideographic
>languages, such as the Chinese characters, would count as languages
>rather than scripts, and for the purposes of the game there would be no
>associated script skill, unless the GM wanted to ascertain the artistic
>quality of brushstrokes.

I understand why you don't want to include ideographic languages.
But, if I understand the idea, you then need to keep the read/write skill
for them.  If not, then all speakers of the language are as good
at reading as they are at speaking.  I don't think you intend to have
a population be 100%  literate.

I like the theory of the the idea, but I don't know if I'm comfortable
with the "feel" of it.  Of course, this is based purely on gut, with
no playtesting.

I think the current read/write skill has better "face validity," even
if it's "real validity" is lower than what you propose.

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

-David Cheng
 drcheng@sales.stern.nyu.edu
From: stv@unislc.uucp (Steve Spencer)
Subject: Re: Palladium/Wizards of the Coast Lawsuit
X-Newsreader: TIN [version 1.1 PL6]
Organization: Unisys Corporation SLC
Date: Thu, 17 Dec 1992 20:44:54 GMT

Okay, now this is just me opinion, so feel free to disregard it:

FIRST, there is probably no way that you're going to stop Paladium (TM)(
(Uh oh, am I going to get in trouble for printing their name :) from going
through with the case. So it looks like you're going to set a landmark
case concerning such issues, rather you wnat to or not.

SECOND, Maybe you should try to be more general in the cap systems. Use
more generic terms, but don't say the actual word. You know what I mean,
for instance, if someone copyrighted the word "cat", I could say that
in my cap system, the number 587 refferred to "Any small, domestic
felines of apx. 15 pounds". Or I could say that ENDURANCE, refferred to
"the ability to sustain damage", then I wouldn't REALLY need to tell 
everyone that it REALLY meant HP, or STA, or whatever. Just a thought.

THIRD, and this is not meant to slander PALADIUM (TM), but is it 
possible that the "big boys" in the gaming industry kinda look for
a way to tie up smaller gaming companies in court, and thus run them
out of businness?

FOURTH, if there is ANYTHING I can do (shit, that even includes working
for free) to help, let me know. I have NEVER worked with a group of
people more concered about their public, and willing to help out. 


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| It's the sputter of a raindrop. It's the sunlight on my face |
| My mind's eye into other realms. It's my paradise escape.    |
| Steve Spencer	SLC, Utah 	stv@unislc.slc.unisys.com      |
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Newsgroups: rec.games.frp.misc
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Subject: Re: Traveling speeds by horse question
Organization: Purdue University
Date: Wed, 16 Dec 1992 02:36:21 GMT

In article <EPPERLY.92Dec14110759@osnome.che.wisc.edu> epperly@osnome.che.wisc.edu (Tom Epperly) writes:
>Here are some specific questions:
>
>What is a typical speed for a horse and rider to travel at on a long
>journey in miles/hour(including resting the horse)?



I couldn't give a "miles per hour", but the plain truth is that a horse on
a long journey doesn't move much faster than a walking man.  However, the
horse can carry a great deal more at this speed than could a walking man.



>
>What was the average speed of the pony express?  How often did they
>switch mounts?
>

Don't know to either, but express-rider/couriers throughout history changed
mounts fairly often--and their mounts were pretty much spent for a few
days after the ride.

Newsgroups: rec.games.frp.misc
From: esper@cs35b.cs.umn.edu (Dave Sherohman)
Subject: Re: Shadowrun Question -- Auras and Spells
Organization: University of Minnesota
Date: Sun, 13 Dec 1992 19:17:23 GMT

In article <Bz6x9x.5o9@rice.edu> hyatt@owlnet.rice.edu (David Waterman Hyatt) writes:
>
>How can Physical Combat spells be cast at inanimate objects, when
>it is explicitly stated in both editions of the game that inanimate
>objects have NO AURA WHATSOEVER?

Though they may not have an aura as such (they're not alive), they do have
an (incorporeal) astral presence which can function similarly to an aura for
spell targeting purposes (though not as effectively as an active astral
presence).  This astral presence is what allows them to reflect aural energies.
>
>  We are told that
>vehicles have simple limited auras.  Never mind that this directly
>contradicts the passages above.

This is just another way of saying that vehicles (or whatever else) have an
astral presence which can be used to target spells (or block the flow of
astral energies).
>
>  Do auras
>mingle, i.e. items on a person's body are all intermingled with
>that person's aura, and thus don't need to roll when resistance tests
>are called for, say from a Power Ball?  

Auras don't mingle unless essence is paid to make an item (ie cyber-implant)
a part of you.
>
>What about objects in a combat spell's radius of effect?

Determine successes from the TNs listed on the Object Resistance Table
and compare those successes against the objects' barrier ratings to determine
what happens to them.

>  And I suppose if a book is nestled
>behind the lamp it gets partial cover with respect to targeting?

Not by me it doesn't.  Since when do you make rolls to hit with (non-
manipulation) spells?  You see it, you hit it.  Cover don't help.

>If I can't see the objects inside of a desk drawer, does the spell
>not ground through them?

Correct.  Objects you cannot see cannot be affected by non-manipulation spells.
>
>Can a mage hurl a power bolt at a maglock?

Sure.  Personally, though, I'd fry the door instead.

esper@ima.umn.edu
From: lmollett@lunatix.uucp (Laura Mollett)
Newsgroups: rec.games.frp.misc
Subject: Re: FANTASY HERO: duration for spells
Date: 14 Dec 92 20:20:47 GMT
Organization: Lexington Public Access Unix. -KY- (606) 255-9121

In article <Bz7wwH.M94@news.cso.uiuc.edu> wogg0743@uxa.cso.uiuc.edu (William Shakespeare) writes:
>Some spells you could just use the formula I do, which is to make it a 1/2
>advantage to move the duration up one category on the time chart.  This is
>not a good idea on attack spells.  A spell that causes damage could be worked
>this way (heat armor, for instance, causing damage over a period of time), but
>it would be better to buy all the dice that the spell will do over its entire
>duration and then make it a -1/4 disadvantage that the spell works over a
>period of time.

In the new(er) :) Fantasy Hero book there is the limitation Gradual Effect
which allows an attack to spread damage out over a long duration.  The use in
the book is for poisons (pg. 187-188) but I'm sure it would be adequate for
other uses such as the one you describe here.  The amount of the Limitation is
based on the duration for the attack to apply full damage - from -1/2 to -4
for 1 Turn to 1 Month.
				Laura Mollett
Newsgroups: rec.games.frp.misc
From: wilcoxon@tweedledum.cis.udel.edu (Stephen Wilcoxon)
Subject: Re: Military Role Playing Games
Organization: University of Delaware, Newark
Distribution: World 
Date: Fri, 11 Dec 1992 14:19:53 GMT

philipd@cs.kuleuven.ac.be (Philip Dutre) writes:

>I'm interested in buying a military roleplaying game, set in the 20th century.
>Therefore I'm looking for some advice to see what system is the best around.

>I heard TWILIGHT 2000 is very good. Correct?

I have two suggestions...  Get 1ST EDITION Twilight: 2000.  It's much more
realistic and logical than the 2nd edition.  You may have some trouble
finding the set or any of the modules though (there were 27)...
I agree with someone else's suggestion to use BTRC's TimeLords/WarpWorld
(you'll probably also want Guns! Guns! Guns! (3G3 for short)).  It will
take a little work but is a very realistic system...  Or, you could
probably get by with modifying Corps (a simplified version of the TimeLords
system)...

                                                 Twilight

The Crystak Wind is the Storm, and the Storm is Data, and the Data is Life.
  --  The Player's Litany

Newsgroups: rec.games.frp.misc
From: burke@vxdesy.desy.de
Subject: Re: SRII increase ability spell???
Organization: (DESY, Hamburg, Germany)
Date: Wed, 16 Dec 1992 20:07:12 GMT

In article <BzBMBo.DBI@world.std.com>, eclipse@world.std.com (Mark Urbin) writes:
>>Can he now summon spirits with this new charisma rating.
>    Yup.  

I don't like this; I don't think magical enhancements to attributes should
*ever* apply to other magic.

e----><----p | Stephen Burke           | Internet: burke@vxdesy.desy.de
 H   H   1   | Gruppe FH1T (Liverpool) | DECnet:   vxdesy::burke (13313::burke)
 H   H  11   | DESY, Notkestrasse 85   | BITNET:   BURKE@DESYVAX or SB2@UKACRL
 HHHHH   1   | 2000 Hamburg 52         | JANET:    sb2@uk.ac.rl.ib
 H   H   1   | Germany                 | Phone:    + 49 40 8998 2282
 H   H 11111 | HERA, the world's largest electron microscope!
Newsgroups: rec.games.frp.misc
From: tomault+@cs.cmu.edu (Thomas Galen Ault)
Subject: Re: Ars Magica: A few questions
Organization: School of Computer Science, Carnegie Mellon
Date: Thu, 17 Dec 1992 19:29:26 GMT

In article <5096@equinox.unr.edu> hodges@unssun.UUCP (Marcus Hodges) writes:
>I have gone through the rule book about 1 1/2 times, but still have a 
>few unanswered questions.
>
>1.  When a non-Magi uses a magical power (gaze attack, poisonous stinger,
>    etc.) is a stress die rolled for penetration vs. magic resistance?

It depends on the situation and how the power works.  For example, is the
power will-based or automatic (or somewhere in between).  If the power is
will-based (the character can control not only when it goes on, but degree
of effect as well), I'd say it could either be a stress roll for a stressful
situation like combat, or a simple roll, if she's just sitting around using
it.  On the other hand, if the power is completely autonomous of the
character (whatever he looks at turns to stone, regardless of whether he
wants it to or not), then I'd say the roll is a simple die always.

>
>2.  If a person rolls a 0 on a stress die, is that an automatic failure,
>    or is their still a chance of success (for example, they have a +10
>    to their attack roll, and the defender only has an 8 defense total)?

I'd say that a zero is always a failure, regardless of the totals.  Now
there's your garden variety failure (you swing your sword and miss, for
example), and then there's your botch (you swing your sword and smack
yourself upside your own head).  I really don't believe in auto-success
in the chancy situations where stress rolls are required.  It doesn't matter
HOW good you are with your sword, there's always a chance you'll miss,
provided of course the defender isn't incapacitated.

>
>
>Thanks, 
>
>Marcus


Newsgroups: rec.games.frp.misc
From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Subject: Re: Cyberspace/the Net/the Matrix/etc
Organization: University of Illinois at Urbana
Date: Sun, 13 Dec 1992 00:47:01 GMT



In article <1992Dec12.090540.13190@sarah.albany.edu> gm1116@albnyvms.bitnet writes:

>	Biggest flaw with current systems: speed of light := limit on how fast
>data can travel over the lines := liimit on how fast your computer will
>receive data := limit on how fast you can react.  ALL of the systems
>I have seen failed to take into account that the farther away you were
>from the computer your were hacking, the longer the delay will be form
>info to reach you and for your info to reach the other system.  

If you take into account how the brain really works, this delay effect
is not detectable for intra city ranges, unimportant for coast-coast
communications, but, indeed burdensome for VR via geosynchronous
satelites.  Neurons have minimum refractory periods of a few milliseconds
and actual processing, to best & latest info I have heard, hinges
on changing firing frequencies.  If true, then a couple cycles delay
will probably not matter; so, I guestimate that as much as one hundredth
of a second should be a safe amount of leeway.  This stikes me as a
sound number since I can't see the 60 Hz TV flicker.  For lightspeed
communication, this equals about 2000 miles.

>This should
>correspond in a defensive bonus for both the attacker and defender(since
>both the cowboy and the computer usually have programs which attack each other)
>based on distance.  Next, if a company wanted really really secure data
>they could sacrifice communication speed for security.  They could use
>a slower baud modem to connect to the net or have 2 systems, one attatched
>to the net at full speed and one attatched to the other system but with
>a slower communication speed so hacking into the system would be harder.

Regardless of whatever noise there is to the contrary, getting data out
of a certain computer, whether it is VR data or a important secret file,
requires a friendly program to be operating in it.  The decker's virtual self
in the Net must be an actual, functioning hunk of code inside the particular
system, possibly accompanied by accessory programs.  It is not *necessarily*
true that slower communications with the physical cyberdeck need cripple
the persona's effectiveness.

I do agree with your general criticism about game systems trying to
found their mechanics on actual computers in the case of SR.  Although
I rather like the combat system and general mechanics, perhaps
paradoxically, I find that the Matrix reminds me most of the AD&D
magic system at its most nightmarish: It works THIS way because its
the rules.  I have plenty of ideas of how to make things much more
realistic, but I don't want ot play with burdensome rules.  What
is needed is very calm and simple basics.

--Malthus

______________________________________________________________________________
						|
     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
______________________________________________________________________________
Newsgroups: rec.games.frp.misc
From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Subject: Re: SRII and the magic system
Organization: University of Illinois at Urbana
Date: Fri, 18 Dec 1992 18:17:05 GMT

My ideas about game balance:

1.  Up the standard base drain power from (Force/2) to (Force).  Suddenly,
the mages will learn to hold back most of those dice for drain
resistance.  Don't worry too much about focii; they need them.  But
do be certain to attack their focii often enough to keep them
overprotective.

2.  Of *course* the mages will want to lock piles Increase Attribute
spells.  Don't be vindictive.  Let them.  But get them used to a fact
of life for runners:  locked spells will regularly need replacing.
Face it, the first thing a mage or shaman will try to do when defending
home turf is send out a spirit/elemental to scout/harass the attackers.
Watchers are appropiately cheap for this purpose.  As are low power
spirits.  

3.  Incresed Reaction has been toned down in SR2.  It still needs
work.  The problem is a high drain spell spells are just as easy
to lock as low drain spells.  That is a problem with the game
mechanics that bears examination.
    As the rules are, combat is typically pathetic without reaction
boosting.  And since "real" mages are not supposed to use cyberware
or drugs, they need to do it with a spell.  I propose softening the
need for *everyone* to be boosted.  Change the normal initiative
to REACTION + 2D6.  Now, normals typically get 2 actions.  Wires
get you 50-100% more actions instead of 100-300%.  (Playing a
wireless troll as my first character, I have suffered through
not only going last but watching the rest of the team complete
2-3 attacks each before I got to draw my gun.  Ridiculous.)

--Malthus
______________________________________________________________________________
						|
     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
______________________________________________________________________________
From: gobeski8618@iscsvax.uni.edu (Steve 'Gobes' Gobeski)
Newsgroups: rec.games.frp.misc
Subject: Re: T$R and SF (Re: STAR FRONTIERS:does anyone remember it??)
Date: 16 Dec 92 20:51:03 -0600
Organization: United Anarchists of the World Association, Inc.

In article <1992Dec15.112101.28078@afterlife.ncsc.mil>, acadams@afterlife.ncsc.mil (Arthur C. Adams) writes:
> 
> Has T$R ever had a successful Science Fiction game?
> 

For that matter, has T$R (the game Nazis) ever had any successful product
outside of its D&D/AD&D lines?

-------------------------------------------------------------------
| Steve "Gobes" Gobeski | GOBESKI8618@iscsvax.uni.edu             |
|-----------------------------------------------------------------|  more
| A BORING SIG IS WORSE | I don't believe the preachers           |  useless
| THAN NO SIG AT ALL!!! | They're just sticking out they're hands |  wasted
|-----------------------| I don't believe the government          |  space
| useless, wasted space | Who the hell is this Uncle Sam?         |
-------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: mppd5@syma.sussex.ac.uk (John Coley)
Subject: Re: Star trek game
Organization: University of Sussex, five miles away from Brighton
X-Newsreader: Tin 1.1 PL5
Date: Thu, 17 Dec 1992 09:42:15 GMT

Kevin Maurice Hudson (hudson@dragon.cpe.ulowell.edu) wrote:
: 
: The second level allows more 'involvement'; you and some friends each
: play an 'officer' on the ship and make decisions as if you were in
: charge of that department.  One person can be captain, coordinating the
: efforts, while someone else is the engineer, who gets to allocate energy
: and the like, and yet another can be the weapons officer, targeting
: specific portions of the enemy's ship.

	Wrong game, this sounds more like FASA Star Trek RPG Space
Combat Simulator (or some such title). SFB does not (yet) have a role
playing element but the ship to ship combat system is MUCH better than
FASA's. 
	John Coley