HDTenEightyP/NetNews huggingface dataset:
From: jeff@pangea.Stanford.EDU (Jeff Freymueller)
Newsgroups: rec.games.frp.misc
Subject: Re: Ethical Dilemna (GURPS Fantasy - LONG)
Date: 24 Jan 1993 21:01:18 GMT
Organization: Stanford Univ. Earth Sciences
NNTP-Posting-Host: pangea.stanford.edu

In article <C1Bz9n.EF7@csugrad.cs.vt.edu> kerr@csugrad.cs.vt.edu (Shane Kerr) writes:
>Okay, I guess I asked for it, but in any case I seemed to have made somewhat
>of a problem from myself as a GM.  An explanation...
>
>I'm running a GURPS Fantasy campaign, where the characters are 140 point 
>characters.  I made everybody take Status +1 and Comfortable, and at least
>30 points of skills, so they're not all sooper-dooper.  Let's look at the 
>party:
>
[ Details of PCs slaughtering innocents deleted...]
>
>So now they're on the way to see the Baron.  Now, as I see it the law is
>clear - they're gonna fry.  But should I allow them to get off with paying
>a werguild.  Or maybe trial by combat?  Or perhaps just deportation?  I 
>COULD enslave the party.  Hm.  The worst part is that everybody but
>the fencer took honesty.  The Jesuit tried to stop the rest, but how
>do you stop a Templar on his warhorse with stern words?
>
>Then the issue of character points arises.  Nobody but the Jesuit knew
>that they were breaking the law by killing them (they didn't even suspect,
>but they probably thought they were summoning a demon or something).  But
>afterwords when the Jesuit told them, they all tried their Will rolls
>to not turn themselves in.  That's fine with me, but they should at least
>be acting GUILTY.  Should I just not give any out for that session?  Make
>them spend the next 10 points buying off their Honesty?
>
As I see it, you have two choices: (1) let Justice take its course, and`
let them fry. (2) Give them a quest to redeem themselves and their honor.

Since this seems to be the beginning of a campaign, I'd tend to say let
them fry and generate new characters.

Jeff
From: cvadrian@vmsb.is.csupomona.edu
Newsgroups: rec.games.frp.misc
Subject: RE: Disney a new SR corp
Date: 27 Jan 93 21:02:00 GMT
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvadrian

In Car Wars regional scorce book, the one covering Florida there is description
of Los Disney. They also have an adventure covering that area. Not to fun if
you read it. Check it out.

					Epitat
  
Newsgroups: rec.games.frp.misc
From: esper@cs35b.cs.umn.edu (Dave Sherohman)
Subject: Re: SRII: Comments & Questions
Organization: University of Minnesota
Date: Wed, 27 Jan 1993 03:56:35 GMT

In article <ayh-190193075840@wdl119.wdl.loral.com> ayh@wdl1.wdl.loral.com (Ann Hopkins) writes:
>In article <1jfi8qINNbk0@usenet.INS.CWRU.Edu>, by670@cleveland.Freenet.Edu
>
>Suggestions have been to cut the initial money for magic users (they
>already get all the power points), and so reduce the power of foci
>initially purchased.

My solution:  First off, I use the SR1, 1ST printing system for character
generation (ie A, B, C, D, E become 4, 3, 2, 1, 0 and you can buy any
combination that totals to 10, such as 22222 (same as CCCCC), 04420 (EAACE),
or whatever).  Then I lower the cost for full mage from 4 (A) to 2 (C) and
spellcasting (sorcery, shamanic, and elemental) adepts from 3 (B) to 1 (D).
The catch is, they have to buy the money and the force points separately...
(So a full mage with 1,000,000 =Y= and 50 force points would have spent 2 on
magic, 4 on cash, and 4 on force leaving 0's for stats and skills.)

Also note that even without splitting the Resources allocation, going from a
mandatory selection of a 4, a 3, a 2, a 1, and a 0 to allowing anything
totalling 10 makes human mundanes more powerful relative to metas and mages.

esper@ima.umn.edu
From: camelsho@matt.ksu.ksu.edu (   James A Seymour)
Newsgroups: rec.games.frp.misc
Subject: Arcanum <----- What ever happened to it?
Date: 22 Jan 1993 10:10:06 -0600
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: matt.ksu.ksu.edu

Plain and simple:  Whate ever happened to Arcanum from 
Bard Games?

james seymour/camel/camelsho@matt.ksu.ksu.edu
Newsgroups: rec.games.frp.misc
From: phardie@nastar.uucp (Pete Hardie)
Subject: Re: Random Rolls
Organization: Digital Transmission Systems, Duluth, GA.
Date: Tue, 26 Jan 1993 17:17:11 GMT

In article <2507@blue.cis.pitt.edu> seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>In article <1993Jan25.171317.8199@nastar.uucp> phardie@nastar.uucp (Pete Hardie) writes:
>>How long (and how much effort) would it take a cripple to perform a great
>>service for a godlike being?  Sounds to me like a long and difficult task,
>>that would earn (amazingly enough) enough points to cover the healing.
>
>	Why? I could think of a dozen ways it could be done very, very
>easily. All depends on circumstances. The classic one in stories would
>be 
>
>	*pop*
>	ssssssSSSSSSWWWWOOOSH! "AHH! Thank you! Released at last, after
>ten thousand years! My thanks to you, traveller! For releasing me, I
>will grant you anything within my power!"

Ah, yes.  Disney prompts again :->

Seems to me, that any 'godlike being' that is trapped as such has limits on
its powers, and those might prevent this miracle healing.

Also, how does this cripple get the lamp?  Perhaps by being tricked by an
evil wizard, who has now been cheated by the cripple (read:  new Disadvantage
of Enemy)

>	And so on. If you're a godlike being caught with his pants 
>down, you may just need SOME distraction for those who are bothering
>you to save your butt... and your butt will be toast if you don't
>get it. So if mr. Cripple happens to have the ability to give you
>the distraction, he can do a helluva service in a few seconds.

Never mind how a cripple can be in such a place, and manage to 'distract'
another godlike being

-- 
Pete Hardie:  phardie@nastar  (voice) (404) 497-0101
Digital Transmission Systems, Inc., Duluth GA
Member, DTS Dart Team           |  cat * | egrep -v "signature virus|infection" 
Position:  Goalie               |
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Ethical Dilemna (GURPS Fantasy - LONG)
Date: 24 Jan 93 03:05:03 GMT
Organization: Newt World Order

So the PCs were wandering along and saw a bunch of naked, drunken
peasants, and decided they had to kill them? IMHO, you can't let them
get away with it. They have gotten their own characters into a pickle
they can't get out of. The lord of the land would throw them in stocks
and try them for murder most foul. The jesuit, since he tried to stop
them, might get away if he cooperated with the prosecution. All those
found guilty of murder would swing on the gibbet for their crimes.
Perhaps their next characters will pay attention to the law and will not
go into a murderous frenzy when they sniff blood.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
From: gharris@jade.tufts.edu (George W. Harris)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS worldbook: Space 1889 ?
Date: 22 Jan 93 16:28:30 GMT
Distribution: na
Organization: Tufts University - Medford, MA

In article <loydb.0an7@fnordbox.UUCP> loydb@fnordbox.UUCP (Loyd Blankenship) writes:
>> >	Perhaps "GURPS Steampunk" would be a better title.
>>
>> I agree. I'm still somewhat annoyed by the title of the novel. It makes
>> sense from an artistic point of view, but is historically misleading.
>>
>
>I agree too, but when I broached the idea to Sterling, he made wretching
>sounds and spat. He doesn't like the word "steampunk" . . .

	You mean *Sterling* is actually involved in the project?  That really
is too bad.  Or does he only have an advisory role?  I hope so for the pro-
ject's sake...

>* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
>* GEnie: SJGAMES	    Mr. Grenade is no longer *	PO Box 18957	  *
>* Compu$erve: [73407,515]	 your friend!	     *	Austin, TX 78760  *
>* cs.utexas.edu!dogface!fnordbox!loydb		     *	512/447-7866	  *
--
gharris@jade.tufts.edu          
George W. Harris              	"He'd kill us if he had the chance."  
Dept. of Mathematics            
Tufts University              			The Conversation
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp.misc
Subject: Re: GDW in trouble...
Distribution: world
X-NewsSoftware: GRn 1.16e (7/4/92) by Mike Schwartz & Michael B. Smith
Date: 23 Jan 93 22:39:34 CST
Organization: Texas Net Illuminati

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

That lawsuit was withdrawn. I've been talking to Frank Chadwick a *lot*
the last week, and there was no mention of a new one being filed...

I'll ask on Monday, though.

Loyd

***************************************************************************
* loydb@fnordbox.UUCP	     Once you pull the pin,  *	Loyd Blankenship  *
* GEnie: SJGAMES	    Mr. Grenade is no longer *	PO Box 18957	  *
* Compu$erve: [73407,515]	 your friend!	     *	Austin, TX 78760  *
* cs.utexas.edu!dogface!fnordbox!loydb		     *	512/447-7866	  *
***************************************************************************
Newsgroups: rec.games.frp.misc
From: durrell@pinball.arcade.uiowa.edu (Bryant Durrell)
Subject: Re: GURPS Fantasy II
Date: Sat, 23 Jan 1993 17:11:50 GMT
Organization: University of Iowa

In article <C18oHB.C8E@csugrad.cs.vt.edu> dripton@csugrad.cs.vt.edu (David Ripton) writes:
>I just read Fantasy II and I'm curious what people think of it and 
>whether anybody's using it yet.

I love it.  Even if you don't like the basic idea, it's one of the
richest veins of new material I've seen in some time.  Even if I
never run a campaign in it, I know I'll use at least half the 
ideas in there at some time or another.  The gem injectors, the
Whiteness, the seals...all wonderful stuff.  Rave rave rave.

For those who haven't seen this, the short description I've been
using is "Lapplander-like shamanistic worldview with gods as
insane as those of the Cthulhu Mythos but with more influence on
everyday life."  The tech level is low, it's a highly insular
tribal society, it's a northern clime.  Magic is strictly taboo,
because, well, it tends to attract the gods.  Ritual is very very
dangerous for the same reason.

Besides the gods, there is also a full slate of monsters...but 
every monster was once a human who has lost some vital part of 
his or her humanity.  The weightless, for example, are intangible
human-looking things who used to be humans who did not contribute
to the village welfare or humans who were completely destroyed by
a god.  The heightless are sadistic dwarves who used to be humans
who murdered someone and felt no remorse.  There are quite a few
others.

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

Well, look at it this way.  Don't think of the various monsters as
monsters, think of them as forces of nature.  Animals are the main
opponents here, or foreigners, or maybe shamans.  Monsters and gods
are plot devices.  Or, alternatively, think of Call of Cthulhu.
-- 
Bryant Durrell					   durrell@chop.isca.uiowa.edu
------------------------------------------------------------------------------
                 I feed on the flesh of the living, and I vote.
From: feder@ecst.csuchico.edu (FederMan)
Newsgroups: rec.games.frp.misc
Subject: Re: Killing Attacks (Hero)
Date: 23 Jan 93 13:12:06 GMT
Organization: California State University, Chico
NNTP-Posting-Host: cscihp.ecst.csuchico.edu

In article <C17wu4.9wK@news2.cis.umn.edu> thornley@milli.cs.umn.edu (David H. Thornley) writes:
>In article <uplink.727079422@cwis> uplink@cwis.unomaha.edu (uplink 2099) writes:
>>
>>>    One last thing... a KA (does no BODY)? Let's be serious. Even though it
>>>can be done, it wouldn't even be entertained by most players I know.
>>
>>	Seems to me whoever does that is trying to get megadamage by using 
>>the Killing Attack Stun Lotto.
>>
>Has anybody actually tried to use one of these, or seen anybody else try?
>I've been trying to think of something it would represent with no luck.
>
>In other words, if the GM asks each player to describe what their attacks
>are like in real terms, rather than what's allowable in game terms, what
>do they say?
>
I had an atomic character that had little control over his new found
Rancho Seco (if you're from California, Cherynobal anywhere else) powers.
I had him take a 2d6 rka +1 stun does no body instead of a regular
energy blast because I wanted him to have that Greatest American Hero
affect.  Sometimes I thundered, sometimes I blundered.  As he got
experience, I added to the stun multiplier to increase the average
damage he did.  He was a blast to play and watch grow.  All his
powers were on activations (some 11- some 14-).  They were bought 
on an EC so I could spend experience to make him tougher.  Practice
made him alot better.  He did get his ass beat in the beginning though.

Kurt Federspiel
feder@cscihp.ecst.edu
Newsgroups: rec.games.frp.misc
From: esper@cs35b.cs.umn.edu (Dave Sherohman)
Subject: Re: SRII: questions (yet again)
Organization: University of Minnesota
Date: Thu, 28 Jan 1993 01:19:19 GMT

In article <UfNNnT200VpBE1IoBI@andrew.cmu.edu> Andrew David Weiland <aw1s+@andrew.cmu.edu> writes:
>gray@visix.com (Gray Jones) writes,
>
>You might have a problem with astrally perceiving mages or physical
>adepts who want the same reaction die bonus they get in the physical
>world.  I would suggest generating two separate initiative totals;
>remember that astral action in a round is resolved before the physical
>action takes place.  Dual beings can be handled the same way.

In SR2 (and Grimoire1, as I recall), it seems clear that reaction for dual
beings (including astrally perceiving mages/adepts) ignores their dual nature
and is treated exactly as if they were normal, mundane beings - using (Q+I)/2
for reaction and getting however many dice for initiative - because their astral
form is acting at the same speed (and with the same limitations) as their
physical form.  With astral projection, initiative drops to only one die, but
they get a +20 initiative bonus for not having to drag a body along (plus they
can move superfast, walk through walls, etc.).
>
>>Do cyber-mages get cyberware benefits on the astral plane?
>>I am inclined to say yes.
>
>I tend to disagree.  Cyberware is perceived in the astral as holes in
>your aura, which is why it costs Essence.  But even if you allow for
>cyberware, the only things that would have any effect are damage
>compensators, mental boosters, and skill chips.  Skill chips would only
>allow for mental skills; since skillwires affect only the physical body
>(and physical skills can't be used on the astral anyhow, I think).

I'd say no artificial enhancements (including bioware) would help on the
astral.  These things impair the mage's ability to use magic; how can they
augment his abilities when he's in a purely magical form?

esper@ima.umn.edu
Newsgroups: rec.games.frp.misc
Subject: SRII: Cyberware Optional Rules
From: tmont@cerc.wvu.wvnet.edu (Todd Montgomery)
Date: Thu, 21 Jan 1993 16:07:13 GMT
Organization: Concurrent Engineering Research Center
Keywords: cyberware

To all you SRII people out there,

A little while ago I posted some rules about Cyberware Brand Names for
SRII. Due to the great response I am  pleased to announce  that I have
just posted an updated  version which  also  has some great  cyberware
packages, some rules for warranties and  cyberware insurance, and some
new  kinds of  cyberware.   I posted this   littel 807  line  jewel to
rec.games.frp.archives.   If anyone would  like to  take  a look at it
feel free. ANY comments are appreciated.

-- Quiktek
tmont@cerc.wvu.wvnet.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
From: mnor1@cs.aukuni.ac.nz (Mark Hiro           Norman         )
Date: Thu, 28 Jan 1993 14:56:06 GMT
Organization: Computer Science Dept. University of Auckland

In <1993Jan27.123723.260@syma.sussex.ac.uk> mppc3@syma.sussex.ac.uk (Duncan White) writes:

>Some notes on what I think of the current stuff since somebody mentioned
>a possible 2nd edition.

[other stuff deleted]

>RMC3 Ritual magic is nice, other than that....

Ha. By the time the Magus in our campaign got to 10th level, he had 
Chaotic Armour among other things...

I think the rituals are a little too generous in what they bestow;
someone with some friends and a lot of ranks can really do big stuff.
Too easily.

Mark

Newsgroups: rec.games.frp.misc
From: tjz6090@bcstec.ca.boeing.com (Ted Zuvich)
Subject: WHFRP:  New Spells?
Organization: Boeing
Date: Thu, 21 Jan 1993 16:38:38 GMT

     Is there a net book with new spells for Warhammer Fantasy Roleplay?
If so, how do I get to it?  If not, has anyone devised new spells for
this gaming system?  I think WHFRP's magic system could use a little
expanding.  If you have a new spell, please email me at
tjz6090@bcstec.ca.boeing.com
My opinion.  Don't blame anyone else.
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII PhysAds
Date: 26 Jan 93 17:55:09 GMT
Organization: University of Illinois at Urbana

by670@cleveland.Freenet.Edu (Marc-Eivind Cruz Evensen) writes:


>    In reaction to Jomyo Meishu (JM)... *falls on ground laughing*

>A couple points about our good friend JM:

>2. A naginata? I'm not much on Japanese weaponry, but that's a polearm, right?
>   ever seen someone walking around with a polearm? That's because the police
>   (read Lone Star, etc) would stop you and arrest you. This is a long bladed
>   spear (I think about 6 ft+ in length) -- if that's stealthy, I'd like to
>   see what you consider conspicuous (a Banshee?). Try sneeking that into a
>   bar/restaurant/airport/anywhere.

Or fighting in an alley, or any confined area. Very useful for gaffing
fish if you are like to fish, though..*grin* Jomyo Fish-gutter..

Axly
********************************************************************************
*  Axly       *   "Just because its my gun doesn't mean I'm the one who fired  **             *    it."                                                        *
* Red Sword   *   "OK, I fired it, but I didn't think I'd hit any civilians."  *
*  Targa      *   "Well, yes, it did occur to me that I might hit one or two   *
*             *    civilians. But I really never thought I would hit all of    *
*             *    them. "                                                     *
*             *      - Axly                                                    *
********************************************************************************
From: Patrick_Andrew_Barnes@cup.portal.com
Newsgroups: rec.games.frp.misc
Subject: Pendragon - feelers for a game
Date: Thu, 28 Jan 93 00:04:50 PST
Organization: The Portal System (TM)


	I am in the process of looking into setting up a Pendragon game.
I was going to be doing this a few months back, but lost my net access and so
was unable to go through with it.  If you're interested, please respond
via e-mail.  If there is enough interest, I'll probably be starting a PBEM
here.

	Looking forward to your responses.
From: kerr@csugrad.cs.vt.edu (Shane Kerr)
Newsgroups: rec.games.frp.misc
Subject: Ethical Dilemna (GURPS Fantasy - LONG)
Date: 23 Jan 93 23:44:11 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

Okay, I guess I asked for it, but in any case I seemed to have made somewhat
of a problem from myself as a GM.  An explanation...

I'm running a GURPS Fantasy campaign, where the characters are 140 point 
characters.  I made everybody take Status +1 and Comfortable, and at least
30 points of skills, so they're not all sooper-dooper.  Let's look at the 
party:

An Artarrean fencer (ick - hi Dave)
A Templar
A Jesuit
A sheriff (typical trees and bark type)
A reptile man craftsman

Okay, the campaign is set in Cardiel, which is basically religiously tolerant,
even though the ruling nobles are mostly Christian.  While walking back from
a typical make-work task Baron Leo gave them (they all did it for their own
reasons), they encountered a group of pagans in the middle of drunken 
ectasy.  The Templar, in typical D&D fashion (no flames please) charged 
into the middle of the scene with broadsword hacking and hewing.  

Of course, they slaughtered the naked and untrained worshippers in record 
time.  They DIDN'T bother to stop the ones who ran away.  So of course the
local lord showed up and is a bit upset because somebody just slaughtered
all of his peasants.  Yikes.

So now they're on the way to see the Baron.  Now, as I see it the law is
clear - they're gonna fry.  But should I allow them to get off with paying
a werguild.  Or maybe trial by combat?  Or perhaps just deportation?  I 
COULD enslave the party.  Hm.  The worst part is that everybody but
the fencer took honesty.  The Jesuit tried to stop the rest, but how
do you stop a Templar on his warhorse with stern words?

Anyway, another option I thought about is a time shift.  We talked about
the massacre afterwords and apparently the Templar thought his was 
supposed to be playing a fanatic pagan-hater, because that's what good
Christian knights DID for a living, right?  I think he's changed his
mind.  And the rest of the party probably wouldn't have just mindlessly
charged into battle if blood wasn't already drawn (hm...visions of tiger
sharks dance through my head).  So perhaps we could go back to the 
"scene of the crime" and replay it.  Anyway, I'm definitely going to see
what the party wants to do with it.  

Then the issue of character points arises.  Nobody but the Jesuit knew
that they were breaking the law by killing them (they didn't even suspect,
but they probably thought they were summoning a demon or something).  But
afterwords when the Jesuit told them, they all tried their Will rolls
to not turn themselves in.  That's fine with me, but they should at least
be acting GUILTY.  Should I just not give any out for that session?  Make
them spend the next 10 points buying off their Honesty?

-- 
kerr();  /* no comment */
From: burke@vxdesy.desy.de (Stephen Burke)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII: Reactive trigger missing?
Date: 26 Jan 93 21:21:45 GMT
Organization: (DESY, Hamburg, Germany)

In article <C1FGEs.HH2@jabba.ess.harris.com>, jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
> Does this mean a reative trigger no longer exists in SRII?

It effectively exists for all semi-auto weapons.

  Has anyone got an explanation for why LAVs are now called Thunderbirds rather
than Panzers? Is Panzer a trademark? If it is, why is Thunderbird any better
(at least two obvious competitors on that one)?

  Has anyone tried compiling a list of the differences between SRI and SRII?
Many of them are fairly subtle, e.g. that there's now only one cover modifier -
+4 for partial cover, instead of +2 for partial and +4 for full cover
(confusing, isn't it?). A more major thing is that modifiers for being wounded
don't apply to rolls for damage resistance (including drain, I think). [I
assume that this is a change; I don't have my SRI to check.]

e----><----p | Stephen Burke           | Internet: burke@vxdesy.desy.de
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