HDTenEightyP/NetNews huggingface dataset:
From: goldm@rpi.edu (Mitchell E. Gold)
Newsgroups: rec.games.frp.misc
Subject: Re: Updated List of Superhero RPGs  [and comments]
Date: 10 Nov 92 19:15:54 GMT
Article-I.D.: sage4a.GOLDM.92Nov10141554
Organization: Rensselaer Polytechnic Institute

In article <1992Nov10.022921.14807@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:
	   You forgot the:

   MOST LIKELY TO PRODUCE VERY ODD CHARACTERS: Villians and Vigilantes
	   (It Barely beats out Marvel here, ask me sometimes about
	    Bruce, the mutated Kangaroo with his power-boomerang,
	    and trusty koala sidekick, Bruce  :)
--

My personal favorite random V&V character:
   powers: Stretching, Sonic Powers, Animal Powers (or Control?)
   his name: Rubber Duck!

In high school the group I played with was interested in V&V and Marvel
to varying degrees. We eventually made characters rolled with V&V's charts,
but played at Marvel Superheroes levels (Incredible, Excellent, etc). This
allowed some of the quickness of playing MSH, but more diversity of
characters.
--
 Mitchell Gold     /  middleman of
 sundance@rpi.edu /  rec.games.frp.archives
Newsgroups: rec.games.frp.misc
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Problems with Disads (was Re: Funny/Strange Campaign...)
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Thu, 12 Nov 1992 17:24:10 GMT

szielins@oracle.com (Stephan Zielinski) writes:
>	This was in GURPS...
>	I told the players to take fifty points and design themselves in the
>mid-thirties range, throwing in whatever skills, financial status, quirks,
>etc. they figured they'd have.
...
>(I knew I was doing a good job presenting a villain when 
>the party looked at me in shock, and the fellow with the Pacifism: Will Not 
>Kill disadvantage said, "That's it; I'm saving up to buy off Pacifism...")

	Does this strike anyone else as a sign of role-playing gone bad? 
When you are playing *yourself* and you revert to gamespeak about your 
personality, then I think there is a problem - specifically with how 
psychological 'disadvantages' are handled. (GURPS in this case, but 
similar cases also occur in Hero and others.)

	This 'roll'-playing aspect of 'role'-playing should definitely be 
de-emphasized. Perhaps a GM should remind a player of his disad if he seems 
to be violating it, but allow him to role-play as he sees the character. 
(Thus eliminating the Will roll in GURPS, or the Ego roll in the Hero 
system.)

	At the end of the session, he should assess an experience point 
penalty if he thought the player was role-playing badly. If not, then 
perhaps he should discuss reworking the characters disads. The Hero system 
recommends allowing people to shuffle their disadvantages in response to 
things happening in the campaign. I think this is a good idea, and allows 
characters personalities to grow and develop without penalizing the 
player. 
	Thus disadvantages can be exchanged for other, equal point disads 
in response to changes in the character. Thus, a character could eliminate 
his long time enemy, and thus develop - but then other problems beset him. 
(Perhaps he was nearly drowned in the attempt, and picks up a phobia from 
the experience, etc.)

---------------------------------------------------------------------------
John Kim                    | "You don't need a weatherman to know which 
jhk6@cunixb.cc.columbia.edu | way the wind blows."
Columbia University         |                             - Bob Dylan
Newsgroups: rec.games.frp.misc
From: eschneid@sparc49.tamu.edu (Erich R Schneider)
Subject: Re: HARN ?
Organization: Texas A&M University
Date: Sun, 8 Nov 1992 02:05:19 GMT


I think the best way to describe Harnmaster's "system" is: like
Runequest 2nd ed. with a slightly more complex combat system and a
different magic system. The basic mechanics are the same; rolling
percentiles and trying to achieve rolls under a given value, with
certain values yielding "critical" results (and "critical" fumbles).

But as all people who have encountered Harn know, the nature of the
system definitely takes second place to the incredible, amazing,
detailed campaign environment.
--
Erich Schneider  eschneid@cs.tamu.edu

"The Hierophant is Disguised and Confused."
From: mmidura@ccs.northeastern.edu (Marc Midura)
Newsgroups: rec.games.frp.misc
Subject: Re: Role Master Physics question
Date: 6 Nov 92 21:08:19 GMT
Organization: College of CS, Northeastern U

In article <1992Nov6.195319.6015@seq.uncwil.edu> jtaylor@seq.uncwil.edu (J.T.) writes:
>Hi, A little while back our group got into a little discussion about
>a call I made during play.  I gave out an item from C&T that 
>increases the weight of a metal object by 100x.  I realized the
>enormity of its power VERY quickly and hastily amended it, and
>gave it limited charges.  ( right after a dwarf NPC was crushed to
>a bloody pulp by his chain armor)  
>The debate came over a metal object in flight.  If a metal object
>(3lbs. we'll say) in flight were hit with this medallion, what would
>happen?....the players where hoping it would continue on its way,
>but weigh 300lbs.  I said it would drop in a near vertical line.
>
>my reasoning was that the metal was thrown in an arc as hard as
>a human could possibly throw it.  Now it has its velocity, but
>when the object gets heavier, It would require more power from the
>human to throw the heavier object in the same arc as the lighter one.
>Therefore since the human cant re-throw the object, the added wait
>should change the objects flight, taking away from its velocity
>and shortening its arc.  The more the object ways, the more the
>arc is cut, until finally the object weighs so much that it is
>and almost vertical line...
>Does anyone else see what I see?...or do you see it yet another way?

Well, yeah, from what I remember from physics:

The object has kinetic energy = 1/2*m*v^2

If the magic changes the mass without bounding the kinetic energy, the 
velocity stays the same and the kinetic energy of the object increases.  
If the magic changes the mass while maintaining the same level of kinetic 
energy, the velocity must decrease.  

In the first case you are adding energy to the system, unless you say that the
added energy is somehow coming from the magic.

In the second case the energy remains constant, yet it isn't the velocity
of the object that is being affected.

Take your pick.

At lease since it is an item with charges, your problems might soon be over.

.marc
Newsgroups: rec.games.frp.misc
From: C96@vm.urz.uni-heidelberg.de (Alexander EICHENER)
Subject: Re: Claymores
Organization: University of Heidelberg, Germany
Date: Tue, 10 Nov 92 16:05:31 CET

In article <BxGL6M.5o6@nic.umass.edu>
dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC) writes:
 
>From Behnke@tu-harburg.dbp.de Mon Nov  9 06:52:32 1992
>From: Lutz Behnke <Behnke@tu-harburg.dbp.de>
>
>>In article <Bx9tH3.Kzu@nic.umass.edu> you write:
>>|> In article <92309.085051IK20001@MAINE.MAINE.EDU> Solipsist at Large <IK20001@MAINE.MAINE.EDU> writes:
>>|> >dunkelza@titan.ucc.umass.edu writes:
>>|> >
>>|> >>    Have you ever seen a claymore?  They average between 6 1/2 and 7 1/2 feet
 
>> I DID, they average between 4'5" and 5'5"
 
He is correct. Claymores were used one-handedly.
 
>>|>   A claymore looks like this:
>>|>
>>|>                           /\
>>|>                           ||
>>|>                           ||
>>|>                           ||
>>|>                           ||
>>|>                           ||
>>|>                           ||
>>|>                           ||
>>|>                           ||
>>|>                           ||
>>|>                           ||
>>|>                         \-||-/  <--#2
>>|>                          -||-
>>|>                           ||
>>|>                           ||
>>|>                      *    ||    *
>>|>                       \___||___/
>>|>                           ()
>>|>                           ()
>>|>                           ()
>>|>                           ()
>>|>                           ()
>>|>                           /\
>>|>
>>|>
>>|>
>>That is exactly the type of Bastard and Two Handed Sword that is _NOT_ a Claymore
>>It is a Flamberge or Zweihaender with a Dull Part called "unschaerfe" between
>the hand bar and the #2 above
 
>   No, a Flamberge has a kris blade.
 
Correct, as far as that.
 
> I can not be sure about the Zweihaeder,
>because I study English and Celtic stuff primarily.  However, I assure you this
>is a claymore, or at least a bad picture of one.
 
No. You don't know what you are talking about. Being an historian by profession
and interested in weapons by whimsy, I can assure you that the nice drawing     an
above shows a Zweihaender or Bidenhaender, not a Claymore. The usual
professional terminology in this respect is unequivocal.
 
>>The average Scott did not fight from horseback and therefor could not use
>>a six-footer
 
Correct. Very little cavalry there at these times.
 
>     Claymores were NEVER used from horseback...well..maybe once or twice.
>They were a footman's weapon.  A sword seven feet long whas a nasty tendency to
>to pull knights out of saddles.
 
No, it hasn't. Have you ever fought? The swords you described were almost
uniquely designed and used for infantry engagements. Any primer on
medieval warfare might inform you.
 
Stay in the realm of fantasy if you like, but don't try to distort
historical reality.
 
Alexander Eichener
Institut fuer geschichtliche Rechtswissenschaft
Universitaet Heidelberg
<c96@vm.urz.uni-heidelberg.de>
Newsgroups: rec.games.frp.misc
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Thu, 12 Nov 92 21:33:36 GMT

Re: various laments from White Wolf fans over GURPS Storyteller
license, such as (reformated):

>	GURPS VAMPIRE!!!!!!!!!!!!!!!!!!!!!!!!!!!!  White Wolf--how
>could you do such a horrible thing!!!!!!!!  The Storyteller system is
>by nature a system without an emphasis on mechanics--a godsend to
>players like me who enjoy the ROLE playing much more than the ROLL
>playing.
>
>GURPS Vampire is a mutation of al (sorry about that) the Storyteller
>system stands for.  Vampire for rollazoids--say it ani
>
>Christine
>	*************************************************************
>	** GURPS VAMPIRE MUST DIE DIE DIE!!!!!!!!!!!!!!!!!!!!!!!!  **
>     	*************************************************************

And

>If this is actually true, I think I'm going to cry.
>Shannon

You think *you're* bummed - what about me!  You've got nothing to
complain about, since the WW system is not changing at all - you can
still patronize WW and ignore the GURPS version (though you're doing
yourselves a gross injustice . . . still, that's your business -
Christine, for one, knows nothing about GURPS, obviously).

I'm bummed because I was just going to propose to SJG that they try to
do the exact same thing with Marquee Press's _Lost Souls_ game, which
is ten times better than anything White Wolf makes!  Now SJG won't need
it, though - since WW is coming out, eventually, with Ghosts.  Damn!  I
so wanted to do that conversion!

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
From: bz978@cleveland.Freenet.Edu (Charles E Gibbs)
Newsgroups: rec.games.frp.misc
Subject: Updated List of Superhero RPGs  [and comments]
Date: 10 Nov 1992 01:24:28 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: bz978@cleveland.Freenet.Edu (Charles E Gibbs)
NNTP-Posting-Host: hela.ins.cwru.edu


Thanks to everyone who supplied info.  The following is the list compiled
by myself and the netters.  (Special thanks to Steffan O'Sullivan, who
supplied much of the list.)

Brand X (FireBrand Publications)
Challengers (Ragnarok)
Champions (Hero/ICE)
DC Heroes (Mayfair)
 *Batman (Mayfair)
Enforcers (21st Century Games)
Golden Heroes (Games Workshop)
Guardians (StarChilde)
GURPS Supers (Steve Jackson Games)
Heroes Unlimited (Palladium)
 *Teenage Mutant Ninja Turtles (Palladium)
Masters of the UNivers (FASA)
Marvel Super Heroes (TSR)
Official Superhero Game (Phillips)
Supergame (DAG)
Superhero 2077 (Saxmon, then Zocchi)
Super Squadron (Adventure Sim)
Superworld (Chaosium)
System One (Publisher Unknown, but apparently is available somewhere on
   the net)
TWERPS Superheroes (Reindeer Games, now GameScience)
Villians & Vigilantes (Fantasy Games Unlimited)

* -- has a similar game system to the preceding game



THe best system?  Can't say I've played them all, but here's a partial list.

EASY & QUICK TO PLAY - Marvel
MOST FLEXIBLE CHARACTER GENERATION - CHampions
REALISM - GURPS Supers
RULE RAPING - Guardians

CHarles Gibbs
gibbsc@ac.grin.edu
Newsgroups: rec.games.frp.misc
From: tmohler+@cs.cmu.edu (Tim Mohler)
Subject: Conversion from RM to Gurps
Organization: School of Computer Science, Carnegie Mellon
Distribution: usa
Date: Mon, 9 Nov 1992 18:54:54 GMT

I've been running an RM campaign for some time now, and am
frankly bored with RM - been playing/running RM campaigns
for about 8 years now.

I was considering switching to GURPS, once I get enough
money to buy a couple books, but I don't want to junk the
campaign.

Anyone out there ever try a RM-GURPS conversion? I know the
RM system backwards and forwards (up to RMCIV), but I'm
somewhat unfamiliar with GURPS.

I was considering something like allocating the characters
100 points plus maybe 5 points per RM level, and forcing them
to spend the points to buy the physical attributes and
skills they have now.

I don't know how to equate skills, though - how does 16
ranks with broadsword translate into DEX+YYY?

Spellusers are another headache...

Any ideas?

Tim
From: IO01092@MAINE.MAINE.EDU (SEM)
Newsgroups: rec.games.frp.misc
Subject: Re: Claymores
Date: 10 Nov 92 16:16:26 GMT
 <GOLDM.92Nov9114756@sage4a.rpi.edu> <BxGL6M.5o6@nic.umass.edu>
 <1689BE24E.C96@vm.urz.uni-heidelberg.de>
Organization: University of Maine System

A friend of mine owns several weapons that he bought from a
company that supplies replicas to museums as well as the public.
One of those weapons is a claymore.  The sword is 5'3" from
point to pommel and it is most assuredly a two-handed infantry
weapon.  The blade is straight and there are no projections on
on the blade itself.
Newsgroups: rec.games.frp.misc
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: SJ Games Licenses White Wolf's Vampire
Reply-To: sos@oz.plymouth.edu (Steffan O'Sullivan)
Organization: Plymouth State College - Plymouth, N.H.
Date: Thu, 12 Nov 92 02:04:11 GMT

loydb@fnordbox.UUCP (Loyd Blankenship) writes:
>
>   GURPS Vampire is scheduled for release at GenCon 1993 in Ft. Worth, Texas.

Neat, Loyd.  But I don't think releasing it 1,200 miles away from the
Con is a good idea :-)  Oh, maybe you mean Origins  . . .  in that
case, you can release it in Milwaukee!

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
From: jamie@magna.ksu.ksu.edu (Jamie L Raymond)
Newsgroups: rec.games.frp.misc
Subject: NAGEE archive location
Date: 7 Nov 1992 22:34:26 -0600
Organization: Kansas State University
NNTP-Posting-Host: magna.ksu.ksu.edu

I've recently tried to locate the NAGEE vol 1,2,& 3 with no
success.  Archie has been of no help whatsoever.  Please, please
post the ftp site where these illusive docs are hiding.
From: 9111123@ul.ie
Newsgroups: rec.games.frp.misc
Subject: Re: SR2: Can someone tell me whats going on... !!!
Date: 10 Nov 92 01:00:30 GMT
Organization: University of Limerick, Ireland

>Subject: SR2: Can someone tell me whats going on...
>From: cbj005@cch.coventry.ac.uk (The Mistress)
>Date: 2 Nov 92 18:03:12 GMT
>Sender: news@cck.coventry.ac.uk (news user)
>Organization: Coventry Poly/Uni(Take your pick)
>Nntp-Posting-Host: cc_sysh
>Lines: 21

>As the title suggests, can someone(s) tell me what exactly has  happened
>with  SR2?  What are the major changes, it hasn't been released in the UK
>yet and my inept game store at home in York won't be getting it in for  a
>long time.

>All  this  is because a friend of mine( who has no net access) has bought
>all the supplements so far and  is  pretty  dischuffed  at  the  idea  of
>forking out the 14+ pounds for SR2 because all his supplements are out of
>date or need updating to the new rules..

>So could someone please enlighten me as to what the major  rules  changes
>are,  email replys would be preferred as I'm sure a lot of people on this
>group are sick and tired of SR2 rule change discussions *:-)

>Thanks a lot.

>-- 
>|  The /\/\istress of /\/\anipulation   |      cbj005@cch.cov.ac.uk     |
>|           Big Red Lobsters and Purple Hedgehogs unite!                |
>|         "Shoot first, fingerprint the corpse later..."  2xs           |
>|      Cannot recover from virus....rm: remove /freshers/all (y/n)      |

  What do you mean it hasn't been released in the UK yet,I saw the_*paperback*_
edition only this morning here in Ireland;-).Are you sure you are looking for
 it ,as I remember I bought the 2nd Ed hardback for a friend by the last week in
September.

  ^ ^
 Coyote
   V   Lap dog from HELL
  \_/

********************************************************************************
* Coyote          *   "Four things greater than all things are,                *
*  9111123@ul.ie  *     Women and horses and power and War"                    *
*                 *      Rudyar Kipling(maker of exceedingly good cakes)       *
* I would be greatly susprised if anyone shared my views:disclaimer            *
********************************************************************************

SAD,SAD,SAD
From: corleyj@helium.gas.uug.arizona.edu (Jason D Corley )
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire: Combat.. HELP!!
Date: 8 Nov 92 23:05:11 GMT
Organization: University of Arizona, Tucson, AZ

In article <1992Nov8.175254.8463@lehi3b15.CSEE.Lehigh.EDU> kammr@lafcol.lafayette.edu (Rob Kamm) writes:
>  BTW: Does anyone else use a "Theme Song" in their campaigns?  You know
>something to listen to as the players get set up and read introductory
>information.  Give it a try--I use The End by the Doors.  Works real well at
>depressing the players.  
>                        Rob Kamm

"The End" is also on the Apocalypse Now sountrack (Saigon...shit...I'm
still in Saigon...)

My favorite soundtrack is something classical, but not too brassy or
fast.  Some of Wagner's stuff is properly dark, foreboding and Gothic-
depressing-mood-setting.

	Jason
	Malkavians Don't Rule!
From: SWT10@CCCVM.CCC.AMDAHL.COM (Scott Tyree)
Newsgroups: rec.games.frp.misc
Subject: Re: Amber RPG
Date: 4 Nov 92 22:34:25 GMT
Organization: Amdahl Corp.

In article <16893ACC3.ADELEKTA@kentvm.kent.edu>
adelekta@kentvm.kent.edu writes:
 
>
>In article <BwynBM.44v@news.cso.uiuc.edu>
>jng53092@uxa.cso.uiuc.edu (Jon Gad) writes:
>>
>>Now other players may have different experiences, but everything I've gone
>>through says "READ THE BOOKS FIRST!!!"
>
> I certainly agree with this - I think it's *really* important that players
>have read the books before trying to game in a series or novel's universe.
 
In the Amber game that I have been running this is the case as well. The
one player who didn't read any of the books before hand wasn't really
into the game that much. Now that he has started to read the first serie
he is getting into things a bit more.
 
>
>-anne
 
Scott
Newsgroups: rec.games.frp.misc
From: tgt33358@uxa.cso.uiuc.edu (Thanatos)
Subject: Re: Vampire/Werewolf... What next?
Organization: University of Illinois at Urbana
Date: Wed, 11 Nov 1992 05:36:24 GMT

In article <1992Nov10.220618.9012@news.columbia.edu> jhk6@cunixb.cc.columbia.edu (John H Kim) writes:
>
>	I'd agree here. The 'Gothic-punk' world is able to accept Mad 
>Scientists, IMO - after all, what could be more Gothic than 'Frankenstein'? 
>However, most 'psychic' phenomena are a far more modern invention, and do 
>not fit in well (again, IMO) with Vampires, Werewolves, Ghosts, and Faeries. 

WEEELLLL...if you mean by more modern, the ability to lift a tank, then I'd
agree.  Comic book levels of power should not be allowed.  But someone who is
a poltergeist (one explaination is that a young girl going through puberty 
unleashes latent psychokinetic powers to create the effect) could fit very
well in the game.  No control, but a bit of power.

>>The way the supllements work is that they're branches off the given theme 
>>of each game.  
>>
>>Vampire:  The Masquerade
>>	Mummy
>>	Sabbat
>
>	Question: What supplement covers the dealings of the Sabbat? I am 
>working out alot for my own game, and am wondering how it compares with 
>the 'official' view. 
There is but a few hints here and there, the best being the Storyteller's
Handbook.  Four "groups" have been mentioned:  Lasombra, Tzimisces, Tremere,
and Antitribu.  I can only assume that the Tremere are part of normal Clan 
Tremere, but who have chosen a darker path (as if the Tremere weren't already).
The Antitribu are those members of the Camarilla who have rejected the "good"
ways, and have chosen disciplines that are twisted forms of their own original.
One Sabbat discipline has been released:  Vissicitude.  It allows the user to 
_actually_ sculpt features (so auspex can't penetrate).  This is for scouting 
units infiltrating cities.
	The Sabbat Player's Guide (YES, for PLAYERS) will be out in January, 
with the Storyteller's Guide coming soon. 

>>Mage:  the Untitled
>>	?? Mad Scientists ??
>
>	What do people think mad scientists should be like? Obviously it 
>will be hard to maintain many of the 'Gothic' views of this type and still 
>match with modern scientists. Perhaps they should venture into the realm 
>of biotechnology? 
    ^^^^^^^^^^^^^ What did you think Victor Frankenstein was doing? 

-- 
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...	       	    / It's a Zen thing... 
	-Ozymandias 		    \	 you wouldn't understand...
From: wilder@nx02.mik.uky.edu (jeff wilder)
Newsgroups: rec.games.frp.misc
Subject: Re: Carrying weapons around (was Re: META: Swords, etc)
Date: 13 Nov 92 15:22:20 GMT
Article-I.D.: mik.wilder.721668140
    <wilder.721620199@mik.uky.edu> <9566@blue.cis.pitt.edu.UUCP> 
    <MJUNG.92Nov13113811@stokes.math.TU-Berlin.DE>
Organization: University Of Kentucky, Dept. of Math Sciences
X-Path: nx02.mik.uky.edu!wilder

Sea Wasp (Ryk Spoor, I think...) says:

|	   To make this relevant to frp groups, the gun nut is the munchkin
|   with the wand of fireballs in melee combat, and the antigun nut is
|   the pacifist who tries to negotiate with Sauron.

Even assuming this analogy is anything but ridiculous (although I do
appreciate your trying to create relavance, the lack of which was my
big gripe), your "gun nut" is kigonna kill a numvber of people, your "antigun
nut" is only gonna get himself killed.  Hmmm.  Maybe is was an okay
analogy after all.

ARGGHHH!  I can't belief I let myself get dragged into this for even one
post!

--
==============================================================================
| Jeff W  uk06666@ukpr.uky.edu | Meddle not in the affairs of cats, for they |
| Wilder  & wilder@mik.uky.edu | are subtle, and will piss on your cyberdeck.|
==============================================================================
Newsgroups: rec.games.frp.misc
From: dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC)
Subject: Re: Twilight nightvision etc.
Organization: University of Massachusetts, Amherst
Date: Fri, 6 Nov 1992 01:36:37 GMT

    Little note on starlight scopes.  Glosticks.  You know, those stupid
glowing rods.  An unbroken one will radiate alot of light.   A starlight
scope picks this up and intensifies it.  An unbroken one is about as bright
as a broken (Mixed) one will normally.  An activated on will shed light
that is equal to a lantern through starlight goggles.   This sounds
cryptic, but think on it, and you will get it.

Dunkelzahn

Newsgroups: rec.games.frp.misc