HDTenEightyP/NetNews huggingface dataset:
From: sl859@cc.usu.edu
Newsgroups: rec.games.frp.misc
Subject: Re: Covington Cross
Date: 26 Aug 92 14:28:49 MDT
Organization: Utah State University

> Did anyone see the new show on ABC, I think, called
> "Cubington Cross"?  The setting of the show is in
   Covington Cross...
> England during the dark ages.  This show is great.  It
> is about time a show like this came out.  Basically, the
> show is about Lord Grey and his family.  The show had
> great development of the characters as well as some of
> the best sword play that I had ever seen.  Hopefully,
> the show will make it.  It is possible that this show
> will have the same following as "Star Trek".

	I liked it, but it did move a little slow.  I found
myself clicking between channels at times.  But I do hope that
it works, cuz its so seldom when a show of this genre works and
I just would like to see one work, period.  (as a result it 
would have to get better!)
					wReam...

P.S.  If they could get writers like they have for the New 
Generation Star Trek, It definately would go places!
From: dhenry@plains.NoDak.edu (David Henry)
Newsgroups: rec.games.frp.misc
Subject: Re: Call of Cthulhu Archives?
Date: 29 Aug 92 05:04:45 GMT
Article-I.D.: plains.19956
Organization: North Dakota Higher Education Computing Network

In article <BtpuC3.Jtt@usenet.ucs.indiana.edu> burdickd@silver.ucs.indiana.edu (Dakin Burdick) writes:
>Yup.  We ran a rather long modern campaign, as well as another one set
>in the 1920s and 1930s.  It's a lot of fun but you need to tone down
>the death rate to one character every six hours (or maybe even less).
>To do this you need to give the characters better magic (use modified
>RQ3 Sorcery), tone down insanity rules big time, and alternate
>encounters between Cthulu critters and mundane mortal enemies like
>space nazis.  I also include other monsters (dragons, goblins, etc.)
>to keep the players guessing.  There's plenty of adventures
>you can use, especially if you use both CoC and Top Secret or another
>spy/thriller/detective game.  I had a lot of fun mixing Traveller and
>CoC, using the aforementioned space nazis and mixing them with a
>Mi-Go invasion.  Good luck!

Good luck to yourself, bub. Forgive the purist, but once you add Space Nazis
and Traveller to CoC, you're not playing Cthulhu -- you're probably having
a lot of fun playing whatever it is, but it's *not* horror role playing.
I'm especially opposed to the belief that more sorcery results in better
characters -- part of the parcel in CoC is that it was magic in the first
place that made the villains what they are, and the hallmark of a
successful CoC group shall be its brains, not brawn (although being
properly supported by sufficient brains, one fairly good-sized brawny group
can do some serious slime-kicking).

However, that is a basically good idea for running Cthulhu campaigns. Not
every adventure need be against the Old Ones, or even anything slimy. I've
put my players through loads of unalloyed fun with normal gangster wars,
various non-supernatural mysteries, and other errata. 

-- 
David R. Henry - Rogue Fan Club - CTHULHU in '92! Why vote for LESSER evils?
For Kate is a jealous God, and requires sacrifice./What was your question?--K
"All you of Earth are IDIOTS!"-P9fOS // Thanks... for the memories.--Rogue
dhenry@plains.nodak.edu * ud137927@ndsuvm1.bitnet * ud137927@vm1.nodak.edu
From: sl859@cc.usu.edu
Newsgroups: rec.games.frp.misc
Subject: Champions:  Some Mental Questions, sort of!
Date: 31 Aug 92 15:13:09 MDT
Organization: Utah State University

I have a couple Champions questions... Firstly

If I have a character with a Multipower
how much do I spend to increase the power points one point?

ie.  Multipower, Magic  60 point total
  flight                ^
  telekinesis           |
  energy blast          |
  forcefield            |
  telepathy             |
  forcefield            |
                        |
			How much experience does it take to increase
that to 61, for example???

Also, Can mind control be used to tell people things they might not
ordinarily be able to do conciously, 

like go to sleep, unconscious, be hungry, heartburn, stress headaches
things that are not necessarily physical or intellectual but subconcious
commands???
			
Also, Can you use telekinesis to throw people around, and how many points
need to be spent to throw a person 6 stories(sp?) for example...  Can you
force peoples eyes shut or mouths closed with it?  If I want to make my 
friend fly do I have to pay some strange amount of points or can I just 
pick him up with telekinesis?  I know that in some cases in comics they 
dont let a power affect organics, but you could still lift the carpet under
them...

Finally, What does it take to stake a vampire.  For example, if I am attacked
by Stalker (Well known Assesinos in the play book)  and lets say I have 
50 telekinesis can I rip out a lovely white picket fence surrounding the
graveyard I happen to be in and stake him through the heart?  What type of
manuever is this and how can I do it?   I mean I don't have to actually 
club him down to a certain point and then apply the stakes do I?  That would
be stupid...  But maybe that's how it works.

As you can tell, I have barely begun to play this game and have quite a few
questions.  I really liked the game the first time I played and want to 
be ready for the next, as well as establish my own campaign.

							wReam...

P.S.  You can post the answers or Email me I really could not care less
since I read all of it everyday every other hour or so...  I am a net-junky!
From: porterg@gems.vcu.edu
Newsgroups: rec.games.frp.misc
Subject: Point(lessness) vs. (F)utility 
Date: 1 Sep 92 15:17:15 -0400
Organization: Medical College of Virginia


This discussion of skill utility and point cost is, ahem, pointless.  Players
should know roughly what kind of world their characters are getting into at the
start, and should design characters accordingly.  If the GM says, "the
campaign setting is x, with occasional elements of y and z", then I design my
character to handle x, y and z.  If the powergaming munchkin to my left designs
a one-dimensional "x" character, then why should anyone fault the *game system*
if he is totally useless in "y" and "z"?

However, if you want a quick kludge to encourage broader characters, simply
tick off all character disadvantages as "combat" or "non-combat" (or make
your own distinctions).

Then simply say "disads spent towards an ability outside their category
only count half".  So, if Grond the Barbarian is a "stutterer", he only
gets half the value for that disad if he puts it towards a combat skill.

Of course, munchkins will only take combat disads then, but this is its own
reward...;)

Greg Porter
BTRC
From: dlaird@terapin.com (Delbert Laird)
Newsgroups: rec.games.frp.misc
Subject: GAMES....
Date: 26 Aug 92 13:06:12 PST
Organization: BBS

With the author that posted his GAME system (the one pager), please repost it?
And to any other one-page designers please post their creations?

dlaird@terapin.com
Newsgroups: rec.games.frp.misc
From: canders@isr.harvard.edu (Carl E. Anderson)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster news from GenCon??? Is there any??
Date: 31 Aug 92 18:16:27 GMT
Organization: Harvard University, Cambridge, MA

In article <13812@chalmers.se> d9bertil@dtek.chalmers.se (Bertil Jonell) writes:
>  I just wanted to add the few news that I heard: a WarLaw Companion is
>planned (with more on sieges, aerial troops and probably more WarLaw versions 
>of attack tables) and something called SeaLaw for naval combat.

	Yeah!  Naval Combat - about time!

Carl
Newsgroups: rec.games.frp.misc
Subject: SRII Question
From: bkreed@oread.cc.ukans.edu
Date: 30 Aug 92 14:13:37 CDT
Organization: University of Kansas Academic Computing Serces



>>>>>[I can't seem to find the maximum number of rounds that may be
fired on Autofire in SRII.  Is it still equal to firearms rating +1?
Is it something else completely?  Please enlighten me.]<<<<<
					-<14:17:35/08-30-53>
From: deitrich@ux1.cso.uiuc.edu (Dave Deitrich)
Subject: GURPS Will Rolls
Organization: University of Illinois at Urbana-Champaign
Date: Wed, 2 Sep 1992 04:50:40 GMT

Sorry if this is an FAQ...

In the GURPS Basic Set (don't remember the exact page) it flatly states that
any will roll greater than a 14 is an automatic failure.  Yet, in a lot of
the sample characters me and my friends have seen we find things like IQ 15
and Strong Will +3.  Isn't this a waste of points?

The only two things I can think of are 1.) the guys at SJG are rushed/busy/
lazy, or 2.) there was an errata published somewhere that I missed.

Oh, well; just curious.  Thanks much for all replies in advance!


Dave Deitrich
deitrich@ux1.cso.uiuc.edu
From: wilder@mik.uky.edu (jeff wilder)
Newsgroups: rec.games.frp.misc
Subject: SRII:  Burst fire...
Date: 4 Sep 92 15:17:29 GMT
Organization: University Of Kentucky, Dept. of Math Sciences

Check out the recoil penalties listed for burst-fire (at least in the
text.)  +3 per 3-round burst, as opposed to the +2 given in TRBB.  This
can't be right, as it makes autofiring 3 rounds more efficient, at the
same +2 that burst-fire had before.

--
================================================================================
| Jeff W   uk06666@ukpr.uky.edu | Meddle not in the affairs of cats, for they  |
| Wilder   & wilder@mik.uky.edu | are subtle, and will piss on your cyberdeck. |
================================================================================
Newsgroups: rec.games.frp.misc
From: dunning@chainsaw.ecn.purdue.edu (GALACTIC COMMANDER)
Subject: Re: Permenant damage in HERO
Organization: Purdue University Engineering Computer Network
Date: Thu, 3 Sep 1992 21:34:26 GMT

In article <1992Sep3.155507.277@nmsu.edu> dleland@dante.nmsu.edu (LELAND) writes:
>All the talk in this group on hit locations reminded me of something the 
>HERO system, much as I like it, often has trouble with. In theory there is
>no way in the rules to simulate permenantly disfiguring or crippling a 
>character. Now granted, you wouldn't want to do this very often, but you must
>admit that the strict game mechanics of shooting someone's leg off are hard
>to figure. Why? Because in HERO you eventually get back all your BODY if you
>can recover or get care. There is no mention of permenant damage like scarring
>or limb removal or anything like that.
>
>It seems to me there should be some kind of effect table on a wound chart
>that checks to see how "bad" the wound is. If you roll an 18, you could have 
>permemant damage. Yes? No? Too nasty?

Actually there already exists a method for dealing out everything from
broken bones to permentantly scarred organs.  Under the section near the
Optional Bleeding rules are the Impairment and Disabling Rules.

Impairment:
	Character must take 1/2 of Total BODY in one attack (calculated
		before or after hit location mods).
	This will result in a temporary Impairment to that location.
		This impairment can be anything from loss of running to
		loss of REC or anything else, depending on the attack
		and the location of damage.
	A CON roll will alter the time and damage of the impairment.

Disabling:
	Character must take at least equal to Total BODY in one attack
		(calculated before or after Hit Locations)
	This results in the PERMENANT loss of something.  More points
		sometimes be used by the player to compensate for the
		loss, but the loss is still there.

EXAMPLE:
	Joe (BODY: 10) is shot in the leg by and M-16 from some rowdy
		thugs.  He takes 6 BODY in the leg (Impairment).  After
		failing his CON roll the GM declares that Joe will be
		only able to move at 2" Running for 4 months
		(rehabilitation), but after that time the leg will begin
		to return to normal.

	Mike (BODY: 8) is shot in the left shoulder by the same M-16.
		He takes 10 BODY (Disablement) from the attack.
		Assuming he doesn't bleed to death his shoulder is now
		shattered and the left arm does not work.  After
		extensive surgery he might regain partial movement in
		the arm, but it might never come back to full use (GM
		call).

After playing in several games using the Optional Bleeding Rules and the
Impairment/Disabling rules I suggest them for "HEROIC" campaigns only.
Afterall in Superheroic campaigns you really don't see these heroes
sitting at home nursing a bum leg, unless it is good for the story line.

Just my thoughts on the subject....

Chip
--

-----------------------------\_/-----------------------------
 Elwood H Dunning III         |     I am a pirate, I don't
  GALACTIC COMMANDER          |           DO decency!!
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc
Subject: Re: Strategic Fantasy Battle Simulator
Keywords: Strategy, Fantasy
Date: 19 Aug 92 21:10:14 GMT
Organization: Boeing Computer Services, Seattle


 > I'm not quite sure if I got the point, but I think of 'Dragon Pass' from
 > Avalon Hill (former 'Red Moon, White Moon' (or so) from Task Force Games (?))
 > and Yaquinto's 'Beastlord. Both are not Miniature Combat Systems, but battle-
 > oriented fantasy boardgames. Both incorporate counters representing single
 > characters or small military units. Magic is in both of them too.

That sounds about right. How adaptable are these games to a general type of
situation. I.e. If I had a force mix, would I be able to use the game rules,
counters, and/or board to play out the outcome. Also, how much of a tactical
flavor do the battles retain? Thanks for any information you can provide!
-- 
 Bob Hall,                 | "If at first you don't succeed, try, try again.
 Workstation Peripheral    | Then give up. No use being a damn fool about it."
 Boeing Computer Services  |                                     -Groucho Marx
Newsgroups: rec.games.frp.misc
From: Rannou@info.polymtl.ca (Patrick Rannou)
Subject: Re: Improvisation!
Organization: Ecole Polytechnique de Montreal, Canada
	<RANNOU.92Aug27082739@zuse.info.polymtl.ca>
	<Btp7zn.GM5@acsu.buffalo.edu>
Date: Sat, 29 Aug 1992 09:05:47 GMT

In article <Btp7zn.GM5@acsu.buffalo.edu> swann@acsu.buffalo.edu (Stephen Swann) writes:

   No, Patrick, once again, you've skipped the early part of the thread, and
   didn't see how this discussion came about.  I was arguing with a guy
   (Dennis Hefferman, to be exact), who claimed that he took into account
   *every possibe* action by his players when doing his prep.  And I told
   him that was impossible, but he insisted.

Then the guy has a problem with his brain patterns. True, I missed that
original post. How could a guy say he prepped EVERY POSSIBLE action? It's
kind of arrogant, innit? He can say he prepped every possible IMPORTANT
action. That's more like it. I.E. YThrowing a loose stone in a window falls
under attacking, or disturbing, or making a diversion, whatever. The means
to do the action aren't so important as to have to prep every possible way
of doing the action. That's mental suicide ("Hey, guys, tonight we play
THIS scenario!" <handing over a phonebook sized bunch of paper>).



   >Another guy who think that because a GM does prep, he doesn't impro. Sigh.

   Sarcasm, Patrick, it was sarcasm.  Sigh.  Besides, I was making exactly
   that point - NO amount of prep can make it possible to avoid doing
   some improv, at some point.

Agreed. I'm just a bad sarcasm detector. ;-)

--
/---------------------------\
| Patrick "Paradak" Rannou. |
| Rannou@info.polymtl.ca    |
\---------------------------/

Newsgroups: rec.games.frp.misc
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Some BattleTech/MechWarrior Questions
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Wed, 26 Aug 92 22:15:21 GMT


I am a relative newcomer to the world of BattleTech.  My younger
brothers are actually the ones who have the game.  They have the
BattleTech boxed game, the MechWarrior 1st Edition RPG, the Battle-
Tech Compendium, the ComStar blueprints of Clan Mechs (those huge
blue-paper things that are really meant for hanging on walls or
whatever), and a few of the Clans novels.  What do you, the experts,
think that they should purchase next (or I should get them for
Christmas)--what supplements do we REALLY need?

The next two questions came up when I was flying a Phoenix Hawk 
LAM, constructed with rules from the BattleTech Compendium.  The
first question involves that maneuver known as "Death from Above,"
where the Mech uses its jump jets to fly up and land on the shoul-
ders of the enemy mech, doing huge amounts of damage to said enemy.
Can a LAM in the intermediate mode, between Mech and Aerospace ship,
fly up to about level 20 or so and then drop in a highly-damaging
"Death from Above" attack?

The second question is about the rules of LAM construction.  The  
reason I chose to play a Phoenix Hawk LAM is that I saw the picture
of it in the computer game Crescent Hawk's Inception, and thought it
was really cool.  In that picture, the thing seemed to have all its
weapons, including that heavy laser cannon.  But when converting the
P.H. to a LAM, I found that in order to meet the requirement of 
giving 5 tons of the mech to the transformation machinery, I found
that I had to ditch the heavy laser cannon to be able to make the 
thing acceptible under the rules.  How could the one in Crescent  
Hawk's Inception keep its big gun, and is there any way I could make
a Phoenix Hawk LAM with all its weapons?

Those are all the questions I have, I guess.  Please reply via Email
if you can (I can read them on Usenet, but I like getting mail), but
it's fine with me if you post the answers to the net.  I'll try to
summarize on the consensus of what supplement we should get next, if
I get enough replies.  Thanks!

---Chris Meadows, chm173s@vma.smsu.edu, cmeadows@nyx.cs.du.edu
From: cassidy@rec/games/frp/miscps.msu.edu (John J Cassidy)
Newsgroups: rec.games.frp.misc
Subject: Re: Hero: Vitals HitLoc (Was Re: Champions: Mental Questions...)
Date: 4 Sep 92 05:57:16 GMT
Reply-To: cassidy@cps.msu.edu (John J Cassidy)
Organization: Dept. of Computer Science, Michigan State University
Originator: cassidy@indian.cps.msu.edu

In article <1992Sep01.185545.7106@ecst.csuchico.edu> tdunn@ecst.csuchico.edu (Tim Dunn) writes:
>Delbert Laird writes:
>>As far as I know, the Vitals have been regarded as the genital region
>
>Hmmm, I've always though of it as the "you don't want to be hit there"
>region. It could be the genitalia, but I've also ruled it to cover
>the throat (fractured larynx, crushed windpipe) the heart, the spine,
>the kidneys... anything the paramilitary journals rate as "hot spots"
>for targeting. Below the neck, of course.
>
>-- 
>Law of Communications:
>	The inevitable result of improved and enlarged communications
>	between different levels in a hierarchy is a vastly increased
>	area of misunderstanding.

	The vitals, in the hit-location chart, ARE below the abdomen,
and above the thighs.  And so when first looking heroic Hero over all of
us in my group made this little chuckle.  But the reason that the vitals
are placed there is a matter of die-roll distribution and not anatomy.
The chest is range 10-11 and you don't what to put the vitals at 12 on a
3D6 roll.  So they move them down one to 13.  Plus it does have the
added effect of indicating a region of vitals where unmounted soldiers
can still hit a mounted one.
 
	John J Cassidy		cassidy@cps.msu.edu
	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: jdugger@envy.Reed.Edu (Jay Dugger)
Newsgroups: rec.games.frp.misc
Subject: Re: Amber Questions
Date: 31 Aug 92 15:18:21 GMT
Article-I.D.: reed.1992Aug31.151821.8784
Organization: Reed College, Portland, OR

In article <Btu0pq.F6I@agora.rain.com> krelos@agora.rain.com (Neal  
Feldman) writes:
> I'm just about to start up my Amber game again, and a few questions 
> have come up.  
> 
> Does anyone have an alternate sorcery system?  Does anyone have  
additional 
> levels (such as exalted) for sorcery and the like?
> 
> How do you run improving characters?  Do you use the rules straight from  
the
> book?
> 
> The abilities that are described under each stat:  Do you give each
> character all of those abilities, or what?
> 
> Has anyone posted any Amber adventures to the net?
> 
> Are there any mailing lists or the like for Amber?
> 
> And finally, does anyone know if there have been any supplements yet for
> Amber?
> 
> Thanks in advance.
> 
> Nancy Feldman, Neal's Wife

	Phage Press has a number of supplements in the works for Amber,  
according to the New Products list at our local hobby store.  None of  
these have been released.

Jay Dugger
jdugger@reed.edu
Newsgroups: rec.games.frp.misc
From: lib1p@rosie.uh.edu (Tammy Stark Blandino)
Subject: Re: Demise of bboard?
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Tue, 1 Sep 1992 11:58:00 GMT

In article <1992Aug31.214621.1@wharton.upenn.edu>, millerl@wharton.upenn.edu writes...
>In article <gece=9y00WAv8362Nm@andrew.cmu.edu>, fl0m+@andrew.cmu.edu (Faye Levine) writes:
>> Wasn't this bboard going away?  I'm still getting new messages on it...
> 
>Your note was posted to rec.games.frp.misc in my neck of the woods. I
>think we have seen the last of rec.games.frp as a full fledged newsgroup
>today. RIP. A moment of silence.

Here a U of Houston we are still getting rec.games.frp loud and
clear.  This morning I had 80+ postings from the weekend.

Tammy
lib1p@jetson.uh.edu
From: tag@hermes.ecn.purdue.edu (Tony A. Gibbens)
Newsgroups: rec.games.frp.misc
Subject: Re: Cubington Cross
Date: 28 Aug 92 16:24:03 GMT
Organization: Purdue University Engineering Computer Network

In article <1992Aug27.171317.27080@julian.uwo.ca> scheyen@asterix.gaul.csd.uwo.ca (Peter Scheyen) writes:
>In article <1992Aug26.175851.20147@ntmtv>, weitzeka@ntmtv.UUCP (Keith Weitzel) writes:
>|> 
>|> 
>|> Did anyone see the new show on ABC, I think, called
>|> "Cubington Cross"?  The setting of the show is in
>|> England during the dark ages.  This show is great.  It
>|> is about time a show like this came out.  Basically, the
>|> show is about Lord Grey and his family.  The show had
>|> great development of the characters as well as some of
>|> the best sword play that I had ever seen.  Hopefully,
>|> the show will make it.  It is possible that this show
>|> will have the same following as "Star Trek".
>|> 
>|> 
>|> Keith Weitzel
>|> ntmtv!weitzeka@ames.arc.nasa.gov
>
>I too was looking forward to this show after seeing the trailers for the past few weeks.  However,
>I was supremely disappointed with it.  Beyond the costumes and setting it was pretty bad.  The
>story was slow, and the characters were not believable (esp. Lord Grey's daughter).  Thumbs
>down I'm afraid.
>
>--
>	scheyen@gaul.csd.uwo.ca

What, Where, WHEN!!! Damn, I always seem to miss these shows.  could
someone provide me with the time and date of the next show.  I really
haven't seen any add's for the show.

tag@ecn.purdue.edu
From: aesba3kgfm@dct.ac.uk
Newsgroups: rec.games.frp.misc
Subject: 367
Date: 28 Aug 92 12:30:21 +0100
Organization: Dundee Institute of Technology


	If someone has the Vampire: wheat ghoul story
	Then please put it back on for a short period next thursday or
	friday!!!!
        By the way.....vampire and amber are superb!!!!
Newsgroups: rec.games.frp.misc