Thu, 1 Feb 1996 09:35:50 -0600 RE: sf stuff in an auction From: roymeo@iastate.edu To: frontiers@uidaho.edu Good $1 1/25! Gameguy SF Star Frontiers Referee's Screen Exc. $3 1/25! Gameguy SF1 Volturnus Planet of Mystery Exc. $4 1/28 ywpowers SF2 Starspawn of Volturnus Exc. $4 1/27 TGRANT SF3 Sundown on Starmist Exc. $8 1/30 vecna SF4 Mission to Alcazzar Good $4 1/28 ywpowers SF2010 Odyssey Two Adventure Mint $4 1/27 TGRANT SFAD5 Bugs in the System Exc. $3 1/25! Gameguy SFKH1 Dramune Run Exc. $3 1/25! Gameguy SFKH2 Mutiny on the Eleanor Moraes Exc. $4 1/27 TGRANT SFKH3 Face of the Enemy Exc. $4 1/27 TGRANT SFKH4 The War Machine thi is being auctioned by: dsm131@email.psu.edu (Donald Steven Miller) not roymeo
Thu, 01 Feb 1996 08:55:23 -0700 RE: Mentalist From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu What does everyone think of the mentalist introduced in Zeb's Guide? My personal opinion of it at first was that I like the realistic feel of Star Frontiers, so I had never introduced them into any of my games. But when you think about it, they still do fit very well into a sci-fi setting. After all, Star Wars has the Force, Star Trek has "Q", Nygira, and numerous others with mysterious powers, and with other sci-fi books and movies - the list of powers for aliens goes on and on. I still don't know if I would ever use these rules, and most likely not allow them for players if I did - but I was just wondering everyone else opinion on strange powers for Star Frontiers. --Steve Bartell http://members.aol.com/stbartell/private/index.htm
Thu, 1 Feb 1996 11:15:50 -0500 RE: Weapon stuff for Zebulon's From: IndyCCTX@aol.com To: frontiers@uidaho.edu Here's some things that we've used in our SF games here: Laser Designator Attached to a direct fire weapon, it projects a laser beam to the spot the weapon will hit when it is fired (assumming it is correctly sighted in). It can be used in place of a scope or under the barrel in place of a grenade launcher / knife / powerlight mount. It could also be built into a specially designed scope. It gives a +2 CS, +3 CS if careful aim is taken (in addition to that modifier). A LSS negates the effects of a laser designator (unless IR optics are used with a special IR laser designator), as does a nightfall grenade, while a dusk grenade limits it to a +1 CS unless starlight optics are used. It is powered for 400 hours of use on two SEU microdiscs. Three round burst mode Autopistol, Autorifle Not considered a burst for game purposes. Only one target can be fired at per burst, though two can be fired per turn. The attack is at +1 CS, and damage is rolled with a +1 RS (a yellow becomes blue, etc). Each shot uses three bullets. Weapon Max dam Col Mod Defenses Ammo SEU use Mass Cost Force Knife 28 +2 Inertia 20 SEU 1/hit 1 150 Force Sword 52 +3 Inertia 20 SEU 2/hit 1 900 Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Thu, 1 Feb 1996 12:50:03 -0500 (EST) RE: Re: Mentalist From: "Bill W Kte'pi" <bwkF93@hamp.hampshire.edu> To: frontiers@uidaho.edu I never had Zeb's when I was playing Star Frontiers -- I could never find it when it was in print. :) Just picked it up for the first time last week, and it adds a hell of a lot to the game. As for the mentalists ... I can't see that I would have allowed them as PCs, mainly because our campaign revolved around space pirates, but they would have made excellent NPCs. If I were running a Star Frontiers game at the moment, I'd allow them; I may be running a game at a con in May, and if so I'll allow them there. They add a completely new dimension to the game, and it's more a matter of are they appropriate to a specific campaign than are they appropriate to the setting. .............................................................................. "Why can't we pick out our own colors?" bill/kte.pi - Mr. Pink bwkF93@hamp.hampshire.edu "It don't work, you get four guys Nathan_Adler@LambdaMOO fighting over who gets to be Mr. Black." Vainglory@FurryMUCK - Joe "Reservoir Dogs" ..............................................................................
Thu, 01 Feb 96 12:36:24 EST RE: From: delmar watkins <DWATK00@ukcc.uky.edu> To: Star Frontiers Listserv <frontiers@uidaho.edu> OK, first let me say that I *HAVE* made about ten or so complete game systems, most of them being restructed frankensteins of other games, but all of them complete systems that took very little time to really create, and a moderate amount of time to set down on paper. I have also tried to write out complete modules for possible publication; it took about the same amount of time because IN BOTH CASES you have to do a lot of busywork, but it is not insurmountable. If you make a good system, the rules follow easily, and making it is just as fast as a making a module, taking about an evening or so. Now, about the whole dead language issue. OK, Star Frontiers is dead. To make new material is AUTOMATICALLY going outside of the pubnlished material, so we don't have common ground there. To add any other aliens, artifacts, or history is going outside the material, so we don't have common ground there. To accept Zebulon's Guide is to use a completely different rules system than the one used in modules, and it also changes the whole flavor of the games, so we don't have common ground there. In other words, if people really are created new stuff out there, then we don't have common ground. We DO have common ground in that we a) heck, just LIKE the way alpha dawn was set up, rules, universe, etc. b) have a nostalgic feel for a dead system c) like to bounce ideas off of each other. I am not saying that usinag a dead system is bad. I am really just pointing out that when a game company comes out with new stuff, that is not bad eiher. It gives us more common knowledge to share, and it also gives us more stuff to use in our games. Modules, I think, are not bad things; usually, you can tell more about a game's mechanics through the modules than the rulebooks. I am also for creating your own stuff. But why be limited to material that someone else has put their personality in? Make your own rules, your own background, your own moduels. Truly create. That is a lot of what roleplaying and GMing is for me (maybe that's why I don't have a hard time making systems and 'universes') If you are going to be stuffy enough to say that you don't use modules then why not just go all the way and really create something. Post it to the list. HTML it. People are always searching for new ideas and new places to go. Even if you don't use modules, maybe someone else does. To sum up: I am in favor of *both* using old systems and creating your own. If you are going to be creative, though, don't be confined to someone else's dream. You and your players are the only ones thay need know about your system, but if it is creative, then it works. me, delmar watkins
Thu, 01 Feb 96 14:17:48 EST RE: Netbooks for Star Frontiers From: Brian M Lauer <UK02050@ukcc.uky.edu> To: Star Frontiers List <frontiers@uidaho.edu> Has there ever been discussion on creating "netbooks" for Star Frontiers? Netbooks keep the setting alive give works for discussion. So what does everyong think? Brian
Thu, 01 Feb 1996 15:04:21 -0500 RE: Netbooks for Star Frontiers -Reply From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu I like it. I think we all have a lot to contribute, and this could be a great accessory. Here are some ideas for things to include; New creatures New aliens Additional Equipment Planet info (our expert roymeo can help there) New ships Fluff The list goes on... I am all for it, and would be happy to contribute. --Steve Bartell http://members.aol.com/stbartell/private/index.htm >>> Brian M Lauer <UK02050@ukcc.uky.edu> 02/01/96 12:17pm >>> Has there ever been discussion on creating "netbooks" for Star Frontiers? Netbooks keep the setting alive give works for discussion. So what does everyong think? Brian
Thu, 1 Feb 1996 17:08:53 -0800 (PST) RE: Re: Netbooks for Star Frontiers From: "Frank W. Patnaude, Jr. x2857" <fpatna1@umbc.edu> To: frontiers@uidaho.edu On Thu, 1 Feb 1996, Brian M Lauer wrote: > Has there ever been discussion on creating "netbooks" for > Star Frontiers? Netbooks keep the setting alive give works > for discussion. > > So what does everyong think? Sounds like a good idea. Who wants to serve as editor? I can probably contribute something. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Frank W. Patnaude, Jr. | "Those who do not learn from Applications Programmer | History are destined to repeat it. Univ MD Baltimore County | And the same goes for Science and fpatna1@umbc.edu | Math." - Woody Boyd, Cheers
Thu, 1 Feb 1996 17:34:34 -0500 (EST) RE: Re: Netbooks for Star Frontiers From: "Bill W Kte'pi" <bwkF93@hamp.hampshire.edu> To: frontiers@uidaho.edu I love the idea, and I promise I'd come up with something to contribute if someone else will compile it. :) .............................................................................. "Why can't we pick out our own colors?" bill/kte.pi - Mr. Pink bwkF93@hamp.hampshire.edu "It don't work, you get four guys Nathan_Adler@LambdaMOO fighting over who gets to be Mr. Black." Vainglory@FurryMUCK - Joe "Reservoir Dogs" ..............................................................................
Thu, 01 Feb 96 18:24:19 EST RE: Netbook for Star Frontiers From: Brian M Lauer <UK02050@ukcc.uky.edu> To: Star Frontiers List <frontiers@uidaho.edu> I would serve as editor, or compiler. The original post was mine and since I don't know what I would contribute being editor may get me started. Also, might be able to get some help from a long time Star Fontierer in the area, Delmar. Having 2 people right here might make it easier on editing. Any objections? Brian
Thu, 01 Feb 1996 17:54:14 CST RE: Re: Netbooks for Star Frontiers <960201.142514.EST.UK02050@ukcc.uky.edu> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu heck, I figured that with the commonality of web pages that netbooks were dead. It seemed that they were a way of putting everything together before hyperlinks (such as your page, brian) and when searching meant archie not altavista But I can see some bonuses from the netbook idea. making everyone send in their module/adventure outlines, creatures, etc. or haw about a collaborative designing of a world...say a city on Triad(Cassidine)? roymeo
Thu, 1 Feb 1996 20:32:47 -0800 (PST) RE: Re: Netbooks for Star Frontiers From: Andrew L Chang <changa2@watnxt09.ucr.edu> To: frontiers@uidaho.edu I could contribute more "Polloria Pottpouri". I still have a lot that I haven't gotten the time to type up. The idea sounds cool! Servant of God, Andrew L Chang ********************************************************************** The Lord is our God, the Lord alone. Love the Lord your God with all your heart and with all your soul and with all your strength. Deuteronomy 6:4-5 **********************************************************************
Thu, 1 Feb 1996 21:27:01 -0800 RE: Re: Mentalist From: Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu> To: frontiers@uidaho.edu sbartell@novell.com (Steve Bartell) spake: >What does everyone think of the mentalist introduced in Zeb's Guide? >My personal opinion of it at first was that I like the realistic feel of Star >Frontiers, so I had never introduced them into any of my games. But >when you think about it, they still do fit very well into a sci-fi setting. I liked them to some extent (a lot of classic SF used "awesome powers of the mind", and if it they were good enough for E.E."Doc" Smith, they're good enough for me), but as published they made mentalists too powerful and omni-competent. Check out the quick hack I made to them in my house rules... It seemed to work well, and produced a nice feel (I only saw two mentalist PCs ever, though - one a Human who branched out into a bunch of other powers, and one a Dral who'd infiltrate places using Illusion and Shapeshift and then plant explosives...) For Sathar and Sathar agents, they make an excellent tool, of course... Everything from mind-controlled innocent victims that the PCs can't afford to kill to active agents like the levitating, shielded Yazirian with a SMG (a heat-seeking missile finally got rid of him...) The key is to treat them as rationally and scientifically as possible - if a power's reality level bothers you, get rid of it. I certainly think they're appropriate to some of the aliens, especially the Sathar (the hypnotism they're portrayed as having is no more or less realistic than psionics, anyway). -Mark Damon Hughes
Fri, 2 Feb 1996 10:13:21 -0500 RE: Re: Weapon stuff for Zebulon's From: TimC27@aol.com To: frontiers@uidaho.edu I liked the new weapons IndyCCTX@aol.com made up. One question, what are the force blades and what technology are they based upon? To me, a star wars type blade or antigravity are the stuff of precursor race technology or are the kind of thing that some lab on a far off ice planet are just developing. This is the level of tech that I have placed my campaigns in... just on the edge of a new technological revolution. What about other campaigns? What is the level of tech you are comfortable with for Star Frontiers? TimC27
Fri, 2 Feb 1996 10:13:50 -0500 RE: Re: Netbooks for Star Frontiers From: TimC27@aol.com To: frontiers@uidaho.edu I think Netbooks are a GREAT idea. They will work especially well for this 'dead' system, since (you know who) is less likely to get its panties in a wad about it. I have posted an article on on Void travel. Its on America Online, and I think been converted by some folks to HTML and posted on Web Pages. And thats just my little contribution. I think netbooks are (informally) already underway. Tim
Fri, 2 Feb 1996 10:13:27 -0500 RE: Re: Netbooks for Star Frontiers -Reply From: TimC27@aol.com To: frontiers@uidaho.edu In a message dated 96-02-01 15:03:43 EST, you write: > >New creatures >New aliens >Additional Equipment >Planet info (our expert roymeo can help there) >New ships >Fluff >The list goes on... > >I am all for it, and would be happy to contribute. > >--Steve Bartell Agreed. In fact, if we gather up stuff from this listserv, we have a pretty good start. Tim
Fri, 2 Feb 1996 10:41:50 -0800 (PST) RE: Re: Netbooks for Star Frontiers From: "Frank W. Patnaude, Jr. x2857" <fpatna1@umbc.edu> To: frontiers@uidaho.edu On Thu, 1 Feb 1996, rev. roy crisman wrote: > heck, I figured that with the commonality of web pages that netbooks > were dead. It seemed that they were a way of putting everything > together before hyperlinks (such as your page, brian) and when searching > meant archie not altavista Your probably right. > But I can see some bonuses from the netbook idea. making everyone send > in their module/adventure outlines, creatures, etc. But the web makes it easier to handle than a net book. > or haw about a collaborative designing of a world...say a city on > Triad(Cassidine)? Now, that's a really good idea. I volunteer to do the space port. > roymeo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Frank W. Patnaude, Jr. | "Those who do not learn from Applications Programmer | History are destined to repeat it. Univ MD Baltimore County | And the same goes for Science and fpatna1@umbc.edu | Math." - Woody Boyd, Cheers
Fri, 02 Feb 96 12:14:56 EST RE: SF Netbook: submissions From: Brian M Lauer <UK02050@ukcc.uky.edu> To: Star Frontiers List <frontiers@uidaho.edu> Several people have already said what they would submit to a SF netbook. Could all who are planning on submitting please mail to me direectly with actual text, url's, and/or ftp sites I can access for the info. sound cool with everyone? brian ps. please put SF Netbook submission in the subject.
Fri, 02 Feb 1996 15:55:06 -0500 RE: Star Frontiers PBEM? From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu Has anyone here been thinking about running a Star Frontiers play by email game? I am just mentioning it because I know that there is a lot of interest out there. I have a Star Frontiers PBEM game I have ran for a little over a year, and I keep getting messages from players who see my web site, etc. that want to join in. Unfortunately, my PBEM game is very full and I don't have time to do a second, so I have had to tell them "not right now" - but if anyone wants to, you should not have a lack of players. I had to turn away 3 people who were interested in just the last 2 weeks. And that is hard to do, because a SF player is a rare commodity you don't like to turn away. Just thought I would post a line on the interest out there now. (In fact, I don't have time to GM another game, but I would definately join in as a player in one myself.) Thanks, -Steve Bartell http://members.aol.com/stbartell/private/index.htm
Fri, 02 Feb 1996 18:55:08 -0500 RE: SF Netbook suggestion From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu For the Star Frontiers netbook, I have a suggestion. Since everyone get's the netbook in soft format anyway, why not include graphics in it as well? We could include Frank Patnaude's frontier graphics (if it is OK with him), as well as any others we can come up with. I have a few sample deckplans we could include in it. Does anyone think that is feasible? --Steve Bartell http://members.aol.com/stbartell/private/index.htm
Fri, 2 Feb 1996 19:22:13 -0500 (EST) RE: Re: Star Frontiers PBEM? From: Zifnab <jmschaef@uncc.edu> To: frontiers@uidaho.edu This sounds like a great idea. I wish I could GM for it, but I only have the Alpha Dawn sett, and know nothing about the Zebulon's guide. However, if anyone starts a game, I'd like to play! :) Joseph (jmschaef@uncc.edu, joseph.schaeffer@tpr.vnet.net)
Fri, 2 Feb 1996 19:53:50 -0500 (EST) RE: Re: Star Frontiers PBEM? From: Daniel J Kroboth <djkrobot@uncc.edu> To: frontiers@uidaho.edu Yeahm, if any one is interested in starting up a PBEM game, then I sure would be interested. I've never played on the Zebulon system, but hey I would be like to try that one out. Dan *------------------------------------------------------------------------------* email: djkrobot@uncc.edu home page: http://www.coe.uncc.edu/~djkrobot/ *------------------------------------------------------------------------------*
Sat, 3 Feb 1996 08:28:21 -0500 RE: Re: SF Netbook suggestion From: TimC27@aol.com To: frontiers@uidaho.edu Great... we just need to agree on a picture format. Tim
Sat, 3 Feb 1996 08:28:10 -0500 RE: Re: Star Frontiers PBEM? From: TimC27@aol.com To: frontiers@uidaho.edu I would love to start a SF PBEM (In fact I believe I was one of those you turned away ) but just began running a Gamma World campaign that is occupying my time. BTW-- do you have any idea of an average hourly input into running a game? I am guessing 5 hours, once you get going. Tim
Sat, 3 Feb 1996 09:44:13 -0500 RE: Re: Weapon stuff for Zebulon's From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-02-02 10:15:13 EST, you write: (TimC27) >I liked the new weapons IndyCCTX@aol.com made up. > >One question, what are the force blades and what technology are they based >upon? Thanks. The force sword and knife are both based on the force axe found in Zebulon's Guide. If your campaign doesn't have the force axe, the other's shouldn't be available either. If it *does* have the force axe, then the other two items can be developed later using the same technology. In our campaign, they were bought by a character who had made a trip out to the Rim, the Capellan system I believe, where most everything can be found for sale. Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Sat, 3 Feb 1996 09:44:31 -0500 RE: Computers--Bodycomp writing & mainframe hardware From: IndyCCTX@aol.com To: frontiers@uidaho.edu Here's another of my SF files; last one, I think. I'll need to start typing in some of the stuff from my notebook now... The rules for writing progits we use in our games. The other stuff on mainframes we haven't used; it's something I extrapolated from the values given for computers in the books. Time required for writing a new progit Base Time: 1 week per progit level (1-4) Multiplier to base time: * x1-- Modification of an existing progit. Minor upgrades, combinations using existing code. * x2-- Major upgrade with access to existing code. Minor upgrades, combinations without using existing code. * x3-- totally new progit. Modifiers--note: if subtractions reduce time to one week, additional subtractions are one day per, minimum time one day per progit level. * Subtract (Level of programing skill - Level of progit) * Using a CAC: -1 week * Using a mainframe: -1 week per maxiprog level (appropriate maxiprog) * Interrupted work: +1 week (varies) May have hidden problems, usually found in field testing (if done). Roll chance; if one, roll again until no problem indicated or max number of problems found. Result % chance max # problems Cobalt no problems-- may have slight improvements over original idea Blue 10% 1 Green 20% 2 Yellow 30% 3 May be slightly inferior to writeup White Failure--Additional time is 1/2 original time required. Mainframe computers and equipment Mainframe Cost Max Maxiprog level # Maxiprogs Mass kg 1A 4,000 1 4 20 1B 8,000 1 9 40 2A 20,000 2 9 50 3A 80,000 3 16 90 Note that performance on these systems is not quite as good as that obtained on higher level systems. Also models 4A, 2B, etc are not cost effective (3A may not be). Computer Interface Device Level Cost (Cr) Connection Security vs Tapping 1 100 ordinary wiring none 0 2 500 ordinary wiring poor 1 3 2000 shielded wiring moderate 4 4 6000 shielded wiring good 5 5 12500 fiber optic excellent 9 6 20000 fiber optic superior 10 Plugs into a mainframe port in place of a maxiprog. Need one at each end. Communication speed is limited to that of the lower level. A CID of lower level than the computer it is attached to will also slow processing down. A CID of higher level than the attached computer won't speed up communication, however. With Computers: Interface skill, a CID can be hooked up to a computer without using a maxiprog slot; otherwise, only Computers: Access and Operate skill is needed. Supercomputer Mainframe Type Cost (Cr) Mass kg Power source Total maxiprog levels 7 800,000 340 Generator type 3 49 8 1,600,000 460 Generator type 4 64 Level Maximum extent of control 7 The needs of a medium size government, or a specific field in a state or a small country. 8 The needs of a large government, or a specific field for a medium country Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Sat, 3 Feb 1996 11:53:36 -0500 (EST) RE: Re: SF Netbook suggestion From: "Frank W. Patnaude Jr." <fpatna1@gl.umbc.edu> To: frontiers@uidaho.edu On Fri, 2 Feb 1996, Steve Bartell wrote: > For the Star Frontiers netbook, I have a suggestion. Since everyone > get's the netbook in soft format anyway, why not include graphics in it > as well? Kinda sounds like we're talking about web pages again. > We could include Frank Patnaude's frontier graphics (if it is OK with him), Find by me. > Does anyone think that is feasible? Yes and no. Yes, it is feasable, but unless you used an existing format, such as Word, WP, AmiPro, LeTex or PS, then you must make up your own format. Unless you use a web format, such as HTML. (That is the format that web pages are made in.) What I suggest is this: the first Web Net Book. The actual pages are located at the different sites on the web. The editor puts together a page that looks like a table of contents that links all of the sites together in an organized format. Each site will have a link back to the table of contents. This way, we use existing technology and formats to make a state of the art site. The editor can also grab everything and make a version of it for people without web access. (If he was to put that kind of time into it.) If an author does not have a place to put his sf web stuff, then maybe someone else on the net will have the space. I know that I've got some and can get more and I know of at least one other person that has volenteered some space. What do you all think about this idea? Frank fpatna1@umbc.edu
Sat, 3 Feb 1996 12:03:12 -0500 (EST) RE: Re: Star Frontiers PBEM? From: "Bill W Kte'pi" <bwkF93@hamp.hampshire.edu> To: frontiers@uidaho.edu Like everyone else, pretty much, I'd love to be in a Star Frontiers PBEM ... I'd GM it, but I've already got a GURPS Supers game going. .............................................................................. "Why can't we pick out our own colors?" bill/kte.pi - Mr. Pink bwkF93@hamp.hampshire.edu "It don't work, you get four guys Nathan_Adler@LambdaMOO fighting over who gets to be Mr. Black." Vainglory@FurryMUCK - Joe "Reservoir Dogs" ..............................................................................
Sat, 3 Feb 1996 09:50:22 -0800 RE: Re: SF Netbook suggestion From: Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu> To: frontiers@uidaho.edu "Frank W. Patnaude Jr." <fpatna1@gl.umbc.edu> spake: >Kinda sounds like we're talking about web pages again. [...] >What I suggest is this: the first Web Net Book. [...] I agree, and I'd prefer a web-based net.book. I'd also prefer using HTML as the format, because it's designed to be consistent across platforms (especially if people just stick to HTML 2.0, none of the Netscape stuff, no tables (many browsers don't like tables, and they don't work consistently across different browsers), etc.), and you can print it out easily with most browsers. For info on what's in the actual HTML 2.0 standard, take a look at "http://www.ncsa.uiuc.edu/General/Internet/WWW/HTMLPrimer.html". If someone doesn't have web access, even through Lynx(*), mail me and I'll send you a copy of it. Even if you've never written a web page before, fear not! HTML is not a programming language, it's just markup tags, like hitting function keys in a word processor, but you write them into the document with whatever editor you like. >If an author does not have a place to put his sf web stuff, then maybe >someone else on the net will have the space. I know that I've got some >and can get more and I know of at least one other person that has >volenteered some space. I've got essentially unlimited space (good thing, eh? My page is 38MB at present...), so I can host whatever anyone wants, even store the archived and converted versions of the book. -Mark Damon Hughes (*) Lynx is the greatest web browswer in the universe. Ask for it by name!
Sat, 03 Feb 1996 15:48:39 -0700 RE: Re: Star Frontiers PBEM? -Reply From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu >>> <TimC27@aol.com > 02/03/96 06:28am >>> I would love to start a SF PBEM (In fact I believe I was one of those you turned away ) but just began running a Gamma World campaign that is occupying my time. BTW-- do you have any idea of an average hourly input into running a game? I am guessing 5 hours, once you get going. >>> Yeah, you were ... sorry about that! :-) On average, I probably spend only one to two hours on my Star Frontiers PBEM game per week max. Sometimes I need to spend far less than that. I did have the entire adventure planned out before hand, though. And it takes longer to make maps for the game, but I post them on my web site for all to enjoy. In fact, if anyone is interested, check out my site and I put info on my SF PBEM game there. That may give you some ideas. The URL is in my sig. A few people on the list mentioned that they would be in a PBEM game for Star Frontiers, but have not played Zebulons. Personally, I only use Alpha Dawn rules in my game. It is much more easy to manage combat and skills on a simple Alpha Dawn scale in an email game than using Zeb's. Besides, many of my players did not have the books anymore for Star Frontiers, and I just scanned portions of the Alpha Dawn book and posted it over email to them. (No TSR reps lurking around, are there? :-) I do allow equipment and races from Zeb's guide, though. -Steve Bartell http://members.aol.com/stbartell/private/index.htm
Sat, 3 Feb 1996 17:19:18 -0800 RE: Re: Star Frontiers PBEM? -Reply From: "Kelly St.Clair" <kstclair@peak.org> To: frontiers@uidaho.edu I'm going to take the plunge here and volunteer to run a PBeM. For the record, I've run a PBeM before, as well as a local game (Castle Falkenstein, and soon Ars Magica). I currently possess the Alpha Dawn boxed set, but have only my memories of Knight Hawks to guide me. I also have Zeb's Guide, but would prefer not to use it except on a case-by-case basis. (Details on request.) Before I start planning, I'd like all interested players to send me a rough character concept and tell me what kind of game you want to play. Let us begin...
Wed, 7 Feb 1996 11:01:39 MET -1 RE: Help me with unsubscribe! From: "Tortenelem-Technika 2. evf." <TORTE1@fs2.bdtf.hu> To: frontiers@uidaho.edu Can anyone tell me, how to unsubscribe from the list? Thanks, Riggo.
Sat, 10 Feb 1996 22:45:05 -0500 RE: Attending College From: IndyCCTX@aol.com To: frontiers@uidaho.edu Well, I typed up the rules we use for taking college courses; I didn't include the list of skills that are never taught, or notes on some courses. It's set up for using Zebulon's result chart AND skills; this wouldn't work for Alpha Dawn skills at all. Costs can obviously be adjusted upwards if desired; I recommend against making it any cheaper. College: Grade results: Cobalt A Blue B Green C Yellow D White F An F gives no credit or skill. Courses are 2-4 credits, usually 3; credits= hours/week in class, plus hours/week out of class (base time) Base column: Logic/10 round to nearest whole number Each hour/week out of class under minimum -1 CS Less than 1/2 hours out of class -1 RS Additional base hours out of class +1 RS (shift white to yellow, 98+fail) *Additional study material cost 500cr +1 CS *Additional study material cost 1000cr +2 CS *Additional study material cost 2000cr +3 CS *note: only highest counts, per half semester (per course) Human character +2 CS Subject in PSA +1 RS Additional hour/week out of class (not from above) +1 CS Taking max number of courses -1 CS Intuition score modifier 1-30 -2 CS 31-40 -1 CS 41-55 0 CS 56-70 +1 CS 71-100 +2 CS Logic score Max # courses 1-30 3 31-40 4 41-55 5 56-70 6 71-100 7 At mid semester, roll with the above modifiers. Affects final grade check as follows: A: -10 B: -5 C: 0 D: +5 F: +10 Costs: Tuition: 500-1000 cr /semester hour Fees: 200-2000 cr /semester lab fees: varies by course; usually 100 cr for science and tech, repair skills; 50 cr for Weapons: PGS; 2500 cr for Weapons: Beam Weapon skills--2 hours and +1 RS some 2nd and most 3rd level sciences--4 hours 4th level (and others, as 2nd and 3rd level Biology) are grad courses, take 2 semesters. For grad course, double base hours out of class, and hours required for positive shift. Based on a standard 20 hour day, 8 day week; 5 on, 3 off. 160 hours in a standard week activity hours/day hours/week notes sleeping 8-9 56-72 -1CS under 8 meals, etc 2-4 16-32 chores ? 3-6 travel 1-2/class depends on distance traveled Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Mon, 12 Feb 1996 08:23:16 -0700 RE: First time game suggestions From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu Well after over a decade without a real-time SF game - I think I have talked my AD&D group into doing Star Frontiers this Saturday! Needless to say, I am pretty excited about it. My situation is this - I have one shot at this game to make it incredibly fun for the players. If I can do that, chances are they will want to continue playing Star Frontiers. If it is not enjoyable, I might not get another chance to GM them because they may want to stick with AD&D. My question is this: what do you suggest for a great first time adventure module? I may use a home made adventure (the same one I am using for my PBEM game), but I don't know if it will be ready in time. If not, I am just going to pull a classic SF module down and run it. Crash on Volturnus is of course the best adventure for first time players, I think. It allows the players to slowly get used to the game as things heat up. Problem is - the adventure does not really get too exciting until the 2nd module in the series "Planet of Mystery". If I knew I could keep their interest that long, I would go that route - but I am not sure. I have all the adventure modules for Star Frontiers, so I can run any suggestions you have. Thanks, -Steve Bartell http://members.aol.com/stbartell/private/index.htm
Mon, 12 Feb 1996 15:59:55 CST RE: Re: First time game suggestions <s11ef89e.052@fromGW> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu actually, I'd recommend just about any of the modules EXCEPT the Volturus series. I ran it for a group (starting with new characters) who had already played and liked SF, and it bored them to tears. A big part of that is because the characters get stuck in a 'led around by the nose' sort of adventure, with only the 'gimme' sort of chance to use their skills that are provided in the module at the 'appropriate' moments. The technology skills are worthless til far into the adventure. and my players hated knowing that there is basically just one path to take throughout the adventure. I also find it hard to jump into the game and have the first thing i get to roleplay as the GM is a huge band of Ul-Mor. Hard to do much in the way of GM roleplaying the NPC's when you are supposed to represent a mob. if you do run it, make it less boring: ok, you wander about the desert until you are almost dying of thirst. "but I have skill X, i can get some water..." like I said, you wander about the desert until you are almost dying of thirst when you meet a band of novapi who want you to kill something to prove yourself. Roll for initive. Hey, that may be leading by the nose, but it is a more honest sort of noseleading. I'd suggest any of the other modules. mission to alcazzar lets them define their own path some. Bugs in the system is sort of a thriller. what worked good with my first college group was just having the ployers set up their own private eye/merc for hire company and doing a couple quick local 'the robots in our compound went crazy!" type modules then having our reputation lead into Sundown on Starmist. This gives everyone a little bit to get comfortable with the system, be able to walk about the city and learn about the culture and be able to go BUY all those toys that keep some of the players happy. roymeo
Mon, 12 Feb 96 16:33:25 EST RE: First Session From: delmar watkins <DWATK00@ukcc.uky.edu> To: Star Frontiers Listserv <frontiers@uidaho.edu> I have a suggestion for the first session of a game. I agree with you, Steve, that the Volturnus series is really cool but that the second module is 'faster' than the first. Basically, it would be better if you had given us a rundown of your group's likes and dislikes, but in general to 'attract' people to a new game you need these elements: 1) Something new and different than what they have been doing 2) Players must feel like they did something, or accomplished something. This could be anything from material rewards if it is a greedy group, to role-playing or 'moral' rewards if it is more into that. 3) The game needs enough little quirks and cool things so that it is interesting. Here is what I suggest: When characters are created, make sure they are a 'team.' Tell the players that they are a search and rescue combat exploratory team, kinda like the people from aliens, but more on the exploratory side rather than the military side. After creation, give a GOOD briefing of what they are to expect on Volturnus; that is something that I have found was overlooked in the modules. Tell them that 4 months ago, a starship was attacked by mysterious pirates in the Zebulon system. Your job is to find these people and rescue them. Secondary objjectives are: desroy the pirates, explore the planet, and get diplomatic relations with any intelligent life. While going to Volturnus have the ship combat occur; set it up as a repel of boarders instead of the 'you are caught offgaurd' thing. You may even want to play out the ship combat if your players like that. Make the ship blow up; a lucky hit, self-destruct, or something. The characters, armed with what they began with (not much) land near the Kurabunda. The first thing they do is help the kurabunda against the pirates (have the logo the characters see on the ship and the pirates arms be similar enough so that the characters know it is pirates). The characters will gain the pirates stuff, so the characters get material gain. They talk to the Kurabunda, which is role-playing. Yazirians can use their gliding in the trees, Vrusk get near water, and in general the second module is really great for introducing players to SF, especially if you give them a little bit of diversity in their weapons and equipment but they get to add more later. me, delmar watkins
Mon, 12 Feb 1996 15:00:24 -0800 RE: Re: First time game suggestions From: "Kelly St.Clair" <kstclair@peak.org> To: frontiers@uidaho.edu I've always been fond of 'Bugs In the System', but it's more of a thinking module, so if your players aren't up for that, pick something else. "Bugs" should be run like Ravenloft, with lots of atmosphere, mystery and paranoia.
Mon, 12 Feb 1996 18:32:18 -0500 RE: First Session -Reply From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu >>> delmar watkins <DWATK00@ukcc.uky.edu> 02/12/96 02:33pm >>> IMake the ship blow up; a lucky hit, self-destruct, or something. The characters, armed with what they began with (not much) land near the Kurabunda. The first thing they do is help the kurabunda against the pirates (have the logo the characters see on the ship and the pirates arms be similar enough so that the characters know it is pirates). >>> Having the lifeboat crash near the Kurabunda instead of in the desert, eh. That is a good twist on the adventure. I always thought the Forbidden Caverns of the Ulmor was quite a drawn out thing, as well as worrying about dying in the desert. Then the players go quickly into the taking of the pirates compound and slave city one (sound familiar to my PBEM group? :-) That would make the series a lot more interesting for new players. The Volturnus series had a lot of great info in it, but it needs some serious adlibing from the referee. It seems like it was written for very inexperienced gamers (which is not really a bad thing). For instance, half of the players introduction is what to do if the ship explodes. "Dum de dum dum" - of course they know at this point the ship is going to explode. Then when they crash on Volturnus, the pirates drop a "note" to them from the jetcopter. Hello, what about a jetcopter external PA system? Plus, it is impossible for the characters to land on Volturnus with their equipment because it is supposed to be destroyed in the crash by the leaking acid. (Can you tell I read the module again this weekend?) Like Roymeo pointed out - they characters are led by the nose. I appreciate everyone's great ideas on my question. Thanks, -Steve Bartell http://members.aol.com/stbartell/private/index.htm
Mon, 12 Feb 1996 16:03:52 -0800 RE: Re: First Session From: Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu> To: frontiers@uidaho.edu delmar watkins <DWATK00@ukcc.uky.edu> spake: >When characters are created, make sure they are a 'team.' Tell the >players that they are a search and rescue combat exploratory team, >kinda like the people from aliens, but more on the exploratory side >rather than the military side. > >After creation, give a GOOD briefing of what they are to expect on >Volturnus; that is something that I have found was overlooked >in the modules. Tell them that 4 months ago, a starship was attacked >by mysterious pirates in the Zebulon system. Your job is to >find these people and rescue them. Secondary objjectives are: >desroy the pirates, explore the planet, and get diplomatic relations >with any intelligent life. I've done something very similar to this up to this point. I had the characters be a first-contact team, but instead of crashing and doing the survival course, I let them land safely (after a starship combat with pirates, but no boarding action), and then went on to cover the rest of the modules to some extent - they still had to do the Ul-Mori trial and the ABC quest, they had to deal with the pirates, but they didn't have to scrounge for gear, they had an Explorer and a bunch of gear in it. They also had a survey ship overhead, and a low-detail map (I run SF as golden-age SF, and high-detail satellite surveys are too modern) of a region where all of the native races were believed to co-exist (they cover the planet, this is just a convenient area). Until they were attacked by the pirates when they got in-system, they didn't know about the pirates. There was nobody to rescue. BTW, just as a side-note, Volturnus is one of the most believable alien worlds I've ever seen in SF games, since it has actual varied terrain - depleted land with unfavorable wind conditions like the Sahara, even though like the Sahara it's on the edge of water, scaling back into the hills on one side and forests on the other - you can find similar areas all over our world (I live in Idaho, for instance - mountains, forests, deserts, plains, lakes, a BIG river, and hills crammed into a state just larger than all of England - I get really pissed when I see a "forest world" in SF...). -Mark Damon Hughes
Mon, 12 Feb 1996 18:48:44 -0500 RE: Filemaker Pro Database From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu Do many of you own the Filemaker Pro database? I have almost finished a Star Frontiers character sheet, and I am trying to determine if it is worth it to put in on my home page. The sheet automatically calculates movement rates (using the rules set forth in Dragon Mag "Jetboots Don't Fail Me Now" article) and automatically imports all information on racial abilities, weapon stats, toolkit contents, etc., and is made to look almost identical to the original character record sheet. Thanks, -Steve Bartell http://members.aol.com/stbartell/private/index.htm
Mon, 12 Feb 1996 21:06:41 -0500 RE: Re: First time game suggestions From: FKauber@aol.com To: frontiers@uidaho.edu Steve, Since you hopefully know what your players will like, I would think a custom adventure designed by you would work best, if you have the time to write it. I think this is especially true since you have specific objectives that you want to achieve: a) introduce a new gaming system b) give the players a feeling of achievement in a limited time c) distinguish SF from AD+D All of these items are somewhat interrelated, but item c is probably the most important. With my players, the key differences seem to be: -- the 'realism' of SF, in that each player can have skills in different areas and can contribute at many stages of the adventure (rather than the D+D typecasting of thieves just picking locks, fighters fght, clerics heal, etc.); of course, the burden is on you to write an adventure that highlights this -- a player can increase his ability scores with effort, which again is realistic -- distribution of power is more fair, in that anyone can own a laser rifle with setting 20 (but not everyone may be able to use it as effectively) As for modules, my players still look back at Volturnus with a great deal of fondness, although the action is drawn too far across the many modules. I think the best standalone module was Sundown on Starmist, because it had it all...new aliens, Sathar, and a cool tank! If you have all of the SF accessories, I think the referee screen came with a mini-module called Assault on Starship Omicron, which introduced the Zuraqqor and can definitely be played in one session. In fact, I think there are even suggestions in the module as to how it may be extended. IF you don't have this module, contact me and we can make arrangements. Regards, Fred Kauber
Mon, 12 Feb 1996 22:38:42 -0800 (PST) RE: Re: Subspace Radio From: "Kelly St.Clair" <kstclair@peak.org> To: frontiers@uidaho.edu Well, based on the physics described in KNIGHT HAWKS, I would say that subspace radios actually fire teeny little "smart" gyrojet rockets, with enough brains to store a message and fire its jets on a precise schedule. You aim the dish/gun at your destination, enter your message, and the rocket flies off at just under 10% of c. The onboard computer fires the rocket, then fires it again a few seconds later to slow down and drop back out of the Void. Then, at the other end, the rocket gets caught in a big catcher's mitt. (Yes, this is all very silly. So is the Void as described. I prefer the more established, if slightly cliched, hyperspace.) ---------------------- Kelly St.Clair kstclair@kira.peak.org
Tue, 13 Feb 96 01:50:39 EST RE: Re: Subspace Radio From: "Eric Pawtowski" <epawtows@vt.edu> To: frontiers@uidaho.edu In Message Mon, 12 Feb 1996 22:38:42 -0800 (PST), "Kelly St.Clair" <kstclair@peak.org> writes: >Well, based on the physics described in KNIGHT HAWKS, I would say that > subspace radios actually fire teeny little "smart" gyrojet rockets, > with enough brains to store a message and fire its jets on a precise > schedule. Ugh. Seems pretty clunky. >(Yes, this is all very silly. So is the Void as described. I prefer > the more established, if slightly cliched, hyperspace.) We had an interesting event in a game around here: when used in a dense planetary nebula around a young star, a subspace communications beam could be detected on normal radar. Lead the team to discover a Sathar Destroyer that had been hiding out for ninty years (it's hyperdrive broke during the second Sathar War, and the Sathar were never able to get any spare parts to it, so it was stuck there). Eric
Mon, 12 Feb 1996 23:18:19 -0800 RE: Re: Subspace Radio From: "Kelly St.Clair" <kstclair@peak.org> To: frontiers@uidaho.edu >> [subspace radio is actually little rockets that travel through the Void] > Ugh. Seems pretty clunky. What, you thought I was even half serious? Tsk. The death knell for the 'Void' comes when you bring up Einstein and relativity. .10c relative to WHAT? (Now you too can travel at superluminal velocities, without a starship! Just pick out a far-away celestial object with a proper motion of more than 10% of lightspeed relative to you. Define it as your frame of reference. Poof! Either you or the object will spontaneously pop into the Void! TSR says so!) ------------------------ Kelly St.Clair PS: Eric - I'd like to hear more about your kstclair@kira.peak.org SF-HERO campaign... send email, unless you think the list should see it too. PPS: Getting back out of the Void is left as an exercise to the reader.
Tue, 13 Feb 1996 01:51:27 -0800 (GMT-0800) RE: Re: First time game suggestions From: Andrew L Chang <changa2@watnxt07.ucr.edu> To: frontiers@uidaho.edu Personally, I always liked "Dark Side of the Moon." The possiblities available are tremendous. Although there might not be as much shoot'em up until a little into the module, the building racial tensions create a very realistic atmosphere. The climax with the players trying to stop the launch of the missle is great, but it'd probably take more than one night of gaming to get that far. Playing up on the low O2 environment would really add to the "alien" feel. Servant of God, Andrew L Chang changa2@watmail.ucr.edu ********************************************************************** The Lord is our God, the Lord alone. Love the Lord your God with all your heart and with all your soul and with all your strength. Deuteronomy 6:4-5 **********************************************************************
Tue, 13 Feb 1996 09:14:08 -0500 RE: Re: Filemaker Pro Database From: TimC27@aol.com To: frontiers@uidaho.edu Is this translatable to other db's? I have access to Access, I think, and some others that are DBase compatible. Will that work as well? Tim
Tue, 13 Feb 1996 09:14:10 -0500 RE: Re: First time game suggestions From: TimC27@aol.com To: frontiers@uidaho.edu In a message dated 96-02-12 12:07:44 EST, you write: >ontiers this Saturday! Needless >to say, I am pretty excited about it. I loved Mutiny on the Eleanor Moraes, which is a first level Knight Hawks campaign. Kind of a shipwreck/deadline thing. Its one of my altime favorites. Tim
Tue, 13 Feb 1996 10:47:30 -0500 RE: Knight Hawks Rules From: TRichar732@aol.com To: frontiers@uidaho.edu Help! I have just re-opened my gaming stuff after moving three or four times, and have discovered the rules book for Knight Hawks ship combat is missing. Can anyone help me? I would like an original book, but would settle for a photocopy or softcopy. Thanks, Tom R. Trichar732@AOL.com
Tue, 13 Feb 1996 11:16:40 -0500 RE: Re: Subspace Radio -Reply From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu >>> Eric Pawtowski <epawtows@vt.edu> 02/12/96 11:50pm >>> We had an interesting event in a game around here: when used in a dense planetary nebula around a young star, a subspace communications beam could be detected on normal radar. Lead the team to discover a Sathar Destroyer that had been hiding out for ninty years (it's hyperdrive broke during the second Sathar War, and the Sathar were never able to get any spare parts to it, so it was stuck there). >>> Ouch, pretty ticked off and derranged worms by that time, I would say. -Steve
Tue, 13 Feb 1996 11:28:58 -0500 RE: Re: Filemaker Pro Database -Reply From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu Unfortunately, I don't think so. The data can be exported and imported, of course - but the thing that makes it unique is the calculations, autofilling of details, the identical format as the original character sheet, etc. All of this would be lost. I also created a SF character sheet in DataPerfect a year or so ago, but even fewer people would possess this. The reason I used Filemaker Pro is that I got attached to it when I created a AD&D automated character sheet (complete with weapon stats lookup, graphics, encumbrance calculations, etc.) Filemaker Pro is also cheaper than most databases and more common, so it seemed a likely database to create things in. --Steve Bartell http://members.aol.com/stbartell/private/index.htm >>> <TimC27@aol.com > 02/13/96 07:14am >>> Is this translatable to other db's? I have access to Access, I think, and some others that are DBase compatible. Will that work as well? Tim
Tue, 13 Feb 1996 11:20:38 -0500 RE: Re: First time game suggestions -Reply From: sbartell@novell.com (Steve Bartell) To: frontiers@uidaho.edu >>> Andrew L Chang <changa2@watnxt07.ucr.edu> 02/13/96 02:51am >>> Personally, I always liked "Dark Side of the Moon." The possiblities available are tremendous. Although there might not be as much shoot'em up until a little into the module, the building racial tensions create a very realistic atmosphere. The climax with the players trying to stop the launch of the missle is great, but it'd probably take more than one night of gaming to get that far. Playing up on the low O2 environment would really add to the "alien" feel. >>> I actually read Dark Side of the Moon last night in bed. I venture to say that his module was very well thought out. It even gave detailed bios on about every NPC in the adventure. I have never GM'ed it, but it would be a complicated one to GM too (but that is not a bad thing). All in all, it was pretty realistic. I have never acutally read my Bugs in the System completely through (only the first few pages), but I will probably do that this week too. -Steve Bartell http://members.aol.com/stbartell/private/index.htm
Tue, 13 Feb 96 14:12:00 EST RE: Re: Subspace Radio -Reply From: "Eric Pawtowski" <epawtows@vt.edu> To: frontiers@uidaho.edu In Message Tue, 13 Feb 1996 11:16:40 -0500, sbartell@novell.com (Steve Bartell) writes: >>>> >Ouch, pretty ticked off and derranged worms by that time, I would say. Luckaly, they were pretty *old* by that time, too, and couldn't hit the broad side of a barn. They had mounted a small asteroid to the nose of their ship so that they could operate in the planetary nebula without the ship being eroded away, which cut their maneuver and acceleration to one, and eliminated their forward-firing weapons. All they had left was a turret-mounted electron beam weapon, a turreted laser battery, and a dual torpedo turret. We had a turreted laser battery, a spinal laser cannon, and a spinal torpedo launcher (our ship is a converted hull size 5 racing yacht: it has a concealed torpedo launcher. In exchange for being concealed and smaller than usual, it only fires directly forward). We ended hovering on the edge of laser range where our chances of hitting them were much better than theirs until they took two hits and we'd taken one. At that point, our engineer (who was pretty ticked after nearly getting killed by the hit) "translated" what the Sathar were saying over the radio as "Hey, Hiko!" (Hiko is our Yazirian pilot) "They just said you mother was a coward!" At which point, Hiko battleraged, made a close pass, and used the torpedo on them. It blew up real good. We managed to save the bridge, though: Urrrl, our Dralizite laser battery gunner, cut it off the rest of the ship just before it exploded. We ended up towing the bridge back to a UFP station about ten light-years away. They were suprised, to say the least. Eric
Wed, 14 Feb 96 08:17:56+120 RE: Re: Knight Hawks Rules From: whisen@kmrmail.kmr.ll.mit.edu (Tim Whisenhunt) To: frontiers@uidaho.edu >Help! > I have just re-opened my gaming stuff after moving three or four times, and >have discovered the rules book for Knight Hawks ship combat is missing. Can >anyone help me? I would like an original book, but would settle for a >photocopy or softcopy. > Thanks, > Tom R. > > I might have an extra copy, if not I can easily get you a copy mailed out, all I need is your RL address. Tim whisen@krems.kmr.ll.mit.edu
Tue, 13 Feb 1996 16:16:58 -0500 (CDT) RE: Re: Knight Hawks Rules From: "Jeffrey St. John" <jjs1880@UTARLG.UTA.EDU> To: frontiers@uidaho.edu On Tue, 13 Feb 1996 TRichar732@aol.com wrote: > Help! > I have just re-opened my gaming stuff after moving three or four times, and > have discovered the rules book for Knight Hawks ship combat is missing. Can > anyone help me? I would like an original book, but would settle for a > photocopy or softcopy. Richard, I could use a copy too. Mine got lost after moving from FL to TX. Anyone know of a place to get a copy?? ============== Jeffrey St. John, CNE jjs1880@utarlg.uta.edu or 102564.3255@compuserve.com
Tue, 13 Feb 1996 18:29:29 -0500 RE: College Course notes From: IndyCCTX@aol.com To: frontiers@uidaho.edu Here's the rest of the college information, giving some information on courses by skill (and skills not in courses). Suggestions and comments are welcome. Skills never taught in college courses: Any Mentalist discipline (of course) Computers: Bypass Security, Defeat Security Forgery Matter Transferal Devices Power Read (?) Robotics: Remove Security Locks Security Systems: Deactivate, Detect (?), Open Locks Weapons: Demolition, Grenades, Missiles, Powered Assault Armor (those marked with ? might be available in some universities at referee's discretion) Skills rarely taught in college courses Animal Training Animal Taming Bionics Bluff Camouflage Climbing (?) Concealment Cybernetics Disguise Dramatics (?) Entertaining (?) Exobiology (Grad and Postdoc course) Genetics Haggling Hypnosis Persuasion Stealth Survival Tracking Vehicles: any Some of these courses may be found more readily at particular universities...one associated with the arts may have Disguise, Dramatics, and Entertaining. Those marked by ? may not be more common at referee's discretion. Notes on some courses: Biology 1: 4 hours, plus 4 hours/week lab 2 & 3 graduate level Chef--adjust rank by A +5, B 0, C -5, D -20 Chemistry 4 hours, plus 4 hours/week lab Engineer: Alternate Energy 1 & 2: 4 hours 3 graduate Engineer: Nuclear 1: 4 hours, 2 & 3 graduate Engineer: Mechanical 1 & 2 only Engineer Military 1 & 2 only Weapon skills -- 1 & 2: 2 hours; 3: 3 hours Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Tue, 13 Feb 1996 16:34:54 -0800 RE: Re: College Course notes From: Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu> To: frontiers@uidaho.edu From: IndyCCTX@aol.com While I'd be unlikely to use the actual college rules (I tend to just use rough rules of thumb for things), I noticed some oddities in the skill lists... This is just constructive criticism, and I've probably missed some obvious ones here... >Skills never taught in college courses: >Any Mentalist discipline (of course) Of course? Depends on how common mentalists are in your games... In mine, non-Dralasites would mostly be trained in corporate or Star Law academies, because the implants cost too much for most people, but among the Dralasites it'd be appropriate for colleges. In games where mentalism is a potentially natural ability for anyone with a powerful enough mind, I'd expect colleges to teach it as a special major (corp and law academies are still likely to exist, though - it's in their best interest to have their own pet psychics). The only "of course" would be if there's no mentalism in your campaign... >Computers: Bypass Security, Defeat Security >Robotics: Remove Security Locks We have courses in computer security (CS423) here at the UI - even aside from "extra-curricular learning opportunities" |+) and graduate student projects. Sure, the UI is a good engineering (and agriculture!) college, but I'd be shocked if every CS dept in the country didn't offer security as a normal part of the curriculum. You cannot improve security if you don't know how to defeat it. >Skills rarely taught in college courses >Bionics >Cybernetics >Dramatics (?) >Entertaining (?) >Exobiology (Grad and Postdoc course) >Genetics All of these look like normal college courses to me. There are a lot of drama and music majors around here, genetics and exobiology look like normal biology major classes, and bionics and cybernetics would be part of a normal medical school education... >Chef--adjust rank by A +5, B 0, C -5, D -20 All the chefs I know (well, two successful and one failed) went to special schools, where they spent between 6-8 hours a day in class and many hours out for about a year... It burns out a lot of people. Even the home ec classes here aren't anywhere near as advanced as "chef" should be. Hope this helps. -Mark Damon Hughes
Tue, 13 Feb 1996 17:14:14 -0700 (MST) RE: Re: Subspace Radio From: "Markus W. Wilkinson" <mark@gas.physics.usu.edu> To: frontiers@uidaho.edu CC: mark@gas.physics.usu.edu (Markus W. Wilkinson) > We had an interesting event in a game around here: when used in a > dense planetary nebula around a young star, a subspace communications beam > could be detected on normal radar. Lead the team to discover a Sathar > Destroyer that had been hiding out for ninty years (it's hyperdrive broke > during the second Sathar War, and the Sathar were never able to get any > spare parts to it, so it was stuck there). > > Eric > Hate to be nitpicky, but planetary nebulae are the ejecta of supernova explosions. You'd never find a planetary nebulae around a young star. You might find a halo or acretion disk of interstellar matter. Mark
Tue, 13 Feb 96 23:26:01 EST RE: Re: Subspace Radio From: "Eric Pawtowski" <epawtows@vt.edu> To: frontiers@uidaho.edu In Message Tue, 13 Feb 1996 17:14:14 -0700 (MST), "Markus W. Wilkinson" <mark@gas.physics.usu.edu> writes: > >Hate to be nitpicky, but planetary nebulae are the ejecta of supernova >explosions. You'd never find a planetary nebulae around a young >star. You might find a halo or acretion disk of interstellar matter. Good point, it was an acretion disk, not a planetary nebula. Sorry about that. Eric
Last modified: 96Feb13 20:15