HDTenEightyP/NetNews huggingface dataset:
From: npearl@magnus.acs.ohio-state.edu (Nathan Y Pearlstein)
Subject: Re: WFRP: Castle Drachenfells
Organization: The Ohio State University
 (Philip Dutre) writes:
Date: Thu, 1 Oct 1992 13:14:35 GMT

Thanks,
-- 
*  Nathan Pearlstein   npearl@magnus.acs.ohio-state.edu     Astronomy -gasp!  *
*  Sir Nathan Pearlstein     silly@camelot.uk.mil           Undergrad -GASP!! *
* "...We eat ham and jam and spamalot..."  - Knights of The Round Table Choir *
*        Beware lest the Slanneshi hordes pervert the Net    -- let them      *
Newsgroups: rec.games.frp.misc
From: louis@maxwell.Berkeley.EDU (Louis Reash)
Subject: FAQ 
Keywords: FAQ
Reply-To: louis@maxwell.Berkeley.EDU (Louis Reash)
Organization: Ansoft Corporation
Date: Mon, 28 Sep 1992 17:50:59 GMT

Is there a FAQ for this post?

If so please repost it, much thanks

(especially anything on the 'hero' games. Fantasy,Super,Hightech,Cyborg,etc)


Louis Reash      'The Guilty must be punished',The Wrath
louis@ansoft.com 'The brighter the picture, the darker the negative' 
                   - Batman the Animated Series 'Two-Face'
Disclaimer: My boss doesn't listen to what I say, why should you?
From: inb@creare.com (Ian Brown)
Newsgroups: rec.games.frp.misc
Subject: Re: Prophecies Campaigns
Date: 29 Sep 92 14:11:20 GMT
Reply-To: inb@spock.creare.com (Ian Brown)
Organization: Creare Inc., Hanover, NH

I've been using the following prophecy in an eMail campaign:

	A rope shall dangle from above
	  not to be touched by mired glove		[1]
	A trip by ship through misty sea
	  to a land of foggy dew			[2]

	There will dwell the shades of time
	  caged by their awful crime			[3]
	Amongst them you will find
	  an inconclusive clue				[4]

	The one who owns, has hidden fast
	  a visage of ancestor last			[5]
	At this point his path is set
	  back to Ahrack-Lu				[6]

	A need for BLOOD you'll have to seek
	   placed amongst the people meek		[7]
	The sound of Nine will sing on high
	   receive what is due				[8]

	Beware those who seek thee not
	  though aid will come, a sorry lot		[9]
	Hie thee to the temple space
	  to find the knowledge true			[10]

	A rope shall dangle from above ...		[11]


[1] This was the illusion of a bell rope hanging over the party's fire one
    evening.

[2] They came upon a sea, which turned out to be the Sea of Time.  A boat
    appeared and they took it.  Within the sea was an island.

[3] On the island were ruins of cities.  These ruins flowed from those of
    one city to those of another, passing through time.  Within the cities
    were the ghosts of their dead, a group of whom attacked the party.

[4] The clue was, in fact, the prophecy itself.

[5] One member of the group, unbeknownst to himself, turns out to be the
    son of the last of the Wizard-Kings (Wizards in my system are those who
    use Wizardry - the art of summoning creatures, demons for example, from
    other realms.  For around a millenium, the Wizard-Kings ruled the world
    until they were overthrown.)

[6] Ahrack-Lu was the name of the country conquered by the last Wizard-King's
    ancestors and used as the center of their empire.

[7] BLOOD is a huge blood-red ruby.  The party found it in amongst a group of
    Christians (the world is an alternate Earth - the Christians are a minor
    cult of peaceful monks.)

[8] The Nine were a group of nine bells found within the ruins of another
    city.

[9] A couple members of the group got themselves in trouble with a new
    cult that has taken of Ne'Arcal (which is a shortened form of New
    Ahrack-Lu, the country that was built on the ruins of Ahrack-Lu after
    the defeat of the Wizard-Kings.)

[10 and 11] These two stanzas are still unresolved, but the group knows where
    the temple is.
Newsgroups: rec.games.frp.misc
From: philipd@cs.kuleuven.ac.be (Philip Dutre)
Subject: Re: WFRP: Castle Drachenfells
Organization: Dept. Computerwetenschappen
Date: Wed, 30 Sep 1992 08:49:00 GMT

In article <20810@plains.NoDak.edu>, dhenry@plains.NoDak.edu (David Henry) writes:
|> In article <JAMIE.92Sep30073126@kauri.vuw.ac.nz> jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:
|> >Basically, I'd like to know if this is any good, and if I should buy
|> >it. In the same vein, is Lichemaster worth it? I won't ask about the
|> >Doomstones campaign, since I know the general consensus on those
|> >particular modules. :-)
|> 
|> I dunno, I still think it bears repeating for any newbie WFRPers out there:
|> 
|> 	THE DOOMSTONES SUCK RAW WARP PHLEGM! STAY AWAY!
|> 

I certainly don't agree here. I've mastered all 4 modules and it was one of
the most entertaining campaigns we ever played. The best of them all
was Death Rock. What an atmosphere!

Okay, if you compare it to The Enemy Within Campaign, TEW is superior to the
Doomstones. But then, you're comparing it to one of the best campaigns written
in the history of RPG.

As for any new adventures, GW doesn't support WFRP anymore. In the Reader's
survey of WD154 (Oct 92), WFRP is nowhere mentioned. In the index register (WD154)
of all WD issues 100-153, WFRP isn't mentioned. Warhammer Fantasy Battle 4th
edition is renamed Warhammer (no distinction between FB & FRP). So, WFRP is
dead, and this time it's for sure.

-- 
| Phil Dutre                            Dept. Computer Science              |
| philipd@cs.kuleuven.ac.be             Katholieke Universiteit Leuven (KUL)|
| Phone: (32) 16 201015 x3094/3552      Celestijnenlaan 200A                |
| Fax:   (32) 16 205308                 B-3001 Heverlee, BELGIUM            |
From: hapa@cats.ucsc.edu (Doug Easterly)
Newsgroups: rec.games.frp.misc
Subject: Re: Amber: Question
Date: 5 Oct 1992 22:34:07 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: ucsco.ucsc.edu


In article <1992Oct5.163904.1@acfcluster.nyu.edu> baj@acfcluster.nyu.edu writes:
>For anyone who's running an Amber campaign, a question:
>
>Scenario:  Player character wishes to locate another Amberite character in
>           Shadow.  PC walks the Pattern and asks to be sent to the Amberite's
>           location.  Should it work?  Why or Why not?
>
>If it works, how do you hide anything in Shadow?  None of the amberites in
>the books used the Pattern in this manner, but Coral was able to ask the 
>Pattern to send her where it thought best.  Should the Pattern only take you
>to locations you have clearly in mind, so you can't find items or characters
>in this manner?
>
>Any thoughts would be appreciated.
>
>  Barbara

I would think twice as an Amberite about this. After all, any advanced
pattern master can make access to a shadow damn near impossible....
and dangerous if you DO get through. If the Pattern sent you to a Shadow
it can't get you out.... and you may not be able to shadow shift away.

It's easy to forget that shadow shifting is dangerous, since it
doesn't really kill any Amberites outright in either series. But it
always surrounded by danger. Examples include Brand being trapped
in the first series, and traps used on Merlin and Luke in the second.
Don't take it lightly. A blind jump from the pattern means you are 
arriving in a unknown place, weakened by the pattern walk. And on
top of that you are trusting the Pattern to deliver you safely. And 
any Amberite should know that you can never trust anyone, not even
the pattern.

Second, don't forget that walking the pattern leaves you drained.
Even Corwin (who has ridiculous level endurance) finds the walk
exhausting. Consider how draining it would be on a lesser Amberite,
for instance one with Amber level endurance... not the best condition
to just pop in and deal with guards over some valued item....

(Spoiler for the second Amber series....)



The other problem is putting yourself at the whim of the Pattern. 
When Coral has the Pattern send her wherever it deems appropriate,
she ends up a pawn, manipulated at every turn, eventually married
to Rinaldo, and having an eye replaced with the Jewel of Judgment
by Dworkin. 

But hey, if you like suffering, asking the Pattern to send you 
someplace you don't know would be a fine idea....

:)

-- 
-------------------------- Magic-------------------------------
Sandra's seen a leprechaun,	  Donald heard a mermaid sing,
Eddie touched a troll,		  Susy spied an elf,
Laurie danced with witches once,  But all the magic I have known
Charlie found som goblins' gold.  I've had to make myself.
			-Shel Silverstein
Newsgroups: rec.games.frp.misc
From: euacla@eua.ericsson.se (Claes Frisk)
Subject: Re: Clerics in GURPS (Was Re: a GURPS quest
Reply-To: euacla@eua.ericsson.se
Organization: Ellemtel Telecom Systems Labs, Stockholm, Sweden
Date: Tue, 29 Sep 1992 14:37:53 GMT


If I remember correctly, a similar system is used in Ars Magica.
But, in Ars Magica you've got three categories: saintly, diabolic and faerie
(I dont remember the exact words).
In a more complicated religious systems, you can't directly convert plusses
for one religion to minuses for another.
It will be very hard to determin exactly which god is hostile/neutral/friendly
to which.
Good luck!


/Claes Frisk
Ellemtel utv AB
Claes.Frisk@eua.ericsson.se
From: urban@stout.atd.ucar.edu (Art Urban (PROFS))
Subject: Re: GURPS: Quick Contest (Update)
Organization: Atmospheric Technology Division/NCAR Boulder, CO
Date: Tue, 29 Sep 1992 20:06:50 GMT

In article <38760@sdcc12.ucsd.edu> bkoike@sdcc13.ucsd.edu (Bryce Koike) writes:
%	There was mention about a defender ALWAYS making a defense
%with a QC roll and how it sped up combat.  Somewhat nice, I suppose,
%but doesn't differentiate between dodging, parrying, and blocking.
%(And according to GURPS, there's a pretty big difference.)

You apparently missed the original article. I won't hold you responsible :)
My simple point, was that the defender always rolls against either parry, or
dodge, or block, or passive defense. i.e., since you have to roll anyway,
there is no need to wait and see if the attacker has hit you. We will still
be comparing failures, too, if that happened. Hope this helps.

%	I haven't, for the past three years, I guess, had a problem
%with this, though, so I don't know if it's because of my GMing
%tactis or the way my players run their characters.  But regardless,
%our combats tend to run pretty damn fast and furious.

Consider yourself fortunate. We have been gaming in GURPS for over six years
and found our combats to be tedious and lethargic. Perhaps you should try a
combat with 40+ participants. Eeeek!


--
Art Urban 					       urban@stout.atd.ucar.edu
===============================================================================
 "Oh no! The canary exploded!"                                      -Tom Servo 
===============================================================================
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp.misc
Subject: Re: Was Watson Jack the Ripper?
Date: 5 Oct 92 11:36:43 GMT
Organization: The PowerDrome BBS [(716)825-3614 Excelsior]
X-BBS-Software: EXCELSIOR! v0.960

The sotry I had heard was that Doyle was tired of the Holmes stories and did 
indeed try to kill his protagonist...
 
Skeksis
From: cg181fab@icogsci1.ucsd.edu (Steerpike)
Newsgroups: rec.games.frp.misc
Subject: SRII -- a suggested Rep tweak
Date: 30 Sep 92 01:04:42 GMT
Organization: University of California, San Diego

While the Shadowrun 2ed rules are generally excellent, there is an
alterations I would like to suggest:

Reputation. Currently, the formula for determining your street
rep as a Shadowrunner is:

Target for Street Etiquetter roll (to recognize your name) = 

	(1000 - total karma earned)/50

The problem here is that a person with a Street Ettiquette of 10 (a
totally trans-studgodly skill level) would have only a 25% chance of
even vaguely recognizing the name of a shadowrunner who has earned
FOUR HUNDRED POINTS OF KARMA! And, of course, it would take around
30 or 40 of the most exceptionally deadly, difficult, and
skill-taxing shadowruns to reach such a total. Seriously, now --
read through every FASA SR module out there. Can you come up with
400 possible karma points? And most FASA modules are the kind of
adventures that will earn you a major rep. Yet the very God of
Street Knowledge has only a 1 in 4 chance of even recognizing your
name. (and this is whithout mentioning the fact that a srunner who
has achieved a 'mere' 200 karma has only a 17% chance of being
recognized. Why, a character would have to have 550 karma to have
even a 50% chance of the aforementioned Street Expert recognizing
his name).

Ok, enough of my complaining. Point made, I think. My suggestion is
simply this: a person with a Street Etiquette of 10 should, IMHO, have
at least a 25% chance of having HEARD of any shadowrunner in the
city, even brand-new PCs (who after all are supposed to have at
least SOME pre-campaign experience). So let's just set the target
number for having heard of 0-karma person at 10 or 12, instead.

Suggested alternative formulas (and karma needed for skill level 10
to have a 50% chance of having heard of you):

a:  (600-karma)/50 (50% chance at 150 karma, 98% at 400 karma)
b:  (500-karma)/50 (50% chance at 50 karma, 98% at 300 karma)
c:  (300-karma)/25 (50% chance at 75 karma, 98% at 200 karma)
d:  (250-karma)/25 (50% chance at 25 karma, 98% at 150 karma)

also, to put this in perspective, here's what it would take a 
level 6 Street Etiquette perso to recognize your name:

a: 50% chance at 200 karma
b: 50% chance at 100 karma
c: 50% chance at 100 karma
d: 50% chance at 50 karma



So, in short (heh), I recommend formula 'a' or 'b', instead, since
otherwise the characters are pretty much never going to recognize
the name of ANY shadowrunner who is not capable of just routinely
kicking the hell out of them (400 karma charcters have a karma pool
of 40, don't forget.)

steerpike@ucsd.edu
Newsgroups: rec.games.frp.misc
From: foxx@foxxjac.b17a.ingr.com (TheFoxx "AJ")
Subject: LARP:  IFGS address
Line: 21
Reply-To: foxx@foxxjac.b17a.ingr.com
Organization: "Intergraph Corporation, Huntsville AL"
Date: Thu, 1 Oct 1992 16:49:39 GMT

The below is quoted from the IFGS Fantasy Rules book.

"...If you are interested in locating the chapter nearest to you,
in establishing an IFGS chapter in your area, in becoming an IFGS
member, in running a pre-written game in your area, or in having 
any other questions answered, please contact us for more 
information at:
                  IFGS
              P.O. Box 3555
           Boulder, CO 80307-3555 "


Some friends and I founded a chapter, and I'm certainly willing
to answer what I can. I can also track down a number of
knowledgeable non-usenet-users with questions if needed.
--
           ] Andrew "AJ" Foxx           
           ] foxx@foxxjac.b17a.ingr.com 
           ] home of the incredible dying mailer
(alternate    
 address)  ] zorro@b17a_pn.b17a.ingr.com
From: alan@nabeth.enet.dec.com (Alan Rollow - Alan's Home for Wayward Tumbleweeds.)
Subject: Re: a GURPS question
Keywords: GURPS
Reply-To: alan@nabeth.enet.dec.com (Alan Rollow - Alan's Home for Wayward Tumbleweeds.)
Organization: Digital Equipment Corporation
Date: Wed, 30 Sep 1992 21:02:07 GMT


In article <BuyAyJ.J1J@comp.vuw.ac.nz>, Nathan.Rogers@comp.vuw.ac.nz (Nathan Karl Rogers) writes:
>
>A question for all you GURPS players/GMs out there.
>
>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.
>
>My thoughts so far:
>
>Every cleric should have to take the Fanaticism disadvantage (-15 points) and
>a duty (or sense of duty) to their church/deity (about -5 points).

I'll agree with duty, but not fanaticism.  I'm met lots of ministers and
preachers and few of them were fanatics and the fanatic ones were kind
of scary.

>
>Clerical investment (10 points)

Yep.

>Church rank (about 3 points/level)

Sure, something like that or maybe status.

>
>But as for advantages/skills bestowed on the cleric and at what cost?

Will the Deity have real power in this world?  Buy He/She/It/They as
a Patron.  Duty to the Patron can offset some of the cost.  You can
set the base Patron cost according to how frequent you want
interventions to be.  Use Magic to pick a set of "powers" available.
If you want performance of a ritual to be required, have each 
power bought as a skill that must correctly be performed first
(watch that critcal failure, gods may not have sense of humor)
and then roll for the patron.

The alternative is use high value Clerical Investment as a form of
clerical magery and provide a suitable spell list appropriate to
the cleric.
>
>Your opinions would be appreciated.
>
>
>
>
--
Alan Rollow				alan@nabeth.cxo.dec.com

Newsgroups: rec.games.frp.misc
From: goldm@rpi.edu (Mitchell E. Gold)
Subject: rec.games.frp.archives
Organization: Rensselaer Polytechnic Institute
Distribution: rec
Date: Thu, 1 Oct 1992 15:45:08 GMT

Certain AD&D related files have found their way to ccosun.caltech.edu in the
pub/adnd directory. I can handle personal requests at a slow pace, but I don't
have the time or knowledge to find people to hold separate parts of frp.archive
for ftp. If enterprising individuals find stable places for the articles, let
me know so I can publicise it.
--
 Mitchell Gold     /  middleman of
 sundance@rpi.edu /  rec.games.frp.archives
From: dshaffer@andromeda.rutgers.edu (Donald A Shaffer)
Newsgroups: rec.games.frp.misc
Subject: Clay-orama pt3 (need copy)
Date: 5 Oct 92 14:59:12 GMT
Organization: Rutgers Univ., New Brunswick, N.J.


  If anyone has part 3 of the rules, could you please please plese
mail me a copy (accidentally erased it :( ) Thanks in advance
 
*******************************************************************************
Fencers do it in the      *     Don Shaffer
  FLESHE' :)              *     dshaffer@andromeda.rutgers.edu
******************************************************************************
Organization: The American University - University Computing Center
Date: Fri, 2 Oct 1992 14:51:40 EDT
From: <TBULLOC@auvm.american.edu>
Newsgroups: rec.games.frp.misc
Subject: Re: Clay-O-Rama Rules: Part 3 (of 3)

I have only now seen this third part of the clay-o-rama rules.  I would
LOVE to get the first two parts, but where are they?  I checked the rec.games.f
rp.archives, and it wasn't there.

I hope somebody saved the first two, and would be willing to send me
them.  (I've saved the 3rd section.)

Thanks,
Tom Bullock
Newsgroups: rec.games.frp.misc
From: oroboros@acca.nmsu.edu (The Wyrm Ouroboros)
Subject: Re: SR  Karma Pools
Organization: The Clearing House, Ltd.
Date: Sun, 4 Oct 1992 05:32:40 GMT

>How about have a 1 karma Karma Pool cost 10 karma?  Increasing it
>to 2 would cost 10 Karma.  Increasing that to 3 would cost 20 more
>karma.  Getting to a 4 Karma Pool would cost _70_ karma.
>
>Thus, you can build a _lucky_ character who doesn't boost his
>skills/stats/spell knowledge...  
>
>Michael Sandy


I'm using something along the lines of the rules for building up Edge, as
used by FASA in MechWarrior -- current level, times 10, start at one.

From 1 --> 2 = 10 Karma.
From 2 --> 3 = 20 Karma, 30 Karma Total.
From 3 --> 4 = 30 Karma, 60 Karma Total.

I think you get the idea.

Ouroboros
The Wyrm of the .Net
Newsgroups: rec.games.frp.misc
From: sjs28257@uxa.cso.uiuc.edu (Steve Stelter)
Subject: Re: PARANOIA: Is it still around?
Organization: University of Illinois at Urbana
Date: Mon, 28 Sep 1992 16:05:47 GMT

spivey@stortek.com (Jerry Spivey MS2286 x8008) writes:


>Hi all,

>Sorry if this is old news but...

>I've been enjoying a change a pace recently by playing PARANOIA, but looking
>at the modules in the stores recently, I haven't found any NEW titles.
>The copyright on everything is at least 2 years old.  Has WEG stopped supporting
>their product?  Did they drop the line?  If not, what are their plans for 
>this game in the future?  Is there a release list anyone knows of?
>Enquiring minds (which is treason) and the benevolent computer wanna know!!

>Thank for any help....

West End is still cranking out Paranoia stuff, but at a very slow rate.
Most of West End's focus in recent years have been on Star Wars, and
particularly Torg, meaning that maybe one or two Paranoia products are
released every year.  I'd suggest trying a different game store.


                                           --Steve Stelter
                                             sjs28257@uxa.cso.uiuc.edu
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.frp.misc
Subject: Re: GURPS ST: TNG??
Date: 6 Oct 92 18:12:12 GMT
Organization: California State University, Chico
NNTP-Posting-Host: cscihp.ecst.csuchico.edu


Two points on ST: The RPG.

1) Rumor has it that Paramount (Roddenberry) yanked Fasa's license for
   making it too warlike.  Guru Gene evidently wanted to maintain the
   idealism that the show introduced.
2) WRT Coyt's points on Klingons, John M. Ford's supplement for the 
   Fasa RPG was very well put together.  I'm afraid I'm not a die-hard 
   enough of a fan to give final judgement, but I liked it.

-- 
[Nuclear war] ... may not be desirable.
		-- Edwin Meese III
Newsgroups: rec.games.frp.misc
From: dbasinge@silver.ucs.indiana.edu (Mike Basinger)
Subject: Re: SJG and Secret Service
Keywords: Secret Service Steve Jackson Games
Organization: Indiana University
Distribution: usa
Date: Sat, 3 Oct 1992 19:45:29 GMT

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

I don't think they will make one. Not enough sex to sell the show
(unless Loyd B. has something kinky to tell :-). Personally The last 
thing I want to see is another anti RPG TV show.

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)
Newsgroups: rec.games.frp.misc
From: djbailey@skyler.mavd.honeywell.com
Subject: Re: Optimization and Points
Organization: Honeywell Systems & Research Center
Date: Fri, 25 Sep 1992 23:04:43 GMT

In article <davis.716839379@cwis>, davis@cwis.unomaha.edu (James J Davis) writes:
> No reason, as a purist roleplaying game, I have
> identified only 1 true difference between it [GURPS] and Hero: Hero lets you
> customize major psychological limitations, GURPS does not (you can
> only customize minor ones as quirks...)  A pretty cosmetic difference,
> and one that GURPS could overcome (but SJG wouldn't make money doing
> it, I'm afraid...)

I don't understand this. The Vow, Duty, Compulsive Behavior, Phobias, and
Fanatic disadvantages all seem easily customized to me. For example, I had 
a character in a space genre that was a fanatic for Japanese culture,
studied Japanese history but had some major delusions about 20th century
history.

-- Don J. Bailey
Newsgroups: rec.games.frp.misc
From: claymoar@next08pg2.wam.umd.edu
Subject: SRII: Initiative Die
Reply-To: claymoar@wam.umd.edu (Bill)
Organization: Workstations at Maryland, University of Maryland, College Park
Date: Mon, 5 Oct 1992 15:03:16 GMT

How about this idea for the number of dice an Physical Adept can roll
for his/her initiative:
  each extra dice costs two magic points up to a max of 4 extra die.
   # of extra die     cost
	+1d		2
	+2d		4
	...etc.
Just a suggestion.

Oh yeh, there alot of talk about rules(options) about changing race  
priority to "C" and having max attributes up to racial limit x 1.5.
Remeber these are only options and not even suggestions.  As in every  
frp(& rpg) systems, the rules provided are only suggestions.
FASA just gave some more ideas to help adjusting the system to your  
group's style of playing.

	Claymore the Metaknight Champion