HDTenEightyP/NetNews huggingface dataset:
From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Subject: Re: SR: Ruthenium(?) Swords
Organization: University of Illinois at Urbana
Date: Fri, 11 Sep 1992 17:59:41 GMT

ins769v@lindblat.cc.monash.edu.au (Veltyen) writes:

>Hi All,

>Just looking for some ideas about Rutheniuming (The camoflage stuff) 
>the blade of a sword. What do people think of this? 

>Seems to me that a sword you can't see is gunna be _much_ harder to
>dodge or block.

>At 20k nY for an upgrade to a sword it better do something pretty good.

>Bubba Machon 
>" Peacelovin' Troll " (with a Troll Sword *He HE He*)

If you think about it carefully, you would realize that camouflage
has a negligible affect for moving objects, *even if* the camouflage
is dynamic.  Remember the Predator?  When hiding in the bushes, he
was extremely difficult to spot.  When moving around and killing people,
he was only marginally more difficult to track than a normal target.
Think that something better than the Predator camou is possible?
Not unless you go to a full Romulan Cloakinig Device.  Fact is that, since
most people have two eyes, merely altering the surface of an object
to *any* degree will not hide it completely in the background,
and, I repeat, especially when it moves.

On the positive side, Ruthenium articles do have a lot of merit.
Makes it much easier to hide weapons in plain sight.  And it will
certainly greatly enhance the effectiveness of Stealth.


--Peter


______________________________________________________________________________
						|
     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
______________________________________________________________________________
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: RE:  Improvisation
Date: 7 Sep 92 00:18:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Improv ref's can't create maps/props/etc????  WHY NOT??????

If I have not created a hard copy map of a space port, *and it becomes
necessary at a later time* I simply pop my cheezy CAD pack into the computer,
ask my players to hang on a minute, and whip up a quick schematic
representation sufficient to settle whatever tactical situation comes up.  Gee,
the hardest part of that is waiting for the damn programme to load of these
incredibly slow-reading floppies (aaarrgghhh!!  I HATE floppies!) and in the
meantime (about 2 minutes, maybe 3 if it is big programme) I consider what I am
about to create.

Can't do it?  Riiiiight......suuuuuure.....whatever delusion makes you happy...

Skeksis - Let me get this straight.  I'm driving a 91 Geo and he's driving a 93
Vette and you want me to drag?  What are you, some kind of optimist?
Newsgroups: rec.games.frp.misc
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: champ: What if...
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Tue, 8 Sep 1992 21:22:37 GMT

v076jy2p@ubvmsb.cc.buffalo.edu (Cosmo Of The Cosmos) writes:
>Question:
>	How would the world react to finding out that it had real,
>live superheroes?  Please try to keep your replies semi-serious,
>as this will be a semi-serious campain with a touch of black humor.
>However, if your idea is either way funny or way dark, feel free to
>post anyways.  All sugestions are welcome.

	I think alot depends on the specifics of the situations: what 
superpowers, who gets them, and under what circumstances. 

	If some loon really did put on a skin-tight outfit and beat up 
criminals using super-powers, I think that most people would regard him 
as just that - a loon. The tabloids would have a field day, of course, and 
there would be alot of skepticism. 

	I ran a Champions campaign where a select few people started getting 
'paranormal abilities' at the start of the century. Most of those who 
acquired them tried to keep them a secret, as they did not want to be 
regarded as freaks, idols, devils, etc. The first public demonstration was 
when a telekinetic used his powers to escape from prison after being arrested 
for tax evasion from his ill-gotten gains. 
	The publics reaction was largely one of fear - which I think would be 
a reasonable and common reaction. Those with these sorts of powers, especially 
telepathy and such, are *dangerous*. If there is any law of human nature, it 
is that the vast majority of people are motivated by personal gain, and there 
is little reason to think that paranormals would be any different. 
	Of course, reactions changed considerably after this, and tended to 
swing back and forth from the extremes of fear and acclaim - sometimes very 
rapidly. 

	My point is that it depends alot on who the empowered individuals 
are and what they do with their abilities - and how comes across through 
the media to the public. 

----------------------------------------------------------------------------
John Kim                    | "Deservin's got nothing to do with it."
jhk6@cunixb.cc.columbia.edu |
Columbia University         |                  - William Munny, 'Unforgiven'
From: lucas@scicom.AlphaCDC.COM (Huma Dragonbane)
Newsgroups: rec.games.frp.misc
Subject: Re: Healing Vampirism (was
Date: 10 Sep 92 03:40:33 GMT
Organization: Knights of Solamnia, Order of the Crown

In article <1992Sep09.194213.1259@ecst.csuchico.edu> tdunn@ecst.csuchico.edu (Tim Dunn) writes:
>I would give the character a chance to perform the heroic effort (that'd
>look great in a comic,) but in the end, that's the end. 

	Well, if your into comics, then ya' should check out The
Death of Captain Marvel, by Jim Starlin (tm):), any REAL comic book
shop should have it. If they don't, shout "WEENIE!" and burn the
place down! :-P
>
>-- 
>In a five year period we can get one superb programming language.  Only
>we can't control when the five year period will begin.


-- 
Huma of the Lance, Alpha Institute. -- DOMAIN lucas@scicom.alphacdc.com
Order of the Crown  ncar!scicom!lucas --- Huma Dragonbane of Solamnia
"Est Sularis Oth Mithas, My Honor is my Life." --- Old Solamnic Saying
Ah love! What a strange and wonderous thing!!  --- Me on love (and in love!)
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp.misc
Subject: Re: Looking for "women's" rpg.
Date: 9 Sep 92 03:48:11 GMT
Distribution: usa
Organization: Purdue University




Loren mentioned some good stuff as to what would "attract women" to rpgs.
I don't know what he based it upon, but it sounded pretty good.  Now, I'll
go over what I've heard "from the horses mouth" (my fiancee--I sleep on
the couch for that one):


Less combat.  Combat should be climactic not a regular occurence.  When it
does occur, it should be dramatic, not "I swing. I hit.  I do damage. etc."

More repartee--not just interaction, but witty interaction.  Repartee is
often the verbal equivalent of combat, and it can be every bit as dramatic,
especially if the PCs want to avoid combat at any costs.

More freedom of action.  The directed dungeon crawl is OUT OUT OUT!

More character in the characters.  Less emphasis on numerical definition of
characters.



In other words, what would make a good "womens" role-playing game (according
to my fiancee, Kirsten) is what would make any of the current crop of rpgs
better in general.
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: Music and lights
Date: 6 Sep 92 11:17:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

I use more than just music...I use atmospheric music to highlight spooky scenes
but I also load up a few SFX on the computer and play those as well.  If it is
combat then the music might be from Akira or Aliens (depending on the scene
from the film).  Stormtroopers appear and out comes the Imperial march!  Gotta
love it!  Also whenever possible I use stills from movie mags, draw floorplans
on the computer and transfer them to the big TV and like that there.  Nothing
wrong with adding a little atmosphere...like the night I hid the LeMarchan Cube
I had from sight (no one knew I had it yet) and when one player ofund one
(ginev it actually in a change encounter in old Arkham town...heh heh heh [HEY
they needed one to solve hte mystery]), I turn to block the players view,
pulled it out from hiding, and tossed it to him across the table.  He caught it
and the floor caught his jaw when he realised what he had!  Good for a few
laughs and the player got some extra experience for goo role-playing too!

Skeksis - Me transmitte sursum, Caledoni
Newsgroups: rec.games.frp.misc
From: rgaines@engin.umich.edu (Robert A Gaines)
Subject: Champions: Var SFX, Var Adv, and spreading EBs
Date: Fri, 11 Sep 92 19:21:12 EDT
Organization: University of Michigan Engineering, Ann Arbor
Distribution: usa

    Here's a situation for you net.champions.gurus to pontificate
over.  I recall a scene in an old Green Lantern comic where Green
Arrow shoots three trick arrows at three thugs simultaneously.
(One was hit with a gas arrow, a second with a blunt-tipped arrow, 
the third with a regular arrow jamming the thug's gun.)
    How would something like this be simulated in Champions?  Just to
get the ball rolling, here are some thoughts of my own:

  (1)    This sounds like a spread energy blast (with one part of the 
      spread being targeted on a focus, but let's forget that for the
      time being), but with Variable Special Effects.  I'm not sure 
      of the legality of allowing the advantage to make three effects
      on what is effectively the same attack, however.

  (1a)   Assuming that sounds legal to you, what about Varible 
      Advantage?  Could one thug be hit by an AP EB, a second an 
      explosion EB, and a third with an indirect EB?  The legality of
      this one sounds questionable to me (a little voice in the back 
      of my mind saying "Gaaaaame Baaaaaalanceeee...." is going off), 
      but it also seems like a logical extension of the Var SFX idea.

  (2)    My other idea involved Trigger.  With this method, different
      attacks are bought with the Trigger advantage (NND gas, EB, and
      an RKA, in this case), and the Trigger is defined as "I fire all
      3 arrows."  Using this method, one attack would be fired on each 
      phase, as usual, but the thugs wouldn't suffer the effects of 
      the attacks until the third phase.  This seems stupid, since the 
      archer is paying for an advantage on the attacks which ends up 
      being a limitation.  (I'd rather put a thug down on each phase
      than look flashy and risk a lucky hit in the meantime, but that's
      just me.)  

    Just some things to think over.  BTW, it is NOT my intention to 
start a flame war over the "MP slot that uses charges" chestnut, so
I've tried to phrase the questions in a manner that would avoid it.
Thanks in advance.
From: brian@zooid.guild.org (Brian Misiaszek)
Newsgroups: rec.games.frp.misc
Subject: Re: Looking for "women's" rpg.
Date:  7 Sep 92 04:08:04 GMT

>1. Less dice rolling. Ideal would be no dice rolling, since that way you know
>what you can do and don't have to mess around with probability theory to
>predict your character's capacities.
>
>2. Less emphasis on violence and mayhem. In most rpgs the biggest section of
>the rules is the combat section. This alienates many people, especially women,
>who don't want to worry about murder and warfare when they're just trying to
>relax.
>3. Mechanics that emphasize *role*playing and perhaps problem-solving rather
>than power trip stuff and board-game style play. I think the best way to do
>this is to remove other distractions, but there may be some positive steps as
>well.
>What other aspects of play or design should be emphasized or de-emphasized in
>order to attract non-roleplayer women to our games?
>
>-- 
>whoah,
>+++++++++++++++++++++++23
>Loren Miller                           internet: MILLERL@wharton.upenn.edu
>The more corrupt the government, the greater the number of laws -- Tacitus


 I like the points you have above.  Many women are put off by the sexism and
violence that seems to be the norm for many rpg's on the market now.  While
many women of I know enjoy reading/writing sf and fantasy, not that many that
I know of are attracted to role-playing games, saying that many who play these
games are immature and unsophisticated.  Some proof for this can be seen by
the much greater numbers of women who attend science fiction & fantasy
conventions, as compared to those who are seen attending games conventions.
 
  Perhaps the fault lies with the wargaming heritage from which most
role-playing games are still connected to (with most of the rules to games
associated with combat, in all gory detail).  A new approach to role-playing
games may be required to attract more women to the field.  Storytelling seems
to be one approach that's working well, with games like "Amber" and "Vampire"
showing that this is a style that can be favoured.  Other approaches that may
be worth looking into are from the area of improvised theatre sports, or from
a direction of "new age" shared personality exploration.

  Perhaps the content of many games has a great deal of growing up to do to
attract more women to role-playing.  Games that aren't so much the working out
of male teenage fantasies (a quest for power and respect for those who lack
both), but ones that explore more adult adult and sophisticated themes--say
the nature of human sexuality, spirtuality and so forth.  Perhaps you could
come full circle with the origins of the word "role-playing", which was a
techinique of psychotherapy used to provide personal insights; one could
imagine what would not exactly be a game (but would have many features of
them) that could be used as a tool for enhancing and exploring human potential
in a cooperative setting with others.
 
::Brian::
Newsgroups: rec.games.frp.misc
From: cbl@uihepa.hep.uiuc.edu (Chris Luchini)
Subject: Re: 40mm grenades (was Re: Let's talk REAL..)
Reply-To: cbl@uihepa.hep.uiuc.edu
Organization: High Energy Physics, University of Illinois, Urbana-Champaign
Date: Tue, 15 Sep 1992 03:48:58 GMT

In article <BuKo4H.9wF@lawday.DaytonOH.NCR.COM>, eclipse@unixland.natick.ma.us (Mark Urbin) writes:
>
>From eclipse@unixland.natick.ma.us (Mark Urbin)
>
>In article <1992Sep13.161452.918@ccsvax.sfasu.edu> z_copeab@ccsvax.sfasu.edu writes:
>>	There are a boatload of different munition types for the 40mm grenade.
>>There is either a HEDP or HEAT (I think the first) that has some effectiveness
>>against *light* armor, like a APC. There is (or was, before the M203 launcher)
>>a 'shot' round, which made the grenade launcher (M-79) a big shotgun. There
>>might even be 'stun bags' (sealed first-sized bags filled with sand or
>>something similar) for very special purposes.

	M406 Wire wrapped grenade, impact detonated fuze
	M397(a1) Airburst fuze, with a 80 Millisecond delay after impact
	(ie Bouncing Betty type)  [not common]
	HEPD was the most common type found
	The flechette round was experimental only, it was never fielded,
	however the shotgun round, M576 with 20 #4 buckshot pellets, at
	a muzzle velocity of 885fps (about 450-600 fps less than from
	a 12 ga) is issued and is in current production. For reference
	a standard 2-3/4" 12 ga round has 27 pellets of #4 buckshot.

	There are inserts that allow the use of standard 12 ga rounds
	in either the M79, or the M203 [Why you would want to use a
	single shot break open goose gun in combat is beyond me ;) ]

	The only other info I have on the flechette round is that it had
	45 flechettes.

	M651E1	Tactical CS tear gas
	M674	Riot control CS tear gas

	A stun bag round is made by MB Associates, consisting of 4 oz of
	lead shot in a canvas bag, with a yellow-dye marker
	for later ID of your target. Not military issue as far as I know.


>   I noted that the flechette round for the 40mm GL was missing from TW:2000
>rules.  From what I've read, such rounds were popular with M-79 users in Viet-
>Nam.  Does the US military still issue such a round.  If so, what are the
>stats for such a round?  Range, munition dispersal and what not.
>  Please note cross posting to Sci.military with follow set to 
>Rec.games.frp.misc.
>>
>>Brandon Cope
>>
>
>
>-- 
>eclipse@unixland.natick.ma.us  a.k.a. Mark Urbin  These Opinions are mine.  
>"There are going to be situations where people are going to go without
>assistance.  That's just the facts of life." ex-LA Chief of Police, Gates.
>
*1110 W. Green/Urbana IL 61801/217-333-0505/cbl@uihepa.hep.uiuc.edu 
* for sale: Springfield Armory Factory Comp, 38 Super, +3 mags. All new
* in box (never fired at all).  $650 or best offer over $600 as of Sep 30.
Newsgroups: rec.games.frp.misc
From: wallacew@ucsu.Colorado.EDU (Dave Tolmie)
Subject: Re: GURPS: Knockback
Organization: University of Colorado, Boulder
Date: Wed, 9 Sep 1992 16:54:52 GMT


>In my last gaming session, I was involved in a high-tech gunfight, and

>the question came up of how much knockback a laser gun should do.  I voted

>'practically none', since the momentum of a laser shot is practically zero.

>Linked to this was the knockback from a Gauss SMG, since the projectiles

>are very small, and there is no recoil penalty.

>

>It seemed strange that a gun that exerts no force on the firer's hand should

>knock the target 15 yards down a corridor.  Where is the 'equal and opposite

>reaction'?  In the case of weapons producing 'surface explosion', I can

>understand it, but otherwise the knockback should be proportional to the

>recoil force rather than the damage.

First, impaling weapons in GURPS, like a crossbow or gauss gun, do NO knock-
back.  Second, though the knock-back rules are still a bit 'fishy', I justify
them by telling my self that:
	A.  The attacker has counter balanced some of the force by bracing
		himself while firing or swinging.
	B.  Most of knock-back can be attributed to a stumbling caused by
		shock, as much as the force of the blow.  There's no way a
		.45 caliber bullet could apply enough force to lift and carry
		someone two yards.

If you can't buy into that rationalization, I'd suggest just axing the whole
knock-back rules for non-explosive weapons....



Dave


-- 
David Tolmie				
dtolmie@nyx.cs.du.edu
wallacew@ucsu.colorado.edu

Newsgroups: rec.games.frp.misc
From: lib1p@rosie.uh.edu (Tammy Stark Blandino)
Subject:  Interested in rec.games.battletech
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Tue, 8 Sep 1992 12:44:00 GMT

Those people interested in forming rec.games.battletech please
e-mail me at lib1p@jetson.uh.edu

I'm going to check into what it takes to form this group.

Anybody with information or advice on forming this group, please
e-mail me at the same address.

Thanx,
Tammy
Newsgroups: rec.games.frp.misc
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: Spare Change
Date: 6 Sep 92 11:12:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

I can't believe you people are arguing about the presence of spare change in a
choch!  It is not as if we are talking about Froomian Mega-blasters or the
blood-stained knife that was used to knock kff old Lady Wentworth for her
cat-wool shawl!

WHAT THE HELL IS WRONG WITH CREATING SMALL, PETTY DETAIL AT A MOMENTS
NOTICE?!?!?!?!?!?!??!?!?!?!?!"?!?!?!??!?!?!?!?!?!?!??!

JESUS!  Why can't this discussion be letf at.. "If you like improvisation and
are good at it have fun, otherwise don't do it'?

SPARE CHANGE!  GET A LIFE!  HAVE SOME FUN!  I*T* I*S *A* *G*A*M*E!

Skeksis - Me transmitte sursum, Caledoni
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp.misc
Subject: Re: Matriarcal Societies
Keywords: South America, Southeast Asia
Date: 14 Sep 92 01:36:46 GMT
Organization: Purdue University

In article <16956@ucdavis.ucdavis.edu> good@turing (Joe Good) writes:
>
>Catherine Gasquoine Gallichan: THE POSITION OF WOMAN IN PRIMITIVE
>	SOCIETY: A STUDY IN THE MATRIARCHY.  This should give some
>	insight into the matriarchal "goddess" societies that were
>	quite common before the coming of Christianity.



I've a question regarding one little point.



Why is it so darn popular these days to blame "evil old Christianity" for
destroying all of those sweet and wonderful matriarchies that were just
about "everywhere" before those "bad ol' Christians" came around?


After all, Until the late 17th century, Christianity barely spread beyond
the bounds of the Roman Empire (including Kievan Rus, of course).  Before
the "coming of Christianity" to these areas, the Romans were, for the most
part, in control, and the Romans, pagan though they may have been, were far
more patriarchical than were most Christians.  In fact, Christianity was
considered a means for women to gain some measure of equality with men, at
least in the Christian communities, in comparison with Roman religion and
custom.  In Roman culture, a woman was not only _de_facto_ property but
was also _de_jure_ property, and could be disposed of virtually as her
father, brother, or husband (whichever was appropriate) wished.
Christianity actually softened this, removing much of the more blatant
abuses.  For example, under pagan Rome, female infanticide was rather
openly practiced.  At least under Christian societies one has to pretend
that it is accidental--it isn't officially sanctioned.


The "destruction of matriarchy by patriarchy", if it occurred at all, was
not invented by Christianity.  If anything, Christianity was only carrying
out a previous process, quite unconsciously.  Remember, in history, many
things can be far better explained by stupidity than by conspiracy, and
conspiracy theory is the pet of those who would rather place blame than
solve problems.
From: jacobus@symphony.cc.purdue.edu (Bryan J. Maloney)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ4 Rumors
Date: 5 Sep 92 15:36:43 GMT
Organization: Purdue University




Okay, this is what I got from Ken Rolston at GenCon, I'm not saying that
it's necessarily true, it's just what I heard.  (Ken Rolston is one of
AH's rpg people.)  Anyway, he said that sorcery is either being put into
the background, or what they'd like to do is trash it altogether for the
fourth edition basic set and rewrite it for release as a centerpiece for
a Western Lands setting for Glorantha.  I nearly leaped over the table
to kiss him.  I did say "bless you!"  They're going to fix fatigue.  
Glorantha is going to be RQ's home once more.  They promise to NEVER, EVER
make anything like Eldarad again!


Oh, one more thing--Greg Stafford was over at the Chaosium booth answering
any question you wanted to ask about Glorantha.  I heard some interesting
stuff.  Like Uleria's temples have four doors.  One is to be used if you
enter seeking a life-mate (marriage).  One is to be used if you enter 
seeking simple sex.  One is to be used if you enter seeking romance but not
necessarily a life-mate.  The last door is used by the staff.  I asked him
about the Kingdom of War.  What he said:  

1)  The kingdom collects no taxes.  When the government needs money, they
    just plunder.  The nobles collect no rents, they plunder for cash.

2)  The Kingdom of War is actually the shadow version of the Peloran Knights  
    (I'm sure I mis-spelled that).  In other words, they form a mystical
    duality with that group.
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.misc
Subject: RE:  Improvisation
Date: 6 Sep 92 23:14:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

word to the effect that a some referee isn't impressed with the way his/her
players play their characters...

Then why are you playing a ROLE playing game?????  Isn't the way a player plays
his/her character just as important????  Boy, this view of gaming does NOT
sound like much fun.  If I want to engage in limited problem solving I would
play Infocom adventures...

Skeksis - Let me get this straight.  I'm driving a 91 Geo and he's driving a 93
Vette and you want me to drag?  What are you, some kind of optimist?