HDTenEightyP/NetNews huggingface dataset:
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.advocacy
Subject: Killing Characters and Dream Park
Date: 8 Sep 92 20:53:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

It has occured to me that the game Dream Park may be the ideal solution for
referees like myself that do not like to kill characters.  For those who are
not familiar with the idea behind Dream Park, the setting is a high-tech gaming
park where people play characters and while the character may be 'killed out'
of a particular game, they are not killed (well..for the most part... [;)]) and
can return in a leter game.  I would think that this type of setting would be
very satisfactory to the referee who is more interested in storytelling as a
style of game.  Comments?

Skeksis
From: maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Newsgroups: rec.games.frp.advocacy
Subject: Re: Time mechanics
Date: Wed, 09 Sep 92 10:57:23 EDZ
Distribution: world
Organization: Sweet Oblivion

leifmk@Lise.Unit.NO (Leif Magnar Kj|nn|y) writes:

> Recently heard of an NPC in a local TW2000 campaign who survived a dead-on bo
> hit from an antitank missile.  Has anybody out there seen what those missiles
> to armored tanks?  What do you think it would do to a real-life person?  Sure
> that would be a classic case of DAO ("Dead All Over")...:-)

Actually, there is a very big chance that the fuse won't go off after
striking such a soft target. It's designed to work on tanks, not men.
Generally speaking, a high-powered rifle (e.g. .50 BMG) does a lot more
damage to a single man.

However, if the fuse _did_ work (is there a mechanic for this in TW2000?
I don't recall) I must still disagree with you. Again, the missile is
designed to work against tanks. The jet of superheated metal is only 1
or 2 inches wide. If hit on arm or leg, yes that limb would be a goner
but the man might survive. 

I think this is a case of trying to kill a fly with a cannon. A cannon
is a great weapon doing lots of damage, but against a single fly, I'd
still use a flyswatter...





--------
maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters


Newsgroups: rec.games.frp.advocacy
From: davis@cwis.unomaha.edu (James J Davis)
Subject: Re: Time mechanics, healing and aiming
Organization: University of Nebraska at Omaha
Date: Wed, 9 Sep 1992 02:26:23 GMT

slp66@cc.usu.edu writes:
> Now, GURPS.  You are in a fire fight.  (TL7) You get hit with, say, an M-16,
> that does 2 points to you (after getting through your armor).  Your medic walks
> up to you and does first aid.  After 5 minutes, the medic rolls a 6 sided dice
> and hey, you get 2 points back...your healed.  Now, how did that happen.  You
> were shot and wounded.  THen, 5 minutes later....your are healed.  THis wound
> should take at least a week to heal, maybe longer.  There just isn't any
> realism. 

You are dealing with comparisons of realism based on very limited
circumstances.  I look at GURPS vs D+D *overall* and see that, in general,
GURPS tends to handle things in a more realistic way.  In *general*.  Not
all the time.

I would do not support the idea that D+D is more realistic than GURPS.  But,
at the same time, I don't support the idea that GURPS is 100% realistic.  I
see sometimes people treat realism like a boolean value, where this game is
realistic and this one is not.  Realism comes on a continuous scale, and
despite the above arguements, I find GURPS overall realism to be higher
than that of D+D.

Finally, I can take realism or leave it.  But, just beacause I don't value
it highly, doesn't mean I start labeling games with little realism to have
high realism.  I just realise I'm playing one with lower realism and don't
worry about it.

-james
From: bcd@fang.att.com (Brendan Dwyer)
Subject: Re: Why TW2000 eats wormy dog turds.
Organization: AT&T Tax Systems Development, Maitland FL
Date: Tue, 15 Sep 1992 21:33:38 GMT

From article <14135@chalmers.se>, by d9bertil@dtek.chalmers.se (Bertil Jonell):
> In article <1992Sep13.060829.8129@fang.att.com> bcd@fang.att.com (Brendan Dwyer) writes:
>>Let's say Chuck "Black
>>Death" Licata walks into a building with his M1911 in hand.  Suddenly, a
>>Soviet soldier enters the room.  Chuck raises his automatic pistol and
>>fires off one round which strikes the Soviet in the head.  Let's  say
>>this Soviet is named "Androv the Average" which means he has a constitution
>>of 5 (on a scale of 1 to 10).
> 
>   Is the Russki a PC or an NPC?

Androv is a PC.  This is another problem I have with the rules, why should
an NPC be treated any different than a PC.  Sure it saves time but it turns
PCs into super heros and NPC into orcs.

> 
>>That means he has a 10 hit points for his head.
> 
>   If he is an NPC he has 20 points total, but head hits count double.
> 
>>Chuck inflicts an average amount of damage (3.5 pts per die) for a total of
>>7 points.  Androv has received a "slight wound" according to the rules.
> 
>   14 (2*7) points for an NPC means serious wound aka incapacitated.
> 
> -bertil-
> --
> "It can be shown that for any nutty theory, beyond-the-fringe political view or
>  strange religion there exists a proponent on the Net. The proof is left as an
>  exercise for your kill-file."
> "This is the famous Hasan B Mutlu-trigger, insert it in your .sig file today!"
From: leifmk@Lise.Unit.NO (Leif Magnar Kj|nn|y)
Subject: Re: Time mechanics
Organization: Norwegian Institute of Technology
Date: Tue, 8 Sep 92 17:21:51 GMT

In article <swXoqB1w165w@swob.nullnet.fi>, maxxon@swob.nullnet.fi (Mikko Kurki-Suonio) writes:
 > slp66@cc.usu.edu writes:
 
 
 
 > Let me tell an example: In a TW2000 (2nd ed.) session a PC was ambushed
 > by an enemy. The enemy was right behind him and demanded surrender. What
 > did the PC do? He DROPPED a grenade behind his back. He survived (rather
 > easily, I might add) - the NPC enemy did not. You call this realistic
 > and playable?
 > 
 > 
 > --------
 > root@swob.nullnet.fi (Mikko Kurki-Suonio)
 > Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters

Recently heard of an NPC in a local TW2000 campaign who survived a dead-on body
hit from an antitank missile.  Has anybody out there seen what those missiles do
to armored tanks?  What do you think it would do to a real-life person?  Surely,
that would be a classic case of DAO ("Dead All Over")...:-)

Leif
No .sig, no backing forces, just a hell of a lot of opinions.
 
Newsgroups: rec.games.frp.advocacy
From: dv52151@uxa.cso.uiuc.edu (Axly)
Subject: Re: Time mechanics
Organization: University of Illinois at Urbana
Date: Sun, 6 Sep 1992 17:31:39 GMT

sl9b4@cc.usu.edu (Deep Six) writes:

>Now, you also mention that AD&D is more ``forgiving and playable''
>because the PCs can ``make realistic choices'' (paraphrase) on what
>to do in combat. Is that really true? Let's put the question to your
>garden-variety foot soldier. If you asked an infantry man if it is 
>adviseable or desireable to move when the enemy is shooting, he'd 
>probably say, no, unless you have a damn good reason, some cover fire,
>some concealment, a lot of luck and big balls. GURPS reflects this. 
>When the bullets (or spells or arrows) start to fly, you shouldn't be
>able to take a minute to stroll around the battle ground, checking
>this and that, making decisions and then taking an action (like you
>can in AD&D). GURPS is more realistic in this sense. For me, that is
>both better and more playable. I am not saying that GURPS is more 
>realistic overall, but it is clearly the exact opposite of what you
>first asserted.

Well put. I'm sorry, but he who sticks his head up in combat tends to
do one thing: Die. This may not happen in medieval combat where there
won't be a lot of missle weapons unless it's a large battle, but in
modern combat it is true with a vengeance. In basic training, you
learn that you have to have people on your side firing to keep the
enemy's head down while you manuever. If you try and manuever without
doing this, better call for a large supply of body bags. (Does GURPS
have body bags on the equipment list?)

Axly
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.advocacy
Subject: Incomplete Posts
Date: 11 Sep 92 23:30:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

To whoevere suggested I ask the system admin for help...that would be kind of
hard as I am calling from a remote location and I don't think the system admin
would like to come over everytime I need help.  Not too worry, I am getting
expert consultation from a long-term VAX user when he comes over to my place
every week.  Maybe I will finally start to make sense...

naHHHH

Skeksis
Newsgroups: rec.games.frp.advocacy
From: ogormanj@vax1.tcd.ie
Subject: Re: Info on Cthulhu wanted
Organization: Trinity College Dublin
Date: Thu, 10 Sep 1992 17:17:39 GMT

In article <1992Sep9.005459.10080@latcs1.lat.oz.au>, wright@latcs2.lat.oz.au (Michael G. Wright) writes:
> 
> 	Hi. I'd like to know a bit more about Chaosium's 'Call of Cthulhu',
> i.e. what sort of game mechanics are used and a brief desc. of what sort of
> storyline / adventure plots that players get into. I have played AD&D before
> (1st and 2nd ed.) but no other system. What are the differences in stats etc?
> 
> 	If interested enough, I'm going to start up a campaign, but I'd like
> to know a bit more before I invest the cash.
> 
Do describe it in AD&d terms imagine playing a zero level character who
usually has to battle against fifth to tenth level opponents AND regularly
encounters demon lords.And you have to role play the insanity which can be
great fun.Particularly with a Keeper who thinks up his own phobias.
Example Arbophonophobia ie every time the word Tree is said my character 
has to put a brown paper bag over his head(a la monty python) and wont 
take it off until everybody sings 'And those feet in ancient times...'
an english Hymn.

Oh yeah remember weapons are practicle useless.

Its a great game.
I'd recomend it to anyone

Bye
John

And remember the great Cthulu will save you(incase he gets hungry later)
Newsgroups: rec.games.frp.advocacy
From: lib1p@rosie.uh.edu (Tammy Stark Blandino)
Subject: Re: test
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Tue, 8 Sep 1992 12:32:00 GMT

In article <Bu2psH.BoH@rice.edu>, swaim@owlnet.rice.edu (Michael Parks Swaim) writes...
>In article <4SEP199207393656@rosie.uh.edu> lib1p@rosie.uh.edu (Tammy Stark Blandino) writes:
>>In article <Bu0G5A.LM3@rice.edu>, swaim@owlnet.rice.edu (Michael Parks Swaim) writes...
>>>  And one of the foundations for Naval Law is that sailors are idiots
>>>and should be considered wards of the court. 
>>
>>Now, Now, didn't you know that about 1/3 of the navy comprises
>>gamers, HARD CORE GAMERS.  Just ask my salty sailor, gaming whore 
>>(his words) husband.
>>
>>Does that mean that gamers should be warts of the court?
> 
>  Only if they're frogs, or regularly handle them. Are you french?
                                                     ^^^^^^^^^^^^^
> 
Is this a serious question?

If so, no, I'm not and neither is he.

However frogs are french.  Or isn't french are frogs?  Well only
the snails will tell.

> 
> 
>-- 
>Mike Swaim            | I can see clearly now my brain is gone.
>swaim@owlnet.rice.edu | I can see all the bicycles in my way.
>Rupp doesn't even know who I am,
> much less care what I think
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.advocacy
Subject: Incomplete Posts
Date: 11 Sep 92 10:27:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Chadd,

    My posts  do not contain quotes because I do not know HOW the editor works
and the one time I tried I made such a mess of things that I had to abort the
post.  Since I obviously don't know how to handle the editor, my posts are of
no value whatsoever.  Since I am new to the VAX and up until a week ago had
been posting through a local bulletin board that had a different editing system
completely, I must therefore be a complete and total dirtbag not worthy of your
attention.  Why don't you go and short stroke yourself all the way to a fucking
hosptial you intolerant dweeb?  I suppose now that you have some experience in
how to handle the hardware you almighty prick with a god-like attitude, you are
entitled to pass judgement on what people say simply on the basis of how well
they handle the tools they are working with.  I had thought that the brand of
computer bigotry you are displaying was limited to Amiga users who think their
machines are the best thing tdon't o come along since sliced baloney!  I suppose thatyou are too
From: lnorton@acsu.buffalo.edu (Louis Norton)
Newsgroups: rec.games.frp.advocacy
Subject: Re: test
Date: 4 Sep 92 21:43:11 GMT
Organization: UB
Originator: lnorton@hydrogen.chem.buffalo.edu



In article <67654@hydra.gatech.EDU>, gt7219a@prism.gatech.EDU (Christopher Michael Lawyer) writes:
>Good Golly!  Who would have thought my .sig would start a thread....
>
>the manatee

	Yeah, but it was my test!!!
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.advocacy
Subject: Strategic Gaming
Date: 6 Sep 92 22:38:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Alas poor yorick, I cannot blame incipient parochialism (sp????) as the reason
I do not play large scale strategy games.  My reason for avoiding them is far
more mundane...I just suck at them, that's all...

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 incurable optimist?
Newsgroups: rec.games.frp.advocacy
From: fts5792@rigel.tamu.edu (SRONCE, FRANK T)
Subject: Re: Real Sci-Fi Games
News-Software: VAX/VMS VNEWS 1.41    
Organization: Texas A&M University, Academic Computing Services
Date: Thu, 10 Sep 1992 15:23:00 GMT

In article <BuCxyJ.3nJ@acsu.buffalo.edu>, v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!) writes...
>I am not after your 50 bucks, but I am after your opinion.  The term COOLESt
>races does not impress me so much as do your observations regarding the combat
>system for Battlelords.  How does it compare, in your opinion, to Living Steel?
> 
>Skeksis

I, on the other hand, having put my Living Steel rules back in their box after
a couple of fruitless attempts to understand the combat rules, would rather
hear about these "Cool" alien races and what was so original and interesting
about them. 

ps- While I like a simpler combat system, Living Steel has about the best
"Margin Quotes" of any game I've ever seen. And the Swords (can't remember
how many there were) were also real cool... "In the end, they released the
entire Black Legion... I heard that some of them made it all the way to the
Imperial landing zone..."

SO, combat system aside, how is Battlelords as an Role-playing game? 

Kiz the Curious... like I haven't got enough news to read already...
Xref: sparky rec.games.frp.advocacy:2232 rec.games.frp.misc:5406
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.advocacy,rec.games.frp.misc
Subject: Re: Time mechanics, healing and aiming
Date: 12 Sep 92 07:52:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Sep11.143001.58825@cc.usu.edu>, sl9b4@cc.usu.edu (Deep Six) writes...
>In article <RICHV.92Sep11121326@hpinglj.cup.hp.com>, (Rich Van Gaasbeck) writes:
> 
>> millerl> GURPS is descended from a tactical one-on-one
>> millerl> combat boardgame.
>> 
>> Aha!  So I'm not the sole person on the planet that remembers Melee.
> 
>I thought the game was Man to Man or Men on Men something like that. Any
>SJG vets out there?
> 
>Okay,
>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>Chadd VanZanten SL9B4@CC.USU.EDU + ``Gentlemen!  You can't fight in 
>here, this is the War Room!''   --Stanley Kubrick's Dr. Strangelove
A long, long time ago in a...wait a sec....
Back in the shrouded mists of time...(what the hell is wrong with the
teleprompter?).... <KICK!> 
Back several years ago, maybe even a whole decade, the GURPS system got its
start as a small 'beer and pretzles' board game (anyone remember the name the
whole series of games were called?) named Melee.  Could have been called The
Fantasy Trrip - Melee, I don't remember which and my copy is in deep storage
in an unused salt mine in ...<KICK> in the attic.  The problem with this game
is that it became *very* popular and spawned off a magic system known as Wizard.
In time small dungeons, usually solotaire, were developed and released and the
two little games became a full grown RPG under the name of In The Labyrinth
(marketed by MetaGames).  Eventually MetaGames went away and so did the RPG,
the dungeons, the two pocket games that started it all, and everything...
I read on an earlier post before the GAMES area was broken in to the sub
groups that the rights to the original games (Melee, Wizard) were still tied
up so that Steve Jackson decided to rewrite the systems from scratch; I do not
know if this part is true, just reporting what I have heard, and the very
first incarnation of the new system was the Man to Man book and when it was
released G.U.R.P.S. was the Man to Man with additional role playing rules.

Hope this helps.

Skeksis
From: dseal@armltd.co.uk (David Seal)
Newsgroups: rec.games.frp.advocacy
Subject: Re: I concede (was Re: Alignments)
Date: 7 Sep 92 15:34:13 GMT
Distribution: rec
Organization: A.R.M. Ltd, Swaffham Bulbeck, Cambs, UK

In article <4SEP199207352450@rosie.uh.edu> lib1p@rosie.uh.edu (Tammy Stark
Blandino) writes:

>O.K. guys, I concede.  Alignments suck.  

What? Concede?? On rec.games.frp.ADVOCACY???

You can't do that - you're breaking all the rules...

:-)

David Seal
dseal@armltd.co.uk

All opinions are mine only...
From: dv52151@uxa.cso.uiuc.edu (Axly)
Newsgroups: rec.games.frp.advocacy
Subject: Re: Real Sci-Fi Games
Date: 11 Sep 92 16:20:09 GMT
Organization: University of Illinois at Urbana


>v057qkmm@ubvmsb.cc.buffalo.edu (BABBLING SAGE) writes:


>      Eridani: Warriors dedicated to the perfection of the Self.
       ^^^^^^^

       Gee, sound familiar to anyone else?


Axly
Newsgroups: rec.games.frp.advocacy
From: bcd@fang.att.com (Brendan Dwyer)
Subject: Re: Time mechanics
Organization: AT&T Tax Systems Development, Maitland FL
Date: Tue, 8 Sep 1992 22:53:07 GMT

From article <1992Sep8.172317.10127@ugle.unit.no>, by leifmk@Lise.Unit.NO (Leif Magnar Kj|nn|y):
> 
>  
> 
>  > And I've NEVER seen any fiight/gunfight, real or from a moview, which
>  > lasted less than 10 seconds. Except when the opponent is down in one shot.
>  > 
>  
> How many real gunfights have you seen?
> 
>  > --
>  > /---------------------------\
>  > | Patrick "Paradak" Rannou. |
>  > | Rannou@info.polymtl.ca    |
>  > \---------------------------/
>  > 
I've never seen any, but I have read multiple accounts of firefights in Viet
Nam and WWII and very few lasted less than a minute.  I'm sure there have been
situations where the fighting has lasted a few seconds but that usually
happens when one side takes the other completely by surprise.  Some of the
accounts I've read have lasted from one to eight hours.  A one hour battle
in GURPS is 3600 turns.  I've never had any last more than thirty.  I love the
GURPS RPG system but I must agree with a previous poster (who's name escapes
me, please forgive me) that to think that people can function at maximum for
more than a few seconds is completely unrealistic.  It doesn't matter what
tech level you play, combat is a taxing experiance.  If you want to get good
feel for it, try playing paintball (camo dressed folks running around the
woods with paintguns) for a day and it will give you a good perspective on
combat not to mention the fog of war (I spent my first game with my head in 
the bushes muttering "Where the hell are these guys." about the people 
shooting at me).  Also, if you want to talk melee combat with swords, etc, 
it doesn't take long get tired when you're waving a sword and shield around.
I think a combat round of 5 or 6 seconds works best.  I'm off my soapbox.


Brendan Dwyer


"Sometimes the odd number wins, the way the big wheel spins."  N. Peart
Newsgroups: rec.games.frp.advocacy
From: quirk@pioneer.unm.edu (Gym Z. Quirk)
Subject: Re: Real Sci-Fi Games
Date: Sat, 12 Sep 92 02:31:10 GMT
Organization: Nit-Pickers for a Better Tomorow Afternoon

In article <BuFC47.1q0@acsu.buffalo.edu> v057qkmm@ubvmsb.cc.buffalo.edu (BABBLING SAGE) writes:
>In article <BuF9Dp.7x6@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (Axly) writes...
>>>v057qkmm@ubvmsb.cc.buffalo.edu (BABBLING SAGE) writes:
>>>      Eridani: Warriors dedicated to the perfection of the Self.
>> 
>>       Gee, sound familiar to anyone else?
> 
>	Yeah, it's a part of a name of a star system. So?

Well, ask any veteran Trekk{ie,er,ist} what Vulcan's home star
is...;-)

>>Axly
>
>Bluerazor


-- 
Capt. Gym Z. Quirk  (Known to some as Taki Kogoma)  quirk@pioneer.unm.edu
 I'll get a life when someone demonstrates that it would be superior to
                          what I have now...
Xref: sparky rec.games.frp.advocacy:2154 rec.games.frp:25119 rec.games.frp.misc:5238
From: v076jy2p@ubvmsd.cc.buffalo.edu (Cosmo Of The Cosmos)
Newsgroups: rec.games.frp.advocacy,rec.games.frp,rec.games.frp.misc
Subject: Re: Let's talk REAL sci-Fi systems
Date: 10 Sep 92 01:52:00 GMT
Distribution: na
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

>Who are you people and how much are getting paid to push this game?

Me?  .1% of the profits.

That works out to 1 penny out of ever 10 dollars that OSA makes net.
For this HUGE chunk, I'm 200 bucks in the hole.

Also, I have yet to see even one of those pennies.

I expect it to pay off in about... A decade or two.

All in all it was a fun ride.

Oops, I also get my name in the book under "PLAY TESTER".


Look, I'm not modivated in any way, shape, or form Pro-BL.  In fact,
personaly I've got a beef or two with Larry about a few things.
But that's personal, and personal is personal.  (No Ben, it's not that.)
I like the game.  Its cool, its got a lot going for it, but it
still needs work.  Like I said, It's still in the infant stage.



					-Robert Goodfellow

Kilroy Minsky - Shined a spotlight on a APC
Grin - Engaged a disintergrater in hand to hand combat
Spandex Lee Codpeace - Stepped on a mine
Thicu Nikaz - Opened a door
[Sound of someone spitting] - Did a half gainer off a space craft
Euthanasia Phentari - A wall fell on him, then a tank rolled over him
Medic Lenny Thornwait - 64 on the crit table (Heart Blown Apart)
Clide - Killed by own party
Congo Jim - Killed by own party
Trira - Killed by own party
Gonzo Bernardo, Orion Bucanere - Killed by own party
Kilroy Minks - Killed by own party
Ompa Grattz - Building fell on him (Caused by own party)
Argg - Killed by own party


Plipkin Osmandio Weebleson -
	Killed by:  Building falling on him (Caused by Orion in party)
		    Jaquassarius Phentari
		    E-4 mine

			And Still Kicking!

Larry - 7
Own Party - 7
Me - 1
From: v054nn84@ubvmsd.cc.buffalo.edu (Foto...Taking pictures again, and Happy for it!)
Newsgroups: rec.games.frp.advocacy
Subject: Feeling Them Wounds
Date: 10 Sep 92 10:26:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Brandon,

    Yes, you are right.  The Star Wars system is more cinemagraphic than
anything else, and yes it is easier to knock out the characters than kill them,
at least in one round of combat.  However, people getting hit in following
rounds are going to get killed what with the loss of the die on stats and
skills, and the wound accumulation system.

    I have actually witnessed players rolling all ones when saving against
strength when injured and by agreement of the players this is an immediate
mortal wound and some times immediate death (house rule).  Of course they
realise that any rule like this is also equally applied to the NPCs, so....

Skeksis
Newsgroups: rec.games.frp.advocacy