HDTenEightyP/NetNews huggingface dataset:
From: pvanheus@frodo.cs.uct.ac.za (P A van Heusden)
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
Date: 14 Oct 92 08:18:44 GMT
Organization: Computer Science Department, University of Cape Town

In <JAMIE.92Oct9222335@kauri.vuw.ac.nz> jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:

>In article <gepAsOu00iUzQ7VrRA@andrew.cmu.edu> Ryan S Hughes
><rh3x+@andrew.cmu.edu> writes:

>   Does anyone out there still play Rolemaster?  If so, does anyone have
>   any suggestions on how to play?  (Not like how do you roleplay, but what
>   are the best skills, classes, ideas you've heard or had, etc...)  I'd
>   really like to hear everything! 

>Well, I don't think anyone actually *plays* Rolemaster; however I'm
>sure more than a few have accountancy sessions which might be mistaken
>for a game. :)

Sod you. We, at CLAWs UCT, play regularly. It just takes a bit of getting
used to. At CLAWs, the club is split between AD&D, Rolemaster and VERY
modified Cyberspace (The system is being rewritten, essentially). And now
I'm starting off on RuneQuest, but we find many mods are needed there too.

>As for best skills, classes etc: skills are very much
>campaign-specific, although there are some that would almost never be
>used (and we don't need another thread on who used Locating Reality
>Warps, and who didn't :), and some that would be in almost every game.
>Really it's up to you, and the sort of game you want to run.

There are a couple of standards: Perception is important. It is good to have
at least 1 rank in swimming, climbing, etc, so as not to have the -25 penalty.
As a pure magic user, develop 1 spell list per level. Also, ambush ranks are
nice for killer types. Body development is important. Of course, always have a
weapon skill, even if you're a mage. Some mages this side develop 1 rank on
heavy crossbow. At close range that is an attack at +30, with extra plusses
for weighted bolts. Then, a rank of two on Stalk/Hide. If your a magic user,
Attune/Power perception/Runes are nice. Then you get into the specialist 
skills.... Which Companions do you have? (The best are 1 and 2)

>When it comes to classes, I'm something of a maverick; I believe that
>the way to go is with just one class, the No-Profession Profession
>(and with a name like that, who could disagree? :). This, as is
>pointed out in the rules themselves, is the ideal way to make
>Rolemaster into an almost-skill-based system. And it removes all the
>hassle of whether to allow Choas Warriors in as NPCs only, or as both
>PCs or NPCs, or whether he is a so-and-so with a capital S or with a
>lower case s...

Up to you.... What levels do you play? At low levels, more specialist
classes are nice, at high levels, more general ones. Have you seen the
new skill costs manipulation stuff in RMC5?

>As for ideas; be more specific, and I'll be more helpful! :-)

>Jamie

Peter

--
*******************************************************************************
Peter van Heusden              "The extreme always makes an impression"
CS2, UCT, Cape Town, RSA             J.D. - Lethal Attraction 
pvanheus@frodo.cs.uct.ac.za
From: cm182s182@pdrome.UUCP (Clayton Miner)
Newsgroups: rec.games.frp.misc
Subject: Star Wars Second Edition
Date: 11 Oct 92 12:43:03 GMT
Organization: The PowerDrome BBS [(716)825-3614 Excelsior]
X-BBS-Software: EXCELSIOR! v0.960

Does anyone have any information on the changes between the first and second 
edition?  Inquiring minds want to know....is it worth laying out the cash?  If 
someone already has the first edition and three of the hardcovers, would it be 
enough diffenert to merit looking into?  I am asking for a friend as I enjoy 
the system as it is now and will stay with it.
 
Skeksis
Newsgroups: rec.games.frp.misc
Subject: Re: Rolemaster
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Fri, 9 Oct 1992 10:23:35 GMT
Organization: /u/student/jamie/.organization

In article <gepAsOu00iUzQ7VrRA@andrew.cmu.edu> Ryan S Hughes
<rh3x+@andrew.cmu.edu> writes:

   Does anyone out there still play Rolemaster?  If so, does anyone have
   any suggestions on how to play?  (Not like how do you roleplay, but what
   are the best skills, classes, ideas you've heard or had, etc...)  I'd
   really like to hear everything! 

Well, I don't think anyone actually *plays* Rolemaster; however I'm
sure more than a few have accountancy sessions which might be mistaken
for a game. :)

As for best skills, classes etc: skills are very much
campaign-specific, although there are some that would almost never be
used (and we don't need another thread on who used Locating Reality
Warps, and who didn't :), and some that would be in almost every game.
Really it's up to you, and the sort of game you want to run.

When it comes to classes, I'm something of a maverick; I believe that
the way to go is with just one class, the No-Profession Profession
(and with a name like that, who could disagree? :). This, as is
pointed out in the rules themselves, is the ideal way to make
Rolemaster into an almost-skill-based system. And it removes all the
hassle of whether to allow Choas Warriors in as NPCs only, or as both
PCs or NPCs, or whether he is a so-and-so with a capital S or with a
lower case s...

As for ideas; be more specific, and I'll be more helpful! :-)

Jamie
Newsgroups: rec.games.frp.misc
From: sleibowitz@hamp.hampshire.edu
Subject: Re: SRII: Plant totems,Deities, and Magic.
Organization: Hampshire College
Date: Fri, 16 Oct 1992 19:48:16 GMT

In article <1992Oct15.152409.24633@dvorak.amd.com>, markl@dvorak.amd.com (Mark Luedtke) writes:
> In article <1992Oct14.230332.43856@kuhub.cc.ukans.edu> kumagic@kuhub.cc.ukans.edu (Stephen R. Figgins) writes:
>>I think deities would make good totems as well.  I think that SRUN
>>shies way from this for religious reasons, not wanting to step on nay
>>censor's toes out there, but for many magical traditions it is a
>>patron deity that is the totem.  Even in Native American religions,
>>totems are closer to being non anthropomorphic deities than they are
>>some animal spirit.  If you go with the western tradition of
> 
> I am considering creation of Christian magicians who get their power from
> patron Saints.  Very similar to the shamanic tradition, using the Saints
> as Totems.  I think I will only allow them to summon spirits in Great Form,
> however, and only after they become an initiate.  Of course, if they
> are affiliated with a church, they will have very hand magical groups to
> assist them.  I plan to allow bonuses and penalties by patron much like
> the current totem modifiers.
> -- 
> 
> Mark Luedtke    markl@dvorak.amd.com

One of the FASA bigwigs (Dowd or Hume, I think) was quoted as saying that there
_is_ such a thing as a Christ shaman.  He quickly added that you would never
see anything about it in the actual rules or supplements.  Someone followed
this up by releasing a "dove" totem in that vein.  If the person who created 
that totem would post it to USENET again, it would be much appreciated.

Actually, this brings me to another question: has anyone out there come out
with a compilation of player designed totems?  If not, I will (gulp) be happy
to undertake the task...

						Your humble servant,
						    Smiling Wolf

sleibowitz@hamp.hampshire.edu
"Men are not admitted into Heaven because they have curb'd and govern'd their
 Passions, or have no Passions, but because they have cultivated their
 Understandings." - Blake
Newsgroups: rec.games.frp.misc
From: irvine@uxh.cso.uiuc.edu (Brent Irvine)
Subject: Re: New From SJ Games!
Organization: University of Illinois at Urbana-Champaign
Date: Sat, 10 Oct 1992 20:25:44 GMT

In article <1992Oct10.044002.4467@ncsu.edu> jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH) writes:
>
>|>
>	Don't forget about GURPS Bunnies and Burrows (No joke!).  About the 
>trials and adventures of those intelligent denizens of the local forest and
>vegetable garden.  Very playable and very funny in spots.  (e.g.  rabbits
>are not very good at math, so they can't count very high.  "One, two, three,
>four, lots!")
>
>	-john-

Yikes!  That is from an old-ish game by the same name published by 
(probably extinct) an old company called FANTASY GAMES UNLIMITED.

The game was first published in 1976 (same time as _Watership_Down_)
I have a copy from 1982 (second edition).

I wonder if they give credit to the original publishers?



-- 
+-------------------------+---------------------------------------------------+
| Brent L. Irvine         |  "Reality is not the world, but the perception of |
| irvine@uxh.cso.uiuc.edu |   the world."			-Sneakers     |
+-------------------------+---------------------------------------------------+ 
Newsgroups: rec.games.frp.misc
From: eebonar@sn01.sncc.lsu.edu (Dave Bonar)
Subject: Re: Newbie System?
News-Software: VAX/VMS VNEWS 1.3-4   
Reply-To: eebonar@sn01.sncc.lsu.edu
Organization: News and Views from LSU
Date: Fri, 9 Oct 1992 20:08:43 GMT
Nntp-Posting-Host-[nntpd-21119]: sn01.sncc.lsu.edu

In article <7150@blue.cis.pitt.edu.UUCP>, seawasp@vm2.cis.pitt.edu (Sea Wasp) writes...
>	I agree with your above remark. However, it seems to me that premade
>characters are directly against all roleplaying. If you made the character
>and handed it to me, it isn't my character. You designed it differently,
>you have a different conception of it, and in short it isn't a character
>for me; it's a collection of numbers with no relation to me at all. Premade
>characters have always felt completely alien to me -- I find them to be
>promotions of ROLL-playing because the user (I can't really say "player")
>of the premade is just picking up a cold set of numbers without even the
>tenuous personal connection of these at least being HIS numbers and 
>trying to maximize the return on numbers whose meaning he (especially if
>a newbie) will have very little concept of.
>	I never play premades. This keeps me out of  tournaments, I suppose,
>but then tournaments never struck me as particularly productive either...

	I'd like to preface all of the following by saying that I didn't
bring up the premade characters in the first place.  However, I did 
include it in my followup because I think they can be a help in letting
players quickly get a feeling for what a player character is.  Obviously,
after learning a little about what role playing is the new players will
want to make their own characters (or quit playing!).  

	I'm of two feelings for premade characters.  If I can describe
a character and have the GM make him (if he is doing this for all of the
characters) and then talk with me about how this character matches up 
with my thoughts/description I'm happy with it.  Most of the time I'd
still prefer to learn the system well enough to make a character but
I have no real problem with the above method.

	On the other hand; in many cases I agree with you about totally
premade characters.  I don't like being handed a fully detailed character.

	Now, looking at introducing complete novices to role playing.  I'd
say premade characters might be a reasonable first intro.  Given a situation
in which there was a good selection (around 2 times the number of players 
or more) of premade characters all of whom were very sketchy on background/
personallity I think it would work.  That way the people could just pick
a character, personalize the background and personality, switch around
a few points maybe and go for it.  This is basically the archtype idea.
I don't make use of archtypes when playing with experienced gamers but with
new players it should give them a quick handle on what a character is.

Dave
__________
Dave Bonar
eebonar@lsuvax.sncc.lsu.edu
__________

Newsgroups: rec.games.frp.misc
From: b_kondalski@vssi.trw.com (Brian J. Kondalski)
Subject: New RQ Material
Date: Fri, 9 Oct 1992 20:12:32 GMT
Organization: TRW Vehicle Safety systems Inc  MI

I remember hearing something about some new Runequest 3 material that was to
be released.  I have the Sun Country supplement, but I believe there was
supposed to be a release of a Pavis type supplement, Dorastor, and other
goodies.  Anyone know anything about what's happening with these?

-- 
Brian J. Kondalski                              b_kondalski@mordor.vssi.trw.com
TRW Vehicle Safety Systems Inc                            Voice: (313) 781-7382
4505 West 26 Mile Road
Washington, MI  48094
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Newsgroups: rec.games.frp.misc
Subject: Re: AD&D to GURPS monster conversion
Date: 12 Oct 92 15:01:46 GMT
Organization: Boeing Computer Services, Seattle


<betel@camelot.bradley.edu (Robert Crawford)> writes:
 >         Convert the concept, and don't worry about the stats. If a
 > creature is supposed to be tough, give it lots of HP, a decent combat
 > skill, and maybe (if called for) some special abilities.
 >         Legends about creatures work well -- especially if your
 > players have read all about the AD&D creatures.

Actually, I'm pretty sure there must be a good way to do it using stats. I
tried converting a couple of AD&D beasts by taking the logarithmic range of
XP values and converting them to a linear scale using a table. The various
point costs for advantages and disadvantages can be computed using the
Fantasy Folk book.

For movement, I produced a table of GURPS movements with corresponding AD&D
movement ranges. (The AD&D movements don't always give you good GURPS values,
but it gives you a starting place.

Likewise, the Armor Class and Movement can be used to compute the Active and
Passive Defense ratings. For first approximation, convert the AC to a total
defense rating, then set PD to 40% of the total. The values are modified based
on the type of defense employed by the creature. Faster creatures have a 
higher portion of their defense as Active, while heavily armored creatures
will have a higher Passive Defense.

Finally, I try converting the attack modes to reasonable GURPS weapons. This
is where I ended up doing the most fudging, but the typical damages listed in
Fantasy Folk are a good starting place. (Ex: Claws.)

BTW, there's nothing particularily special about the tables I came up with. In
fact, I was somewhat dissatisfied with them. (Particularily the XP to CP
conversion.) If someone has come up with a well tested procedure for converting
AD&D monsters, I'd like to see it! 

-- 
 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: phi@sage.cc.purdue.edu (Aeleck)
Subject: Newbies?  How about SRun Newbies?
Followup-To: rec.games.frp.misc
Summary: questioning for opinions
Organization: A world of my creation, a world of imagination.
Date: Fri, 9 Oct 1992 19:08:37 GMT

Ok, the recent thread about newbies has put a question in my mind, and
I don't think I am going to get it out until I've asked it of everyone
here.  So...

I know that when I used to play ADND and was showing a newbie
how to play, I always suggested a fighter (or fighter type) so that
he/she could get the hang of the game.  Then he/she could make another
that they would be interested in for the real run.

My question:  In Shadowrun, what kind of archetype would you suggest 
to a newbie who was just starting, wanted to learn the system, and quite 
possibly has never played any role-playing games in his/her life?

Usually I suggest a street samurai.  This is IMO the simpliest (or could
be) kind of character to run.  They usually respond to any given situation
in the same way:  Shoot first and fingerprint the corpses later.  (I DID
say usually.)  This way the newbie can get an idea of how combat runs,
the general rules, etc.  

Would there be a better archetype to suggest?  Maybe a more generic 'type?
Maybe, a more specific 'type?  IMO, again, I think Magickals are the only 'type
that SHOULDN'T be a first character, but they so often are.

So there you are, what do you think?

Seeya in the funny papers,
Aeleck                 /                  /  
                      /                  /        
     __      __      /   __      __     /         
    /  \    /  \    /   /  \    /  \   / \        "If you're not having
   /   /   /\__/   /   /\__/   /      /\_/         fun, you're doing some-
   \__/\__/\___/__/\__/\___/__/\___/ /   \__/      thing wrong." -Patrick
Newsgroups: rec.games.frp.misc
From: adler@hal.gnu.ai.mit.edu (Philip Adler)
Subject: Space Gamer Magazine
Summary: The triumphant return.
Keywords: Magazine, input
Organization: Space Gamer Magazine
Distribution: usa
Date: Tue, 13 Oct 1992 09:04:27 GMT

For those of you who didn't know (and especially those who did) I
would like to announce the return of Space Gamer magazine. Now, in
the interest of producing the best magazine possible, I would like
to ask for the input of all you prospective readers out there.
Basically, I want to know what YOU, the reader would like to see in
the pages of our magazine. We'd like to think that we're more
responsive to the reader's needs than the current "Big guys," Dragon
and White Wolf. (Dungeon and Challenge really cover a different
field, but if the demand is there, we'll look into it.)
So, for all of you out there who have something you've been dying to
see, let us know. And if you've already seen issue one (or two if
you're a subscriber), let us know what you liked and didn't like and
where we can most improve.

Thank You for your input,
Philip Adler
Associate editor, Space Gamer magazine.
Replies by mail will get the quickest and most thourough attention
due to the volume of this newsgroup.
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: Re: WHy is this newsgroup supposed to be gone?
Originator: jmkaraka@c00040-100lez.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Thu, 8 Oct 1992 21:24:51 GMT


I|>"Pathetic"? *Snicker* Shadowrun's so pathetic it drove a GM here into
|>near suicidal depression recently.  At least TORG has mechanics that
|>worked the first time around....
|>

	Bwa-ha-ha-ha-ha-ha!

		-john-
From: aj834@cleveland.Freenet.Edu (Scott A. Maehner)
Newsgroups: rec.games.frp.misc
Subject: Re: Robotech/Rifts Mecha Strength Question
Date: 8 Oct 1992 01:27:06 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: aj834@cleveland.Freenet.Edu (Scott A. Maehner)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, kinnema@wkuvx1.bitnet (Mark Kinney, Attorney at Chaos) says:

>Do any rules exist in the Palladium system for strength conversions
>(or just strength attributes) for mecha and powered armor like in
>Robotech and Rifts?  Several players in my group have wondered about 
>this, and before I make up something I'd like to see any existing 
>rules (or some ideas anyone out there may be using).

*begins flipping thru Robotech: Sentinels*

*begins flipping thru Rifts*

I don't expect this to help much, but supposedly on p. 57 Sentinels:

"The Cyclone (powered armor) also has a physical strength equal to P.S. 40
(+25 S.D.C. damage bonus)"

and lower still on the page:

"P.S. of the VR-038-LT  (light female powered armor) is equal to P.S. 30"

That might give you something to start with.


-- 
Internet: aj834@cleveland.freenet.edu
Bitnet: aj834%cleveland.freenet.edu@cunyvm
My opinions are my own, but they can be yours for a small down payment and a
reasonable monthly rate...Credit terms available!   
Newsgroups: rec.games.frp.misc
From: tbarnes@silver.ucs.indiana.edu (thomas wrentmore barnes)
Subject: Re: AD&D to GURPS monster conversion
Organization: Indiana University
Date: Mon, 12 Oct 1992 19:06:02 GMT

In article <betel.718856366@camelot> betel@camelot.bradley.edu (Robert Crawford) writes:
>mj173798@longs.LANCE.ColoState.Edu (Michael Emil Johnson) writes:
>>	After playing AD&D for so many years, I've been spoiled by an almost
>>limitless supply of monsters to throw at players.  Now that I GM mostly GURPS
>>campaigns I've been working on a way to convert AD&D monsters to GURPS monsters
>>through some consolidated system, and make some use of those dusty books. Any
>>good ideas or systems out there ??
>

I've been wondering about how to do this myself. This is the way I would
go about doing it. 

Armor Class: Convert to PD and DR based on comprable armor types (i.e.
A.C. 2 = Plate + Shield = PD 3-6, DR 4-7)

Hit Points: Base HT = 10+1 per AD&D HD, Hit Points = 10 per AD&D HD. 

	This would give an orc or goblin an average HT of 11/11 and a
ancient red dragon an average of 23/230!

Attacks: Look at the creature's size (S, M, L) and damage. If it is
smaller than man-sized and does crappy damage (an AD&D kobold) give it a
sub-human strength and crummy weapons damage &/or a low skill/Dx.
Of course if it has a high level, if has a higher DX/weapon skill.

AD & D Damage			GURPS STR
------------------------------------------
1-2				5-
1-4				7-8
1-6				9-12
1-8				10-13
1-10				11-14
2-8				11-14
2-12				12-16
2-16				14-18
2-20				15-20

etc.

This means that really big monsters deal out less damage in GURPs than
in AD&D on average, but given that the standard GURPS character can take
fewer hits, this is a good thing.

Special Attacks and Defenses: Use the appropriate Advantages from one of
the GURPS rule books, SUPERS, UPLIFT/ALIENS/FANTASY FOLK, PSIONICS and
MAGIC would be the most likely bets.

Disadvantages: Read the monster description. If it is described as being
limited in some way that is a disadvantage. A common disad. would be:
Phobia: Bright Light or Dislikes Bright Light (quirk). If you want to
remain true to the genre most monsters will also have numerous Odious
Personal Habits, especially OPH: "Evil Behavior" (robs, cheats, steals,
eats sentients), and possibly the Sadism disadv.

My choices for first monsters to convert would be the creatures that
could exist in a non-magical ecosystem without unbalancing it. Things
like carrion crawlers, rot grubs (toned down a bit), and the ever-
popular Otyugh (what sewer under a fantasy city would be complete
without an Otyugh I ask!). I also like the AD&D kobold so much better
than the the GURPS kobold (even if the AD&D ones do look like itty-bitty
reptile men). I'd import the AD&D kobold for GURPS FRP cannon-fodder.

Please feel free to modify this system. I did it at the keyboard, so I'm
sure it has design flaws.

Good Luck, Tom
From: fshaver@eng.auburn.edu (Theurge Whitetooth)
Newsgroups: rec.games.frp.misc
Subject: Werewolf Hunters?
Date: 13 Oct 92 20:37:50 GMT
Reply-To: fshaver@eng.auburn.edu
Organization: Auburn University Engineering

Greetings.

Have any of you thoughts on a pack of werewolves as Hunters (using _Hunters Hunted_)?
I am primarily asking about allowing the characters to be able to purchase Numinae and also about their purchasing Merits and Flaws (obviously not Merits/Flaws intended only for Kindred,  e.g. Eat Food).

Back home, our local pushover, er, um, Storyteller allowed us, players, to purchase Numinae and Merits/Flaws.  Though tempted, I knew I wouldn't be playing long enough to take real advantage of True Faith.  I did, however, take Clairvoyance along with enough flaws to cover its cost.  The first night I was able to use Clairvoyance to safely track one Kindred to its haven and watch it set its traps.  The next day the wyld paid a call on the wyrm (we won).

Back on the subject, do any players/storytellers allow werewolves to purchase Numinae and/or Merits/Flaws?  I am most curious.

Thanks.

P.S.  I made an attempt to proof-read my work.  If WhiteWolf begins hiring editors, I hope they see this and remember my efforts.

"Never, ever make a deal with a dragon."  ShadowRun
Newsgroups: rec.games.frp.misc