HDTenEightyP/NetNews huggingface dataset:
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: AOL accounts for various gaming companies
Organization: The Ohio State University
Date: Thu, 7 Jan 1993 18:03:40 GMT

From: billseurer@aol.com
X-Mailer: America Online Mailer
To: cwatters@magnus.acs.ohio-state.edu
Subject: AoL Game Company Reps


They are:

 	Tri Tac Systems - Richard Tucholka - Tukholka@aol.com
	Steve Jackson Games - Chris McCubbin - Cwn fnord@aol.com
	Atlas Games - John Nephew - AtlasGames@aol.com
 	Ragnarok Games - Dave Nalle - RagnarokGC@aol.com
	Hero Games - Bruce Harlick - BruceHH@aol.com
 	Wizards of the Coast - Peter Adkison - WotC@aol.com
 	White Wolf Game Studio - Sam Chupp - Toreador@aol.com
 	The Game Magazine - Scott Haring - The Gamer@aol.com
 	Game Designer's Workshop - Steve Maggi - GDWsupport@aol.com
 	FASA Corporation - Tom Dowd - FASA Tom@aol.com
 	R. Talsorian Games - Mike MacDonald - Talsorian@aol.com
 	Crunchy Frog Enterprises - Paul Lidberg - Frog God@aol.com
 	Games Workshop, U.S. - Brett Abbott - GamesW@aol.com
 	Chaosium - Sam Shirley - Chaosium@aol.com
 	Mayfair Games Inc. - Ray Winninger - Mayfair@aol.com
 	Iron Crown Enterprises - Terry Amthor - TerBob@aol.com
 	Nightshift Games - David B. Lincoln - NS Editor@aol.com
 	Blacksburg Tactical Research Center - Greg Porter - BTRC@aol.com
 	Fat Messiah Games - Neal Sofge - Neal S@aol.com
 	Avalon Hill RPGs - Ken Rolston - KenRolston@aol.com

For names with a space, insert a period '.' where the space occurs.
Some of these people have stated that they'd send announcements to me
for inclusion on rec.games.frp.announce.

Anyone with Genie/Cserve/Delphi etc. want to give us/me some email addresses
for some of the other RPG companies, including TSR?

-Coyt

Newsgroups: rec.games.frp.misc
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Subject: Re: SRII: Questions....
Organization: Harris Corporation - ISD
Date: Thu, 7 Jan 1993 21:26:45 GMT

In <C0ED78.tG@visix.com> gray@visix.com (Gray Jones) writes:

>Question 1:

>Do I always increase the damage code from fletchettes or only against
>unarmored targets.

Only against unarmored targets

>Question 2:

>The Street Samurai archetype has more than 6 points of essence in cyberware.  Why?  Is this
>a misprint or are there new rules on cyberware beyond six points of essence (like in the
>new samurai catalog?)?

This is and error, at GenCon Tom Dowd said to get rid of some of the cyberware
but I forget which.

--
Joe Carl Jr.               "It ain't what a man don't know that makes him a
jcarl@jabba.ess.harris.com   fool, but what he does know that ain't so."
                                                           -- Josh Billings
From: dlaird@terapin.com (Delbert Laird)
Newsgroups: rec.games.frp.misc
Subject: Re: star trek..rpg
Date: 4 Jan 93 14:48:33 PST
Organization: BBS

In article <1993Jan4.123555.11422@maths.tcd.ie>, samik@maths.tcd.ie (Samik Sen)
writes:
> I just found out that fasa lost its rights to star trek the rpg(a year and 
>a bit behind).I was wondering,why?Does anyone out there know why fasa lost
>their rights?Is there a new rpg game coming out,or did paramount want more
money
>....
>
>
>
>Samik.
>
From what I've gathered, FASA took to many liberties with the Star Trek 
universe...Stuff Paramount didn't sanction.  Rather than going through
a variety of "pull stock off the shelves", Paramount refused to continue
licensing Star Trek to FASA when the contract ended.

Del
Newsgroups: rec.games.frp.misc
From: engjs@wombat.newcastle.edu.au (James Smith)
Subject: HELP: Wizard of Smaug Chapter 10
Organization: University of Newcastle, AUSTRALIA
Date: Wed, 13 Jan 1993 01:07:10 GMT

I am missing Chapter 10 of the Wizard of Smaug.  I have looked at a number
of ftp sites and have been unable to locate a copy.  If anyone has a saved
it could they please email me a copy, or else point me to an ftp site where
I could find it.

Thanks in advance.

Jim
-- 
James J Smith             | "I couldn't get over it. All these women
School of Engineering     | in the world...and under their clothes
Newcastle University      | each and every one of them was naked, you
engjs@cc.newcastle.edu.au | know..." -- Psycho-killer, "Sandman"
Newsgroups: rec.games.frp.misc,rec.games.board
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Subject: Re: Dumb Moves By Game Companies
Organization: AT&T
Date: Mon, 4 Jan 1993 16:38:51 GMT
Followup-To: rec.games.board

In article <1992Dec30.195744.525@afterlife.ncsc.mil>, acadams@afterlife.ncsc.mil (Arthur C. Adams) writes:
> I was setting around thinking today:
> what are some of the dumbest moves made by game companies?

Someone already touched on this one but, TSR sitting on the entire SPI line
with apparently no clue as to how popular some of these titles are.  In 
particular, I don't think you have to be a rocket scientist to realize that
Russian Civil War and Empires of the Middle Ages would both stand a good 
chance of being hot sellers (given what used copies of these games tend to go
for).  I guess we should be thankful that they don't reissue them, though.  
TSR would just have to tamper with the rules to each of these classics and,
god only knows what abominations that could result in.  I guess you just 
can't win.

Nick Sauer
From: akuma@netcom.com (Steven E Barnes)
Newsgroups: rec.games.frp.misc
Subject: Re: Killing attacks (Hero)
Date: 12 Jan 93 22:53:20 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

In article <phill.726813768@crash.cts.com>, phill@crash.cts.com (Phillip Sunbury) writes:
> In <1993Jan8.220905.3761@midway.uchicago.edu> abg1@quads.uchicago.edu (andrew brian gross) writes:
> 
> >But the whole point is that if you do not penetrate defenses, then it doesn't
> >matter in the least whether or not you don't penetrate by 5 body or by 50
> >body; it's just irrelevent.  Thus, the low end of the distribution-- where
> >you're not getting through the targets' defenses, anyway (at least most of
> >the time-- there are exceptions)-- doesn't matter at all.  Only the mean and
> 
> But the low end does matter IF it's more likly that the low end will happend wi
> It's alot more likely that less stun will be done with a killing attack then a 
> normal attack! Your just looking at the numbers and not looking at the
> statistics! the people at hero didn't just pick this thing out of the
> blue they actualy did computations!

Uh, are you sure?  My experience with the Hero elite is that they
are not as god-like as I imagined.

> 
> WRONG because if more of your attacks don't go through because the odds are 
>  greater that they are going to be lower (which they are for killing attacks
>) thhen they have less of a chance to get through! Trust me I've seen 
>the Math but if you really want me I'll fill up screens of information 
>about the statistics but hopefully you> 'll take my word (but I doubt it)

Please do, because I don't believe what you are saying.  Also, please
make sure your lines aren't longer than 80 characters.

I'll do a little informal math here.  Suppose we are using a 12DC attack
against a 50 PD.  With a 12d6 EB, I will have to roll over 4 per
d6.  Not very likely.  Considering the max result on 12d6 is
72, the most I can do would be 22 stun; of course, it is nearly
impossible for this to actually happen.

With a 4d6 RKA, all I have to do is roll a 6 on the multiplier,
assuming average body.  14 x 5 = 70, or 20 STUN thru defenses.
In otherwords, an average RKA roll has a 1/6 chance of equalling
the highest possible roll on the equivalent EB.  In addition, because
we are rolling fewer dice with the RKA, the variance is higher.
When most of our attacks won't penetrate defenses, then more
variance is better.

Another point is that when comparing a killing attack to an
EB, the advantages and limitations may balance out.  However,
the powergamer will make sure he has one of each in his multipower.
When fighting someone tough, get out the RKA.  If not, use a
normal attack.

-steve
Newsgroups: rec.games.frp.misc
From: gip207@sci.kun.nl (gip2 course)
Subject: Re: SII: Physical Adepts
Organization: University of Nijmegen, The Netherlands
Date: Mon, 11 Jan 1993 12:13:55 GMT


In article <C0HxCL.B13@visix.com>, gray@visix.com (Gray Jones) writes:
> Wow, SRII sure did knock those crazy physical adepts down a peg or two....
> 
> I just want to double check, are there any misprints in the physical adept
> section of the SRII book?

Nope, they're not misprints as far as I can tell, and yes they are another big
setback for the aspiring PA. What I've done to absolve this a bit is create a
Major Adept. This adept has to take the same magic priority a mage has to take
and gains some more advantages in return for this. They have the astral
perception power initially and can cast the Heal spell at force 6 (no dice pool
unless Sorcery is studied and those dice are still only good for that one spell,
no other spells can be learned). They pay the same cost in magic that sammies
do for increased reflexes (but only gain +1 and +1d6 for each level). Further
more they have a special power `Call on totem' (haven't found a hermetic
variation on this yet so all PA's wishing to take this have to be shamanic).
The use of this powers allows them to use the senses of their totem so a
wolf-pa would have extra sharp smell and hearing. To do this they have to
make a fatigue test like a mage casting a spell but after this the totem will
maintain the power till the end of their undertaking (one raid, one fight, etc.)
Lastly I allow them to instantly go to grade 1 Initiate when they decide to take
initiation (i.e. no grade 0 initiation wich isn't any good to them anyway).

			-Smooth
Newsgroups: rec.games.frp.misc
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Re: Dumb Moves By Game Companies
Organization: The Ohio State University
Distribution: na
Date: Wed, 6 Jan 1993 17:49:30 GMT

In article <1if472INNo4c@titan.ucc.umass.edu> dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC) writes:

>  One other thing you must remember:  Even if Arneson and Gygax didn't 
>INVENT RPGs, the popularized them, and are therefore the fathers of modern 
>role-playing games due to their role in the development of the gaming 
>subculture.

Just as Henry Ford didn't invent the automobile, he made the auto accessible
to the masses.  DnD Classic was the first RPG widely published and distributed,
making it accessible to the masses.  Just as today people buy, drive, and enjoy
Fords, much to the dismay of those who own Chevys, Dodges, Toyotas, etc.; 
people buy, play and enjoy xDNDn, much to the dismay of those who play other, 
"better" games.

-Coyt

Newsgroups: rec.games.frp.misc
From: markl@dvorak.amd.com (Mark Luedtke)
Subject: Re: SRII: Physical Adepts
Organization: Advanced Micro Devices, Inc.; Austin, Texas
Date: Mon, 11 Jan 93 16:47:07 GMT

In article <1993Jan10.090200.9866@uumeme.chi.il.us> drac@uumeme.chi.il.us (Bruce Maynard) writes:
>Re: Physical Adept's speed takes it on the chin
>
>Well, it DOES sorta look like there's a small goof in the spot where
>reaction/initiative DICE are bought... the 'cost' goes from 1 to 4 to 6?!?
>
>Seems like the higher you go, the more it really should cost... so, what
>we do in our campaign is this:  buying 1 die or 3 costs the samne as the V2
>book states, but 2 dice is lowered from a cost of 4 to 3... this brings it MUCH
>more in line with the rest of the stats...

I considered this as well because when you just look at the PA costs, it seems
reasonable.  However, I got to thinking about what I wanted a PA to be, and
I thought they should nearly always be a little faster than the rest of the
people in the world, but if they were going to be much faster, then that
was enough power in itself.  With that in mind I compared the Wired costs
to the PA costs, and I liked what I saw.  Almost all PA will take that extra
initative die because its so cheap, cheaper than Wired 1, too.  Very few go
all the way to the second die, though, but samurai's will go for Wired 2.
I like it.
-- 

Mark Luedtke    markl@dvorak.amd.com

This was typed by an infinite number of monkeys.
Xref: sparky rec.games.frp.misc:10840 rec.games.frp.dnd:8097
From: busc@ellis.uchicago.edu (john richard buscher)
Subject: Re: Vampire: Some questions
Keywords: Vampire
Reply-To: busc@midway.uchicago.edu
Organization: University of Chicago
Date: Fri, 8 Jan 1993 16:22:42 GMT

in regards to your first two questions they are hold overs from the first edition and bad aditing on the second... i'm gonna' have to read the second edition a bit more carefully, i didn't notice that the blood req for potence was dropped... i don't think that there ver was one for fortitude...

with the third question fighting two handed would give a penalty of two to the target number, say a sven to hit with a sword would become a nine. with the ambidextrious merit it would become an 8 (these aren't official rules to any extent of my knowledge, but rules which i have used in the past). with a combnation of ambidextrious and melee specialization in two handed fighting the penalty could be completely wiped away...


Nicodemus Style, Ravnos at large

steal american
From: tratclif@oucsace.cs.ohiou.edu (Tracy Ratcliff)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: illusions
Date: 12 Jan 93 23:46:26 GMT
Organization: Ohio University CS Dept,. Athens

I found my Magic Book (I file things archeaologically, and it was in the pre-
Thanksgiving strata) so I can now talk semi-intelligently on the subject.
Let me repeat that I've never GM'ed or played in an RQ campaign, just a number
of one-shot adventures, and I will _gladly_ defer to anyone who's actually 
done so..

I said:
     
..._generic_ illusion spells are extremely flexible and extremely powerful...
                                                        ^^^^^^^^^ ^^^^^^^^

Let me revise that to 'extremely prone to attempted munchkinism', especially 
Phantom Touch.  Some examples that I might try on a GM follow (Loren, do these
work as effective (if not 'extremely powerful') under 20 pt-no multispell uses?)


The spell description is a bit vague, so I'll say that an 8-point Phantom Touch
makes a SIZ 1 object as solid as sword-metal, and a 10-point spell makes a SIZ
3 object of the same hardness.  Let's assume the good old situation of the 
Dark Troll pursuing the party down the tunnel, so the sorceror casts a 10 point
Phantom Touch (which can do 1d10 damage).  Some options:

* Create a gag or garrotte (sp?) and choke the thing.
* Create a spike and argue the GM into adding the _troll's_ damage bonus if
  he impales himself on it.
* Create a blade horizontally across the passage at the troll's head level.
  As above for damage, applied directly to the head.

A Phantom Touch can also 'dematerialize' a solid object (I wrote to Chaosium).
Some options:

* Create a hole in front of the troll to trip him (and try to talk the GM into
  extra damage since the troll can't see/darksense it)
* 'Dematerialize' the troll's helm and let the fighters deal with him.
* 'Dematerialize' something in the roof of the passage and hope it brings the 
  whole thing down.

That said, Loren is probably right that Phantom Sight is too expensive to use
in the standard fantasy/folklore mode; but keep in mind the cost is set up
with the normal '1 point of divine magic == 2 points of sorcery' rule of 
thumb.  Do the divine 'Illusion' spells need work too?

As a player I would argue that an illusion to cover a SIZ 18 door that's only
a millimeter thick isn't really SIZ 18 --- as a GM I would probably let him
get away with it.  The 'SIZ' of the door is more for the difficulty of 
physically cutting a hole, and I'd be inclined to give the players slack for
deception and cleverness.

As for multispell being rare -- the Malkioni and Brithini cultures limit it
to the wizard class, but are there other restrictions?  I didn't go through
everything, just _Gods of Glorantha_ and _Genertela_.

Just some random mutterings...
 
Newsgroups: rec.games.frp.misc
From: Rent-a-Lemming <ratinox@meceng.coe.northeastern.edu>
Subject: Re: New Nightlife?
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]
X-Signature-Virus-Protection: Version 1.51
X-Get-A-Clue: Have two, they're small.
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
Date: Mon, 4 Jan 1993 20:59:49 GMT

>>>>> On Mon, 4 Jan 1993 13:06:17 GMT, mwlucas@vela.acs.oakland.edu
>>>>> (Michael W. Lucas) said:

Michael> 	Does anybody have an opinion on the new Nightlife?  Has
Michael> anybody even seen it yet?  It supposedly came out a few weeks ago.

From what I could tell by skimming it, the reprinting is just that: a
reprinting. It is not a second edition.

--Rat                               PGP Public Key Block available upon request
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
Carpe Joltem! (Seize the Caffeine)                                         --Me
From: P.C.Steele@newcastle.ac.uk (P. Steele)
Newsgroups: rec.games.frp.misc
Subject: Re: Spell locks
Date: 8 Jan 93 14:31:00 GMT
Organization: University of Newcastle upon Tyne, UK, NE1 7RU
Originator: n1z6g@tuda


In article <C0Hs3r.B9o@jabba.ess.harris.com>, jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:

>>can be dispelled. Physical only spells can be grouded through a quickening and
>>area effect spells have no area effect. On change critter spells any spell locks

> 
> I don't have the specifics right here in my lap but I specifically found a
> passage that stated a quickened spell can only be brought down through
> astral combat.  You can't ground a spell through another spell even if it is
> quickened.

I think I know which part of the Grimoire you are refering to. However it seems
the powers at FASA had not really considered grounding spells through quickenings,
and when asked about decided that it was possible. But for some reason only
physical spells. In my mind if it would be anything it would be mana only spells.
This might have been confirmed in Grim II, anybody out there want to check on it ?
-- 
Phillip Steele

P.C.Steele@uk.ac.ncl
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy
From: jnephew@tirith.carleton.edu (John A. Nephew)
Subject: Re: AOL accounts for various gaming companies
Organization: J. Random Misconfigured Site
Date: Sun, 10 Jan 1993 02:15:49 GMT
X-Posted-From: tirith.acc.carleton.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

Hi!  Hope this works -- after a month or so of quiet observation, it's my first
attempt at a posting.

I just wanted to say that Internet users who want to contact Atlas Games are
better off writing me at JNEPHEW@CARLETON.EDU -- an alumni account at the
school I graduated from, which I check regularly.  I love America Online
(WONDERFUL interface), but the long distance phone call from Northfield to the
nearest node is way too expensive.

-John Nephew
President, Atlas Games
Internet: JNEPHEW@carleton.edu
Newsgroups: rec.games.frp.misc
From: dunning@chainsaw.ecn.purdue.edu (GALACTIC COMMANDER)
Subject: Re: Hero Bestiary and other Hero Stuff
Organization: Purdue University Engineering Computer Network
Date: Tue, 5 Jan 1993 19:54:07 GMT

In article <78981@hydra.gatech.EDU> gt0040a@prism.gatech.EDU (Tom Sorensen) writes:
>AH, but it *IS* a -0 limitation and has been since Champions v1. There's a good
>reason for this- sure, it can't destroy things, get people out of entanges,
>etc. but it also can't KILL PEOPLE. You can use that 10d6 STUN only EB against
>a normal with no problem- it'll certainly knock them out, but they'll also live
>(on average they'd live anyway, but a 12d6 EB will kill normals on the average,
>and a 10d6 very well can).

That is assuming that you are playing in the supers world and people don't
go around killing things.  In the fantasy level having a STUN Only attack is
definately a disadvantage.  Also note that STUN Only really is a disadvantage
when facing off against robots, etc...

>So you think that they're MORE of a limitation in lower power campaigns? I
>don't think so...

It definately is worth more in different campaigns and power levels.  Having
the limitation: Only in water is crippling in a campaign set in the DUNE
environment.  The same limitation in modern earth is not worth as much and
the same limitation on Wally's Wet and Wild World is not worth anything.

Same thing with power levels.  Having a STUN Only attack is not too good
when playing rough Super Agents where killing is expected.  But that same
limatation may actually be an advantage when in 4-color comics.

In addition, since STUN Only doesn't do BODY therefore it exerts no
force (since all of HEROs force calculations are based off of BODY).
Therefore it would never do KB, push, lift, etc...  How could this not be
a limitation?

>No, Killing Attacks are perfectly in line with normal attacks. They are more
>likely to do BODY (they're called Killing Attacks!) but they do considerably
>less STUN on the average. A 10d6 EB will do 10 BODY, 35 STUN on average.
>A 3d6+1 KA will do 10.5 BODY and 26 STUN on average.

* Please note that should be 11.5 BODY and 28.75 STUN *

Actually Killing attacks far outstrip Normal attacks in their ability to
do STUN.  It is easy to note that on average the Normal attack appears to
slightly out-preform the Killing attack, but at the higher end it is no
contest.  I have the possibility of outrolling the STUN on 1d6K over
6d6N with some rather decent odds (a pair of 6s vs 6 6s).

		Minimum		Average		Maximum
	3d6N	   3		 10.5		  18
	1d6K	   1		  8.75		  30

	6d6N	   6		 21		  36
	2d6K	   2		 17.5		  60

Chip

--
-----------------------------\_/-----------------------------
   Elwood H Dunning III       |  CASE:  Proof that even the
                              |   smartest people can write
    GALACTIC COMMANDER        |   themselves out of a job. 
Newsgroups: rec.games.frp.misc
From: belcinski@slacvx.slac.stanford.edu
Subject: Re: net.hero.bestiary
Organization: Stanford Linear Accelerator Center
Date: Tue, 12 Jan 1993 17:43:48 GMT

In article <seah.726815480@sfu.ca>, seah@fraser.sfu.ca (Simon Seah) writes:
> 
> As for copywrites and such, I personally feel that any distribution
> of material is fine as long as no profit is being made, and credit
> is given where it is due.
> 
  Absolutely.  I won't presume to speak for Hero games, but their system is
highly configurable and that means much more work setting-up a campaign.  If
there were lots of DM's supporting each other with creatures and spell ideas,
it would make the Hero system much more attractive and ultimately help sales
alot.  Hero games seems "much too reasonable" a company to squash a
net.book.hero.whatever type thing.  Another thing: why would the company go to
such great lengths to provide a somewhat complex system to "build" role-playing 
objects (like things and spells) and then poo-poo on anybody actually sharing
ideas?  Sounds like a formula for disaster to me... 

> Simon
>

Rich
From: rlebeau@cats.ucsc.edu (Robert Charles Lebeau)
Newsgroups: rec.games.frp.misc
Subject: Re: Vampire : "Baby Face" Merit & Sexuality
Date: 12 Jan 1993 22:18:49 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


	What I have found to work well, is that all male Vampires can
control the blood in their system and get an erection.  For Vampires
with the Baby Face merit, it is automatic.  But for Vampires without this
merit it requires a Willpower roll with the target number being 
10 - their Humanity.
	Warmth in a Vampire (at least in my campaign) is not related to the
Baby Face merit, it is related to how recently a Vampire has feed.  The more
blood a Vampire has just sucked, the warmer a Vampire will be.  Then the 
Vampire will slowly cool to "room temperature".  
	This allows a Vampire, with some effort, to be able to closely imitate
Kine sexuality, minus an orgasm.  Of course, if the Vampire feeds from his/her
mortal lover at the moment of orgasm, then the effect (for both partners) is
greater than any human orgasm.

						
Robert
rlebeau@cats.ucsc.edu