HDTenEightyP/NetNews huggingface dataset:
From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Subject: Re: SRUN: Da Minotaur has *more* Questions!!!
Organization: University of Illinois at Urbana
Distribution: usa
Date: Sun, 11 Oct 1992 23:36:41 GMT
Keywords: shadowrun 

In article <BvvG0r.Huu@mentor.cc.purdue.edu> mancinis@mentor.cc.purdue.edu (steven mancini) writes:

>2. When a character passes a skill through the infamous Web, and
>   someone must resist, what type of target number do you use?
>   ie A character uses his Quickness for Unarmed, what target does
>     the person who is his target resist? Un-altered quickness?
>
I think that this ambiguity speaks of the weakness in the SR standard
rule for opposeD testS.  It is usually passable when dealing with
skills similar, low levels, but you can get some pretty bizarre
results by if you use is too enthusiastically.  To answer your question,
I believe that the un-altered attribute/skill should be used as
the target number.  Is there any reasonable other choice?  Minus
two per dot?  Ugh.  Observe, though, that it may actually be better
to use a more distant attribute/skill than the one that will yield
the most successes because of the effect on the opponents target
number.

Personally, I think that this SR tradition of using attributes and
skills as target numbers is a mistake, and the GM should ignore it
when possible.  I find it to be more consistent to simply use
target number 4 (success test for average difficulty) as a standard.

>5. Is anyone else bothered by the fact that the Availibility Rating
>   for  Foci is a constant? Somehow I imagine that the availibility
>   for these magic devices should be dependent upon their rating.
>
What?  You mean you find it a tad ridiculous that a rich starting adept
may be walking around with a Force 9 Power Focus?  :)  Geez...think
about that Magic Pool!


--Peter


______________________________________________________________________________
						|
     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
______________________________________________________________________________
Newsgroups: rec.games.frp.misc
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Why not NET.GURPS ST: TNG??
Summary: How about a net.project?
Organization: The Ohio State University
Date: Wed, 7 Oct 1992 13:32:56 GMT

In article <1992Oct7.034215.18287@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:

>     I believe you entirely right on this point.  FASA lost their license
>when they started 'making up' stuff.  Any game based on ST or ST:TNG will have
>to rigorously adhere to the show's 'bible' yet not truly 'invent' any new
>material.
>     As a side note, I heard SJG didn't pick up Robotech 'cause they weren't
>allowed to expand on the information given by the shows.
>
>     -john 'heh, we already play GURPS ST so nyah! paramount!' karakash-

That last remark gives me an Idea.  In the spirit of the anarchic nature of 
the net, why not produce a (drumroll):

 NET.GURPS.StarTrek(tm):The Next Generation(tm).Guide?

Just slap a disclaimer at the beginning something like:

The Net.GURPS.ST:TNG Guide
GURPS is a Trademark of Steve Jackson Games.
Star Trek and Star Trek: The Next Generation are trademarks of 
Paramount.  These trademarks are used without permission of the 
repective companies, but do not constitute challenges to said 
trademarks.

This is not an "Official" product, i.e. it has not been approved by
either Steve Jackson Games or Paramount Productions, but is rather a
fan-supported effort to provide roleplaying guidelines for adventures
in the Star Trek universe as envisioned by Gene Roddenberry, using the
rules of GURPS.

As much as possible, the information in this Guide has been checked against
the information provided by publicly available sources of information
about Star Trek:TNG, which includes the Televison Series, "approved"
publications, etc.  Items in this guide may change as the Star Trek
universe evolves.

Now, where to begin?

-Coyt
(who does not have the disk space or the time to handle this daunting task!)
(but sure wished he did!)
From: v116qhth@ubvmsb.cc.buffalo.edu (I'm not evil...I'm just good looking)
Newsgroups: rec.games.frp.misc
Subject: VAMPIRE RPG question
Date: 15 Oct 92 13:06:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41


  When creating a VAMPIRE character are the following formulae correct?

	(starting) Humanity = Conscience
	(Starting) Willpower = Self-Control + Courage

  This is before adding in freebie points of course. Also, does anyone have
a list of the Backgrounds they can give me please?

				ShadowSlayer
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
From: dv52151@uxa.cso.uiuc.edu (SilverFang Ahroun)
Subject: Re: WereVamp->Ars?
Organization: University of Illinois at Urbana
Date: Fri, 9 Oct 1992 19:18:14 GMT

thantos@runic.via.mind.org (Paul Williams [SysOp]) writes:


>   Staring at the rate chart in concert with the weapon lists, it  appears
>        obvious that  the Long Bow is one massively disgusting weapon.  :)
>        +8 rate and +14 damage.  That's nasty.  Looks like a standard  .22
>        might do +20 or so damage.

Hmm. I don't think so. I think having an arrow put through you is substantially
more damaging than a .22 LR round. I assume that is what you meant by standard
.22.  If you mean all the .223 caliber type weapons, then yes, they would most
likely do more damage than a long bow.

Axly

Newsgroups: rec.games.frp.misc
From: mason
Subject: Re: GM wants to be a Player
Organization: Rice University  
Date: Wed, 14 Oct 1992 09:17:00 GMT

In article <1992Oct13.195126.1@kean.ucs.mun.ca>
jbridson@kean.ucs.mun.ca writes:
 
>Any other GM's/DM's/Animators/etc have this problem?  Any solutions?
>Please do NOT respond via e-mail...
>
>The problem is that during play, when he pauses, I usually can see what to
>do, or when he says something I think "No no no!  That's not the way to it!"
>sometimes.  And sometimes I'll open my mouth and voice my ideas.  But I
>don't want to make a habit of contradicting the Director...
 
The best way is to be a player in a different system, preferably
one with which you are not familliar.  You handle the campaign for
Game A and let someone else be responsible for Game B.  The less
familiar Game B is to you, the less compelled you will feel to
dispute the Director's rulings.
 
>How does a GM turn into a simple Player again?  How do you get back into
>the feel of role-playing just one person and having no control over others'
>actions?
 
Concentrate.  Or play a character with a severe Multiple Personality
Disorder.  8)
 
"Life IS pain.  Anyone who tells you differently is selling something."
-- mason
Newsgroups: rec.games.frp.misc
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Premade Characters
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Fri, 9 Oct 1992 20:57:25 GMT

seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>However, it seems to me that premade characters are directly against all 
>roleplaying. If you made the character and handed it to me, it isn't my 
>character. You designed it differently, you have a different conception 
>of it, and in short it isn't a character for me; it's a collection of 
>numbers with no relation to me at all. Premade characters have always felt 
>completely alien to me -- I find them to be promotions of ROLL-playing 
>because the user (I can't really say "player") of the premade is just 
>picking up a cold set of numbers without even the tenuous personal 
>connection of these at least being HIS numbers and trying to maximize 
>the return on numbers whose meaning he (especially if a newbie) will have 
>very little concept of.

	I think this is rather like saying that an actor cannot play a 
part which was not written by him. 

	I enjoy well-made sets of premade characters - because they often 
have relationships and connections to the story that are impossible if the 
player makes the character on his own. Frankly, the best role-playing I've 
seen has been at conventions (mostly because I see more players there, 
actually). In addition, though, I think this is because playing someone 
*different* stretches our imagination and our role-playing, and forces us 
more into their situation. 
	Much of the time, a player-made character will act just like the 
player - he will have the same attitudes, personality, etc.  The player 
often does not stop to think 'what would my character want to do'; instead 
he thinks 'I want to do this'. 
	Playing a different character forces people to picture another 
person in another situation if they want to role-play. People who are 
uninterested or bad at it might give up, but good role-players really 
shine, I think. 
	Also, pre-made parties will often fit together as a group better 
than if players designed characters on their own. They can have much more 
detail and interaction in their backgrounds because the GM is controlling 
it. 

	Certainly there are lots of good role-players who do not like 
pre-made characters, and I, too, enjoy creating my own character - but 
it is certainly possible to enjoy and ROLE-play a character not written 
by you. 

---------------------------------------------------------------------------
John Kim                    | "Remember, a running man may slit a thousand 
jhk6@cunixb.cc.columbia.edu | throats in a single night."
Columbia University         |                    - Klingon proverb
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.frp.misc
Subject: Re: Newbie System?
Date: 10 Oct 92 18:07:21 GMT
Organization: California State University, Chico
NNTP-Posting-Host: hairball.ecst.csuchico.edu

Sea Wasp writes:
>Bill Seurer writes:
>>You must have a REAL boring time at conventions.
>Considering that 17 years ago it cost me $300, I don't GO to conventions.

Hmmm, things have gotten cheaper since then, or so it seems.  I generally
manage to get by on about $150-200, and that's two years ago.  I'm there
to game, so I can get together with a bunch o'friends and overload a room.
Hotel charges cost under $70 this way.  Under $40 for admission, and
the rest of the stuff is food (usually half of it, $20 to $40) is pre-
purchased.  The rest of the money is splurge money.  I love the flea
markets.  Then again, you can make the point that $150 is a lot to 
spend for a weekend, but I'll point out that it's a 4-day affair.  And
usually, it's worth it.

-- 
Most people wouldn't know music if it came up and bit them on the ass.
		-- Frank Zappa
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: New From SJ Games!
Originator: jmkaraka@c00113-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Sat, 10 Oct 1992 04:40:02 GMT


|>
|>			New Products from SJ Games
|>
|>Enclosed are copies of SJ Games' latest releases, shipping now!
|>
|>Ogre Miniatures Rules
|>
|>GURPS Espionage
|>
|>GURPS High-Tech, 2nd Edition

	Don't forget about GURPS Bunnies and Burrows (No joke!).  About the 
trials and adventures of those intelligent denizens of the local forest and
vegetable garden.  Very playable and very funny in spots.  (e.g.  rabbits
are not very good at math, so they can't count very high.  "One, two, three,
four, lots!")

	-john-
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.frp.misc
Subject: STORY: Otherworld
Date: 11 Oct 92 23:33:14 GMT
Organization: University of California, San Diego


	Ok, I just dropped the first three chapters of Otherworld
onto rec.games.frp.archives.  If there's anything wrong with them,
PLEASE TELL ME!  Some lines might have gotten cut off when I
uploaded them to my account this morning.  (awrgh)
	Other than that, 'nuff said, I guess.  To answer any
questions, yes there's more chapters (#19 is in the works right
now), there's some new characters, and the first part of the series
ends at chapter 13.
	If you've somehow missed one of the chapters from archives,
tell me.  It'll take me time to get it to you via e-mail because my
account has hardly any disk space and so I've got to get up early in
the morning to upload chapters to my account, but I'll get around to
you eventually.  Promise.  Scout's Honor and all that.
From: mfp+@CS.CMU.EDU (Michael Polis)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
Date: 15 Oct 92 21:37:52 GMT
Organization: Carnegie Mellon University

In article <JAMIE.92Oct15094616@kauri.vuw.ac.nz>, jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:
|> In article <pvanheus.719050724@frodo> pvanheus@frodo.cs.uct.ac.za (P A van Heusden) writes:
|>    Body development is important.
|> 
|> Wouldn't it be interesting to run a game in which, after the initial
|> adolescent phase is over, it is impossible to increase Body
|> Development except through profession bonuses or change in stats? Of
|> course, all the monsters would have to have their hits changed as
|> well, but I think it would be an interesting idea. It just shows that
|> with a little effort, Rolemaster can be adapted to quite a number of
|> different playing styles (or should that be rule styles?)
If this is the only way that characters get hits, then you might want to
change weapon damage too, unless you want combat to be really short.  One
option that seems workable is to only allow characters to get Body Dev.
via similar skills.


|>    Of course, always have a weapon skill, even if you're a mage.
|> 
|> I disagree with this one. Depends entirely on the character.
One option is to learn the first rank or two of sweeps & throws.  The idea
is to stun the heavily armored enemy fighter until a friendly fighter can
come by and finish him off.  It tends to be reasonably cheap, and it also
fits into some of the mage stereotypes better than a broadsword.
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Vampire Question:  1st level Dominate
Originator: jmkaraka@c00016-118dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Wed, 14 Oct 1992 20:44:31 GMT


|>2) Wait until October 31, and get vampire II, which will have the answers
|>to messy questions like that...
|>
	We HOPE!

		-john-
From: seawasp@vm2.cis.pitt.edu (Sea Wasp)
Newsgroups: rec.games.frp.misc
Subject: Re: Newbie System?
Date: 9 Oct 92 19:47:27 GMT
Organization: University of Pittsburgh
Originator: seawasp@unixd2.cis.pitt.edu

In article <1992Oct09.184255.23352@rchland.ibm.com> BillSeurer@vnet.ibm.com writes:
>In article <7150@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes:
>|> 	I never play premades. This keeps me out of  tournaments, I suppose,
>|> but then tournaments never struck me as particularly productive either...

>You must have a REAL boring time at conventions.


	Considering that even 17 years ago it cost me $300 to go to a
convention, you can see that I don't GO to conventions. Hotel fees,
entry fees, game fees, etc. Why? I can spend that money on something
permanent, like new books, or on my grocery bills.


                                 Sea Wasp
                                   /^\
                                   ;;;
Newsgroups: rec.games.frp.misc
From: retief@iastate.edu (Jim Miller)
Subject: Re: Robotech/Rifts Mecha Strength Question
Organization: Iowa State University, Ames IA
Date: Thu, 8 Oct 1992 04:47:58 GMT

In <1992Oct7.202153.59520@cc.usu.edu> sl7sg@cc.usu.edu writes:

)>>Do any rules exist in the Palladium system for strength conversions
)>>(or just strength attributes) for mecha and powered armor like in
)>>Robotech and Rifts?  Several players in my group have wondered about 
)........ one
)item I would modify is the cloaking device on the shadowfighters, so that they
)can hide from any power souce finder, not just protoculture...

As I recall Shadow Fighters are supposed to be invisible to
protoculture sensors, radar, and (to a certain extend) thermo sensors.
The rationale was that the original design was for fighting Zentraedi.

)	Daemonically:
)			Shade Pendragon
-- 
Jim Miller <retief@iastate.edu>  IowaStateUniversity.  ComS Jr.
#include <multipagefunnyquote.h>
Newsgroups: rec.games.frp.misc
From: lev0@kimbark.uchicago.edu (Ron Levy (Armchair))
Subject: Re: Amber: Question
Reply-To: lev0@midway.uchicago.edu
Organization: Worshippers of Yig
Date: Thu, 8 Oct 1992 01:44:46 GMT

>My opinion is that it should not work.  I hate to use the books as
>an example, but several things could have been short-circuited if
>that sort of thing worked...

What's more, using the Pattern to set up assassinations is done several
times but NEVER in the manner of 'Tell the Pattern to send me to the guy.'

Random makes an assassination attempt on Eric from Rebma by walking
the Pattern there.  He knows when Eric is going to be holding court, so
he walks the Pattern reflection there and vunder-teleports into the
throne room where Eric is sitting.  Runs a few steps, sets up his shot,
but only wounds him.  Drat.  Jail time for Random.

Caine makes an assassination attempt on Corwin by walking the Pattern and
going inside Corwin's locked bedchamber (and he doesn't have to pick the
lock or force it or anything).  He knows that Corwin has to come to bed
sometime, but he doesn't know when.  He waits HOURS.

Caine does the same thing to Brand, easily bypassing whatever guard might
be on Brand's door.

In neither of these cases does the Pattern's teleport send you to a
person directly.  Indeed, I think I saw recently in Sign of the
Unicorn (p50-54 or thereabouts) Corwin mentioning that the Pattern
will take you to any place you can visualize, if you can expend the
will to take you there.  Since any place you can think of exists in
Shadow, this is a handy way to get to shadows of any kind, even ones
you've never been to before.

  But what happens if you think (really hard now) of a torture chamber
where Caine is strung up with knives all through him?  Of course the
Pattern doesn't teleport Caine into the torture chamber of your
choice.  I'd say you get a shadow Caine that looks like what you pictured.
A good reason not to picture people in your definition of place...

>I'd disallow that sort of thing, since it makes it near impossible
>for a character to hide from other characters, and NPC villians
>would be in the same fix, which could really hose some plots.

Darn tootin.  So far, the best way I've found for someone to hide is
to use the advanced shape shift power 'shape shift aura' (or shape
shift psyche is it sometimes called).  Trumps won't reach them them,
and neither can you really hellride to them because you don't know
what it is you're looking for.  In essence that's what Corwin did during
his time on Shadow Earth, though in a less sophisticated method (amnesia
making his mind different).



-- 
Snake Owner's Safety Tip #3: 
	Never, EVER say, "Do da wittle snakie-wakies wanna come out to pway?"
anywhere near their cage.
From: dhoberma@pearl.tufts.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Doc Kromm's hi Stat vs hi Experience
Date: 16 Oct 92 21:29:09 GMT
Organization: Tufts University - Medford, MA

In article <+qrp7xd@quantum.on.ca>, dagibbs@quantum.on.ca (David Gibbs) writes:
> In article <1992Oct16.001144.1@pearl.tufts.edu> dhoberma@pearl.tufts.edu writes:
>>	I liked your idea too. But my question is what about where it is not
>>a direct contest of skills between two people? For something like a piloting
>>roll for example, based off DEX.
>>	The veteran pilot with a DX of 12 and spends 2 pts to bring the m/a
>>skill to 12.
>>	The hotshot young pilot with a DX of 14 spends 2 pts to bring the
>>m/a skill to 14 (whereas the vet would have to spend 6! more points to get
>>	to the same level.)
>>	Somehow I believe that a vet pilot with more experience would be
>>better than a rookie pilot with only a few months flight time.
>>	Any suggestions for this situation?
> 
> If the vet. pilot has more experience, then he should have spent more
> points on the skill -- it looks like both the vet and the hotshot have
> spent 2 points on the skill -- implying the same amount of experience,
> but the hot shot started out with inherently better native talent.
> He should therefor be better.  Now if they both had skills of 14, the
> veteran would be better.

You're absolutely right. I messed up my own example. 
rather the vet with DX 12 spending 6 pts to get a 14
	the hotshot DX 14 spending 2 pts to get a 14
the vet should be better. Kromm suggested a modifier when the two are
in a contest of skills, but my pick was that although in Kromm's example
in a direct contest the vet would have an edge, what about when the
vet and the hotshot are not in a direct contest?
	For example, at separate times they are flying over hostile airspace
and have to make a piloting roll to evade a SAM (very difficult)
	In the case where each pilot is not actually in a contest
against the other, it is a piloting roll compared to, say the roll of
the missile to lock on and hit.
	So the hotshot would succedd more often because of natural aptitude
while the vet who had three times the experience in such matters would
suceed only as often as the talented newbie. 
	Maybe this clears it up. Any suggestions?

	Dobie (another David)
> 
> -David
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc
Subject: Re: Why not NET.GURPS ST: TNG??
Date: 7 Oct 92 21:01:40 GMT
Organization: Boeing Computer Services, Seattle


On the subject of a net file for ST-TNG: I think it's a cool idea, but I'd
rather see a system-independent supplement that a GM can modify for any game
system. I.e. keep out the system-specific rules and just include relative
values. Perhaps an appendix can be included for conversion to various game
systems.


-- 
 Bob Hall,                 | "If at first you don't succeed, try, try again.
 Workstation Peripheral    | Then give up. No use being a damn fool about it."
 Boeing Computer Services  |                                     -Groucho Marx
From: SWT10@CCCVM.CCC.AMDAHL.COM (Scott Tyree)
Newsgroups: rec.games.frp.misc
Subject: Re: Amber: Question
Date: 6 Oct 92 19:27:27 GMT
Organization: Amdahl Corp.

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?
 
I would allow this. However the players will not know if this is the
real Amberite or a shadow (unless they were _very_ specific with the
request) of them. I envision it as projecting a mental image of where
you want to go. Now if that where is really a person, then all I would
say is that they are projecting an image of the person not a place.
 
Remember back in the old D&D days? The PC with the ring that had a wish
in it? Remember how you, as the GM, could warp and twist the wish to
suit your ends? That is unless your player was a lawyer and made it an
airtight wish (yeah right, when's that ever happened heh heh heh).
 
>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
 
That's because they weren't that foolish to do something like getting
placed in an unknown location, with who knows who else around. How do
you think they managed to live for so long anyways? Not by doing stoopid
stunts like that.
 
>Pattern to send her where it thought best.  Should the Pattern only take you
 
And as soneone already pointed out she was made a pawn in the Pattern
Logrus struggle. At that point she lost most/all of her choise in what
was going to happen to her.
 
>to locations you have clearly in mind, so you can't find items or characters
>in this manner?
>
>Any thoughts would be appreciated.
>
>  Barbara
------------------------------------------------------------------------
Scott Tyree                       |   e-mail:swt10@cccvm.ccc.amdahl.com
Amdahl Corp., Sunnyvale, CA,      |-------------------------------------
The opinions above do not         | Learning that were only immortal
represent those of Amdahl Corp.   | for a limited time. - Rush
Newsgroups: rec.games.frp.misc