HDTenEightyP/NetNews huggingface dataset:
From: vcf1@cunixa.cc.columbia.edu (Victoria C Fike)
Subject: Re: Sex and RPG's - Why Oh Why ?
Organization: Columbia University
Summary: why not?
Reply-To: vcf1@cunixa.cc.columbia.edu (Victoria C Fike)
Date: Mon, 6 Apr 1992 17:14:08 GMT

In article <1992Apr6.174247.1@cc.newcastle.edu.au> c9036971@cc.newcastle.edu.au writes:
>
>I'd like to call on the experience of you all to answer me a question.
>It seems to me that the number of female roleplayers (not characters!)
>is surprisingly small - in my experience of role playing (about 8
>years, mainly AD&D) I have seen fewer than ten females who were at
>all serious about gaming.
>
>I was wondering if this is the case with the rest of you. Is the fairer
>sex poorly suited to gaming, perhaps?

NOT!!!!!!!

>Do they just have better things
>to do than sit around a table roling dice, speaking in jargon (whether
>fantasy, futuristic or whatever) and wandering in imaginary places? Or
>is it just me?

Did you try *asking* some ladies to join your campaign?  Works wonders. 

From what I've seen, however, you're right--there seem to be fewer female 
gamers than male.  I daresay it's more a lack of opportunity than ability,
though.  So invite a few girls to join.  Chances are, they'll fit in nicely.  

>For the record, I am a bloke (that's MALE to all you non-Australians),
>and an avid gamer.

Well, for the record I am a woman and an avid gamer.  So there. :-)

>Please flame by mail. It makes life easier for the rest of us.
>
>
>Maxx.

Tori

------------------------------------------------------------------------------
Victoria C. Fike                    |  "I heard a murmuring in the night
vcf1@cunixa.cc.columbia.edu         |   Black swords hanging cold as ice
"If you have to be a hero, always   |   Will they lead me to Paradise?"
remember what the word hero means." |      --Hawkwind, "Song of the Swords"
------------------------------------------------------------------------------
From: tmiller@prism.gatech.EDU (Thomas Miller)
Newsgroups: rec.games.frp
Subject: Re: 100-DICE
Date: 13 Apr 92 21:29:07 GMT
Organization: Georgia Institute of Technology

In article <13APR199213441030@rigel.tamu.edu>, afj9838@rigel.tamu.edu (JOHNSON, AARON FLEMING) writes:
> In article <bibaert.702899074@eursus>, bibaert@eursus (Hans Baert) writes...
> >Hello Everybody,
> >Can anybody supply me with a 100 sided dice?
> >I need it for ADD. Please reply by mail if you know where i can buy them.
> >Greetings,
> >				       Hans.
> 
> 	Well, my fine tyro, there are two, count them two, simple suggestions.


  This is definitely an inane question, but what is a "tyro" ?

  Just wondering...  :)







-- 
Thomas Miller          GT EE '92          Atlanta Braves - '91 NL Champions 
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!tmiller
Internet: tmiller@prism.gatech.edu
From: ratinox@splinter.coe.northeastern.edu (Stainless Steel Rat)
Newsgroups: rec.games.frp
Subject: Re: CHAMPS: question on turn sequencing
Date: 6 Apr 92 16:35:50 GMT
Article-I.D.: splinter.RATINOX.92Apr6123550
	<ro3ojINNnvp@festus.ksu.ksu.edu>
Reply-To: ratinox@splinter.coe.northeastern.edu
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
In-reply-to: khise@festus.ksu.ksu.edu's message of 5 Apr 92 23:50:43 GMT
X-Quote: Eat, drink, and be merry; tomorrow is Monday.
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]

>>>>> On 5 Apr 92 23:50:43 GMT, khise@festus.ksu.ksu.edu (Martin Andrew Shobe) said:

khise> [stuff deleted]

khise> 	No it doesn't.  She can always abort her next action to continue
khise> dodging.  Also, she can hold action to avoid having to abort in the
khise> first place.

khise> 	If you allow the dodge to continue someone with Martial Dodge
khise> becomes nearly unhittable (unless the attack is area affect.).  And,
khise> they only give up half thier attacks to stay that way all the time.
khise> Which is really silly.

You are forgetting that a martial artists' primary defense is NOT BEING HIT
IN THE FIRST PLACE. This means high DEX and dodging like crazy. This is
also why leaping/jumping in 4th ed is now considered a controlled movement
without the DCV cut. Before, it was way to easy for a brick to take out
martial artists: brick rips up a handy telephone pole and swings at martial
artists, the MA must leap out of the way of the area attack. Then someone
pops the martial artist while he's airborne. Hell, two 50-point agents used
to take out 400-point, combat optimized martial artists this way, armed
with 1 grenade and 1 assault rifle.

--Rat
--
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
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Internet: ratinox@splinter.coe.northeastern.edu  /   | /| / /   | The Worlds
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          Holbrook, MA  02343-1031           /   | /| / / /___| | any problem
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From: IO11330@MAINE.MAINE.EDU (the DM)
Newsgroups: rec.games.frp
Subject: Re: Opinions on "Greyhawk-Wars!"?
Date: 8 Apr 92 00:39:53 GMT
Distribution: usa
Organization: University of Maine System

IMO, I would have to say as an avid Greyhawk fan, that for what it
contains Greyhawk wars does what it is supposed to do.  As a supplement
to a campaign it is excellent, It presents numbers for the sizes of the
armies in a campaign where war is second nature.  Never before was there
much information on army sizes or easy ways to determine the outcome of
battles between various warring countries.  Perhaps the system isn't
perfect but as a tool for the DM it is extraordinarly useful.  Yes perhaps
standing by itself as a wargame it is awful as has been mentioned but it
does its job well.  Greater things are to come (I hope) in the new
Greyhawk Boxed set that is coming out this fall (From the Ashes).  Of
course this is only a way for TSR to remove Gary Gyxax's name from their
product once and for all. (Yes The original Boxed set is now Out of Print!8*( )
anyway I digress, If you run a Greyhawk CAMPAIGN (and I stress Campaign) and
you want to have the possibility of having various wars ravage the continent
this is the box to buy haping hunting,
                                           Patrick Ellis
                                                The DM
Newsgroups: rec.games.frp
From: foxx@foxxjac.Berkeley.EDU (Andrew "AJ" Foxx)
Subject: Re: AD&D 2ed. Weapon Specialization
Reply-To: foxx@foxxjac.b17a.ingr.com
Organization: Intergraph Corporation, Huntsville, AL.
Date: Wed, 8 Apr 1992 15:44:31 GMT

In article <1992Apr7.000727@kazoo.ssd.loral.com>,
brunner@kazoo.ssd.loral.com (Brian Brunner) writes:
|> The Official Rules and Our House Rules vary... but if
|> the Official Rule is that only one weapon can be
|> specialized in, that means just one. If that is free we
|> are talking about granting a free weapon proficiency slot
|> (or two if you choose bow). But not two weapon
|> specializations.
|> 
|> We allow double specialzation from Unearthed Arcana and
|> specialization in as many weapons as you care to, if you
|> are JUST a fighter. Choose your milage. Its' in the rules.
|> 
|> --
|> HELP!! Somebody slapped a "stop payment" on my sanity check!!
|> brunner@kazoo.ssd.loral.com; Space Systems/Loral; Palo Alto, Calif.
|> Black Holes... the /dev/null of the Universe; the opinion of 65534.

If the field is still open for House Rules, I allow warriors  of
any type (and multi-) to specialize in more than one weapon but
*ONLY* in weapons they had proficiencies in at 1st level.  This
is because of spent years of youth learning the use of these
weapons (I am Montoya Rodrigez, you killed my father, prepare to
die).  If a warrior wants to specialize in a weapon for which a
proficiency slot wasn't spent at first level, *lots* of game
time is required to get that 'natural' feel of the weapon, and
double classing into a warrior class doesn't allow specializing 
without taking that time.

Incidentally, this does tend to to cut down on double
specializing at first level for most warriors in my campaign.
They are also just discovering the weapon groups in the Complete
Fighter's Manual.  Good weapons aren't always easy/cheap to
replace.  I've seen a fighter who coudn't use bonuses and had to
use non-proficiency penalties for an entire adventure because a
two-handed sword is often not an off-the-shelf item.
-- 
   ] Andrew "AJ" Foxx           ] Software Analyst - Mapping Sciences Division
   ] foxx@foxxjac.b17a.ingr.com ] Intergraph Corporation
   ] voice (205) 730-1921       ] M/S IW17A4  Huntsville AL U.S.A.  35894-0001
Newsgroups: rec.games.frp
From: sasso@flounder.phy.anl.gov (John F. Sasso)
Subject: Re: CHAMPS: question on turn sequencing
Organization: Argonne National Laboratory
Date: Fri, 17 Apr 1992 13:30:30 GMT

In article <RATINOX.92Apr16171510@splinter.coe.northeastern.edu> ratinox@meceng.coe.northeastern.edu writes:
>
>Under 3rd edition, this is true. Under 4th edition, you keep your combat
>maneuver bonuses/penalties until you get to take your next action, not when
>your next action phase comes up.
>

Can someone give me a page quote on this one?
I've yet to find the rule in Champs4.


							John F Sasso




-- 
"The only way to true inspiration is the study of TedDo.  And lots
of MauMau, of course."  The Elvis Lectures
"I am not the False Bob, I am a free man."  The Book of FalseBobs
"Since the introduction of MauMau, HP sales have skyrocketed." Book of MauMau
Newsgroups: rec.games.frp
From: mstorer@ponder.csci.unt.edu (Mark)
Subject: SR: Necromancer tweak
Keywords: SR Magic ShadowRun
Organization: University of North Texas
Distribution: usa
Date: Tue, 7 Apr 1992 04:52:04 GMT

A neat Necromantic trick I've been thinking about lately is how a necromancer
might come up with huge numbers of skeletons (physical undead) in a relatively
short amount of time.

A Necromancer can summon an Undead Horde useing the same procedure as he/she/it 
normally would for summoning physical undead with one major difference:
	The number of spirits summoned is Int x <Force>. <-+ 
	All summoned undead are considered to be Force 1.  I
The Benifits:                                              I
	Lot o' bodies real fast.   +-----------------------+
	Only counts as ONE force --+ (that) spirit.

So a necromancer can have huge hordes of total wimps folling his/her/its orders,
if thats what gets'em off.  Kinda useless though, just impressive-lookin'.
From: huber@zodiac.rutgers.edu
Newsgroups: rec.games.frp
Subject: Re: Ad&d humanoid shamans
Date: 16 Apr 92 19:05:16 GMT
Organization: Rutgers University Computing Services

In article <1992Apr15.195701.15894@rice.edu>, stevens@horta.rice.edu (Richard Stevens) writes:
> Here's a question: How many hit dice do you roll for a Gnoll shaman of
> 4th lvl clerical ability? Only 2 cause he's a gnoll, or 4 for being
> a 4th lvl cleric? Or even 6 for both? What if he's a witch doctor?
> does one roll mu d4 and average these in?
> thanks.
> Richard

As a house rule (I'm not sure of the current official rule) for humanoids 
who have aspired to character classes, I treat them as those characters, ie
if the above example the Gnoll shaman would have 4 hit dice.  There was an
article in a dragon of a few years back dealing with humanoid shaman/witch-
doctors; and the Monsterous Compendium has information also.

                             - George Huber
Newsgroups: rec.games.frp

steph@cs.uiuc.edu (Dale Stephenson) writes:

> In <1992Apr5.201543.25456@ncar.ucar.edu> urban@stout.atd.ucar.edu (Art Urban (PROFS)) writes:
> 
> >I would like to hear comments on the following view point; mine, in fact.
> 
> >Losing a GURPS character due to death is harder than losing an AD&D character
> >due to death, because it takes so long to create a GURPS character. 
> 
> Losing a GURPS character due to death is harder than losing an AD&D character
> due to death because GURPS characters tend to go unconscious instead of
> dying.  Characters survive losing battles.
> 
> AD&D characters tend not to survive losing battles.  Of course, if they
> are high-level, they may never lose a battle :->.

  I have a friend that does up generic characters along the idea he wants to 
have.  If they survive two gaming sessions, he fleshes them out and gives them
a name...  More painless he says.
 
> TFT characters are extremely easy to lose to death.  That's why _Melee_
> makes a better board game than RPG.
  
  I thought that Melee _was_ a board game?

> [snip]
> --
> Dale J. Stephenson |*| (steph@cs.uiuc.edu) |*| Gigabit Study Group 

DLC
From: nagel@Cigna.COM (Mark Nagel)
Newsgroups: rec.games.frp
Subject: Re: Playing yourself in GURPS
Date: 13 Apr 92 04:21:51 GMT
Organization: CIGNA FIRST, Irvine, CA

In <1992Apr12.191038.28028@organpipe.uug.arizona.edu> dddawson@lpl.arizona.edu (Doug Dawson) writes:

>Hmmm....someone said it was nearly impossible to design yourself in
>GURPS on a reasonable amount of points....huh?  Am I THAT inferior to
>everyone else?  I did a reasonable job of portrayihng myself with 30
>pts.  Give me 50, and I don't think there's any doubt you've got me.

Don't worry, the people who say they need a huge number of points
really only need Overconfidence :)

-- 
Mark Nagel
  Network Administrator                 UUCP: {uupsi,ucivax}!cigna!nagel
  CIGNA FIRST                           INET: nagel@cigna.com
From: ohoward@matt.ksu.ksu.edu (Todd Howard)
Newsgroups: rec.games.frp
Subject: Re: AD+D2 VALHERU STATS
Date: 14 Apr 1992 09:40:49 -0500
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

rob@wsinpa02.win.tue.nl (rob van Rief) writes:

>Some minor comments on the Valheru:

>1: Raymond Feist (thru Macros) specifically states that the Valheru have no
>   sense of morals, and therefore are not evil. I would use Chaotic Neutral
>   as their alignment.

I would totally disagree.  No regard for morals, willing to use any means
to accomplish an end, and total disregard for life in general seems
pretty much CE to me.  I've had this discussion before (the "above 
alignment" discussion), and anything that is "above alignment" is generally
CE.

>2: Why give them the ability to detect alignments; you obey or die, period.
>   Alignments would not concern these people.

Very good point.  If you want to get picky, detect alignment cast on these
beasties would probably reveal nothing, but they would ACT as if CE.

>3: It seemed to me that Ashen-Sugar's armour was special, the returning 
>   Valheru trick being part of his protective plans concerning Midkemia.

I believe Macros had something to do with Ashen-Sugar's armour enchantment,
so in general it wouldn't produce the same affects as it did to Thomas.

>4: Valheru didn't always fight each other, although they did have EXTREMELY 
>   touchy tempers.

Most definitely, although I'd guess they liked fighting each other more than
banding together for a cause. 

Todd
-- 
 "The statistics on death are in, and they're pretty convincing.  One out
  of every one people die."   -Unknown

Todd O. Howard (ohoward@matt.ksu.ksu.edu)
From: sue%miracle@merk.com (The Dragon Queen)
Newsgroups: rec.games.frp
Subject: Re: Herb List Needed
Date: 9 Apr 92 04:32:45 GMT
Article-I.D.: miracle.08Apr92233245
Organization: Miracle Computer Consultants

BJP108@psuvm.psu.edu (Brian Panulla) writes:
>The first edition AD&D Dungeon Master's Guide ha just such a listing, including
>their purported medicinal and magical uses. I don't remember if it was in the
>same section as gemstones, or in an appendix, and my copy is 400+ miles away.
>Anybody have a copy handy?

Sure, as a matter of fact, I have two!

It's Appendix J, entitled "Herbs, Spices and Medicinal Vegetables", and
it's on pages 220-221.

Anyone want a copy of this list?






---
|	  _\|/_          |This posting compliments of The Dragon Queen|
|	 /     \         |                                            |
|      	| O   O |        | Any imaginative suggestions about what can |
|__ooo__|___ ___|__ooo__ | be writen in this box are welcome at:      |
|  UUU      U      UUU   |           sue%miracle@merk.com             |
From: brunner@kazoo.ssd.loral.com (Brian Brunner)
Newsgroups: rec.games.frp
Subject: Re: AD&D:  Problems with 1st ed. Bard
Date: 7 Apr 92 06:29:26 GMT
Article-I.D.: kazoo.1992Apr6.232926
Reply-To: brunner@kazoo.ssd.loral.com (Brian Brunner)
Organization: Space Systems/Loral

Hello...

A bard advancing in fighter, thief, and mage as well as bard?
chaotic good alignment?
non-standard familiar?
Rape like this gets you 5-20 years.

Rule-playing answer...

Dual class chracters CAN be quintuple-class characters...
Start  as a monk,  then go mage, then go fighter, then go thief,
and finally go bard. You also could do it Fighter, Thief, Bard,
Mage, Monk. Either way this requires a lawful neutral alignment.
The book only requires that you start as fighter, then switch to
thief, then switch to to bard.  It requires that you are
EXCLUSIVLY fighter, then THIEF AND NOTHING BUT THIEF,
then a Bard under Druidic tutelege. This is the process of becoming a
(1st ed) bard. It is not explicitly required that the process of
becoming a bard begin at the life-beginning of the bard character.
The process of fighter-thief-bard progress is uninterrupted.
This is the only way non-humans can be dual-classed.
This class is entirely optional, under the surgical (cut it out
if you don't like it) supervision of the DM.
The only Chaotic allowable would be Chaotic Neutral.
After any of these switches NO class advancement in the
old class is allowed. Experience points ONLY accumulate in
ONE class at a time.
How to correct this... Assuming a relativly rules-normal world:
The foo-dog (CG) cannot  stand the NG required alignment of the
Bard, and drops an ultimatum... either DROP the bard business
and stay mage-fighter-thief (advancing in only ONE of those classes)
OR the foo-dog leaves and TAKES THE SPELLCASTING ABILITY,
leaving the character a fighter-thief-bard, advancing ONLY in BARD.
PS The fighter class level must be between 5 & 7 inclusive. The thief
class level must be between 5 & 9 inclusive.

Role-playing answer...

Can you describe how all these diverse skills classes (not
character classes precisly, but the SKILLS involved in them) all
stem from  one persons mind? This is a Cop (fighter) Politician
(thief) Plasma Scientist (mage) who is also a functioning
historian/psychologist (bard)... who is getting better and better in
all four fields of study while out orkbashing... is this real?
If he dabbled in magic and left it for fighter->thief->bard, why...
and is a knowledge of his mage abilities offensive to the Druids that
he needs for teachers?  Is this character also accumulating
non-weapon proficiencies that indicate he is a craftsman of three
different varieties and a whiz at a few others?

This looks like a powergamer... balance the power. I'd even
consider retiring the character for a while (until he is the weakest,
not the strongest, in the party.

--
HELP!! Somebody slapped a "stop payment" on my sanity check!!
brunner@kazoo.ssd.loral.com; Space Systems/Loral; Palo Alto, Calif.
Black Holes... the /dev/null of the Universe; the opinion of 65534.
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp
Subject: Re: A new trend in roleplaying?
Date: 6 Apr 92 21:45:00 GMT
Reply-To: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Organization: Purdue University

In article <1992Apr6.035509.4571@watserv1.waterloo.edu> alongley@cape.UWaterloo.ca (Allan Longley) writes:
>  (concerning The Primal Order)
>Are these a collection of actual mythological deities, or your own
>creations?
>
Actually, it's neither.  Instead, its a set of rules which allow a GM
to come up with whatever deities suit the campaign and detail them as
desired.  The number-crunching rules aspects are pretty complete, although
the philosophical, anthropological, and religilogical aspects are given
short shrift.
Newsgroups: rec.games.frp
From: loydb@fnordbox.UUCP (Loyd Blankenship)
Newsgroups: rec.games.frp
Subject: Re:  question about battlesuits
Date: 7 Apr 92 05:28:14 GMT
Organization: Texas Net Illuminati

jcl@sactoh0.sac.ca.us (John C. Laviolette) writes:
>    Is there really going to be a GURPS Mecha?  It seems to me that Mecha
>is covered in GURPS Vehicles (which includes rules for vehicles with legs
>controlled by a cyberface.  If that doesn't qualify as "mecha," I don't
>know what does...)

Yes, there will be a GURPS Mecha. It is waiting on the rules for GURPS
Vehicles to be solidified!

Loyd


***************************************************************************
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From: rwallace@unix1.tcd.ie (russell wallace)
Newsgroups: rec.games.frp
Subject: Valheru stats
Date: 9 Apr 92 16:30:02 GMT
Organization: Trinity College, Dublin

Interesting, though not quite the same as the Valheru from the books
(they could lay waste to entire *planets*; a far cry from 1d8+25 hit
points of damage).

--
"To summarize the summary of the summary: people are a problem"
Russell Wallace, Trinity College, Dublin
rwallace@unix1.tcd.ie
Newsgroups: rec.games.frp
From: goodwin@orionsci.uucp (Ben Goodwin)
Subject: SRun (questions)
Organization: Orion Scientific, Inc.
Distribution: usa
Date: Tue, 07 Apr 1992 11:24:38 GMT

[ShadowRun mode on]

>>>>>[Hey, got a few questions from those in the know.  After playing our
first game there are some unanswered questions.

1) In the source book on page 80 it seems to indicate that a mage can
   cast multiple spells per action.  And I quote 

	At this point, name the spell or spells the character is
	casting ...

   If casting multiple spells is possible does this mean I can cast 
   two force 4 manabolts at two individuals? Would the second have a
   +2 target modifier?

2) In the module DOA/DNA it says to give the chummers two portable
   missiles.  I can't find stats on these anywhere. Help

3) Can hermetic mages and shamans perform ritual sorcery together?
   I would think not because it states that the hermetics need a hermetic
   circle and the shamans need a lodge.

4) To use an elemental it first has to be summoned which takes an action.
   can a mage have his elementals in attendance thereby bypassing the
   action needed to summon?

5) If a sewer is 10 feet high and 15 feet wide and you fire a missile
   at a target 80 meters away, what's the knockback?  (Just kidding)! :)

6) I have noticed some cool devices, namely the range finder and the
   laser sight.  I can't find their target modifiers.  Where are they?
   Would these help the target modifiers for guns with smart links?  I
   would think not.

7) Just a quick check, a shaman with a wilderness totem can summon
   any spirit, even urban spirits?  It says a shaman can summon a spirit
   only in its home environment.  Just wanted to make sure that an
   Eagle shaman can walk into the city and still kick ass.

8) Question on force of spells, if you are willing to take the medium
   drain (3 points fatigue) for a spell, what's to stop you from
   casting a force 10 manabolt or somesuch, toasting the opposition
   because you get to roll 10d6, and then accepting the 3 points 
   fatigue? <<<<<

				-Talon (Eagle Shaman) <06:15:33/04-07-92>

[ShadowRun mode off]
-- 
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| Washington DC (703) 524-0504  | always clean.  You I hate!!! -Great Race
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