HDTenEightyP/NetNews huggingface dataset:
From: dbasinge@silver.ucs.indiana.edu (Mike Basinger)
Newsgroups: rec.games.frp.misc
Subject: Champions: Champions Universe Release Date???
Date: 1 Oct 92 12:53:19 GMT
Article-I.D.: usenet.BvG14v.HM4
Distribution: usa
Organization: Indiana University


Anybody know when the Champions supplement, Champions Universe, is
going to be released?

Mike
-- 
D. Michael Basinger: Not Speaking for Indiana University 
dbasinge@silver.ucs.indiana.edu		dbasinge@bronze.ucs.indiana.edu
dbasinge@ucs.indiana.edu (VAX/VMS)	dbasinge@iubacs.BITNET (Bitnet)
dbasinge@arapahoe.ucs.indiana.edu (NeXT Mail)
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS: Combat as a Quick Contest
Date: 26 Sep 92 17:04:30 CST
Organization: Stephen F. Austin State University

In article <1814@sousa.ltn.dec.com>, wall@star.enet.dec.com (David F. Wall) writes:
> 
> In article <1992Sep23.211518.1133@ccsvax.sfasu.edu>, z_copeab@ccsvax.sfasu.edu writes:
> 
>>Of course, if you want a *really* quick combat system, then how about something
>>that determines whether or not the attack hits, where it hits, and how much
>>damage it does with *one* roll? Well, you can probably get the first and last
>>together (the more the attacker makes the roll by, the greater the damage;
>>rolling exactly what is needed results in half-damage, etc)...
> 
> Well, with GURPS, combining the first two is easy.  Don't allow random attacks.
> Force people to call every shot.  In cases where the attacker won't or can't
> choose, assume the torso.  It's the most likely target anyway.

	In most cases, I don't allow random hit location except for when:

	(1) The attacker is snapshooting (no called shots allowed)
	(2) The attacker is using an automatic weapon (exception: the
		first four round group *can* be aimed)
	(3) The attacker is swinging blindly (attacker is blind, total 
		darkness, defender invisible, etc).

Brandon Cope

Newsgroups: rec.games.frp.misc
From: nasato@wiliki.eng.hawaii.edu (Neil Asato)
Subject: Re: Variant magic systems for BTRC
Organization: University of Engineering, College of Engineering
Date: Fri, 2 Oct 1992 04:43:08 GMT

     A slight correction is needed:

In article <1992Oct2.042816.1869@news.Hawaii.Edu> nasato@wiliki.eng.hawaii.edu (Neil Asato) writes:
>Plant magic
>     For the sake of simplicity, the Power is assumed here. Each tree
>has roughly 22 Power each. A shared 8 Power per 10 m^2 for trees.
>Grains only have 1 Power per plant. For grains, there is a shared
>Power of 13 per 10 m^2 (I took it a fraction of the power, and the
>rather high density of grains in one area added up). Farms generally
>have growing areas around 1.5 million square feet (rather frightening
                                              ^^^
                                        this should be "meters"

>levels for an opponent). Power used for enchanting items or those
>by the spirits of plant wizards ("permanent loss") are regained
>at a rate of 100 Power per 2000 shared Power normally available.
From: z_copeab@ccsvax.sfasu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Clerics in GURPS (Was Re: a GURPS question)
Date: 26 Sep 92 17:20:43 CST
Organization: Stephen F. Austin State University

In article <Bv5Kxp.47q@visix.com>, gray@visix.com (Gray Jones) writes:
> |> In article <3684@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
> |> > > How should I (as a GM) handle clerics - based on the AD&D concept of the
> |> > > cleric class where characters have skills/powers bestowed on them by their
> |> > > chosen deity according to their personal ability and standing in their
> |> > > church.
> One of my chief complaints with games like GURPS is that magic (both mage and cleric flavors)
> becomes too scientific.  It's magic.  Don't worry about realism.
> 
> For clerics here's what I would do:
> 
> Deities are all powerful (by human standards anyway).
> 
> To be a cleric, a character must take the diety as a patron.
> Say:
> 
> 15 points for a demi god.
> 25 points for a lesser god.
> 35 points for a greater god.
> (Similar to the way (in DnD) that only greater gods can grant 7th level spells)
> Notice the correspondence to Magery I, II, III.

	Hmm, I dunno, these point costs seem a bit low to me. Maybe +5-10 to
the base.

> 
> Each deity should have a sphere of influence that corresponds to a college 
> of magic. Increase the cost of a deity by 50% for each additional sphere of 
> influence (or magic college).

	Hmm, a little much. Maybe +5 points to base cost for each additional
college.

> If a spell requires Magery 2, only a lesser or greater god can grant it.  If 
> a spell requires Magery 3, only a greater god can grant it.
> 

	This sounds okay.

> Here's the complex part.  A cleric must pay for a god's favor:
> Acolyte (favors granted on a 6 or less):  deity 2/3 value
> Adept (favors granted on a 9 or less):  deity regular value
> Priest (favors granted on a 11 or less):  deity 1.5x value
> High Priest (favors granted on a 15 or less):  deity double value
> 
> To perform a miracle, the cleric must perform a ritual corresponding
> to the ritual required to for a mage to cast a spell at a skill level 
> equivalent to clerics favor from his/her deity, e.g. Acolytes and Adepts 
> must have both hands and feet free to invoke divine aid.
> 
> The following adjustments are added to clerics' "favor" rating:

[adjustments deleted]

	Hmm, chances for a favor seem far too low.


	I would add that this may also have other problems -- for example, what
if a goddess would reasonably have, say, 2/3 of the spells from the Air
college, and 1/4 of the spells from the Plant college? Should the priest
actually have to pay full points for access to both colleges, even though the
priest has access to only some of the spells? IMHO, though its more work, I
would think it would be better to come up with a spell list for *each* diety,
of 40-50 spells. Less powerful gods just have weaker spells.

Brandon Cope

Newsgroups: rec.games.frp.misc
From: mmcalees@cs16.UVic.CA (Michael McAleese)
Subject: Re: Talislanta
Organization: Those Dudes
Date: Mon, 28 Sep 92 10:01:15 GMT

In article <Bv96wI.4L4@acsu.buffalo.edu> v124jw4y@ubvmsd.cc.buffalo.edu (Benjamin R Pierce) writes:
>Anybody out there pick up the new edition of Talislanta yet?  IMHO, it improves
>things about a thousand percent.  I've always enjoyed the world, but the old
>books were too disorganized and decentralized for my tastes.  Opinions? Anyone?
>Anyone? Bueller?

  I've got it, and was favorably impressed.  Finally magic is handled in
a coherent fashion.  Rules were always their weak point in Talislanta, and
detail their strong point.  Magic is a case in point, they publish the 
entire curriculum of a mage at the Lycenum Arcanum including who teaches
what class (Planar Architecture 105, anyone?) but the rules for who could 
cast what were somewhat sparse.  The combat system seemed to get short shrift
also.  Well no longer!
  The system now emerging, like a diamond from the rough, shows itself to be
quick and even somewhat elegant.  While a few details are missing (one combat
example mentions that magic comes after close combat in the order of
resolution, yet this is never explicitly stated elsewhere), on the whole the
system looks good.
  The world, of course, is the reason to buy Talislanta.  Now THIS is a 
fantasy world!  I can't praise it highly enough, although it might not be
everyone's cup of tea, I find it fascinating!

-- 
*     mmcalees@csr.uvic.ca (Michael McAleese) : I speak only for me...       *
  "Man can believe the impossible, but never the improbable." - Oscar Wilde
  (For snooping governments: heroin, cocaine, FBI, CSIS, CIA, albatross...)
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun: Credsticks, a minor date error
Date: 26 Sep 92 22:39:15 MDT
Organization: Utah State University

In article <ward1.717305284@husc8>, ward1@husc8.harvard.edu (Lester Ward) writes:
> 
> 
> RAM: Random Access Memory.  This chip is effectively an array of holes 
> which can be filled and unfilled with data.  The data they hold is kept 
> there until it is changed or removed. In older days (pre-2000) RAM


Better check your facts chummer, Intel had a press release spring of 1992 over
their new "Flash Cards" which did that very thing.  I believe the person on
camera explained it something to the effect of: It works like computer RAM,
transferring and holding information without moving parts.  But it does not
require a constant power source to keep the memory, as RAM does...

	Times are catching up, better stop buyin' CD's looks like something
else is coming in its place...And this is not Science fiction

	Perhaps somebody else saw the press release ?


		Condescendingly:

			Shade Pendragon
From: ins769v@lindblat.cc.monash.edu.au (Veltyen)
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun Questions
Date: 6 Oct 92 23:39:06 GMT
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]


 (AMS138@psuvm.psu.edu) wrote:
: Hopefully, these are not FAQ, (if the are, please direct me to the FAQ list),
: but here goes...
: 
: 1) Does anyone have any material of running in the D.C./Baltimore area.  The
:    Neo-Anarchist Guide to North America mentions the Federal District of
:    Columbia, but no details were given.

NAGNA is the only reference I have seen

: 2) Is there any material on shell people (ref. Anne McCafrey) - basically
:    peoples brain and nervous system in a mobile support chamber, or cyborgs.
:    These seem like logical extensions of replacement technologies.

Not as such, you'll have to make up your own rules on this.
 
: 3) What about psionics (mind powers)?  Is there an established way to handle
:    this, is it handled under magik, or is it completely ignored?

Easily handled by modifying the mages rules,
Just take a hermetic mage and call him a "psionisis...."
Change the rules so they can't summon spirits/elementals except as extensions
of their own "will/lifeforce".
 
: 4) Speaking of magik, is it all encompasing, or are there variance in power
:    in different places (and how do you handle it).  Also, is magik operable
:    in orbit (and beyond?)?

Power is related to background count(grimorie) and GM's whim 8-)
The Orbit question is more difficult, No mage can astraly travel beyond
the earths "life" aura.
 
: I would also like any input on handling mutations and bioengineering, spell
: research (creating new spells), alternate totems, etc.  Either post,E-mail or
: US Mail.

Spells ... See Nagee 1+2+3 for new ones
Totems ... Make up the rules on the spur of the moment ('tis what I do.)
Mutants + BioEng try making your own stuff. I have some material I'll post if
your really interested.
: 
: Thanks.

-Veltyen
From: CX6L@MUSICA.MCGILL.CA (CX6L)
Newsgroups: rec.games.frp.misc
Subject: RE: SJG and Secret Service
Date: 3 Oct 92 07:23:11 GMT
Organization: McGill University

In article <183732@pyramid.pyramid.com> mshaver@pyrhard2.eng.pyramid.co m (Matthew Shaver) writes:
>Gee, I wonder if they will reenact the Steve Jackson Games raid on the
>new "Secret Service" show?  :-) :-)
>
>Matt.

(Sorry for partial repost: mailer error.)

I don't know the show...

..but a lot of Americans would be proud to see their tax-dollars
Newsgroups: rec.games.frp.misc
From: ins769v@lindblat.cc.monash.edu.au (Veltyen)
Subject: Re: SRII -- a suggested Rep tweak
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 30 Sep 1992 09:42:30 GMT

Steerpike (cg181fab@icogsci1.ucsd.edu) wrote:
[lots of stuff on street rep deleted]
: steerpike@ucsd.edu

Wouldn't it make more sense that the more karma you get the "lower"
your street rep is.

Like if your realy good you want nobody to know you:

BUT if your starting out nobody knows you anyway:

Therefore only BAD shadowrunners will have a rep.

*then how do you get contacted?

through your fixer of course!

-Veltyen, adding more useless bandwidth to futile discussions the world
over.......
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy,rec.games.frp.dnd
From: aragorn@csd4.csd.uwm.edu (Strider)
Newsgroups: rec.games.frp.misc
Subject: MegaTraveller society design question
Date: 29 Sep 1992 22:54:50 GMT
Organization: The Banzai Institute
Distribution: world
NNTP-Posting-Host: 129.89.7.4

I've been going through the MegaTraveller system for quite some time now.
Something that I find lacking, among other things, is the design
capabilities for societies/cultures.  Does anyone know of any source books
that will assist in this?  Even sources that aren't necessarily cannon to MT
would be fine as long as it's somewhat applicable ... maybe one of the GURPS
volumes?


		      ____________________________________
			Steve J. White
			aragorn@csd4.csd.uwm.edu
			aragorn@convex.csd.uwm.edu
			skeptic@large@9600bps
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp.misc
Subject: Re: Star Wars questions
Date: 1 Oct 92 11:15:48 GMT
Organization: The PowerDrome BBS [(716)825-3614 Excelsior]
X-BBS-Software: EXCELSIOR! v0.960

RE:  New characters

In my campaign I do not augment new characters at all.  It is the 
responsibility of the veteran characters to shepard along the 'newbies' until 
they get better at what they do in the natural course of time.  If the players 
can't hang together and show the new folks the ropes, then the veteran 
chanracters start getting Dark Side points for their callous actions....
 
Major Villains:  I agree completely...all major villians *should* be set at 
the 18d level of the players!  The Bond system used a philosophy like this.  
The less important the NPC was, the less points went into the NPC while 
important NPCs got the full number of points (and then some if they have been 
around for a while...).
 
Skeksis
From: jdugger@envy.Reed.Edu (Jay Dugger)
Newsgroups: rec.games.frp.misc
Subject: Re: Rifts
Date: 1 Oct 92 05:15:09 GMT
Article-I.D.: reed.1992Oct1.051509.1752
Organization: Reed College, Portland, OR

In article <1992Sep30.154452.11287@athena.cs.uga.edu>  
peiper@athena.cs.uga.edu (Garfield) writes:
> In article <1992Sep30.124111.4355@ncsu.edu> bkdavis@eos.ncsu.edu (B K  
DAVIS) writes:
> >
> >I am in a game now and the party is made up of an npc titan cyber  
knight
> >a full con borg
> >an operator with powers from heros un
> >a rogue sci. with powers from hero un.
> >a techo-wizard
> >an orc jucier
> >a glitter boy
> >and me a Rahu-man Cyber knight.
> >Can anyone tell me what they think of Rifts and the new Alantis book.
> >Whew rough stuff.
> 

	Dude, your players are very probably doomed if they don't run.   
Atlantis is not a safe place for y'all.  The book is worth buying if you  
like Rifts, but like I said, you're doomed.
	Of course, when the Rifts: Mechanoids book comes out in November,  
even the Splugorth are gonna pack up and leave.  Picture this: Powerful  
psionic psychopathic cyborgs, who hate ALL humanoids, with greater  
technology than anybody in the Solar System (The Splugorth and their  
allies and ARCHIE included) ... by the hundreds and hundreds of millions.

Heh, heh. ;)

Jay Dugger
jdugger@reed.edu
Newsgroups: rec.games.frp.misc
From: eclipse@unixland.natick.ma.us (Mark Urbin)
Subject: TW:2000's lack of melee rules, was firearms rules
Organization: Unixland Public Access Unix  (508) 655-3848
Date: Wed, 30 Sep 1992 01:24:04 GMT



In article <1992Sep26.170042.1191@ccsvax.sfasu.edu> z_copeab@ccsvax.sfasu.edu writes:
>In article <1992Sep28.112648.26859@unixland.natick.ma.us>, eclipse@unixland.natick.ma.us (Mark Urbin) writes:
>> In article <1992Sep26.170042.1191@ccsvax.sfasu.edu> z_copeab@ccsvax.sfasu.edu writes:
>>>Also, I'm wondering about one thing when Traveller: The New Era comes out,
>>>supposedly based on T:2000 -- what is going to happen to the old armors less
>>>effective than the flak vest (mesh, jack, etc.), since T:2000 gives kevlar 
>>>bodyarmor a rating of 1?
>>   Since jack is simply a thick leather jacket, it won't do 'jack' against 
>> firearm damage.  It's ment to turn knife blades, not stop bullets.  Mesh is
>> chain mail (either metal or plastic), won't stop a crossbow bolt.  But then,
>> a kevlar vest won't stop one either.
>	This wasn't what I really meant. Jack and mesh are effective against
>*melee* weapons, but how do you give them any degree of protective value if
>ballistic armor already has the lowest armor protection? 
    Ohhh.  You are refering to TW:2000 almost complete lack of armed melee
combat rules.  Well, you're just SOL then.  Perhaps GDW will come up with
some new rules for melee combat to klude into the existing rules.


-- 
eclipse@unixland.natick.ma.us  a.k.a. Mark Urbin  These Opinions are mine.  
"There are going to be situations where people are going to go without
assistance.  That's just the facts of life." ex-LA Chief of Police, Gates.
Newsgroups: rec.games.frp.misc
From: davis@news.ccutah.edu (mike davis)
Subject: Re: Bushido
Organization: University of Utah Computer Center
X-Newsreader: Tin 1.1 PL3
Date: Sun, 4 Oct 92 07:36:02 GMT

jsalter@silver.ucs.indiana.edu (joshua salter) writes:
: 
: 	Hello, does anyone out there still play Bushido? I recently aquired
: a copy of this out of print game, and I was wondering whether anyone still knows of it's ex
: knows of it's existence.

	I have a copy, yet I have never played it.  I'm not sure if it's
	out of print or not.  FGU has appeared to recently released a
	new copy of "Aftermath".  That is the info from one poster last
	week.


				Mike
From: Edward_Swatschek@mindlink.bc.ca (Edward Swatschek)
Newsgroups: rec.games.frp.misc
Subject: Re: Novels from campaigns.
Date: 29 Sep 92 09:55:44 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

> David Nalle writes:
>
> If you have enough imagination to WRITE a decent novel, you ought to have enough
> imagination to design your own, original RPG world.
>
> I would NEVER buy a novel set in the Forgotten Realms world, be it published
> by TSR or by someone else.  I'm instantly suspicious of an author who hasn't
> got enough imagination to think up his own setting.
>
> ...
>


   Writing in an established setting does not mean the author has no imagination.
For a new author it provides a place to break into the published world; it also
puts bread on the table. Publishers seem to prefer nice solid series/authors to pad
the bottom line, before taking risks on new ones.


--

               Edjs                    _
              ------                _ //  CI$  : 76427,662
   Edward_Swatschek@mindlink.bc.ca  \X/   GEnie: E.SWATSCHEK
From: tgt33358@uxa.cso.uiuc.edu (Deus Imperator)
Subject: Re: Rifts
Organization: University of Illinois at Urbana
Date: Fri, 2 Oct 1992 09:40:12 GMT

In article <cemqux_00WBNM6D3ki@andrew.cmu.edu> William Henry Timmins <wt0b+@andrew.cmu.edu> writes:
>Is it just me, or does the current thread on Rifts make it sound like
>the biggest munchkin-haven since Unearthed Arcana came out for AD&D??
>
It's just you.

No, really, Palladium has got a LOT wrong with it, including damage systems,
character balance, et al.  However, the sheer power of the campaign environment
necessitates "power gaming" (vastly different from Munchkinitis...).  The 
lethality of the environment _forces_ "good," antiviolent roleplaying.  
Typically, a session could go like this:

GM:  Alright, a slaver rounds the corner, looking kinda nervous.
Players:  Attack!
GM:  You die.  Roll your next character up (TIme goes by).  Okay they round
the corner, and there's a slaver standing over the steaming corpses of several
fools too dumb to talk forst, shoot later.  What do you do?
Players:  Ummm...we...talk?
GM:  GOOD!

Besides, most of the _really_ powerful stuff ends up dicking you in the end, 
destroying Munchkins before they start.


-- 
I don't mind being the smartest	    / Thanatos, DeathUrge, Master of Unknown
man in the world...I just wish it   \ Time and Space tgt33358@uxa.cso.uiuc.edu 
wasn't this one...	       	    / "No, I don't know how much unknown is... 
	-Ozymandias 		    \	...THAT'S THE POINT!"
From: ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs])
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun Questions
Date: 6 Oct 92 23:50:19 GMT
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]


 (AMS138@psuvm.psu.edu) wrote:
: Hopefully, these are not FAQ, (if the are, please direct me to the FAQ list),
: but here goes...
: 
: 3) What about psionics (mind powers)?  Is there an established way to handle
:    this, is it handled under magik, or is it completely ignored?

I'm considering implementing something like the metapsychic powers from 
Julian May's Pliocene Saga and Milieu trilogy. Stay Tuned.

The Wigs of Oz,
Aaron Wigley
Newsgroups: rec.games.frp.misc
From: eclipse@unixland.natick.ma.us (Mark Urbin)
Subject: Re: TW:2000 firearm rules
Organization: Unixland Public Access Unix & Think_Tank BBS
Date: Sun, 27 Sep 1992 01:47:46 GMT

In article <Bv3Myq.HBw@news.cso.uiuc.edu> pwg25888@uxa.cso.uiuc.edu (Patrick W. Grady) writes:
>	Instead of doing all of the work you have done with bullet
>damage, a simpler way to do things is look through the TW:2000 2ed
>Small Arms Guide.  It contains updated damage and range along with
>many more weapons to kill your enemies or friends with.
   The local hobby shop didn't have a copy.  I did order one though.  While
there I looked at a copy of DarkCon.  I was mistaken before.  DarkCon gives
the M1911A1 with a damage value of 2 and recoil of three.  The 92F has listed
damage value of 1 and a recoil of three.  Both have a listed penatration of
Nil.  
   Has GDW posted an errata sheet with a single set of values?
  
>
>	Also reccomended are the 2ed heavy weapons and vehicle guides.
>These make the campaign expand to as far as your fuel and ammo will 
>take you.
>
>	Patrick
>
>	aka. Lt. Taylor O. Greene
>	Combat Engineer and lead scout
>	splinter of 5th Mechanized
>	On a barge to Warsaw
>
>.
>


-- 
eclipse@unixland.natick.ma.us  a.k.a. Mark Urbin  These Opinions are mine.  
"There are going to be situations where people are going to go without
assistance.  That's just the facts of life." ex-LA Chief of Police, Gates.
Newsgroups: rec.games.frp.misc
From: joshm@crash.cts.com (Josh Mercer)
Subject: Re: Champions: Champions Universe Release Date???
Distribution: usa
Date: 3 Oct 92 09:50:43 GMT

In <BvG14v.HM4@usenet.ucs.indiana.edu> dbasinge@silver.ucs.indiana.edu (Mike Basinger) writes:


>Anybody know when the Champions supplement, Champions Universe, is
>going to be released?

A call to ICE about two weeks ago yielded the information that Champs U was
"on schedule" and "should appear in the first two weeks of October."  Along
with Normals Unbound, or so the friendly guy told me. 

BTW, he also said that High- Tech enemies (solicited in PREVIEWS for December), 
Champions Presents II and Champs Play Aids (Didn't know what that was,
said his information said "see list" which didn't exist) would all be out
before year's end.

I wish I'd remembered to call them again today to check up on the C-U
info, though...

Oh, Alien Enemies is back in stores with a new cover and a $12 pricetag (got
mine for $6, new...dunno how).
Newsgroups: rec.games.frp.misc

>Of course, you can get the same speed-up with the regular system. Have both
>players roll their dice: then apply the following results:
>
>  Attacker misses, defender succeeds or fails:
>    No damage; defender can still use that defence this turn.
>  Attacker hits, defender fails:
>    Roll damage; that defence has been used up for the turn.
>  Attacker hits, defender succeeds:
>    No damage; that defence has been used up for the turn.
>
>I.e. the defender *doesn't* need to wait for the attacker to declare a hit -
>just roll the dice anyway and ignore them if the attacker doesn't hit.

For that matter, you can damage at the same time as well.  This will
immediately tell you knockback, penetration, etc.

St. Mullins
Newsgroups: rec.games.frp.misc