HDTenEightyP/NetNews huggingface dataset:
From: picasso@bass.bu.edu (David Ondzes)
Newsgroups: rec.games.pbm
Subject: awesome damage
Date: 8 Apr 92 23:20:55 GMT
Distribution: rec.games.pbm
Organization: /usr2/graduate/picasso/.organization


I was told, by someone that when you have awesome damage doing ability that
every blow will have that extra damage description (awesome,devasting, etc..).
Well I have an awesome damage basher that hit some one and it was a normal
blow. He was using a halbard and this opponent was hit in the left bicep 
while wearing platemail armor.

Has this happen to anyone else ?

Also, since I am on the topic of damage. Is there a difference between
say a terrific blow and awesome blow , etc. Which type of blow does the 
most damage ?

------------------------------------------------------------------------
|       ***      ***       | My Pride and Joy:                         |
|      ***      ***        | 	Max 5-148 of Skull Smasher in Kaltos   |
|     ***      ***         |    record: 111-51-2  (1 of my original 5) |
|    ***  **  ***          |                                           |
|   ***  **  ***           | Motto:          Perfect Warrior:          |
|  ***  **  ***            |   Slash 'Em Up    9-3-4-17-17-17-17 SL    |
| ************             |                                           | 
|************ izard of Oz  | picasso@bu-pub.bu.edu                     |
------------------------------------------------------------------------
| Active Arenas: 5,7,18,19,33,35,43,58,100,103                         |
| coming soon to arena near you !                                      | 
------------------------------------------------------------------------
From: stdnt148@whscdp.whs.edu
Newsgroups: rec.games.pbm
Subject: also looking for forgotten realms pbem
Date: 15 Apr 92 20:37:01 GMT
Article-I.D.: whscdp.1992Apr15.143701.396
Organization: Washington HS, Milwaukee, WI

I would also like to join a Forgotten Realms campaign.  I hope someone will
let me jump in on a game.
Fred Voeltner
From: granboul@felouque.ens.fr (Louis Granboulan)
Newsgroups: rec.games.pbm
Subject: Re: Olympia combat
Summary: combat magicians
Date: 10 Apr 92 22:38:09 GMT
Organization: Ecole Normale Superieure, PARIS, France

In article <18377@ector.cs.purdue.edu> sjc@cs.purdue.EDU (Steve Chapin) writes:
>In that case, I would say it's the responsibility of the guildmaster
>to maintain a defensive force stacked with the tower.  There,
>something for them to spend all that money on!  Perhaps Rich could
>slightly modify the rules so that a unit can stack under a guild if
>the guild is cooperative towards it, even if it isn't a member.  Then,
>the Warriors' Guild could build up defensive forces and rent them to
>other guilds for less than the capital investment.  Such defensive
>units wouldn't be members, so they couldn't study.

I had 30 warriors stacked in Areth Pirn, under the Sorcerors Tower, but
they were forced to unstack last month, due to the new rules. I wanted
to make them join the guild, so they can protect the magicians, even if
they won't study magic, but I will wait for the next change of the rules.

However, I am inviting all magicians to come in Areth Pirn, a small town
on the West coast. You can sell your riding horse 910 gold at Areth Pirn
District of Commerce [415].
		
				Arhhain [1101]
Newsgroups: rec.games.pbm
Subject: Olympia workers and Earning Power
From: rob@ccc.govt.nz (Rob McNeur)
Date: 16 Apr 92 15:26:02 NZDT
Organization: Christchurch City Council, New Zealand.

Hiya Olympians

Just wondering about people's attitudes towards the numbers of followers in 
Olympia PBeM.
At present, the game appears biased towards having many followers, just so 
as to provide enough money to train groups. Also the current combat system 
may benefit many unskilled fighters as opposed to fewer higher skilled 
fighters.
At present, with money harder to come by than originally, it is difficult to
gather enough money to train specific groups to decent levels, so one is
forced to either :- gather many followers and use them to gather the required
funds while a small group trains, or resort to violence and seize the 
required funds.
If working earned more money, this would be less of a problem, and one 
would be more able to train larger groups with more diverse skills.

On the other hand, shortage of money creates conflict and the development 
of more conflict may be the desired result of cutting down on the money.

Which do people prefer ? Having fewer followers who achieve higher skills, 
or having more followers who achieve much lower skills ?
Or just having more conflict in the game ?

And if more conflict were required, how do people feel about having a 
'Capture' command ?
This would allow persons or groups to be captured and ransomed back to 
their owners or worked as slaves. It also adds a particularly vicious 
option for anyone who really wants to start some empire building.
Killing all the inhabitants of an area doesn't help you much at all 
(see Chardia). But someone who can capture all those skilled people and 
ransom them or make them work as slaves could build an empire much faster !
Just a thought.

(And Olympia Gods, please do not take this as a request to alter everything 
again - yet !)

Kaspar [581]
Aka
Rob McNeur, Systems Analyst     !
Christchurch City Council       !            ROB@CCC.GOVT.NZ
Christchurch, New Zealand       !
From: dwagon@nella15.cc.monash.edu.au (Dougal Scott)
Newsgroups: rec.games.pbm
Subject: Celestial Empire Game #2 Over
Keywords: celestial empire game over
Date: 14 Apr 92 08:43:17 GMT
Organization: Monash University, Melb., Australia.


Ishmolin won this turn with 30,000+pts.
The details of the galaxy at the last turn were:

Game:2	Turn:24

SUMMARY OF SHIP TYPES
Empty Ship      8		Small Cargo     1
Medium Cargo    21		Large Cargo     17
Super Cargo     0		Mega Cargo      0
Ultra Cargo     1		Small Ship      0
Medium Ship     1		Large Ship      1
Super Ship      0		Mini Battle     0
Small Battle    4		Medium Battle   4
Large Battle    0		Super Battle    1
Dreadnought     2

OWNERSHIP STATISTIX
Empire     Plnets   ResPlan  Indust   Income   Score    PDUs
Ishmolin   39       6        159      2100     30744    473     
Xanadu     0        0        0        0        9680     0       
Vl'Hurgs   22       3        65       1002     21855    141     
Menegorm   9        1        66       567      13214    143     
Vux        46       6        62       1760     20182    202     
Auretania  8        0        68       578      14342    128     
Guzzer     19       3        67       899      19255    100     
Sirotan    23       2        68       984      18436    211     
Mutants    10       1        62       578      13246    130     
NEUTRAL    80       5        28       2592     0        176     
---------- -------- -------- -------- -------- -------- ------
Total      256      27       645      11060    160954   1704    

SHIP STATISTIX
Empire     Ships    Fghtrs   Cargo    Shield   Tractor
Ishmolin   9        353      241      113      17      
Xanadu     0        0        0        0        0       
Vl'Hurgs   6        112      85       7        2       
Menegorm   6        32       87       0        0       
Vux        16       385      445      115      18      
Auretania  5        14       90       0        0       
Guzzer     7        24       88       0        0       
Sirotan    8        99       223      76       8       
Mutants    4        4        60       0        0       
NEUTRAL    0        0        0        0        0       
---------- -------- -------- -------- -------- -----
Total      61       1023     1319     311      45      

-- 
Dougal Scott - dwagon@monu6.cc.monash.edu.au  Faculty of Computing & Info Tech
I am eager for the pleasures of the flesh more    Monash University, Caulfield
than for salvation, my soul is dead, so I shall            Victoria, AUSTRALIA 
look after the flesh. -Carmina Burana
Newsgroups: rec.games.pbm
From: f12008ad@triton.unm.edu (Student Class Account)
Newsgroups: rec.games.pbm
Subject: Adventurer's Guild
Date: 16 Apr 92 04:06:47 GMT
Article-I.D.: lynx.9nzjsqq
Organization: University of New Mexico, Albuquerque

I've noticed a lot of discussion about Duelmasters on the Net.  Does anyone
out there play or would like information on Adventurer's Guild by
Entertainment Plus?  Replies via email or the Net would be 
appreciated.       

David Saville         aka Pazuzeus Gravestone, One Ear
Newsgroups: rec.games.pbm
From: bigmac@erg.sri.com (Bryan McDonald)
Subject: Re: List of PBM's Needed
Organization: CHAOS - SRI International, Menlo Park, CA, USA
Date: Sat, 11 Apr 92 01:17:17 GMT

In article <1992Apr10.033906.23219@jupiter.sun.csd.unb.ca> cadpoole@atlas.cs.upei.ca (Dale Poole) writes:
>Well, author, if you'reout there, my apologies.  The list was great and
>provided me with several useful contacts.  If you are working on a new list,
>I'd love to see it.  If not, perhaps you could repost the most recent?

hmmm...well, that would be me.  I have been meaning to get another
version out for the last two months, but my wife and I had a son last
month which sort of through my life into a tailspin (you know, no sleep,
contantly smelling of old milk, diapers, the whole nine yards).

I will see what I can do about posting it again this weekend.

Bryan

(And I appreciate the feedback, I rarely get any.)
From: sjc@cs.purdue.EDU (Steve Chapin)
Newsgroups: rec.games.pbm
Subject: Re: Olympia combat
Date: 8 Apr 92 23:29:35 GMT
Article-I.D.: ector.18374
Organization: Department of Computer Science, Purdue University

}} In article <1992Apr8.215414.10260@comp.vuw.ac.nz> Bill.Viggers@comp.vuw.ac.nz (Bill Viggers) writes:
}} 
}} 	   Currently everyone (esp newbies) is very vulnerable.  Now that
}} 	   people are appearing scattered all over the world, the situation
}} 	   is even more drastic, as there isn't a sheriff about to protect
}} 	   everyone :->

Rocko sat in the Cave of Sythnar, pouting.  He pulled his thumb from
his mouth long enough to say, "I won't be Sheriff where I'm not
wanted.  But what if that bully from Chardia comes to the mainland, or
Zyzak returns?  Then you'll be sorry!"  He picked up his favorite
blankee, and snuggled down to watch the sunset.

sc -- Rocko 'The Truth' Zigarelli (sometimes known as Sheriff Pelenth
of Drassa, Protector of Hothras and Pactra)

sjc@cs.purdue.edu             Steve Chapin             Today's Grammar Lesson:
                       Let's hope the usher lets us in.

                      Beef:  Real food for a dead planet.
Newsgroups: rec.games.pbm
From: ckessel@sisters.cs.uoregon.edu (Chris Kessel)
Subject: Re: Olympia workers and Earning Power
Organization: /local/lib/rn/organization
Date: Fri, 17 Apr 1992 04:54:42 GMT

In article <1992Apr17.041837.4955@murdoch.acc.Virginia.EDU> gl8f@fermi.clas.Virginia.EDU (Greg Lindahl) writes:
>In article <1992Apr17.035704.4177@aero.org> srt@aero.org (Scott "TCB" Turner) writes:
>
>>But I think the real problem is that there aren't enough interesting
>>and diverse ways to earn money in Olympia.
>
>Well, there is one easy way to earn lots of money in Olympia today --
>kill off lots of newbies and take their money ;-) Perhaps Rich should
>start off everyone with 5 armed guards or something.
>
[good notes on game balance deleted]
>-- greg

First off, as I understand it, Olympia is still in test mode more or
less. So the economy may be perfect..once everything else is worked
out.  Perhaps money through exploring hidden features would be a good
plan. My copy of the rules says the 'explore' command doesn't do much
yet..maybe when that gets enhanced there will be another way to get
cash?

My main problem at this point (although I've only played a few turns)
is the lack of any sort of goal.  The game mechanics seem sound, the
turn entry is pretty comprehensive yet easy, but I don't have any real
goal for the game. How do I win? :)  The only real goal I see is
trying to control some provinces..which is by no means an easy task.

A question to everyone playing..what goals have you set for yourself?
What will you do when you have met those goals?

Chris aka Bogey
From: n8742883@beaker.cc.wwu.edu (Perry Pederson)
Newsgroups: rec.games.pbm
Subject: Any It's A Crime! Players out there?
Summary: Especially in game #56?
Date: 9 Apr 92 19:49:46 GMT
Article-I.D.: beaker.n8742883.702848986
Organization: Western Washington University


	I'm in It's A Crime! game #56... anyone else out there
involved with that or any other It's A Crime! games that want to chat?

Perry
Newsgroups: rec.games.pbm
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: Re: Olympia workers and Earning Power
Organization: Department of Astronomy, University of Virginia
Date: Fri, 17 Apr 1992 04:18:37 GMT

In article <1992Apr17.035704.4177@aero.org> srt@aero.org (Scott "TCB" Turner) writes:

>But I think the real problem is that there aren't enough interesting
>and diverse ways to earn money in Olympia.

Well, there is one easy way to earn lots of money in Olympia today --
kill off lots of newbies and take their money ;-) Perhaps Rich should
start off everyone with 5 armed guards or something.

But seriously: yes, it does make sense to have more of an economy
where people harvest various sorts of raw materials and then trade
with each other. But I've yet to see a commercial game which had a
satisfactory economic system, so do keep in mind that it's very hard.
Things you want to avoid:

  o  letting the people with the most money earn more, so they get
     richer and richer and run away with the game

  o  making the system have a lot of luck involved (gee, I found a
     gold deposit 100 times richer than normal, aren't I special?)

  o  making economic activity much more profitable than exploration
     (or much less, for that matter)

Personally, I think it'd be plenty if there were GM-controlled markets
which produced goods and depended on players to buy them and take them
to the places where they were consumed. Limited production and
consumption would drive profits down if a route were over-traded,
forcing players to spread out. A wealthy player would have to work
hard to exploit many trade routes and force the competition out.

-- greg

Newsgroups: rec.games.pbm
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: Re: Olympia workers and Earning Power
Organization: Department of Astronomy, University of Virginia
Date: Fri, 17 Apr 1992 05:39:39 GMT

In article <1992Apr17.045442.22327@cs.uoregon.edu> ckessel@sisters.cs.uoregon.edu (Chris Kessel) writes:

>My main problem at this point (although I've only played a few turns)
>is the lack of any sort of goal.  The game mechanics seem sound, the
>turn entry is pretty comprehensive yet easy, but I don't have any real
>goal for the game. How do I win? :)

Yeah, one of my early messages to the GM included a comment like "I
hope there's something for us to do other than kill each other" and
his reply was something like "I hope so, too."

I'm just bumming around at the moment, experiencing the game mechanics
and exploring the world. I'd like to have some magical items, find a
castle or tower to call my own, find a small bug or two in the
program, and generally have a good time.

In any open-ended game, your goals are your own. Wanna kill everyone
else? Rule the world? These are big challenges.
From: sjc@cs.purdue.EDU (Steve Chapin)
Newsgroups: rec.games.pbm
Subject: Re: Olympia misc.
Date: 17 Apr 92 16:48:07 GMT
Distribution: rec
Organization: Department of Computer Science, Purdue University

}} In article <1992Apr17.163544.17486@aero.org> srt@aero.org (Scott "TCB" Turner) writes:
}} 
}} My objection so far has been that a group of 4 fighting a group of 7
}} wasn't able to flee combat.  All were on foot.  That seems pretty
}} unreasonable to me.  I should think it would take 3 or 4 to 1 to
}} prevent flight.

Revealing secrets about the code:  flee isn't really there yet; it's
just a printf().  A form of it will be there in the new combat code.

I am considering ways to make archery more effective.  As it stands,
archery is always a weak sister to combat.  There is a bonus in for
being mounted on war horses.

My first idea for adding archery was to divide the combat round into
phases, and allow ranged attacks first, then do hand-to-hand.  I don't
especially like this, though; I don't want to give each unit 2 attacks
per round every round.  I might stick in a "free archery attack" every
couple of rounds or something.  Gak.  Too artificial...

}} 				   -- Scott T.

sjc@cs.purdue.edu             Steve Chapin             Today's Grammar Lesson:
             Hear, hear! Who's here who knows whose booze this is?
Newsgroups: rec.games.pbm
From: Bill.Viggers@comp.vuw.ac.nz (Bill Viggers)
Subject: Re: Olympia combat
Organization: Dept. of Comp. Sci., Victoria Uni. of Wellington, New Zealand.
Date: Thu, 9 Apr 1992 03:58:07 GMT


In article <1992Apr9.010731.22030@murdoch.acc.Virginia.EDU>, gl8f@fermi.clas.Virginia.EDU (Greg Lindahl) writes:
|> In article <1992Apr8.215414.10260@comp.vuw.ac.nz> Bill.Viggers@comp.vuw.ac.nz (Bill Viggers) writes:
|> 
|> >	Perhaps by starting people in small groups (say 4-7), they would
|> >	be able to band together for protection against some of the
|> >	more aggressive players.
|> 
|> Newbies in groups just make a better target. At least, I feel like I
|> still have a bullseye painted on *my* chest.
|> 
|> 
|> 
	From my understanding of it, being in a group will give you two
	advantages.

	1: You have a stack leader, stacks lead by an indervidual, get a 
	combat bonus
	2: As you are no so outnumbered, you will do more dammage, have
	damage more evenly distrubted, and thirdly be more able to flee
	(less likely to be cut off).

B.
Newsgroups: rec.games.pbm
From: srt@aero.org (Scott "TCB" Turner)
Subject: Re: Olympia workers and Earning Power
Organization: The Aerospace Corporation, El Segundo, CA
Date: Fri, 17 Apr 1992 03:57:04 GMT

There are definitely some problems with money in Olympia.  Training
and maintenance costs are both unbalanced and artificial.  It seems to
make for a good game balance, but it does seem a bit strange.  Why
does it cost more to train 10 men for the sword than 1?

But I think the real problem is that there aren't enough interesting
and diverse ways to earn money in Olympia.  Few of the skills have
"USEs" that can bring in money, and some that do require some fairly 
laborious and lengthy game-playing (i.e., using Equestarian 2).

I think the "right" solution (albeit not an easy one) is to have a
more complete economy, and I think this is where Rich is going.  For
one thing, markets should be more-or-less staffed by players and not
be the automatic supermarkets that they are now.  There should be "raw
materials" in various provinces which can be harvested and brought to
market, and a base economy of farming/livestocking.  This would lead
to some interesting interactions as people tried to protect various
resources.  And interesting things happening if there was, say, only
one unit in the game capable of making longswords.  He could price
them very high, but he might get robbed, and so on.

As a start, maybe there should be a "FARM" skill that would be cheap
to learn, and which could be used effectively in plains areas to
generate income.  But the number of farmers in an area would be
restricted - as more moved in your income would go down.  Similarly
for "FORESTING" in woods areas and "MINING" in mountainous areas.
Maybe "FISHING" for coastal areas.

						-- Scott T.
Newsgroups: rec.games.pbm
From: mlohnes@magnus.acs.ohio-state.edu (Matthew R Lohnes)
Subject: New PBM : Galactic Conquest
Organization: The Ohio State University
Date: Wed, 15 Apr 1992 19:38:58 GMT


    Hey, there. This is my first news article published, so hang in there if it
gets a little rough around the edges.

    Galactic Conquest is a new game by a company just out on the market. The 
company is called Agents of Gaming. They have an account on Genie, but I don't 
know the specifics.

    If you want any real details, ask me. If not, I'll just shut up about it 
and be on my way.

    Galactic Conquest is a two dimensional space conquest game based on a 
wraparound map broken into 100 sectors. Each sector is 16*16 hexes. You start 
with control of one planet, and a starting fleet of 500 epv(this games monetary
units).
    The variety of the ships is incredible, as well as random events to keep 
even the experienced player happy.
    The game only costs $4 a turn, on a two-week turn around, and has no hidden
fees or charges.
    The game usually starts with about 75 players, but that changes quickly, 
starting about turn 5.
    I personally, cannot get enough of the game.

    Well, write to me if you want more info.


Matt Lohnes.
mlohnes@magnus.acs.ohio-state.edu
Newsgroups: rec.games.pbm
From: plambert@sml.cs.psu.edu (Paul  Lambert)
Subject: Would Like info on Galaxy...
Organization: Penn State Computer Science
Date: Mon, 6 Apr 1992 18:09:58 GMT

Um, insert all the standard "newbie" questions here; I'm familiar with the
terms, but I'd like to know more what Galaxy is like, how it's played, etc.
Just curious...

					--Paul L.

--
-------------------------------------------------------------------------------
plambert@psuvm.psu.edu, plambert@endor.cs.psu.edu, or just plambert@cs.psu.edu

Newsgroups: rec.games.pbm
From: jh42393@uxa.cso.uiuc.edu (Jonathan Heidbreder )
Subject: Re: Olympia workers and Earning Power
Organization: University of Illinois at Urbana
Date: Fri, 17 Apr 1992 04:42:03 GMT

srt@aero.org (Scott "TCB" Turner) writes:
>But I think the real problem is that there aren't enough interesting
>and diverse ways to earn money in Olympia.  Few of the skills have
>"USEs" that can bring in money, and some that do require some fairly 
>laborious and lengthy game-playing (i.e., using Equestarian 2).

>I think the "right" solution (albeit not an easy one) is to have a
>more complete economy, and I think this is where Rich is going.  For
>one thing, markets should be more-or-less staffed by players and not
>be the automatic supermarkets that they are now.  There should be "raw
>materials" in various provinces which can be harvested and brought to
>market, and a base economy of farming/livestocking.  This would lead
>to some interesting interactions as people tried to protect various
>resources.  And interesting things happening if there was, say, only
>one unit in the game capable of making longswords.  He could price
>them very high, but he might get robbed, and so on.

>As a start, maybe there should be a "FARM" skill that would be cheap
>to learn, and which could be used effectively in plains areas to
>generate income.  But the number of farmers in an area would be
>restricted - as more moved in your income would go down.  Similarly
>for "FORESTING" in woods areas and "MINING" in mountainous areas.
>Maybe "FISHING" for coastal areas.

How about some new types of structures?  I mean add things that would act
like forts but wouldn't give defense bonuses...
Example,  FARM:  Allows use of 'FARMING' Skill to earn money ( or with a 
  more complete market, create food, which would be sold on the market)
	  MINE:  Allows creation of 'Ore' commodities...

also, how about a new peice of equipment, 'woodsmans axe' which, when 
USED, creates 'lumber' commodities in a forest region?
Also, I think there should be a 'shakedown/street tax' command, where you're
men just basically go around the province shaking down commoners for 'tax money'

Also, how about a 'theft' function for stealth?  Use function I mean...

	   Hao Shuwang [834]
From: mep@phoenix.oulu.fi (Marko Poutiainen)
Newsgroups: rec.games.pbm
Subject: Re: Any It's A Crime! Players out there?
Date: 13 Apr 92 08:52:02 GMT
Organization: University of Oulu, Finland

n8742883@beaker.cc.wwu.edu (Perry Pederson) writes:
> 
> 	I'm in It's A Crime! game #56... anyone else out there
> involved with that or any other It's A Crime! games that want to chat?
> 

I played one game, but have now changed to Quest. Not that Crime! isn't good, 
I just wanted to try something new. I think I did quite nice for a novice,
having something round 20 most blocks. Oh, do you mean It's a Crime or Gang
vs Gang, I always consider them as the same. I played GvG.
-- 

- Marko Poutiainen
  mep@phoenix.oulu.fi
Newsgroups: rec.games.pbm