HDTenEightyP/NetNews huggingface dataset:
From: ratinox@splinter.coe.northeastern.edu (Richard Pieri)
Subject: Re: Swashbuckling
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Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
	<RATINOX.92Dec12195703@splinter.coe.northeastern.edu>
	<1992Dec13.204442.1@wharton.upenn.edu>
Date: Mon, 14 Dec 1992 04:50:26 GMT

>>>>> On 14 Dec 92 01:44:42 GMT, millerl@wharton.upenn.edu said:

Loren> I'm also surprised that you endorse CP2020 over GURPS for this
Loren> style of play, since they claim that CP2020's Friday Night
Loren> Firefight is one of the most lethal combat systems out. IMHO,
Loren> GURPS combat is in no way as lethal as FNFF.

The basic Interlock system is one of the most incredibly cinematic
sets of rules around. Rememeber, CP2020's sytem was originally used
for Mekton II, for a highly heroic style of gaming (like characters
leaping into their mecha cockpits 10+ feet up above the ground).

--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
It is a proud and lonely thing to be a Stainless Steel Rat.
                                                        --`Slippery' Jim DiGriz
From: proberts@castle.ed.ac.uk (P Roberts)
Newsgroups: rec.games.frp.misc
Subject: Re: PENDRAGON: Rule Modifications
Date: 18 Dec 92 10:47:28 GMT
Organization: Edinburgh University

rowe@soda.berkeley.edu (Eric Rowe) writes:
>Our local gaming group will be restarting a Pendragon campaign soon and we
>are reviewing the rule modifications we used to patch problems. For instance,
>we did not like the roll of 20 being a fumble and then magically when you
>reach a skill of twenty you never fumble again.  Instead, we set the fumble
>number to 1.  When a 1 is rolled another die is rolled.  If the second roll
>is less than 1/2 the skill involved then the result is just a poor typical
>success.  If above, then the skill is fumbled.  It only adds one roll and a
>bit of simple math, and it gives us the effects we like.

  The only minor problem I can see with that straight away is that some
weapons already have a special effect on a 1 (e.g. you hit yourself with
your flail).  We never found any problem with the original rule; it is,
in some ways, meant to be a heroic game and by the time your skill gets
up above 20 than you are fairly heroic.
  We incorporated some new jousting rules, which I can't remember, and
also reduced the benefit of a critical in combat to an extra 2d6 damage
rather than double damage.  This latter modification was to reduce the
random element and prevent too many knights being killed by a lucky
peasant on the way to the main adventure.
Newsgroups: rec.games.frp.misc
From: burke@vxdesy.desy.de
Subject: Re: Cyberspace/the Net/the Matrix/etc
Organization: (DESY, Hamburg, Germany)
Date: Mon, 14 Dec 1992 21:18:21 GMT

In article <1992Dec12.090540.13190@sarah.albany.edu>, gm1116@albnyvms.bitnet writes:
> 	Of all the cyberpunk games I have seen I have yet to find a
> decent system for cyberspace hacking.  I've come to the conclusion
> that the reason is because people are trying to relate cyberspace

If you read sci.virtual-worlds, you'll discover that even the people working on
the "real thing" don't really know how it'll work.

e----><----p | Stephen Burke           | Internet: burke@vxdesy.desy.de
 H   H   1   | Gruppe FH1T (Liverpool) | DECnet:   vxdesy::burke (13313::burke)
 H   H  11   | DESY, Notkestrasse 85   | BITNET:   BURKE@DESYVAX or SB2@UKACRL
 HHHHH   1   | 2000 Hamburg 52         | JANET:    sb2@uk.ac.rl.ib
 H   H   1   | Germany                 | Phone:    + 49 40 8998 2282
 H   H 11111 | HERA, the world's largest electron microscope!
Newsgroups: rec.games.frp.misc
From: eclipse@world.std.com (Mark Urbin)
Subject: Re: Traveller:New Era
Keywords: GDW TW2K Traveller
Organization: The World Public Access UNIX, Brookline, MA
Date: Wed, 16 Dec 1992 18:17:53 GMT

In article <BzBy9u.9H5@uxa.ecn.bgu.edu> mujel@uxa.ecn.bgu.edu (Ranger) writes:
>In article <urbin.125.723838793@interlan.interlan.com> urbin@interlan.interlan.com (Mark Urbin) writes:
>>  Could someone who is following the story on Traveller:New Era on the 
>>Traveller Mailing list please post a summary on Traveller:New Era.
>>What's included (i.e. are Vargar and Aslan in seperate books), how much hair 
>>is going to have to be pulled out transfering ship designs, etc., etc.
>>  I've tried ftping the Traveller mailing list archives as 128.100.100.12, 
>   I started playing Traveller with the original edition (many, many
>years ago).  I would I need to convert that to the new system, and what
>is this New Era stuff?
>

   Traveller: The New Era is due out from GDW in the Feb/March time frame.
It uses the same rule set as Twilight:2000 2nd ed.  It takes place 40-50
years after the end of the Imperial Rebellion of MegaTraveller.  The Imperium
as you knew it is gone.  A computer virus carried by Jump ship transponders
caused a general drop in tech level, as did the 5 years of fleet level warfare
through out the Imperium.
  GDW is releasing Traveller:TNE in two books.  One is just a background book
and the other is the rule book.  To `convert' (actually rewrite a bunch of 
stuff), all you should need is the rule book.




-- 
---------------------------------------------------------------------------
Mark Urbin -- eclipse@world.std.com -- These opinions are mine.
It was a typical net.exercise -- a screaming mob pounding on a greasy spot 
on the pavement, where used to lie the carcass of a dead horse.
Newsgroups: rec.games.frp.misc
From: hall@bcstec.ca.boeing.com (Robert J. Hall)
Subject: Re: Group Split Group
Organization: Boeing
Date: Thu, 17 Dec 1992 23:21:39 GMT

hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>>Since a group split seems to be a reoccuring theme that occupies much of the
>>volume in this group, I suggest we create a rec.games.frp.split group just
>>so everybody can discuss group splits to their heart's content.

loren@wmkt.wharton.upenn.edu (Loren Miller) writes:
>You aren't the first to propose such a group. The joke is as old as split
>discussions on rec.games.frp. I must have seen that particular witty comment
>a hundred times while the reorganization was going through the process,
>and at least a hundred times before that. In fact, .advocacy was created in
>part to hold such discussions. So if you want to talk about more splits
>along game lines or any lines, TAKE IT TO .ADVOCACY! We don't need a .split
>newsgroup because we already have .advocacy!

Well then, I guess I owe you and everybody an apology for inflicting such a
tired old joke on the network. Since I had never seen it before, the fault
was more of ignorance than deliberation. The statement was made ENTIRELY in
jest, for those of you who thought otherwise.

Sheesh, everybody takes this stuff so damn seriously.           
 
-- 
 Bob Hall                   |  if [ -bs message ]; then
 Boeing Computer Services   |      mv message /compost/heap/$$
 root@chicken.ca.boeing.com |  fi
Newsgroups: rec.games.frp.misc
From: staats@athena.mit.edu ()
Subject: RQ IV
Organization: Massachusetts Institute of Technology
Date: Thu, 17 Dec 1992 20:56:32 GMT

Hey I guess I missed the posting, but when is Chaosium putting out RQ IV (projection)?

Thank you in advance,

Rich
Newsgroups: rec.games.frp.misc
From: irvine@uxh.cso.uiuc.edu (Brent Irvine)
Subject: Re: T$R and SF (Re: STAR FRONTIERS:does anyone remember it??)
Organization: University of Illinois at Urbana-Champaign
Date: Thu, 17 Dec 1992 04:23:44 GMT

In article <1992Dec16.205103.9471@iscsvax.uni.edu> gobeski8618@iscsvax.uni.edu (Steve 'Gobes' Gobeski) writes:
>In article <1992Dec15.112101.28078@afterlife.ncsc.mil>, acadams@afterlife.ncsc.mil (Arthur C. Adams) writes:
>> 
>> Has T$R ever had a successful Science Fiction game?
>> 
>For that matter, has T$R (the game Nazis) ever had any successful product
>outside of its D&D/AD&D lines?

Hmmmmm, perhaps Gamma World was as close as they came?

[I think they are expanding the AD&D genre with multiple 'worlds' instead
of coming out with tons of new games]
-- 
+-------------------------+--------------------------------+-----------------+
| Brent L. Irvine         | For a mere $50 these personal  | I will be gone: |
| irvine@uxh.cso.uiuc.edu | opinions can also be yours!    | 20 Dec - 4 Jan  |
+-------------------------+--------------------------------+-----------------+
Newsgroups: rec.games.frp.misc
From: kstrong@vela.acs.oakland.edu (Captain Clueless)
Subject: A Puzzle...
Organization: Oakland University, Rochester MI.
Date: Fri, 18 Dec 1992 18:38:11 GMT

OK all... I just ran into this puzzle in my game last night, and the
GM hadn't used the adventure in so long that he forgot the
trick/solution to the puzzle.  I'm hoping one of you can figure it
out... (I have the answer.  I just want to know the trick.  I'll give
the answer to those who want it via e-mail.)

We entered a 150' square room from the south-east corner.  On the
floor of the room were 5 rays/lines that all began at the entrance
corner and went at 15 degree increments around the room (ie. on a
standard math protractor they are at 105, 120, 135, 150 and 175 degree
marks).  They are labeled (respectively):
___  ___     __  ___        ___ 
XXV, XXXMMD, LV, XXXMMD and XXV

(this assumes that L=50 and D=500, since I can't remember my roman
numerals and I don't have time at this moment to double-check)

These should translate to 25,000 and 32,500 and 55,000.

The walls of the room have doors spaced 10' apart.  The doors are
marked 1 - 59 counter-clockwise around the room from just right of the
entrance.  All the doors but one have monsters behind them.  We had to
find a way out besides the way we came.

My GM said that there is a simple solution it's just that it's not
easy to find.

I don't have much time lately to read news, so please e-mail the
solution to me as well.

If you wish to answer the puzzle without seeing the answer, leave the
article now.









































The door that worked was door 30.  I don't know why though.  Good Luck!
-- 
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
= "Jaffar.  Jaffar.  He's our man.      | Ken Strong aka Captain Clueless     =
- If he can't do it, GREAT!!!!"         | (kstrong@vela.acs.oakland.edu)      -
= -Robin Williams as "Alladin"'s Genie  | Oakland U. in Rochester, Michigan   =
Newsgroups: rec.games.frp.misc
From: hyatt@owlnet.rice.edu (David Waterman Hyatt)
Subject: Shadowrun -- Astral Perception and Spells
Organization: Rice University
Date: Sun, 13 Dec 1992 09:14:40 GMT

Here is a second rules question which I have resolved to my own
liking.  Let me explain where the contradiction occurs in both
first and second edition.

Here's the quote:

FIRST EDITION -- Shadowrun Rulebook (Page 80)
SECOND EDITION -- SR II (Page 130)

A magician cannot, however, cast spells at invisible beings or
characters in ASTRAL SPACE by using enhanced vision or
ASTRAL PERCEPTION.

---------------

The implication of this passage is that if I am astrally perceiving,
then I CANNOT cast a spell at anything that is in astral space,
unless I can see the physical component of that being.  A spirit
in Astral Form would be immune to any spells that I cast unless
I astrally PROJECT.  It can just whomp on me, unless I go entirely
astral.

I hate this.  I think this is inane.  Moreover, both editions 
contradict the above sentence later on under the description
of Astral Perception.

FIRST EDITION -- Shadowrun Rulebook (Page 89)
SECOND EDITION -- SR II (Page 145)

The magician can assense all spirits, magical creatures, and so on,
whether they are visible in the physical world or not.  If the
magician has a spell that affects astral space, [FE: he may cast
it], [SE: it may be cast.]  [FE:  (any Mana spell will work)].

So here we have another rules contradiction.  I just tend to regard
the first quoted sentence as crap, and accept the interpretation
of the second quoted passage.  That is, an astrally perceiving mage
CAN cast spells at astral beings.  If he casts a physical spell, 
then the spell will slap the astral being and ground into his
physical component (if the being has one).  If he casts a mana
spell, then it will slap the being right there.

Everyone agree with this interpretation?  Again, I'm interested
in feedback, discussion, etc.

Dave


Newsgroups: rec.games.frp.misc
From: hnguyen%peruvian.cs.utah.edu@cs.utah.edu (Hung Nguyen)
Subject: Re: Palladium RPG comments
Date: 11 Dec 92 17:31:45 MST
Organization: University of Utah

In article <1g8f0bINNktg@basil.csv.warwick.ac.uk>, mauht@csv.warwick.ac.uk (Mr A Jones) writes:
|> 
|> |> Now to what I consider the good points about Palladium Fantasy (I
|> |> haven't seen the other books, so I can't judge those).
|> |> 
|> |> 1) The combat system of the defender choosing betwen parry, dodge and
|> |> counter-attack. This seems like a simpler version of the system used
|> |> in Harnmaster (which I also like).
|> |> 
|> |> 2) The high use of selectable skills, which can make characters of the
|> |> same O.C.C. different, which they aren't in AD&D.
|> |> 
|> |> 3) Several truly different magic user O.C.C.s. In AD&D (and most other
|> |> games), they are much the same.
|> 
|> For any of these, try GURPS :-)
|> -- 
|> *****************************************************************
|> *Alexander Lewis "Second and Special" Jones - the terminal sloth*
|> *****************************************************************

But GURPS Combat rules are not realistic and unplayable when you have
character that have a parry of 16.  This would mean only a critical strike
would hit, or a critical failure, 17-18.  Combat sure last for a while
with that kind of score.  But my main beef with the parry and strike rules
in GURPS is you're not basing it on who your fighting, you're just basing
it on yourself.  That alone is not true in any completion.  Who striking
at you will determine how well you can block or parry.

As for character skills, GURPS doesn't really have a class base to compare
with Palladium game. In GURPS you just chose your skills, only restriction
is based on the GM not by the profession you choose.  I not saying which way
is better, I just saying they are different.

 -Hung Nguyen-
From: kucloak@kuhub.cc.ukans.edu (Bryan Kennedy Reed)
Newsgroups: rec.games.frp.misc
Subject: Re: SRII increase ability spell???
Date: 15 Dec 92 23:51:21 CST
Organization: University of Kansas Academic Computing Services

In article <BzBMBo.DBI@world.std.com>, eclipse@world.std.com (Mark Urbin) writes:
> In article <BzBJ6z.701@jabba.ess.harris.com> jcarl@jabba.ess.harris.com (Joe Carl Jr.) writes:
>>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.
>    Yup.  
> 
>>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?
>    Yup.
> 
>   Just remember that those spell locks are woefully weak on the Astral Plane.
> 
And remeber that having a spell lock is like painting a bullseye on
you forhead.  Spells can be grounded through the spell lock.  Kind of
a bummer when a Acid Bomb nails the mage you are standing right next to.
-- 
		
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Invincibility depends on one's self;	   kucloak@kuhub.cc.ukans.edu
  The enemy's vulnerability on him.	    bkreed@oread.cc.ukans.edu
 		  --Sun Tzu 		      Bryan Kennedy Reed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: CX6L@MUSICA.MCGILL.CA (CX6L)
Newsgroups: rec.games.frp.misc
Subject: RE: ARS MAGICA
Date: 15 Dec 92 17:01:16 GMT
Organization: McGill University

In article <BzB6C9.MqK@dcs.ed.ac.uk> nds@dcs.ed.ac.uk (Neil Stevenson) writes:
>About a week or two ago I asked for ftp sites for ARS MAGICA. I got the address of
>the site from quite a lot of people, thanks. I cannot however login in to it as I do
>not know the guest password I have tried , Login: guest ,Password: guest, but it does
>not work. Can anyone help ?

In general, for anonymous FTP of most kinds, try:

User ID:   anonymous
Password:  <your Internet address>

..this works almost anywhere anonymous FTP is allowed.
From: burdickd@silver.ucs.indiana.edu (Dakin Burdick)
Newsgroups: rec.games.frp.misc
Subject: Re: RQ: reversing skill multiplication
Date: 11 Dec 92 18:56:11 GMT
Organization: Indiana University

Frankly Loren, I did away with Debate, Oratory and Fast Talk
long ago.  To me they seem to be just crutches for player inability
to roleplay.  I have my players say what they would say, and I then
judge it for how well they present their case, modified by their
CHA (which for me is a derived characteristic based on Appearance,
Social rank, and Fame of the character).  I guess I ought to explain
the CHA further:

Appearance:  of main importance, especially in areas where the 
character is not known.  Reduced importance for dealing with other
races or even with other cultural groups.

Social Rank:  The richer you are, the more people listen to you,
either because of your natural confidence or because, in the words
of Monty Python, "he hasn't got sh*t all over 'im."

Fame:  Again, local heroes are generally listened to before 
"furriners" (I can't resist:  "I didn't know we HAD a king!  I
thought we were living in an autonomous collective.")

Plus, all of this gives the players a better chance to "hose"
(local? lingo meaning to B.S. like mad).

Dakin
burdickd@silver.ucs.indiana.edu
 
Newsgroups: rec.games.frp.misc
From: dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC)
Subject: Gurps
Organization: University of Massachusetts, Amherst
Date: Tue, 15 Dec 1992 00:14:49 GMT


   I figure, with all the GURPS articles that show up here, that a newsgroup:
Rec.games.rpg.GURPS should be added.  This would cut down on traffic on Rec.
games.frp.misc, and give GURPS players a place to discuss rules and stuff with
other people who enjoy it, rather than them having to put up with all sorts of
anti-GURPS comments and stuff.

I know nobody else will like the idea, but I figure what the hell...

Dunkelzahn
-- 
_____________________________________________________________________________
| Dunkelzahn the Greater Western Dragon | "Eternal vigilance is the price   |
| Dunkelza@titan.ucc.umass.edu          |  of Freedom"                      |
-----------------------------------------------------------------------------
Newsgroups: rec.games.frp.misc
From: dave@admiral.uucp (Dave Litchman)
Subject: Re: Dangerous Journeys: Feedback
Organization: The Admiral's Unix System & The Grid BBS
Date: Sun, 13 Dec 1992 20:36:03 GMT

In article <Bz4v7x.EHy@nic.umass.edu> dunkelza@titan.ucc.umass.edu (KEITH C MCCORMIC) writes:
>In article <1gbj2eINN9tk@usenet.INS.CWRU.Edu> cn322@cleveland.Freenet.Edu (Thomas G Moser) writes:
>>
>>But I digress ....  LET ME KNOW WHAT YOU THINK.  Thanks!
>
>
>   I am not really familiar with the rules system, however, I do find fault
>with Gary Gygax's choice of terminology.  I think he probably should have just
>stayed with the old ones the he and his partner developed in the first place.
>The term "Heroic Persona" is rather annoying, as are several of the other
>more technical acronyms.  I personally think the old ones were overall
>more acurate and less confusing.

I agree, much of the new terminology is just silly. Although I imagine the new
terms/abbreviations were created to avoid conflict with TSR. Remember, those
are the guys that trademarked "DM"!

But then again, DJ's original name (Dangerous Dimensions - DD) was almost
certainly a jab at Gygax's old pals.  At least they didn't try to name it 
Dangerous NEW Dimensions (DND)!


-- 
"Dammit Jim, I'm a free man, not a number!"
----------------------------------------------------------------------
"Ray, when somebody asks you if you're a god, you say YES!" -- Winston Zeddmore
Newsgroups: rec.games.frp.misc
From: thpr_ss@uhura.cc.rochester.edu (Thomas Parker)
Newsgroups: rec.games.frp.misc
Subject: Re: LEAD MINIATURES BAN
Date: 16 Dec 92 00:16:30 GMT
Organization: University of Rochester - Rochester, New York

In <1gld55INNrha@meaddata.meaddata.com> timk@meaddata.com (Tim Klein) writes:

>In article <1992Dec14.011814.15703@galileo.cc.rochester.edu>, thpr_ss@uhura.cc.rochester.edu (Thomas Parker) writes:
>|> For those that are collecting signatures to stop the lead
>|> ban in New York--
>|> Do NOT stop!
>|> Even thought the hearing is tomorrow, and no signtures that you collect now
>|> will make it there, we need to maintain support for stopping the ban
>|> in case that the ban continues.

>So how'd the hearing go?

>===========================================================================
>Timothy Klein                 "Mellow yellow" is slang for "really groovy".
>timk@meaddata.com                                         -- Jimi Hendrix


For all those that are wondering about the lead ban hearing in NY, I will
tell everyone here all the information I know when I get any news. Thanks for
the interest!

(pray,pray,pray...)
:)

Tom Parker
thpr_ss@uhura.cc.rochester.edu
From: at731@cleveland.Freenet.Edu (Troy L. Nothnagel)
Newsgroups: rec.games.frp.misc
Subject: Re: Shadowrun -- Astral Perception and Spells
Date: 13 Dec 92 21:22:38 GMT
Article-I.D.: usenet.1gg9iuINN8o2
Reply-To: at731@cleveland.Freenet.Edu (Troy L. Nothnagel)
Organization: Case Western Reserve University, Cleveland, OH (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, esper@cs35b.cs.umn.edu (Dave Sherohman) says:
>c)  Some nature spirit powers (accident, alienation, concealment, confusion,
>fear...) seem like they should be usable without having to manifest.

It clearly states in the rules that those powers may be used on the
shaman himself without the spirit manifesting, but to use any powers on
anyone else, the spirit must manifest.
Newsgroups: rec.games.frp.misc
From: dbasinge@silver.ucs.indiana.edu (Mike Basinger)
Subject: Re: Group Split Group
Organization: Indiana University
X-Newsreader: TIN [version 1.1 PL8]
Date: Thu, 17 Dec 1992 13:52:19 GMT

The reason that D&D got a group in the orginal split was because that
it is probably the most played, and talked about RPG out. I think we
can all agree on that. (Flame me if you most).

Mike

--
D. Michael Basinger: Not Speaking for Indiana University 
dbasinge@silver.ucs.indiana.edu		
dbasinge@indiana.BITNET (Bitnet)
dbasinge@arapahoe.ucs.indiana.edu (NeXT Mail)
Newsgroups: rec.games.frp.misc
From: esper@cs35b.cs.umn.edu (Dave Sherohman)
Subject: Re: clo=DECKER FROM HELL
Organization: University of Minnesota
Date: Sun, 13 Dec 1992 19:01:50 GMT

In article <0f_fPny00WA1Q2X39I@andrew.cmu.edu> Robert Everett Brunskill <rb6t+@andrew.cmu.edu> writes:
>From: ath@LNS62.TN.CORNELL.EDU (Aron Helser):
>>and what about programs in his active memory that aren't running?  They
>>have even less reason to affect load, yet they do in VR rules.
>
>Actually all programs in your active memory are considered to be
>running.  Think of storage as a harddrive, and active memory as RAM. 
>Again those programs are then linked to the MPCP so that they can
>interact with the system.

Bzzt... Thanks for playing!  I can put programs in RAM without running them.
I'm sure you can too.  Perhaps by loading the program without executing it,
perhaps by using a task-swiching system, perhaps by starting execution then
putting the program on hold, perhaps by... you get the idea.  And besides, if
your Attack program doesn't have any IC to whomp on, why waste the processor
time having it do nothing?  Just suspend it, don't boot it out of memory...

esper@ima.umn.edu