HDTenEightyP/NetNews huggingface dataset:
From: mcvos@cs.vu.nl (Vos MC)
Subject: Re: GURPS Running (was Re: GURPS 1/8 and 1/4 Points, & high defaults)
Organization: Fac. Wiskunde & Informatica, VU, Amsterdam
Date: Thu, 17 Dec 1992 18:06:09 GMT

Geoff Dale writes:
[lots of uninteresting stuff deleted]
: this means that the only way you can train up you're dodge is by
: using the measly acrobatic dodge skill. I've always been disappointed
: by the lack of dodge training in GURPS.

I hadn't even thought of that problem. I haven't played GURPS very
often, although I plan to, but I can imagine someone would want to
improve his dodge. And it's realistic too. Maybe did I miss a rule?
Or do we have to invent a new skill for this? (As running doesn't
work anymore, and you don't have to be a trained acrobat to be able
to improve your dodge.)

: (I've also been dissapointed
: with the way dodge works the same against a cross-bow bolt as against
: a broadsword swing, but that's another story.)

I've been dissapointed by the fact that in some systems it's absolutely
impossible to dodge any missile weapons at all. It shouldn't be too
hard to dodge some simple thrown weapon. I was glad it was possible in
GURPS, but it shouldn't be as easy as dodging handweapons.
I think there should be some kind of modifier for it, dependent of the
type of weapon, the speed of it, and the range.
For example, dodging a knife thrown from 10 yards distance should be
easier to dodge than one thrown from 5 yards, while a bullet shot from
5 yards distance should be easier to doge than one shot from 50 yards
distance. (even if you know when he's gonna shoot, you don't know
exactly where it's aimed. You can only hope he misses.)
: 
: Geoff ".sigfreed" Dale 


Great Greetings,
mcv.


(mcvos@cs.vu.nl)
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: FantasyHero and CyberHero
Date: 14 Dec 92 08:49:08 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <1992Dec12.002411.28332@netcom.com>, akuma@netcom.com (Steven E Barnes) writes:
|> In article <2528@cix.cict.fr>, maillet@tls-cs.cert.fr (Luc Maillet) writes:
|> > seen. The guys at FASA sure know more about computers than the ones at Talsorian
|> > Games.
|> >   There are good ideas in Cyberspace, but the mechanics ideas are bad IMHO. 
|> > Never read GURPS cyber, but as I don't like GURPS, I see no reason to.
|> 
|> I agree with you on the worthlessness of the Cyberpunk net rules.
|> I will also agree that the net rules for SR are the best published
|> net rules.  I only skimmed thru the Virtual Realities book at
|> a game store, so I can't really get into specifics.  I do remember
|> there being a certain amount of "fuzzy science" in the rules
|> though.
|> 
|> What I don't like is the fact that these rules take the concept of
|> virtual reality, and then describe net combat in terms of real-world
|> combat.  When faced with a security program, attacking it just doesn't
|> make any sense.  Yes, I read the section in the VR book that explained
|> that an "attack" in the net is really the launching of various viruses
|> and attack programs at the target.  But then why are the visuals
|> descriped using real-world combat terms?  How can someone "dodge"

  It was written in the 1st Ed rules that the decker usually "interacts" with
his program on the fly. So, he must be able to integrate the environment as well.
The "attack", "dodge", etc... imagery is just a man/machine interface designed
to allow the decker to react faster ( nothing makes you react faster than a big,
bad monster charging at you... ). This is the concept of VR : translate the data
interaction into images/feelings the brain can understand.

|> an attack program?
|> 
|> Maybe I'm just bogged down with outmoded 20th century notions
|> about how computers work....
|> 
|> -steve

								Redwing.
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.frp.misc
Date: Fri, 11 Dec 1992 18:19:21 -0500 
From: Thomas Omar Smith <ts2a+@andrew.cmu.edu>
Subject: Re: Combat in Amber Diceless Role-Playing

Excerpts from netnews.rec.games.frp.misc: 10-Dec-92 Combat in Amber
Diceless Ro.. dgc6770@ritvax.isc.rit.e (920)

> Hello.

> 	I have starting running an Amber campaign at Rochester Institute of
> Technology.  I've been having trouble comming up with a "fair" way of running
> combat which involves one fighter using Warfare and the other using Strength. 
> The rules-book doesn't really give a good indication on how to run this.
> 	Warfare governs all weapons combat as well as speed, strategy, and
> tactics.  Strength governs brute force and unarmed combat.  Well, if once
> person is using their Strength to fight in some style of martial arts, and the
> other is using Warfare with a sword, what should be the outcome if the first
> person is best in Strength and the second is best in Warfare?  Should you
> compare Strength versus Warfare or Warfare versus Warfare to govern if the
> unarmed strike does damage?  I'm not really clear on the best way to handle
> this situation.  Any advise would be welcome.  Thanks.

> 		David Coram...Lord Cor of Amber


You should use warfare vs warfare in this situation.  Strength only
becomes primary if you grapple the opponent.  In this case, the guy
swinging his fists at a swordsman will probably get his arms cut off,
since the swordsman is superior to him and wielding a weapon.

					Tom the non hacker
					Kemp in 96!
					"If patriotism is the last refuge
					of scoundrels,  Then environmentalism
					is the current refuge of totalitarians."
					Bob Jackson
Newsgroups: rec.games.frp.misc
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: Swashbuckling
Originator: jmkaraka@c00172-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Sat, 12 Dec 1992 23:51:04 GMT


|>Does anyone know of RPG games set in the 1492-1715 era?
|>
|>I am starting to adapt Ars Magica to that era, but want to first see how
|>others are doing it...
|>
|>Thanks in advance,
|>brent
|>
	Before I moved, my 13th century covenant was about to split into
two bases.  Still one covenant, but with two wide disparate memberships.
One group would be the pretty standard covenant, while the others were
going to roam the high seas.  It took several game years just to hammer
out communications and transportation.  The shifting of focus made for
a lot of interesting experimentation and role-playing!

	-john-
From: maillet@tls-cs.cert.fr (Luc Maillet)
Newsgroups: rec.games.frp.misc
Subject: Re: FantasyHero and CyberHero
Date: 15 Dec 92 08:26:17 GMT
Distribution: world
Organization: CERT, CS Dpt. Toulouse, France

In article <1992Dec14.233306.6425@netcom.com>, akuma@netcom.com (Steven E Barnes) writes:
|> The first problem is that most forms of hacking don't conform to 
|> the combat metaphor.  If I use supervisor privledges to have your
|> process deleted from a node, there won't be any neat laser beams
|> for you to dodge.  If I have hacked into the communications
|> network, and I am interfering with, or altering the signals between 
|> you and your VR persona, this won't register as an attack either.

  Why not ? It can, if the VR interface translates the actual action into such
a thing. What I believe is that the VR interface translates EVERYTHING because
it allows for much faster reactions. It translates low-level interactions as
well as high-level ones ( which, ultimately, are nothing more than a bunch of low
level interactions, neh ? )

|> 
|> The other problem is that you are using the same controls for
|> two functions.  In a VR environment, you control your virtual body
|> in order to interact with other objects.  You are proposing to
|> use the same interface to somehow trigger various offensive and
|> defensive programs.  Sounds like a bad idea to me.

  No I don't. But the VR interface is just like a french-to-english-and-back
translator ( guess what ? I'm french ) : everything you do, from moving your
programs through the matrix to introduce viruses in the local defensive programs
to scanning through files, is translated by the VR interface into synthetic ima-
-gery. The interface does NOTHING MORE. And you're forced to use only one VR
interface to maintain consistency. If your decker happens to fight another decker
in the Net, chances are, you'll "see" different things, because your respective
VR interfaces are adapted to your need/choices.

|> 
|> -steve

								Redwing
Newsgroups: rec.games.frp.misc
From: a481@mindlink.bc.ca (J.D. Frazer)
Subject: Re: Dangerous Journeys: Feedback
Organization: MIND LINK! - British Columbia, Canada
Date: Tue, 15 Dec 1992 02:19:30 GMT

> Robert J. Hall writes:
> There's a review in the latest issue of The Gamer that pretty much
> summed up my opinion of Dangerous Journeys. When I originally picked
> up DJ, I very much wanted to like the game system. Try as I might,
> I just couldn't. Honest! It just isn't worth the expense.

Thanks for the warning. I won't be blowing my money on it then.

> The vocabulary is obscure; the writing is obtuse; the character system
> is too restrictive; the combat system is too AD&D; the greater detail
> only adds greater complexity; the tables are too difficult to find;
> the system adds nothing of value; etc. I could go on, but I prefer to
> forget I ever tried to read the manual.

Sounds like E.G.G. hasn't changed from his _Dragon_ days. Are there any
references to Gentle Reader or Learned Author? GOD, I *hated* his pompous
style.

Despite the shortcomings of the author, it's too bad DJ is a disappointment.

--
J.D. Frazer, a481@mindlink.bc.ca, (Vancouver, B.C., Canada)
-----------------------------------------------------------
*BRRRRAPPAPPAPPAPPAPPAPPAPPAPP!*
"MEIN LEBEN!" <thud>
"You shoulda thought about that when you signed up, buddy." - Valaria

Newsgroups: rec.games.frp.misc
From: jgrace@netcom.com (Joseph Grace)
Subject: How is Stormbringer?
Organization: Netcom - Online Communication Services (408 241-9760 guest)
Date: Sun, 20 Dec 1992 04:36:55 GMT

Does anybody play Stormbringer?  Any comments?

Thanks,

= Joe =
Newsgroups: rec.games.frp.misc
From: mavra@cpac.washington.edu (Peter D. Adkison)
Subject: Re: Palladium/WotC Lawsuit--How You Can Help
Organization: Wizards of the Coast, Inc.
	<1992Dec18.113844.3212@odin.diku.dk> <BzGn3u.5r6@nic.umass.edu>
Date: Fri, 18 Dec 1992 18:23:51 GMT

Yes, I think following the Palladium-as-a-derivative-of-D&D line of
logic might be worth checking out!

				--Mavra!
				  Peter D. Adkison
				  Janitor, Wizards of the Coast
				  mavra@wizards.com

The above internet address should be used for e-mail if it is
different from the e-mail address in the header.

Newsgroups: rec.games.frp.misc
From: TUK865@maccvm.corp.mot.com (Stephen Gill)
Subject: Re: Star trek game
Organization: Motorola
Date: 16 Dec 1992 11:49:18 CST

samik@maths.tcd.ie (Samik Sen) writes:

> Just a short question.What is star fleet battles like?(or whatever it is
>called).

>Samik.

I played SFB when it was still new and LOVED it, sort of CAR WARS in
space. Nice simple rules so you could spend more time on the game than
the rulebook. Then the expansion kits came out and there were errata for
every rule, so OK we collated them, but what did we end up with? Nothing
but a modern naval game where mines, missiles(drones) and planes(fighter
shuttles) were more useful than the nice cruisers that most of us
played the game for in the first place. And you could guarantee that your
opponent knew it.

I never did buy the nice new Commander's Rulebooks, so I can't say what
the game is like now, but the evolution of the ships and weapons felt
all wrong. That said a number of the people I gamed with at the time felt
it was the ultimate boardgame and would play at any time.

I would say that if you like complex boardgames as well as STAR TREK,
though you mustn't be a serious trekker (or trekkie, which is it now?)
as the universe is very different, you'd probably enjoy the game.

-------------------------------------------------------------------------
Steve Gill, internet TUK865@maccvm.corp.mot.com
MOTOROLA LMPS, European fin. MIS, Camberley Surrey UK

These opinions are mine, mine all mine   nya,ha,ha !
From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: Getting & helping shape RuneQuest IV
Keywords: RQ4
Date: 20 Dec 92 17:44:28 GMT
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University

tratclif@oucsace.cs.ohiou.edu (Tracy Ratcliff) writes:
>rune@trystro.uucp (Peter Maranci) writes:
>>I'd like to see the flexible off-the-cuff Rune magic from the Vikings 
>>supplement built in to Sorcery, or something like it -- but I haven't 
>>actually used the Vikings supplement yet. 
>
>Umm--the 'off-the-cuff Rune magic' is in _GURPS_ Viking, not RQ Viking.  RQ
>Viking only uses Spirit and Divine magic acquired from Norse gods and spirits.
>GURPS Viking ties the 'standard' Norse runes to the improvised magic system
>from the Magic supplement.

	I believe the Runic magic system is actually in the GURPS Magic 
book, and GURPS Vikings merely draws attention to it. However, this system 
bears little resemblance to the Norse runes: the runes are poorly translated 
into the pre-existing GURPS spell colleges, and the effect of the improvised 
spell system are nothing like the legendary powers of the runes. 

	Not that the GURPS runic magic system can't be fun, but one of the 
main appeal for me in the RQ magic is the authenticity of it - it is much 
closer to many real-world ideas about magic than other systems. 

-------------------------------------------------------------------------
John Kim                    | "ALERT: /Earth is 75% full - please delete 
jhk6@cunixb.cc.columbia.edu | all extraneous people."
Columbia University         | 
Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy,news.groups
From: cwatters@magnus.acs.ohio-state.edu (Coyt D Watters)
Subject: Shadowrun Discussion on .advocacy (related to the .cyber RFD)
Followup-To: rec.games.frp.advocacy
Summary: RFD postponed
Keywords: shadowrun, cyber, newgroup
Organization: The Ohio State University
Date: Mon, 14 Dec 1992 14:05:18 GMT

[for the benefit of news.groups readers who do not read the rec.games.frp.*
 hierarchy - a discussion about creating a new group for Shadowrun posts was
 taking place in rec.games.frp.advocacy, trying to hash out as much of the 
 charter and proposal as possible before going to news.groups for a formal
 RFD.]

I have been in contact with Ismo A Pelton, who is proposing the unmoderation
of rec.games.cyber, and the renaming of said group to rec.games.frp.cyber to
move it into the hierarchy.  Joshua (the moderator of .cyber) has also been
included in this discussion.

We are trying to decide how to handle this.  Ismo's formal RFD: has already 
been posted and has begun the process of running the gauntlet which is 
news.groups.  I was going to post my RFD for .shadowrun today.

It is unlikely that two nearly identical votes (in the eyes of many who do 
not play the games) will pass muster on news.groups.  Because of this, I 
am postponing the formal RFD for rec.games.frp.shadowrun.

Here's some of the ideas we've been kicking about (in a random order):

Go with the .cyber unmoderation and name change, with the intention that if
	the name change passes, the newly created rec.games.frp.cyber should
	contain the SR specific posts along with the posts about rules and
	mechanics of other cyberpunk games.  All general roleplaying posts
	should go to .misc, advocacy (flames) to .advocacy, announce to 
	(you get the general idea...)  If the name change does not pass, then
	an RFD for the .shadowrun proposal could begin.

Go with the shadowrun proposal, and the removal of .cyber.  All cyberpunk 
	postings would go into .misc, and the SR specific posts would fill the
	new group.

Run both votes, with the implication that .cyber does not welcome SR, and 
	vice versa.  Once again, the posts of general interest should be
	directed to .misc.

We want discussion on this and need your input.  The discussion on this is
being redirected to news.groups.

-Coyt			cwatters@magnus.acs.ohio-state.edu


Newsgroups: rec.games.frp.misc
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Re: GURPS 1/8 and 1/4 Points, & high defaults
Organization: Plymouth State College - Plymouth, NH.
Date: Mon, 14 Dec 92 13:45:11 GMT

kerr@csugrad.cs.vt.edu (Shane Kerr) writes:
>Just a quick GURPS question:
>	For characters with Eidetic Memory, should 1/8 and 1/4 points
>be allowed for use on skills?  

Never in my games.

>	Can skills be bought up from high stats just like defaults off
>of other skills.  

Yes.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.frp.misc
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Subject: SRII increase ability spell???
Organization: Harris Corporation - ISD
Date: Tue, 15 Dec 1992 20:49:46 GMT


I know that increase ability spells do not carry over into astral space
but do the assist magic use in other ways?

For example,  A Shaman casts increase charisma +4 and spends a point of
Karma for a spell lock.

Can he now summon spirits with this new charisma rating.

How about this, A Mage casts increase willpower +4 and locks it with a
spell lock.

Does he resist Drain with this new willpower rating?

Joe Carl
--
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: rhr9081@hertz.njit.edu (Ray Rich)
Newsgroups: rec.games.frp.misc
Subject: Re: This Quirks thing
Date: 16 Dec 92 23:11:44 GMT
Organization: New Jersey Institute of Technology, Newark, N.J.

In article <1992Dec12.234732.19286@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:
>
>|>> >Again: how do you roleplay that? It's a passive physical thing.
>|>> >I can't see it as a quirk.
>|>> >
>|>> 
>|>> Have an opponent grab his ponytail in combat a couple of times.
>|>> Not every session, or even every other session, but whenever it
>|>> seems appropriate.
>|>> 
>|>When I wrote Jigsaw Incomplete, I originally gave
>|>O-Mishu, the yakuza Oyabun, the quirk "Has a 
>|>large dragon tattooed on her back." Jeff and Steve
>|>said "uh-uh, no way."
>|>
>	Hairstyles can be changed on a semi-frequent basis (daily
>in some cases).  A large tattoo is basically a permanent part of
>your body, not a matter of whim.  So I can see how a ponytail
>MAY be considered a quirk (if in an inappropriate situation) while
>I would also rule against the tattoo.
>
>	-john-

	I don't recall the exact phrasing of the rule, but I would allow
a distinguishing tattoo as a quirk.  It is an identifiable mark and 
effectively unchangable.  Agreed, it isn't much to role-play, but it can
come up (a lot more than a quirk like - "loves Road Runner cartoons, roots
for Wiley" from Gurps Supers 2nd Ed.) 

					Just my HO,
						Raythrax
Newsgroups: rec.games.frp.misc
From: staats@athena.mit.edu ()
Subject: Re: Stats Formula Sought
Organization: Massachusetts Institute of Technology
Date: Thu, 17 Dec 1992 21:06:54 GMT

OK, if I get this wrong I will be stoned by fellow
students here in Boston.

The chance that any particular die rolls a one is: 1/6

The chance that any particular die rolls anything else
is: 5/6

BUT, you can arrange the dice in any sequence as long as
the die rolls are the same . . .

Then, the chance of rolling EXACTLY five ones on 13 dice is:
                      5     8
 13x12x11x10x9   | 1 | | 5 |
--------------- x|---|x|---|
   5x4x3x2x1     | 6 | | 6 |

	In terms of a decimal that is ~.038492164


	Hope that helps.

	Rich
From: mak9@ns1.cc.lehigh.edu (MICHAEL A. KAUFFMAN)
Newsgroups: rec.games.frp.misc
Subject: SRII ?'s "Walking" fire, Ultrasound
Date: 16 Dec 92 16:08:12 GMT
Organization: Lehigh University

Our group has come up with two questions that we would like feedback on:

1)  SRII p. 93 states "Smartguns never waste rounds." (This is in reference to
"walking a weapon in full-auto mode.) Does this statement mean that the rounds
are never fired, and therefore do not add to recoil modifiers? Or, are the
rounds fired and do not hit anything of consequence, adding recoil modifiers
to future bursts?  If the rounds are not fired, does that mean a smartgun can
fire two 5-round bursts (max 10 rounds per action) at separate targets no
matter how far apart the targets are? (Of course the second target would
subject to a +2 target modifier because it is a second target.)

2) Why does the Ultrasound sight only half visibility modifiers due to dim
light, darkness, and invisibility, as stated in the Sourcebook Updates section
of SRII?  Ultrasound uses acoustic waves to target objects.  Modifiers based
on the electromagnetic spectrum (or lack thereof), of which visible light is
a component, should have no effect on Ultrasound.

Our group would appreciate any response/discussion you might contribute.


Cheers,

Guak
From: smash@oucsace.cs.ohiou.edu (Scott Mash)
Newsgroups: rec.games.frp.misc
Subject: RPG Fanzine X-Mas Issue Ready!
Date: 17 Dec 92 18:23:34 GMT
Distribution: usa
Organization: Smasher Land RPG BBS (614)593-8359


The DOUBLE X-MAS ISSUE of "Silver, Swords & Slaughter" is ready!

"Silver, Swords & Slaughter" is an amateur rpg zine that covers
nearly every rpg past and present.  All articles have been submitted
by readers, friends and net-folks.  The only charge for this small
zine is $1 which will cover the cost of the paper and stamp and will
only be distributed in the USA. (this is to keep the costs down).

Several changes have been made since issue 3.  The typeface and layout 
have both changed which has made SS&S 100% easier to read.  There is
also more artwork and a greater variety of articles.  In this months
issue there is a survey, which if filled out and returned, makes you
eligable to win a prize donated by a loyal reader.

This issue of SS&S has articles written by Peter Adkinson (creator of
The Primal Order, currently working with Wizards of the Coast), 
Nick Parenti (recently published in Dragon), Brandon Cope and many
others.....

There are articles on Amber, Fantasy Hero, Talislanta, AD&D, Gurps,
Creating your own RPG, and many many other articles....

I am making no money from this magazine all the money goes back into
the next issue of this zine.  "Silver, Swords & Slaughter" is done in
black and white on standard 8 1/2 paper.

If you have any questions feel free to email me at
sss@smashland.nelsonville.oh.us

Submissions are needed for the fifth issue.  The authors of the
articles that have been used will receive a free copy of SS&S.
Submissions can be emailed to the address above.

Silver, Swords & Slaughter
c/o Scott Mash
11685 SR 691
Nelsonville, Ohio  45764

-- 
| smash@oucsace.cs.ohiou.edu         |  Scott A. Mash               |
| smash@bigbird.cs.ohiou.edu         |  Smasher Land RPG BBS        |
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Newsgroups: rec.games.frp.misc