HDTenEightyP/NetNews huggingface dataset:
From: ray@ariel.its.unimelb.EDU.AU (Douglas Ray)
Newsgroups: aus.films
Subject: Re: Review: DEADLY (No spoilers)
Date: 16 Aug 92 09:08:26 GMT
Organization: University of Melbourne, Australia

voros@physics.monash.edu.au (Joe Voros) writes:
[... lots... including: ]
> 
> DEADLY is a mystery thriller about a contemporary Australian issue --- 
> Aboriginal deaths in custody.


saw this on friday.   Good stuff.

I wouldn't say the film isn't sentimental;  but it isn't too
sentimental, excepting the aformentioned cliches.

There's still a mile between the characterisation explored in the white
lead vs the black leads.   As for the 'love interest', it was handled
marvelously (though the film won't be on anyone's list of Erotic
Cinema), and is probably one of the most realistic parts of the film.
It is unfortunate that time spent developing _her_ is time taken from
(?)jimmy.
						- douglas ray
						doug@unimelb.edu.au

-- 
"Now, the real world is not like that;  otherwise, advertisements would
not be needed to tell you that it is."	(Radio 3AR, Science Show)
From: matap@lure.latrobe.edu.au (Andrej Panjkov, La Trobe Maths)
Newsgroups: aus.films
Subject: Re: The Player
Date: 18 Aug 92 22:51:40 GMT
Organization: VAX Cluster, Computer Centre, La Trobe University

> I did particularly like the reference to the worlds longest tracking shot,
> during an even longer tracking shot.
> -- 
> Harry the Dirty Dog		"That's one...small step...for a six foot dog...

Are you talking about the opening shot?  Was it really longer than the 
shots in Hitchcocks Rope?  (I've heard there are only seven shots in Rope.)
-- 

Andrej Panjkov,                       matap@lure.latrobe.edu.au 
Dept. of Mathematics,
La Trobe University,                  "I've got a goddamned PLAN!"
Melbourne, Victoria, 3083, Australia
From: matap@lure.latrobe.edu.au (Andrej Panjkov, La Trobe Maths)
Newsgroups: aus.films
Subject: Re: The Player
Date: 18 Aug 92 22:49:18 GMT
Organization: VAX Cluster, Computer Centre, La Trobe University

I enjoyed the way The makers of the player used the film itself to 
illustrate the flawed priorities of Hollywood film-makers:

*  "We gotta have a star."  Whoopi Goldberg as a detective?  The casting 
made no sense at all!

*  "We gotta have a happy ending."  The last two minutes--Griff gets the 
girl, a Rolls, away with his crime, and on top of his foes--were a 
complete non-sequitur.

*"We gotta have sex."  I don't think I can make a strong point on this one, 
but I thought the love interest with Scacchi was irrelevant.  



Also--  Did anyone else think Fred Ward looked like Shemp?


-- 

Andrej Panjkov,                       matap@lure.latrobe.edu.au 
Dept. of Mathematics,
La Trobe University,                  "I've got a goddamned PLAN!"
Melbourne, Victoria, 3083, Australia
From: Phillip.Morgan@f252.n633.z3.fidonet.org (Phillip Morgan)
Sender: acsnet@csource.oz.au
Newsgroups: aus.games
Subject: FOR SALE
Date: Tue, 11 Aug 1992 20:24:02 +1000

Hi.

I have the following for sale:

    1 80286 16 mhz pc including the following:

    150mb IDE hard disk
    SVGA 512kb screen card
    SVGA Multisync monitor
    101 keyboard
    5.25" 1.2mb floppy disk drive
    3.50" 1.44mb floppy disk drive
    2mb RAM
    2 serial/1 parallel/1 games I/O card
    Joystick
    Heaps of shareware already installed.

    All for the bargain price of $1300.00  O.N.O.

    I also have a 20mb MFM hard disk for sale for $10.00

    If you are interested reply 3:633/252 or phone 721 1617 BH

Phillip Morgan

 * Origin: Endevour CS BBS +61 (03) 725 4712: Oh god, what a mess! (3:633/252)
Newsgroups: aus.games
From: ssanderss01@cc.curtin.edu.au
Subject: Re: Eye of the Beholder 2, End Bit
Organization: Curtin University of Technology
Date: Tue, 18 Aug 1992 02:26:22 GMT

In article <713631253.F00001@csource.oz.au>, Andrew.Morison@f550.n635.z3.fidonet.org (Andrew Morison) writes:
>   I have finished EOBII, and the way to kill Dran is to cast a haste spell,
>  Give the Talon sword to one of your fighters. When you reach Dran, back-up to
>  a 2*3 area south of the stairs. What you should do is swing once and step
>  aside. He sometimes moves the other way, catching you by surprise. You just
>  have to be quick enough to get out of the way.
> 
>   Once you have killed him the first time, he turns into a dragon which is
>  much quicker than the old Dran. When you kill the Dragon the game is over, and
>  you get to watch the ending sequence.
> 
>   Hope this helps. If you have anymore trouble, don't hesitate to leave a
>  message.
>            _  __ __
>     /\/\  | |  /  /   /\
>    /    \ |_| /_ /_  /__\
>                     /    \
> 
>  * Origin: Empire BBS +61(3)592-5662 (3 lines) (3:635/550)
> 

That's how I did it as well.  It is by far the easiet way to stay alive.
It can also be applied elsewhere (ie moving from one side to another) in
the game as well.

Stu
From: Lisa.Chevallier@f360.n632.z3.fidonet.org (Lisa Chevallier)
Sender: acsnet@csource.oz.au
Newsgroups: aus.games.roleplay
Subject: Mechanics to Support Characterisation?
Date: Wed, 19 Aug 1992 17:55:42 +1000

 MB> So...what do others say? Too restrictive? Unnecessary? 
 MB> Best thing since sliced
 MB> bread? They totally interfere with my character conception?....?

  I think that "Mechanics to support Characterization" is not a very good idea.
AD&D tried to do it with Alignments.

  To rely on dice rolls to show how your character reacts is not role playing in
my opinion, it is ROLL playing.

  As far as a game system that supports characterisation is concerned, I have
found that GURPS is the best. You DESIGN your character, not roll him/her up.

  And YOU get to determine how they react, not a dice roll....


   LAC.


 * Origin: Old fashioned spells, potions and remedies...  (3:632/360)
Newsgroups: aus.games.roleplay
From: markg@vulcan.anu.edu.au (Mark Grundy)
Subject: Re: IRA & Roleplay (was Thematic Gaming)
Originator: markg@vulcan.anu.edu.au
Reply-To: markg@arp.anu.edu.au
Organization: Australian National University, Canberra, Australia
Date: Tue, 18 Aug 92 00:54:14 GMT


In article <713909242.F00002@csource.oz.au>,
Lisa.Chevallier@f360.n632.z3.fidonet.org (Lisa Chevallier) writes:
>  JPH> and threatening. One of the biggest myths of present 
   JPH> day roleplaying is that
   JPH> ROLEPLAYING IS ABOUT FIGHTING. Look at the range of 
   JPH> commercial games, look at what's
  
    > I have to agree with you that the statement that "Roleplaying is about
      fighting" is incorrect...   Who ever said it  made one mistake.   They
      used the wrong world - Roleplaying  is about CONFLICT.  Weather it  be
      the fighting sort of conflict, or conflict of characters, or just  the
      conflicts that  occur in  the minds  of each  character, it  does  not
      matter.  With no conflict involved, it just would not be worth it.  It
      is the same with all stories -  characters have to grow - how do  they
      grow?  Through personal conflict.

        Hear there!  I'd like to extend this point, and reiterate  something
    I've probably  said too  many times  before: Roleplaying  is a  dramatic
    game.  Drama is about conflict.   Conflict can be internal or  external:
    emotional, intellectual, spiritual, cultural  or physical.   Traditional
    roleplaying confines itself to about  a tenth of the possibilities  (ie,
    external physical conflict).  With  the amount of experimentation  going
    on, the opportunities  for new  stories have opened  up by  an order  of
    magnitude.

>  JPH> 'Experimental' games started when characterisation and 
   JPH> atmosphere became important.

        I think that  they started  when someone decided  that lead  figures
    could be imbued with personalities.  Atmosphere emerged when the subject
    matter  began  to  require   it;  textured  characterisation   developed
    similarly.

>   IMHO they should always have been important. I have known this since I first
  seriously started gaming in 1986.

        Game skills only start becoming important when you've got  something
    to use them on.  In order to provide mature treatments, we need to begin
    with mature subjects.   I think that the  fear many roleplayers have  of
    such subject matter is borne from the fact that they simply aren't ready
    to think about those subjects.  Many try to escape those very  realities
    in roleplaying,  and are  appalled at  the thought  of real-life  issues
    intruding on their escapist fantasies --  as though John Carter, hero of
    Mars, suddenly started worrying about his bald patch :-)

        Nonetheless, my experience is that  the same people who decry  these
    notions end up doing  a remarkably good job  of treating them once  they
    have a go.  Too many roleplayers underestimate themselves, I think..
-- 

 -----                                                             ---- ------
 markg@arp.anu.edu.au                                              Mark Grundy
Newsgroups: aus.games.roleplay
Subject: Amber
Date: Tue, 18 Aug 1992 14:33:00 +1000

Hi Karen/Andy,

KP>    6 months ago, I posted here looking for players for an Amber campaign.
KP>got enough players and our campaign is going well.  If you haven't heard of
.
.
.
.
KP>    There is only one way to find out.  Send mail if you are interested in
KP>playing.  We play every Sunday from 3:00 pm to about 7:30 pm each week and
KP>rides

I am a big fan of the Amber series, and have been roleplaying for a
while (Mostly Ad&d and C&S).  I would be very interested in joininig
your campaign.  If you are still looking for players, count me in!
Either leave a message here with details, or call me at home a/hrs 887
9184.

Cheers,

Steve
(Using Brians Acocunt)
 * SLMR 2.0 * Been a long time since I did the stroll.
 * Origin:  The Gate - Melbourne, Australia - +61-3-879-9082 (3:633/159)
From: nick@iagu.itd.adelaide.edu.au (Nick Falkner)
Newsgroups: aus.games.roleplay
Subject: Re: Mechanics to Support Characterisation?
Keywords: characterisation, genre, mechanics, Pendragon, Vampire, CyberPunk
Date: 21 Aug 92 08:55:24 GMT
Reply-To: nick@iagu.itd.adelaide.edu.au (Nick Falkner)
Organization: Dead Eagle Corporation

In article <1992Aug18.001040.5825@newshost.anu.edu.au>, markg@vulcan.anu.edu.au (Mark Grundy) writes:
|>
|>        In article <mgb.713502758@sgi.elec.uq.oz.au>,  mgb@sgi.elec.uq.oz.au
|>    (Michael Barlow) writes:
|>
|>        Nick cited CyberPunk as a game without characterisation mechanics; I
|>    don't agree  there.   The characterisation  mechanics are  lighter,  but
|>    they're still  present.   The  Empathy/Cyberpsychosis mechanics  are  an
|>    integral part  of the  game.   They don't  work effectively  as a  power
|>    balance mechanism -- because  there's no real limit  on how potent  your
|>    non-cyber arsenal can be anyway.  But they do have an important role  in
|>    the genre.   In effect, they  tell the  players: ``The only  way to  get
|>    respect in this world is to get cybered.  It will stuff you up for good,
|>    but you'll never be a nobody again.'' The same sort of thing can be said
|>    for Call of Cthulhu sanity mechanics.

Actually, I don't see the EMP/Cyberpsychosis limit in that light.  I see it as
being analogous to Strength and carrying capacity in that the higher your STR
the more you can carry and, similarly, the higher your EMP the more cyberjunk
you can carry.

I see them more as a means of limiting players who would carry the world in their
backpacks than a means of informing characters of how cold they're gonna get as 
they turn into walking ashtrays.  I concede that they do function on both levels
but I don't feel that they were DESIGNED to force the characterisation to the
level that I understand is required of characterisation mechanics.

Just my thoughts.

Nick.
nick@iagu.itd.adelaide.edu.au
Deal with it.   
From: James.Quinn@p9.f159.n633.z3.fidonet.org (James Quinn)
Sender: acsnet@csource.oz.au
Newsgroups: aus.games.roleplay
Subject: Shadowrun Module - Help
Date: Sat, 15 Aug 1992 10:16:00 +1000

 > Funny about that. Adrian rang up one night asking for 'ideas' he
 > could run his players through, as there indeed are very few
 > Cyberpunk modules floating around. This one (along with the
 > other one of mine you've played) are halfway to being published.

 > So I ran through the Fight Fire With Fire scenario over the
 > phone (yes, the one you played) and sadly he decided to plaster
 > it all over the net as a plug for his board. As you know, that
 > scenario relies on the players *not* realising exactly what's
 > going on until they're well into the game - so sticking a
 > rundown of the plot in this area is something less than
 > intelligent.

As opposed to all of us playing and having no clues as to what's going on?

 > Next time he's short of ideas I'll keep my mouth shut. :-)

So is he playing the same module or pirating the one we played? And who designed
the one we played?

 JQ (ghet)

 * Origin: From Melbourne, OZ! (3:633/159.9)
Newsgroups: aus.games.roleplay
From: 87u0091@csdvax.csd.unsw.edu.au
Newsgroups: aus.games.roleplay
Subject: GAME ACCESSORIES WANTED (CARDS)
Date: 17 Aug 92 08:59:03 +1000
Organization: University of New South Wales

 Hello,
      If anyone out there has any of the various sets of cards printed
    as game accessories that they would like to sell, then please get
    in contact with me.  These include types such as the AD&D card set
    etc....
                                   Thanks, DAVID
From: Tobomory.Womble@p2.f158.n633.z3.fidonet.org (Tobomory Womble)
Sender: acsnet@csource.oz.au
Newsgroups: aus.games.roleplay
Subject: IRA & Roleplay (was Thematic Gaming)
Date: Wed, 12 Aug 1992 18:19:02 +1000

Evening John,
             Firstly.. please excuse the change on names, however this
particular BBS has a problem with my name and certain other message areas, so I
use an alias.

I just felt that to you personally, and to the rest of interested on lokoers
(who as yet have not made a comment) I would impart to you a story which was
told to me once after a session of Cthulhu..

The parents of a friend of mine own a large property north of Melbourne, which
is as you might expect, very isolated and baren.  Well, this particular person
knew of an abandoned caravan out away from the main buildings and decided that
one night he would run a game there.  The game? A group of friends were in a
caravn in the middle of no where.  That night they had heard on the radio that a
pshyco had excaped from a nearby prison/asylim (I can't remember the exact
details).  What made the game so frightening was that there really was a prison
about 20km up the road.

As I understand it, at about 1am the GM decided that certain players were
cracking under the stress of it all.  They where hearing noises outside (possems
and the like) and getting worried.  They returned to the house and watched a
video or something... Anyway.. the next morning someone turned on a radio and
heard that a pshyco had really escaped from the prison up the road.

One of the players (A very good friend of mine) refuses to talk to me about what
happened that night, btu has since given up all role playing and has very little
to do with the rest of the people up there.

Now.. This is probably taking the concept of characterisation and mood over the
top, if not to its extremes, but I feel that it Illustrates the point that there
is a a danger in this type of gaming.

Well.. Here endeth the lesson, and I must prepare for a debating
championships... So.. So long, and go luck with Necronomicon.

(I must digress here... If possible, could you put me in contact with the person
runnign the "Illuminatis Freeform"?, as I am running "The Illuminatis Trilogy
Freeform" At conquest 92...)..

              Euan Walker       -=-          Tobomory Womble 
 

 * Origin: .   .  . ..RAVENLOFT BBS [03-899-3247].. .  .   . (3:633/158.2)
From: u9245340@cs.uow.edu.au (Nicholas Daniel Boyle)
Newsgroups: aus.games.roleplay
Subject: Re: cyberpunk
Date: 17 Aug 92 06:50:04 GMT
Organization: Dept of Computer Science, Wollongong University, Australia

Mark.Leaver@f251.n633.z3.fidonet.org (Mark Leaver) writes:

>have you seen the new game out on bbs called netrunner, ive played it and it's
>pretty cool i hope fully will be setting up a part time bbs from my place. And
>would like some feed back on what a few role players would like on a board.you
>can reply to me on either star hotel (46057060 or the %th interpretation
>(7702219)


> * Origin:  THE FORBIDDEN PLANET BBS (61-3-464-1479) V.32 MNP  (3:633/251)

Yes it is good but no-one on our bbs (Games Galore) in Wollongong wants to
 play it :( ps the Phone Number for GG is 042 573311

l8r dude


-- 
-===========================================================================-
          Nick Boyle u9245340@wraith.cs.uow.edu.au
  Strike any user when ready  | Strike any Guns & Roses guitarist when ready
-===========================================================================-
From: Lisa.Chevallier@f360.n632.z3.fidonet.org (Lisa Chevallier)
Sender: acsnet@csource.oz.au
Newsgroups: aus.games.roleplay
Subject: RAVENLOFT RPG BBS Spoof (Do not take seriously) :)
Date: Thu, 13 Aug 1992 19:42:04 +1000

  Ah-hahahahahahahahahahahahahahahahahahahaha!!!!!!!



  LAC.


 * Origin: Old fashioned spells, potions and remedies...  (3:632/360)
Newsgroups: aus.games.roleplay
Newsgroups: aus.games.roleplay
Subject: Pt 1/2: Thematic Gaming 2 /3
Date: Mon, 10 Aug 1992 18:03:00 +1000

Evening Mark,
              please excuse my change on names, however due to problems on this
BBS my real name has been changed to my alias (I am Euan Walker).  And thankyou
for the luck with my Maths option... It is now option and I feel that I may have
time to reply to your message.

Well... Since I wrote that I have been aproaced by a few people to write an
event for a trounement next year.  At first I was hesitant as I am currently
writing three freeforms for 50 people, hwoever I grugenly excepted the
challenge.  The criteria : The game should follow what was laid out as thematic
gaming, byt John Hughes at the Arcanacon seminar.  Well.. All be it reluctently
I withdrew my as yet un written module.  Not on moral, or social belifes. 
However I felt that I was generally uncabale of writting such a game.

My opion as to the the nature of "Thematic gaming" will remain unchanged,
however I feel that I should, If only for my own benefit, comment that I simply
disaprove of any game where players are placed in a situation where there is a
danger of an issue hitting "to close to home".  Terorisim is one, and I aware of
other including abortion and euthenasia.  I personally play and write for fun. 
I can, however, respect the wishes of others to play these games.

Well... As my time runs out, and the ever present threat of being loged off
looms closer I will invite you, and all "thematic" gamers to take time out at
conquest next year, and to play "The Illuminatis Trillogy" (Regretfulyl a game
of almost the smae name is being run at Necronomicon).  It is one of my
freeforms, for 46 people.  A fun and relaxing game.  However many of the
characters must engage in what many would term as "Thematic Gaming".  It is a
game which, unlesss you are deply embroyled in a secret society, you should not
find objectinable, but will find fun.

Well.. Untill next time I must leave..

                  Euan Walker    aka   Tobomory Womble 
 

 * Origin: .   .  . ..RAVENLOFT BBS [03-899-3247].. .  .   . (3:633/158.2)
From: phil@adam.adelaide.edu.au (Phil Kernick)
Newsgroups: aus.games.roleplay
Subject: Re: *ORIGIONAL* Ravenloft RPGs
Date: 13 Aug 92 00:46:53 GMT
Organization: University of Adelaide, South Australia

jkempnic@gucis.cit.gu.edu.au (Jason Kempnich) writes:

>A few years ago, I was lucky enough to have bought an AD&D campaign
>called "Ravenloft" and it was pretty cool.  A year or so later, I saw
>"Ravenloft II: the House on Griffin Hill" and bought it to and had
>*HUGE* amounts of fun linking the two adventures together to completely
>confuse the PCs.

These are the numbers of the modules that you seek:

I6   Ravenloft
I10  Ravenloft II: The house on Gryphon Hill


I have them but I am *not* going to sell them! :-)

Unfortunately, neither they, nor any of the original AD&D modules are still
in print.  Maybe T$R will rerelease them at some stage if they realise that
they are still popular.


Regs,
Phil.

-- 
   _-_|\    Phil Kernick                E-Mail: phil@adam.adelaide.edu.au
  /     \   Departmental Engineer       Phone:  +61 8 228 5914
  \_.-*_/   Dept. of Psychology         Fax:    +61 8 224 0464
       v    University of Adelaide      Mail:   GPO Box 498 Adelaide SA 5001
From: Andrew.Morison@f550.n635.z3.fidonet.org (Andrew Morison)
Sender: acsnet@csource.oz.au
Newsgroups: aus.games.roleplay
Subject: Dark Queen of Krynn
Date: Tue, 18 Aug 1992 17:43:00 +1000

    I was wondering if anyone has this game on the Amiga and if they have the
 Journal entries on disk. If you do please leave the BBS number where I can get
 the files and the Phone Number. Please upload it to this board. Also tell me
 anywhere it has already been uploaded to.


        Regards.

            /\/\ozza.

 * Origin: Empire BBS +61(3)592-5662 (3 lines) (3:635/550)

From: Anon.The.Kender@f360.n632.z3.fidonet.org (Anon The Kender)
Sender: acsnet@csource.oz.au
Newsgroups: aus.games.roleplay
Subject: << RMITcon >>
Date: Thu, 13 Aug 1992 14:13:28 +1000

 A>        The dates for the con will the 12th to the 14th 
 A> of February, 1993.We are interested in receiving any and 
 A> all offers of help, especially people
 A> who want to write something. Any further details will be posted as soon as
 A> possible.
 A>    Paul Stockley
 A>    s903609@minyos.xx.rmit.oz.au

Depending on factors beyond my control (health, death, transport, etc) I would
be willing to help in any way I could.  Unfortunately I don't think I would be a
suitable GM but would be interested in playing.  Please reply to either the user
name above in this echo, or "David Marks", also in this echo.

Thanks,
David Marks.

 * Origin: Old fashioned spells, potions and remedies...  (3:632/360)
From: Mark.Leaver@f251.n633.z3.fidonet.org (Mark Leaver)
Sender: acsnet@csource.oz.au
Newsgroups: aus.games.roleplay
Subject: cyberpunk
Date: Sat, 15 Aug 1992 02:31:05 +1000

have you seen the new game out on bbs called netrunner, ive played it and it's
pretty cool i hope fully will be setting up a part time bbs from my place. And
would like some feed back on what a few role players would like on a board.you
can reply to me on either star hotel (46057060 or the %th interpretation
(7702219)


 * Origin:  THE FORBIDDEN PLANET BBS (61-3-464-1479) V.32 MNP  (3:633/251)
Newsgroups: aus.games.roleplay
From: barnett@mummy.agsm.unsw.OZ.AU (Glen Barnett)
Subject: GAME ACCESSORIES WANTED (DICE)
Summary: Where from? 
Keywords: blank dice 
Organization: The Australian Graduate School of Management
Date: Thu, 20 Aug 1992 03:12:35 GMT

Does anyone know a mail order adress (or indeed any source) for
blank dice? 

The AGSM uses dice in some of its subjects (d6's with different
numbers painted on them). They are not very good quality and terribly
expensive. I think I could save them a heap of money. Obviously an
Aussie source is preferable. I'd like to know price(s) and approximate 
quality as well as any other useful info., but anything at all would be 
appreciated. Please e-mail. If you also want any info, then you could
e-mail me and I'll summarise to the net.

Glen Barnett  (barnett@agsm.unsw.oz.au)
Australian Graduate School of Management
University of New South Wales

From: Lisa.Chevallier@f360.n632.z3.fidonet.org (Lisa Chevallier)
Sender: acsnet@csource.oz.au