HDTenEightyP/NetNews huggingface dataset:
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Mailing Lists, FTP sites, etc. was Re: Role Playing Game BBS
Summary: check out the FTP sites.
Organization: Just Say No To Nintendo
Date: Thu, 21 Jan 1993 14:02:05 GMT

In article <1993Jan20.031306.21025@cs.mun.ca> brian@garfield.cs.mun.ca (Brian Paquet) writes:
>I noticed there was reference to the mesage I followed up that
>there is a champians mailing list.. could someone gimmie details?

The FAQ (posted every two weeks - more or less) to rec.games.frp.announce
contains a fairly comprehensive list of mailing lists, ftp sites, etc.

For those of you who can't wait, the most recent FAQs have been uploaded to
ccosun.caltech.edu /pub/adnd/incoming.  Mailing lists are parts 4 and 5.

I finally got my .plan file to work, so if you are on a box where you can
"finger," you can "finger cwatters@magnus.acs.ohio-state.edu" and see my .plan,
which just happens to end with a brief list of FTP sites for roleplaying 
material.  Matter of fact, why don't I show it here:
 
ics.uci.edu				potemkin.cs.pdx.edu (131.252.20.145)
greyhawk.stanford.edu (36.8.0.243)	ccosun.caltech.edu
soda.berkeley.edu (128.32.149.19)	ocf.berkeley.edu (128.32.184.254) 
ftp.white.toronto.edu			iesd.auc.dk (130.225.48.4)
quayle.mu.wvnet.edu (129.71.32.151)	rainbow.cse.nau.edu (134.114.64.24)
teetot.acusd.edu (192.55.87.6)

If you know of any more sites, let me know!

-Coyt [does anybody read the FAQ?]
From: mavra@cpac.washington.edu (Peter D. Adkison)
Newsgroups: rec.games.frp.misc
Subject: Re: History of WotC (Was: Arcanum <----- What ever happened to it?)
Date: 24 Jan 93 08:51:46 GMT
Organization: Wizards of the Coast, Inc.
	<MAVRA.93Jan23135443@bailey.cpac.washington.edu>
	<1jsinl$hg4@agate.berkeley.edu> <C1CBHJ.471@rice.edu>
NNTP-Posting-Host: bailey.cpac.washington.edu
In-reply-to: pound@ruf.rice.edu's message of Sun, 24 Jan 1993 04:08:06 GMT

In article <C1CBHJ.471@rice.edu> pound@ruf.rice.edu (Christopher Brian Pound) writes:

> Anyway, Palladium's action sounds like an avaricious abuse of their
> trademark privileges.  Tell me how to tell them so, and I will.  :)

I'd simply write them and tell them how you feel.

Also, you can write to the Game Manufacturers Association and express
your outrage.  Address your comments to Winston Hamilton, GAMA
Executive Director, 822 4th Ave, Grinnell, IA 50112.  Ph:
515/236-5027.  Fax: 515/236-6666.

Thanks for taking the time to help us in this regard!

Maybe Loyd, Dave Nalle, or Jonathan Nephew would be willing to post a
History of their company?  I'd love to read something like that!

				--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: Christopher.T.Allen@dartmouth.edu (Christopher T. Allen)
Newsgroups: rec.games.frp.misc
Subject: Re: Star Wars RPG: multiple strength rolls on multiple 
 attacks?
Date: 25 Jan 93 22:24:28 GMT
 <1jq7ifINNon9@lynx.unm.edu>
Organization: Dartmouth College, Hanover, NH
X-Posted-From: InterNews1.0b3@newshost.dartmouth.edu


   I have found that a strength roll for each attack is best. Three
reasons:
1: There's no reason someone can't get shot in a hand, a leg, and a
foot and still survive. With only one strength roll, the character
would probably die.
2: What happens when a dozen people shoot a ATAT walker with hold-out
blasters from different sides of the walker in the same round? If the
walker only gets one roll, it will be destroyed. I seams rather
difficult to destroy a giant, armored assault vehicle with several weak
weapons, let alone penetrate part of its armor without more
concentrated fire.
3: The average weapon does one die more damage than the average
character has strength, so combat is already risky.

Chris
From: dunkelza@titan.ucs.umass.edu (KEITH C MCCORMIC)
Newsgroups: rec.games.frp.misc
Subject: Re: Faerie Folk
Date: 28 Jan 93 16:28:32 GMT
Organization: University of Massachusetts, Amherst
NNTP-Posting-Host: titan.ucs.umass.edu

In article <1993Jan24.174101.8911@sco.COM> paul@sco.COM (Paul Jackson) writes:
>In article <1jkcelINNgdn@titan.ucs.umass.edu> dunkelza@titan.ucs.umass.edu (KEITH C MCCORMIC) writes:

>Sorry, I can't let this go. Are you saying that everything that you've
>been posting has been your personal theory of the origins of European Fairy
>mythology and that it is a theory that is neither complete nor accepted by
>"the authorities"?
>
>If this is true, I strongly urge you to learn to communicate more clearly.
>This posting was the first one that I saw where it even occurred to me that
>you were proposing your own radical theory as opposed to just being somebody
>with a severe misunderstanding of history.

   I apologize for my lack of clarity.  I am usually in a hurry when I'm 
writing or responding to posts, so I often omit things like IMHO, etc.
Again, everything I have said is theory and speculation.

Dunkelzahn
From: lward@husc11.harvard.edu (Lester Ward)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII PhysAds
Keywords: Physical Adept Abilities
Date: 26 Jan 93 19:03:45 GMT
Article-I.D.: husc.lward.728075025

acgetche@taco.engr.ucdavis.edu (Adam) writes:
>	Veteran Shadowrun GMs and spellcasters are already nodding their heads
>and wincing.

Only because Jomyo (and the Combat Shaman) are going to be very dead, very
soon.

>	So some mage bops along and decides to take out Jomyo's spell locks.
>Well, as soon as the spell tries to ground into Jomyo's body he's gonna engage
>it in Astral Combat and slaughter it.  Same with the mage.  Check out the
>Interception rules in Melee for the sad truth.  Even if 10 spells try to
>ground out into spell locks, Jomyo gets 22 dice to counterstrike each spell.
>Plus whatever of his Astral Combat Pool is (un)necessary.

One major problem: you better hope Jomyo is already astral.  If he isn't
he is really, really fucked.  It takes a simple action (I believe) to astral
perceive (and a complex one to project).  Jomyo's real problem is that he
will first notice the spell grouning through his lock when it explodes in
his face.  There is .no. way that he'll find out something is messing with
his lock unless he is already astral.  By the time he engages it in astral
combat, the spell will have already grounded.  Secondly, even if he is
astral, I beleive you have to be astral .projecting. to intercept a spell
that is not cast at you.  By the rules, which you invoked, this spell is
being cast at Jomyo's spell lock, not Jomyo, therefore he cannot attack it.
This is pointless though, because there is no may Jomyo will know that he
is under attack until the attack is over.  And even if he somehow did, he
would not be able to get astral fast enough to stop the spell.

Meanwhile, the Combat Shaman who bonded the lock would suddenly realise that
it was being attacked....

Wordman
Newsgroups: rec.games.frp.misc
From: jlperkin@eos.ncsu.edu (JERRY LEE PERKINSON)
Subject: Re: SRII: Comments & Questions
Originator: jlperkin@c00806-247dan.eos.ncsu.edu
Reply-To: jlperkin@eos.ncsu.edu (JERRY LEE PERKINSON)
Organization: North Carolina State University, Project Eos
Date: Mon, 25 Jan 1993 20:57:52 GMT


In article <1993Jan22.114336.8648@kpc.com>, cdr@kpc.com (Carl Rigney) writes:
|>Newsgroups: rec.games.frp.misc
|>Path: taco!gatech!swrinde!cs.utexas.edu!usc!howland.reston.ans.net!spool.mu.edu!sgiblab!news.kpc.com!kpc!cdr
|>From: cdr@kpc.com (Carl Rigney)
|>Then there's always the Essence 0 sense of humor: if a mage gets on your
|>nerves slap a Tranq 10 patch on her; she passes out, his elementals go free
|>(and maybe they'll be grateful to you for freeing them from slavery; never
|>can tell), and she checks for magic loss.
|>
|>You gotta be pretty good friends for the mage to ever speak to you again when
|>she wakes up, though.
|>
|>--
|>Carl Rigney

Double check that, I think, the magic check only comes with the stim patch.
Just the same, it is quite effective, without having a mage want to kill you,
just maim you instead.

Killjoy, eater of unrecycled paper products.
From: IK20001@MAINE.MAINE.EDU (Solipsist@Large)
Newsgroups: rec.games.frp.misc
Subject: Re: Burn, GURPS, BURN!
Date: 23 Jan 93 17:26:00 GMT
 <1993Jan21.174827.10057@news.vanderbilt.edu>
 <1jpb3hINN5eg@titan.ucs.umass.edu> <C19q8p.299@rice.edu>
 <1jpit3INNeo4@titan.ucs.umass.edu>
Organization: University of Maine System
Followups-to: rec.games.frp.advocacy

Keith C. McCormic writes:
>In article <C19q8p.299@rice.edu> adam@owlnet.rice.edu (Adam Justin Thornton)
>writes:
>>You can't create Arnie with 100 points.  Neither can you create Conan. What's
>>your point?  The man is_clearly_ not a 100-point character; however, you could
>>probably create a pretty decent Schwarzenegger on, say 250 points.  Is there
>>a problem?
>>
>>Adam
>>--
>
>   Yeah, but what point value does modern earth tend to have?  Does everyone
>on modern earth have 250 points to play with?  RIGHT.......
>
>Dunkelzahn

Um...are you under the impression that Arnie is a beginning character?
That every human being on Earth is a beginning character?  Are you nuts?
Mr. S. was at the top of the Bodybuilding field, after years and years
of developing in it.  That, to me, sounds like the systematic accumulation
of Experience Points, specifically in two areas -- increasing of HT and ST.
GURPS is taylor made for that.

Similarly, you couldn't create a 100 point Olympic Fencer or Gymnist, because
a beginning character doesn't make it to the Olympics.

Do you want a game where your initial character is the absolute best?
Sounds like powergaming to me.  I agree, GURPS isn't the best game for
that (which is not to say it doesn't have exploitable weaknesses).

Sorry, the argument is somewhat silly.  Note I'm redirecting followups
to Advocacy, where they belowng.
--
Eric Alfred Burns                        "Life is full of decisions
Solipsist at Large                        but you never get to make any."
"It's all in your mind"
IK20001@maine.maine.edu                           --Linus Van Pelt
Newsgroups: rec.games.frp.misc
From: davis@cwis.unomaha.edu (James J Davis)
Subject: Re: SRII PhysAds
Organization: University of Nebraska at Omaha
Date: Thu, 28 Jan 1993 07:00:52 GMT

Marc-Eivind Cruz Evensen writes:

>2. A naginata? I'm not much on Japanese weaponry, but that's a polearm, right?

It's also a weapon, that to the knowing, carries a stigma.  It's use was more
or less perfected by the samurai *woman*.  And it's associated as being a
'woman's weapon'.  The poor spudster carrying this thing may be an inhuman
killing machine, but he will probably not survive the embarrasment that it
will surely cause.

-james
From: corleyj@helium.gas.uug.arizona.edu (Jason D Corley )
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS Paranoia
Date: 25 Jan 93 19:25:16 GMT
Organization: University of Arizona, Tucson


In article <1k09du$3cn@agate.berkeley.edu> bhchan@soda.berkeley.edu (Billy H. Chan) writes:
>In article <1993Jan25.011419.9411@organpipe.uug.arizona.edu> corleyj@helium.gas.uug.arizona.edu (Jason D Corley ) writes:
> >1st Edition Paranoia was perfect.  2nd Edition Paranoia was also perfect,
> >much more so than 1st Edition Paranoia.
> >
> >GURPS is not perfect.  GURPS is a complicated, point-filled, Communist
> >mishmash of many different not-fun rules.
> >
>complicated Communist mishmash?  Sounds like AlphaComplex :-P

ALERT ALERT Communist infiltration detected in Sector FRP.
Prepare for tacnuke strike.  All loyal citizens advised to keep calm
and remain in the open where no nuclear device will be detonated.
All nuclear devices are carried in small metal containers, therefore
all loyal citizens are advised to stay out of small metal containers.
There is no danger.  Everything is under control.

>(btw, rule #1 in any game system: You don't have to follow these rules) 
>

How do you know Rule #1, citizen?  What is your security clearance?
The rules are classified Ultraviolet.  Since you are not of Ultraviolet
security clearance and yet you possess information only cleared for
Ultraviolet citizens you are therefore not a citizen.  You are therefore
a Commie Mutant Traitor.  Report at once to the Termination Center of
your choice or face Political Rehabilitation Training/Electroshock Therapy.


--
*******************************************************************************
"Keep an eye on the species below us...because you never know who may be next."
	----Bertha's Save The Cat Committee (Garrison Keillor)
Jason D. "corleyj@gas.uug.arizona.edu" Corley, Poet, Polymath, Scoundrel.
From: mavra@cpac.washington.edu (Peter D. Adkison)
Newsgroups: rec.games.frp.misc
Subject: Re: More about Cover Art
Date: 24 Jan 93 08:55:06 GMT
Organization: Wizards of the Coast, Inc.
NNTP-Posting-Host: bailey.cpac.washington.edu
In-reply-to: Nick_Janow@mindlink.bc.ca's message of Sun, 24 Jan 1993 07:30:27 GMT

In article <19981@mindlink.bc.ca> Nick_Janow@mindlink.bc.ca (Nick Janow) writes:

>   adray@mcs.kent.edu (Adam Dray) writes:

> > 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.

> Strange, I had the exact opposite reaction to that picture.  I might have had
> more interest in the product if it hadn't had that picture.

Sorry, Nick, but I have to back Adam on that one.  Jorune's art was
incredible.  If only they'd do some *new* art though!  One of the
things I was hoping for when I saw Chessex pick it up was new art by
the same people who did the original, but no such luck, at least not
on the cover or advertisements (haven't had a chance to peek inside
yet).

				--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.

Newsgroups: rec.games.frp.misc
From: flindholm@mta.ca
Subject: Re: SR II: Grim II & funds for mages
Reply-To: flindholm@mta.ca
Organization: Mount Allison U, Sackville, N.B. Canada 
Distribution: rec
Date: Sun, 24 Jan 1993 17:06:38 GMT

In article <JALKANEN.93Jan24113346@lk-hp-1.hut.fi>, jalkanen@snakemail.hut.fi (Janne P R Jalkanen) writes:
>
>Howdy!
>
>As the Grimthingy II has not hit Finland yet, I need to come to
>the almighty Net with my question:
>
>Does the Grim II limit the starting money for mages in any way as the
>old Grimoire did? I mean, can you get a magical adept with priority A
>in tech and burst away with 1 M Nuyen to buy focuses and all that
>stuff? This is the case in the vanilla SR II rules, but I would like
>to know what the Grimoire II has to say to it.
>
>Thanks!
>--
>Janne Jalkanen           !
>jalkanen@snakemail.hut.fi!        Life is about learning the right moves.
>-'Good Die!'

   No, it dosn't mention money at all. As for the adept buying tons of focuses,
just remind him that magicians in astral can fry him with nasty spells through
that focus, especialy if he were to provoke the GMs ire for doing something
munchkin like. They'll get the message.

         Cyrus
From: acgetche@taco.engr.ucdavis.edu (Adam)
Newsgroups: rec.games.frp.misc
Subject: Physads
Summary: Notes on Jomyo Meishu
Date: 28 Jan 93 07:15:21 GMT
Organization: College of Engineering - University of California - Davis


	I was wondering when someone would get around to commenting on
Jomyo.    ;-)
	Gee, why does everyone have to comment in such a confrontational 
fashion?

	Anyways, the shaman and Jomyo combined their efforts together.  That is,
the shaman bought spell locks that he used on Jomyo.  This was two different
players cooperting together ... (what a concept!).  Yes, both of their
backgrounds were inextricably linked.  Jomyo bought only two of the 8 or so
spell locks on him.
	This isn't really the point, anyways.  The shaman, upon initiation,
could just as easily quicken the spells, and as per the Grimoire II the
recipient of the spell can put up the Karma to do so.
	And, as you cleverly noticed, the spell locks do indeed count against
the shaman's intelligence limit for magic items.  Perhaps you didn't notice
that I mentioned the +4 Intelligence spell lock on the shaman, making his
intelligence 10?
	As to the topic of grounding spells out through the spell locks 
(which may or may not be done against quickened spells, I'm not sure), it
is said that Astral Combat proceeds like melee.  The rules you noted were for
someone *else* trying to intercept the spell.  If the target of a spell engages
it in Astral Combat, the spell must fight and win to ground out.  The spell
may move lightning fast, but the target of the spell just has to wait for it
to come.  Also, flip the pages in your SRII rulebook over to the Melee Combat
section, under Interception.  Remember again that Astral Combat works like
Melee Combat.
	If you can find a rule or quote that somewhere addresses this particular
situation and contradicts what the rules seem to say to me, I'd be pleased to
know of it.   Howsomever, I do not see such a statement at this time.
	The ground against spell locks trick may not work against quickended
or anchored spells anyways (someone has argued that it doesn't), which
means that one has to simply wait for initiation by the shaman and physad
before they can well and truly toast a samurai.
	Also, I believe the Improved Ability dice count as skill for the
purposes of the Combat Pool, so that Jomyo can draw off 16 dice per strike.
Again, if you can prove otherwise I'd be pleased to see it.
	Cordially yours,

           -- Adam
+--------------+---------------------------------------------------------------+
|Adam Getchell |acgetche@taco.engr.ucdavis.edu *or*  ez000270@chip.ucdavis.edu |
| acgetchell   |"Invincibility is in oneself, vulnerability is in the opponent"|
+--------------+---------------------------------------------------------------+
Newsgroups: rec.games.frp.misc
From: achernar@aix00.csd.unsw.OZ.AU (Brono Gatea)
Subject: Star Wars RPG: multiple strength rolls on multiple attacks?
Keywords: Star Wars RPG 2nd edition
Organization: University of New South Wales
Date: Fri, 22 Jan 1993 11:32:46 GMT

Well, for Christmas, my gaming group got together to bye the Star Wars RPG,
2nd edition (we had never played Star Wars before, not even 1st ed.) and I
have been put in charge of GMing the first games...
There is however a point which is not made clear in the rules: when a PC
receives damage from several attacks in one round, does he roll ONE strength
roll to resist the sum of the damage of the multiple attacks, or does he
roll one strength roll per attack?
eg, Bandor Caldez the smuggler is shot by three bounty hunters with blasters
which do 12, 15 and 24 points of damage. Does he roll one strength roll to
resist 12+15+24 points (a total of 51 points, in other words he is dead and so
should you be if three bounty hunters shot at you with blasters), or three
strength rolls, one per attack? (with 2D +2 of strength, he rolls 10, 11 and 
17 (with the wild die) and suffers two stuns and one wound, so is merely 
wounded at the end of the round).
This makes the difference between fights being extremely deadly or extremely
slow. It seems to me the first alternative is more in keeping with the feel
of the movies, but of course, the players disagree (they like the PCs to stay 
alive).
Maybe the 1st edition rules made that point clearer. Any comments welcome.
Bruno

Newsgroups: rec.games.frp.misc
From: akuma@netcom.com (Steven E Barnes)
Subject: Re: Room for a New OOP RPG?
Organization: Radio Free Arcadia
Date: Thu, 28 Jan 1993 11:25:31 GMT


Well, I won't tell you to buy Hero (although it is still a
nifty game :-).  The first thing that occured to me when
skimming thru your proposal (sorry, it's late), was: 
doing class derivations could become tedious; that's
the kind of thing we have compilers for.  While defining 
everything as based on something previously defined might work, 
you would have to make sure you didn't end up with the Rolemaster
spell list phenemonon:  Blast VI: like Blast V, except range
is 200'; Blast V, like Blast IV, except....

-steve
From: at731@cleveland.Freenet.Edu (Troy L. Nothnagel)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII magic
Date: 22 Jan 1993 14:58:38 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: at731@cleveland.Freenet.Edu (Troy L. Nothnagel)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, pmenard@cse.unl.edu (Patrick Menard) says:

>Has anyone else noticed that the prices for things are missing in the Grimoire 
>II?  They put this nice new Fetish Focus in there and didn't have a price for
>it.  They also left out the prices for radicals, orichalchum, etc... all the
>stuff you need for Enchanting
>
>Is this a major FASA screw-up, or am I missing something?
>
>Oh, could some kind soul post the prices from the old Grimoire for Radicals,
>Orichalchum, etc...  I sold mine at a used bookstore to finance the Grimoire
>II. :)
>
>Shadow
 
Looks like a major OOPS to me.  I'll put up the old list as soon as I
have time.  (Of course, the original Grimoire didn't have street
indexes, so you'll have to figure those out for yourself.  "Uh...  .5!
Yeah, my shaman thinks they should all be .5!")

Newsgroups: rec.games.frp.misc
From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Subject: Re: Burn, GURPS, BURN!
Organization: Johns Hopkins University CS Dept.
Date: Sat, 23 Jan 1993 00:24:39 GMT

In article <1jpb3hINN5eg@titan.ucs.umass.edu> dunkelza@titan.ucs.umass.edu (KEITH C MCCORMIC) writes:
>  You can't create Arnie in a modern earth setting.

Sure you can.  "Hey, here's some extra points.  Use them.  I'm the GM and I
get to do that."
--
"On the first day after Christmas my truelove served to me...  Leftover Turkey!
On the second day after Christmas my truelove served to me...  Turkey Casserole
    that she made from Leftover Turkey.
[days 3-4 deleted] ...  Flaming Turkey Wings! ...
   -- Pizza Hut commercial (and M*tlu/A*gic bait)

Ken Arromdee (arromdee@jyusenkyou.cs.jhu.edu, arromdee@jhunix.hcf.jhu.edu)
From: loren@wmkt.wharton.upenn.edu (Loren Miller)
Newsgroups: rec.games.frp.misc
Subject: Re: What Fantasy RPG to buy?
Date: 27 Jan 93 20:06:11 GMT
Organization: Wharton Marketing

In article <1993Jan27.070344.26277@lth.se> d90ba@efd.lth.se (Bjoern Andersson) writes:
>The following games have been on our mind, but we know too little about 
them:>* AMBER
>* Mythos (Gygax New)
>* GURPS (with some modules)

Given the systems that you have and/or have played, the only one of the 
three systems above that gives you anything really new is Amber. It's a 
diceless rpg and lends itself to intense character roleplaying and lots of 
inter-player rivalry. It also tends to take some of the scenario writing 
burden away from the GM.

In your shoes I'd go for Amber. And there's another bonus. Let the players 
read the Amber series by Roger Zelazny and they'll understand how to get 
into character and into the world, and it's more fun than the usual rpg 
player guide reading.

--
+++++++++++++++++++++++23
Loren Miller              LOREN@wmkt.wharton.upenn.edu
     There's a thin line between TQM and Mutiny
From: loren@wmkt.wharton.upenn.edu (Loren Miller)
Newsgroups: rec.games.frp.misc
Subject: Re: Room for a New OOP RPG?
Date: 27 Jan 93 20:08:30 GMT
Organization: Wharton Marketing

In article <1993Jan27.174122.4817@fsl.noaa.gov> urban@yoda.fsl.noaa.gov (Art Urban) writes:
>Well, those are the biggies that I see. A truely proper implementation of
>an OORPG, would have a sufficiently large abstract set of rules from which
>to build upon; meta-rules, I guess.

>So, whadayathink?

Look! It's the Hero system!



--
+++++++++++++++++++++++23
Loren Miller              LOREN@wmkt.wharton.upenn.edu
     There's a thin line between TQM and Mutiny