Week Ending August 9, 1997

From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 03 Aug 1997 11:03:48 +1000 
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Subject: Re: 4 color principles 
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At 12:40 PM 7/31/97 -0400, you wrote: 
> 
> Aloha,  WillGGeiger@juno.com 
> 
>On Thu, 31 Jul 1997 13:41:03 +1000 jonesmj@topaz.cqu.edu.au transcribes, 
>then writes: 
 
>Yes, society has an impact on us, and we can impact society.  Some 
>children have been raised in a terrible environment and have become 
>wonderful adults.  Some children have been raised in wonderful 
>environments and become terrible adults.  Some criminals deserve to be 
>killed, IMO, in part so they cannot murder again.  Note that the words 
>"kill" and "murder" do not always mean exactly the same thing. 
> 
>A local (Wayne County, Detroit) jail was named after Sgt. William 
>Dickerson, slain by an inmate who was a convicted murderer.  There is no 
>death penalty in Michigan. 
> 
>A few years ago, Canada did not want to extradite U.S. felons sentenced 
>to death.  My reply to that was to suggest sending them all death row 
>inmates in the U.S. 
> 
 
gee, my reply to that would be- get a life! those felons are a product of U.S.  
society, don't expect other countries to sink to your level of punishment.  
 
 
 
>It seems to me that most morals and taboos evolved to protect society. 
> 
 
 
 
this is the point i'm trying to make.  
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 03 Aug 1997 11:10:02 +1000 
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Subject: Re: Moral Relativism (was: 4 color principles) 
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At 01:28 PM 7/31/97 -0400, you wrote: 
>> >To say that people do not always agree on what exactly constitutes right 
>> >and wrong, good and evil, is to state the obvious.  To conclude from this 
>> >that there is no good or evil, except in the subjective opinions of 
>> >individuals, is not just foolish but potentially destructive.  Please do 
>> >not expect us to believe that whether the Holocaust was wrong is a matter 
>> >of opinion. 
>> > 
>>  
>> foolish to say, because people like you seem to think opinions are not valid,  
>> despite it being the most important thing in the universe-   
>>  
> 
>"people like you"? 
>For someone who doesn't believe in absolutes, you sure are good at 
>pigeonholing people.  I never said that opinions are invalid or 
>unimportant.  I just think that there exists a world outside of our view 
>of it, a world with truths that are not determined by our opinions.   
> 
 
"people like you" - ergo, people who suggest such a model.  
My "pidgeonhole" is valid, moreso than your assumptions anyway- 
i never said i don't believe in absolutes, ijust believe our own opinions are massivley more signifigant that what "God" or whoever thinks. 
 
 
 
 
>> No, i'm simply suggesting that it wasn't wrong for a bunch of nazi psyco's-  
>> when it comes down to it, all you have is numbers-  
> 
>No, I have the knowledge that shoving men, women, and children into ovens 
>because they are Jewish is wrong.  This is my opinion, but it is also a 
>truth.  I can't give you a modus ponens or contrapositive to prove this 
>beyond doubt, but I don't need to.  This is obvious to anyone with a moral 
>compass, even you who dismisses this knowledge as an opinion. 
> 
 
I'M NOT DISMISING ANYTHING! If you'd pay attention, in stead of indulging  
in this sort of thing, i already SAID that opinions are the MOST IMPORTANT 
thing we have! doesn't sound like a dismissal to me. . . . 
 
 
 
 
>> what i'm suggesting is  
>> that  
>> number count- some people in the medical industry believe in euthanasia,  
>> if i consider it abhorent is it my opinion or the 'truth'? god and evil are  
>> *fundamentally* subjective- they exist only in our mind, as do our other 
>> opinions,  
>> memories of those we cherish, books we never get down on paper. . . .  
>> all the good stuff, actually.. . *G*  
>>  
> 
>We are on opposite sides of the street, philosophically.  I am consolled 
>by the knowledge that very few people agree with your way of thinking (and 
>thank God for that).  I suggest we agree to disagree, lest this listserv 
>turns into sci.philosophy.epistemology. 
> 
>-Eric 
> 
 
sorry, i'm not going to let this rest:- 
"very few people-opposite sides, ect"  
once again, your argument shows you have  
paid very little attention to my own,  
though i will endeavour to wrap this up today.  
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 03 Aug 1997 11:29:44 +1000 
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Subject: Re: 4 color principles 
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At 03:36 PM 7/31/97 +0000, you wrote: 
>On 31 Jul 97 at 17:32, jonesmj@topaz.cqu.edu.au wrote: 
> 
>> At 11:14 PM 7/30/97 +0000, you wrote: 
>> >On 31 Jul 97 at 13:41, jonesmj@topaz.cqu.edu.au wrote: 
>> > 
>> >> At 11:36 AM 7/29/97 +0000, you wrote: 
>> >> >On 29 Jul 97 at 15:34, jonesmj@topaz.cqu.edu.au wrote: 
>> >> > 
>> >> >> really? what about homosexuality? or adultery? or use of drugs? 
>> >> > 
>> >> >All condemned by some societies, and accepted by others. Are you  
>> >> >saying that whether or not they are good,  bad, or morally neutral is  
>> >> >_entirely_ cultural? That being homosexual is all right, if your  
>> >> >culture says so, _and_  killing homosexuals is all right, if your  
>> >> >culture says so? 
>> >> > 
>> >>  
>> >> how abour mass murderers? how about child molesters?  
>> > 
>> >How does that answer my question? 
>> > 
>> my point exactly! there IS no answer to such questions except in a 
>> subjective sence!  
> 
>No, you dodged the question. You're still dodging the question.  
>I asked the question, "Does X have quality Q only in circumstance Y."  
>(X=killing homosexuals, Q = is wrong, Y= when society says so). Your  
>answer did not apply. 
> 
 
my answer is : 
 
"yes, dependant on the ultimately polymorphous and variable  
situation which quality Q, dependant on circumstance Y." 
 
 
><snip> 
>> so you agree with me- it's a matter of opinion.  
> 
>You seem to be under the impression that all opinions are equal. That  
>is ludicrous, and can easily be proven false.  
> 
 
i had this argument once in high school.  the teacher and a few students couldn't understand that an opinion can't be wrong or right, it JUST IS.  
In my opinion, and opinion is, by DEFFINITION what cannot be proven wrong. 
 
 
>Besides, it is not strictly a matter of opinion. It is also a matter  
>of definition. You do not seem to be able to tell the difference  
>between "evil" and "what society says is bad". If that is your  
>definition of "evil", then of course what society says is evil is  
>evil, by definition. 
> 
 
exactly. it's just a matter of how honest we are.  
 
 
 
 
>If you are claiming that the definition of "evil" is "what society  
>says is bad", then please say so. Your definition seems to change as  
>we talk. It is certainly unclear. 
> 
 
 
no, it doesn't, you misunderstanding comes from your need to rebut  
my statement.  
 
 
><snip> 
>> no, actually, i think you'll find that was the point- hot an cold 
>> are only measured on a relative scale, 
> 
>If that is your point, you made it badly. You certainly appeared to  
>be saying that there is no good and evil, that all actions are  
>equally good and evil. You stated outright that criminals are as  
>innocent as their victims, and strongly implied that killing the SS  
>during WWII was as bad as the SS killing the Jews. That isn't arguing  
>for no absolutes (an opinion I generally think is correct), that is  
>an argument for no set standards at all. 
> 
 
no, i did not suggest any of that. please pay attention, i'm sure you can find ways to disagree with me without taking me out of context. An absolute is by deffinition the only set standard, outside of society and opinion. I implied that, from a certain social POINT OF VIEW, those things are the same, and suggested that absolutes are non-valid.  
 
 
 
>> even though concepts like 
>> absolute zero sugest an absolute value- are you suggesting evil is 
>> simply complete lack of good?  
> 
>Don't read too much into an analogy. If I argued that a  
>Vice-President is like a spare tire, you wouldn't suggest that I  
>believed he was toroidal and made of rubber. 
>   
 
oh, really? *g*  
 
 
 
 
>> >> back in medievil times, all sorts of horrid stuff went on: are you 
>> >> suggesting everyone alive back then is evil? no, they were what 
>> >> society made them: i know you rambo types would rather pretend 
>> >> criminals deserved to be killed, 
>> > 
>> >I never claimed that I thought that anyone deserved to be killed. In  
>> >fact, no one in this thread said they would _ever_ kill, except you. 
>> > 
>>  
>> i used it as an example of who is evil, who deserves what, and why 
>> they deserve it. Frankly, this should have been blatantly obvious, 
>> and i doubt it wasn't.  
> 
>No, it wasn't. You said we were "rambo types" who "pretend criminals  
>deserve to be killed". It wasn't an obvious example of who is good or  
>evil, it was attributing opinions to others that they had not  
>expressed, in an insulting way. 
> 
 
*sigh* are you suggesting i was labeling the entire list a bunch of "rambo's"? 
well, i wasn't. i apologise for the confusion.  
 
 
 
 
><snip> 
>>  
>> you miss the point again- define "crimes"! in some areas men  
>> are allowed to beat their wives once a month! isn't that criminal?  
>  
>"Criminal" is arbitrary and cultural. However, I have never claimed  
>that "criminal" and "evil" are synonymous. Nor does any decent  
>dictionary. Against the law and morally wrong are not synomymous. 
>  
 
and i would argue that "evil" is simply another subjective deffinition,  
just like criminal.  
 
 
 
><snip> 
>> no, they aren't justifiable, just not fundamentally evil- they are 
>> evil, because evil is only a matter of our opinion.  
> 
>Perhaps our problem is definition. You're definition of evil is not  
>the same as mine, therefore your "evil" is strictly a matter of  
>opinion. Please define "evil", so I know what you mean when you say  
>"evil". 
> 
 
i am suggesting that *all* evil is fundamentally subjective- 
the deffinition is exactly what we are arguing about!  
 
 
 
><snip> 
>> no justification, actually, not in my opinion, and that's what 
>> counts, yes?  
> 
>By your reasoning, if my opinion is that killing you isn't evil, then  
>it isn't. Do I understand you correctly? 
> 
 
yes! and you opinion is compared to that of the societies, who decides  
if you are a criminal.  
 
 
 
 
><snip> 
>> >Yes. Motive is not, in itself, sufficient to make an evil act good. 
>> > 
>>  
>> what is there but motive? are you suggesting somebody who kills in 
>> self defence is as bad as a cold-blooded killer? what is really 
>> diffirent, if not motive? 
>  
>How about, "The amount of harm done, and the necessity to do it to  
>prevent greater harm"? There are many ways to decide what is good and  
>what is evil. I still suggest that you tell me your definition, so I  
>can discuss this with you.   
> 
 
i was comparing a static- one death to the other- and once again, what matters?  
at some times in history, 'greater harm' meant 'getting in a samurai's way',  
and extenuating circumstances meant 'he pissed me off, and i'm bigger than him'- 
all completly subjective. 
 
><snip> 
>>  
>> yes, *argued* but never, never *proven*- nothing is ever proven , 
>> only argued, from a metaphysical point of view.  
> 
>Who said "evil" had to be metaphysical? Please give me your  
>definition of "evil". 
>   
 
argh! ok, from a philosophical point of view- i believe i've already defined evil?  
 
 
><snip> 
>> but they are immutable. . . . .they are relative: 
> 
>Do you mean, "but they are mutable"? 
> 
 
no, their status is immutable- the act it self remains identical , reguardless of  
the social value given to it.  
 
 
>> "evil is in the eye of the beholder" make lots more sence than the 
>> original version.  
> 
>Definitely _not_. "Beauty" is a matter of taste. No person's taste is  
>superior to another, no school of taste is superior to another. 
> 
 
doh. you're right- i just put my own opinion against my opinions about opinions- sorry.  
 
>Opinion is another matter. Opinions, it can easily be proven, are not  
>equal. 
> 
>Filksinger 
> 
 
prove it!  
 
Date: Sat, 02 Aug 1997 18:34:15 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: 4 color principles 
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jonesmj@topaz.cqu.edu.au wrote: 
>  
> > 
> >There are issues that are valid cultural choices, where a society must 
> >make a choice to survive as a coherent whole.  There are other issues 
> >that are valid personal choices.  There are still other issues where 
> >the range of available options changes with technology.  And some issues 
> >are rock-bottom good/evil choices.  Deliberately causing confusion among 
> >these is a form of hypocrisy. 
> > 
>  
> no, it's simply a recognition of the stupidity of such categorisations- 
> they're all very pretty on paper, but only a sociologist would think they stand up 
> to real life. 
 
Actually, you have it bass-ackwards.  You are propounding a  
politically-correct redaction (almost to the point of parody) of various  
academic ideas current in sociology, along with anthropology, ethnology  
and literary criticism.  I am countering with common sense arguments,  
similar to David Hume's legendary refutation of Solipsism.  (He invited  
his opponent, who believed that all experience is subjective and there is  
no external reality, to stub his toe on a rock.) 
 
There are several academic threads from which your ideas ultimately come: 
 
One thread parallels the anti-anthropomorphism movement championed by  
Conrad Lorentz in the biological sciences.  The idea is that, to  
understand a culture, subculture or whatever, it is vital to put aside  
your own cultural preconceptions and to try to understand the culture on  
its own terms.  This was a needed antidote to some very poor scholarship. 
 
Another thread is Deconstructionism, which contends that, since no two  
minds are exactly alike and since all people have been conditioned by  
different life experiences, there is no way to understand what the intent  
was of any author.  Once the words are down on paper, their meaning is no  
longer controlled by the author, but by the reader.  Again, this was a  
valuable counter to the tendency of some authors to preach before they  
understood. 
 
A third thread is the realization that good literature is not the  
exclusive product of "dead white european males", and that our culture  
would be well served by expanding the "canon" to include the major works  
of other cultures as well, even if it means that some of the "canon" has  
to be shoved aside to make room. 
 
As Kipling said, "If you can bear to hear the truth you've spoken,  
twisted by knaves to make a trap for fools . . . "  The problem comes  
when these ideas hit the popular press and culture, and are adopted by  
people who, all too frequently, are only interested in justifying their  
own actions or laziness, or in furthering political agendas. 
 
One perennial result is undergraduates who throw deconstructionist theory  
in the face of their instructors in an attempt to get out of the effort  
of studying the assigned works and actually (shudder) thinking! 
 
Another result is the movement towards complete subjectivization of  
grammar, spelling and usage.  We have a culture that is increasingly  
functionally illiterate, innumerate and scientifically ignorant, covered  
over with the rhetoric of "post-literacy", "ethnomathematics" and "ethnic  
science". 
 
A third result is the complete repudiation of, not only the canons of  
literature, but the very idea that there ought to be a canon.  Thus, we  
are forming a culture without common cultural values and experiences,  
unless you count Nike and Reebok. 
 
The fourth result is nonsense of the form, "there is no right and wrong,"  
and "all ideas are equally valid." 
 
In fact, all the above ideas are ultimately self-deconstructing.  If all  
ideas are equally valid, then you have no cause to criticize my idea that  
there is such a thing as Good and Evil, and only succeed in giving the  
impression that you believe my belief to be wrong in an absolute sense. 
 
If all words are ultimately meaningless, then there is no way to convince  
me using words.   
 
IMHO, no one can live a life based on the core value that there are no  
core values.  I am certain that no society can long survive that way.  I  
have never seen anyone who has been mugged, cheated or raped say that it  
is OK, because the person doing the mugging, cheating or rape might have  
different cultural values.  I *have* seen absolute pacifists who will not  
cooperate with the police because the police carry weapons, but this is  
based on a belief in Good and Evil, not the repudiation of the idea. 
 
>  
 
> >-- 
> ><-------------------------------------------------------> 
> >Robert A. West         ///  "Censorship is tyranny." 
> >Phone W:(215)466-3628; H:(215)348-9113 
> >http://www.erols.com/robtwest 
> > 
> > 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 03 Aug 1997 11:55:12 +1000 
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this will (hopefully) be my last post on this issue.  
 
 
 
At 06:34 PM 8/2/97 -0700, you wrote: 
>jonesmj@topaz.cqu.edu.au wrote: 
>>  
>> > 
>> >There are issues that are valid cultural choices, where a society must 
>> >make a choice to survive as a coherent whole.  There are other issues 
>> >that are valid personal choices.  There are still other issues where 
>> >the range of available options changes with technology.  And some issues 
>> >are rock-bottom good/evil choices.  Deliberately causing confusion among 
>> >these is a form of hypocrisy. 
>> > 
>>  
>> no, it's simply a recognition of the stupidity of such categorisations- 
>> they're all very pretty on paper, but only a sociologist would think they stand up 
>> to real life. 
> 
>Actually, you have it bass-ackwards.  You are propounding a  
>politically-correct redaction (almost to the point of parody) of various  
>academic ideas current in sociology, along with anthropology, ethnology  
>and literary criticism.  I am countering with common sense arguments,  
>similar to David Hume's legendary refutation of Solipsism.  (He invited  
>his opponent, who believed that all experience is subjective and there is  
>no external reality, to stub his toe on a rock.) 
> 
 
well, now this is just silly! pollitically correct? did you miss the whole ss/jew 
thing? is thins just an all-purpose rebuttal you paste into an argument when you  
have nothing to say? 
and btw, most sociologists, ect are bass-ackwards by deffinition. 
 
 
>There are several academic threads from which your ideas ultimately come: 
> 
>One thread parallels the anti-anthropomorphism movement championed by  
>Conrad Lorentz in the biological sciences.  The idea is that, to  
>understand a culture, subculture or whatever, it is vital to put aside  
>your own cultural preconceptions and to try to understand the culture on  
>its own terms.  This was a needed antidote to some very poor scholarship. 
> 
 
this concept has been shown to be false- we are never free of our bias,  
the Phenomenological movement showed us that, if not much else. .  
 
 
>Another thread is Deconstructionism, which contends that, since no two  
>minds are exactly alike and since all people have been conditioned by  
>different life experiences, there is no way to understand what the intent  
>was of any author.  Once the words are down on paper, their meaning is no  
>longer controlled by the author, but by the reader.  Again, this was a  
>valuable counter to the tendency of some authors to preach before they  
>understood. 
> 
 
you are suggesting this as an argument opposing theory? it works for literature, but 
in actual science, you are making actual statements, like "what goes up, must come down", which have an obvious overt nmeaning, unless your arguing for subtle nuance in shience?  
 
 
 
 
>A third thread is the realization that good literature is not the  
>exclusive product of "dead white european males", and that our culture  
>would be well served by expanding the "canon" to include the major works  
>of other cultures as well, even if it means that some of the "canon" has  
>to be shoved aside to make room. 
> 
 
abnd I'M PC? are you suggesting that as my failing? a canon itself is  
a redundant concept- it entails the sort of absolutist thinking which i am arguing against.  
 
 
 
>As Kipling said, "If you can bear to hear the truth you've spoken,  
>twisted by knaves to make a trap for fools . . . "  The problem comes  
>when these ideas hit the popular press and culture, and are adopted by  
>people who, all too frequently, are only interested in justifying their  
>own actions or laziness, or in furthering political agendas. 
> 
 
yes, or when they are constructed originally in a dishonest environment- 
like the one many lobbyists and theorists dwell within- 
it's always easier to blame the 'common' people for abusing it, tho isn't it?  
I't call it elitists and deluded, but that's just my opinion. :->~  
 
 
 
>One perennial result is undergraduates who throw deconstructionist theory  
>in the face of their instructors in an attempt to get out of the effort  
>of studying the assigned works and actually (shudder) thinking! 
> 
 
yes, how about instructors who bend whatever theory they have at hand to suit their 
personal dislike of a particular student, or argument? 
 
 
 
>Another result is the movement towards complete subjectivization of  
>grammar, spelling and usage.  We have a culture that is increasingly  
>functionally illiterate, innumerate and scientifically ignorant, covered  
>over with the rhetoric of "post-literacy", "ethnomathematics" and "ethnic  
>science". 
> 
 
no, you can't blame this sort of thing for illiteracy- it has more to do with  
public schools being bankrupt, and various people blaming various concepts rather than actually working against it- don't get me wrong, i live ina country where political correctness has probably proven the death of the indigenous population, tho some  
bright sparks have found new and interesting ways to blame white people,  
so it's ok *sarcasm* 
 
 
 
>A third result is the complete repudiation of, not only the canons of  
>literature, but the very idea that there ought to be a canon.  Thus, we  
>are forming a culture without common cultural values and experiences,  
>unless you count Nike and Reebok. 
> 
 
i already mentioned this: my points would be  
 
A) the cannon you suggest was not destroyed by these forces, quite the opposite, as people moved away from the "cannon concept", they found less need for such nonsence,  
 
B) what makes dickens preferable to Nike? at least nikie keeps yer feet warm(sorts)! 
 
 
>The fourth result is nonsense of the form, "there is no right and wrong,"  
>and "all ideas are equally valid." 
> 
 
yeah! isn't it great? Glad to see some good came of all this! *g*  
 
>In fact, all the above ideas are ultimately self-deconstructing.  If all  
>ideas are equally valid, then you have no cause to criticize my idea that  
>there is such a thing as Good and Evil, and only succeed in giving the  
>impression that you believe my belief to be wrong in an absolute sense. 
> 
 
no, you misunderstand- all ideas are equally valid in a CONSTRUCTIVIST SENCE! 
that is, there is no "higher logic" - the logic is ours, and it's value is  
our own- we can argue FACT, and choose our own reality, but all that i required is 
that we respect OPINION as SEPERATE to FACT- ergo, opinion is what cannot be disproved.  
 
 
 
>If all words are ultimately meaningless, then there is no way to convince  
>me using words.   
> 
 
no, words matter- "god" doesn't! saying "this is true because it just is" is no longer valid- you my supply real proof, as proof is defined by the culture in question.  
 
>IMHO, no one can live a life based on the core value that there are no  
>core values.   
 
stop misquoting me. core values exist, but they exist as OUR OPINIONS! 
not god's not 'just what is right' but ours, and ours to cherish and promote. 
 
>I am certain that no society can long survive that way.  I  
>have never seen anyone who has been mugged, cheated or raped say that it  
>is OK, because the person doing the mugging, cheating or rape might have  
>different cultural values.   
 
this goes beyone misquotation- once again, and listen this time, i'm not suggesting this 
those things are wrong, because we say they are, and we have every right to.  
 
 
>I *have* seen absolute pacifists who will not  
>cooperate with the police because the police carry weapons, but this is  
>based on a belief in Good and Evil, not the repudiation of the idea. 
> 
 
yes, *BELIEF!* not reality or certainty, but what you believe- that's what's important!  
 
 
>>  
> 
>> >-- 
>> ><-------------------------------------------------------> 
>> >Robert A. West         ///  "Censorship is tyranny." 
>> >Phone W:(215)466-3628; H:(215)348-9113 
>> >http://www.erols.com/robtwest 
>> > 
>> > 
> 
>--  
><-------------------------------------------------------> 
>Robert A. West		///  "Censorship is tyranny." 
>Phone W:(215)466-3628; H:(215)348-9113   
>http://www.erols.com/robtwest 
> 
> 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 03 Aug 1997 11:56:54 +1000 
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>At 12:40 PM 7/31/97 -0400, you wrote: 
>> 
>> Aloha,  WillGGeiger@juno.com 
>> 
>>On Thu, 31 Jul 1997 13:41:03 +1000 jonesmj@topaz.cqu.edu.au transcribes, 
>>then writes: 
>> Are you actually saying that  
>>>>kiddie-porn is fine, so long as you are in Japan, and wrong, so long  
>>>>as you are in the US? 
>>> 
>>>no, i'm saying that it's neither totally wrong or totally right- back  
>>>in medievil times,  
>>>all sorts of horrid stuff went on: are you suggesting everyone alive  
>>>back then is evil?  
>>>no, they were what society made them: i know you rambo types would  
>>>rather pretend  
>>>criminals deserved to be killed, but as it turns out they're just as  
>>>"""innocent""" 
>>>as anyone else. . . 
>> 
>>Yes, society has an impact on us, and we can impact society.  Some 
>>children have been raised in a terrible environment and have become 
>>wonderful adults.  Some children have been raised in wonderful 
>>environments and become terrible adults.  Some criminals deserve to be 
>>killed, IMO, in part so they cannot murder again.  Note that the words 
>>"kill" and "murder" do not always mean exactly the same thing. 
>> 
> 
>once again, that's a matter of opinion- which is my point.  
> 
> 
>>A local (Wayne County, Detroit) jail was named after Sgt. William 
>>Dickerson, slain by an inmate who was a convicted murderer.  There is no 
>>death penalty in Michigan. 
>> 
>>A few years ago, Canada did not want to extradite U.S. felons sentenced 
>>to death.  My reply to that was to suggest sending them all death row 
>>inmates in the U.S. 
>> 
>>It seems to me that most morals and taboos evolved to protect society. 
>> 
>>Later, you discussed the question of motive. You've heard the road to 
>>hell is paved with good intentions.  Circumstance can be important too, 
>>not just motive.  Remember the story a few years ago about the Louisianna 
>>woman who screamed in fear as a (asian) stranger approached her door, and 
>>her husband shot the young man?  The victim was trying to find a 
>>Halloween party.  This was a crime on the resident's part,  though he was 
>>found not guilty.  I found this whole affair thoroughly repulsive. 
>> 
> 
>you misunderstand- circumstances are motive- this example is one where the man's motive was valid- 
>BUT, his perception was flawed, and hence his motive was not valid, geddit?  
>it's still a matter of motive 
> 
> 
> 
>>Granted, some things are immoral, not crimes, depending on where the act 
>>is commited, since crime is breaking the (local) law, whereas certain 
>>immoral behavior is not illegal.   
>> 
>>  
> 
>once again , this is my point.  
> 
> 
> 
>>> 
>>> 
>> 
> 
 
Date: Sat, 02 Aug 1997 19:05:36 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Instant Change as a Weapon 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Filksinger wrote: 
>  
> On 31 Jul 97 at 13:36, Anthony Jackson wrote: 
>  
> > Incidentally, instant change cannot be used to change into a focus 
> > either (i.e. iron man cannot use instant change to put on his 
> > armor).  Only in hero ID armor _could_ be put on in this way. 
>  
> No where in the BBB or elsewhere does it ever state that Foci take 
> time to don or remove _for the character who bought them_. Consider a 
> magic ring. It should take time for me to take it off of someone 
> else's finger, but why should it take time to take it off my own? 
 
 
If the focus cannot be worn under street clothes, it clearly *must*  
require time to don and doff, otherwise the power Instant Change would be  
almost useless.  This clearly falls under special effect, IMHO. 
 
>  
> If the Inaccessible part of the Focus limitation worked this way, 
> then it wouldn't be a smaller limitation than Accessible. 
 
??? I don't follow this as all.  An inaccessible focus is much harder to  
take away from someone.  Whether it takes time to put on or off is  
special effect and/or Extra Time Limitation, and if the thing was hard to  
put on, it might take more than a turn to take off.   
 
>  
> BTW, while Only in hero ID is specifically described as being used 
> for armor, etc., that isn't a focus, there is no reason why a 
> character can't have a OIF _and_ a Only in hero ID. 
 
p. 110: "Only in Hero ID cannot usually be bought in addition to a Focus  
Limitation." 
 
Seems a pretty good reason to me! 
 
 
>  
> Consider a character similar to Thor in the comics. He has two forms, 
> Mr. Wimpy and Mr. He-Man. Mr. He-Man has a weapon that always returns 
> to his hand when he throws it, but which he cannot summon. It only 
> returns when he _throws_ it. 
>  
> Now, the hammer only works for Mr. He-Man. Mr. Wimpy cannot use it. 
> This would be a OIF _and_ a Only in Hero ID. 
 
Not so far as I can see.  A personal and a universal focus are the same  
number of points, so compromises between them are also usually zero-point  
choices.   
 
Option 1: Wimpy and He-man are multiforms: the points for the focus are  
part of He-man, so it cannot function when Wimpy is the operational form,  
even without the limitation.  Even if the physical hammer does not  
disappear, it is a prop, not a focus, unless Wimpy pays points for it, or  
unless it is taken with the Independent Limitation (verrry dangerous!) 
 
Option 2: He-man is the special effect of Instant Change and a batch of  
Only in Hero ID powers.  Wimpy changes by striking the hammer on the  
ground three times, and can use the hammer as a plain 4D6HA, just as  
anyone can.  The hammer is the focus of multiple powers, some universal,  
some personal to He-man, some personal to Wimpy.  No point saving. 
 
Option 3: Wimpy is the only person in the world who cannot use the  
hammer.  Now you have a limitation! 
 
 
>  
> Filksinger 
> "Keeping in mind that the notes we sing are never, ever, wrong!" 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sun, 03 Aug 1997 12:28:18 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: 4 color principles 
X-Sender: jonesmj@topaz.cqu.edu.au 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
i already did- but i would point out that this sort of moral ambiguity is VERY 
prevelant in modern comics.  
 
 
At 09:22 PM 8/2/97 -0600, you wrote: 
>Please take this to private e-mail....It has NOTHING to do with Champions 
>anymore. 
> 
>Thank You 
> 
> 
>David W Toomey 
>dwtoomey@juno.com 
> 
 
Comments: Authenticated sender is <filkhero@pop.netaddress.com> 
From: "Filksinger" <filkhero@usa.net> 
Date: Sun, 3 Aug 1997 03:43:16 +0000 
Subject: Re: Thunderbolts (was Re: Starship Troopers) 
Reply-to: filkhero@usa.net 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On  2 Aug 97 at 13:57, Richard D. Bergstresser Jr. wrote: 
   
 > From: "Filksinger" <filkhero@usa.net> 
> > Plan Nine from Outer Space. Winner of the Golden Turkey Award for All 
> > Time Worst Movie. 
>  
> Wrong. Robot Monster had the Gorilla. Plan Nine had human zombies. 
> Both were by Ed Wood.  
 
Hmmm. I have never actually had the opportunity to see Plan Nine, but  
I was definitely informed by sources I thought knowledgeable that it  
had the gorilla with the helmet. Obviously they hadn't seen it  
either, or had worse memories than I realised. 
 
Filksinger 
"Keeping in mind that the notes we sing are never, ever, wrong!" 
 
Comments: Authenticated sender is <filkhero@pop.netaddress.com> 
From: "Filksinger" <filkhero@usa.net> 
Date: Sun, 3 Aug 1997 05:27:09 +0000 
Subject: My PBEM 
Reply-to: filkhero@usa.net 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Thank you for all the responses to my PBEM game. I believe I have  
more than enough, so many that I will probably not be able to use all  
the ones I have. 
 
To those of you who responded, I intend to tell you either way. If I  
don't respond to you at least once by Tuesday, then a) I apologize in  
advance for not answering, and b) you didn't make it. You might try  
standby, however, though that may mean you take one of my NPCs who I  
think would be good to add to the group, or possibly another persons  
character. 
 
Filksinger 
"Keeping in mind that the notes we sing are never, ever, wrong!" 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Richard D. Bergstresser Jr." <richBLOCKberg@erols.com> 
Date: Sun, 03 Aug 1997 02:20:25 -0400 
Subject: Re: Thunderbolts (was Re: Starship Troopers) 
Newsgroups: october.hero 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october.com!not-for-mail 
Organization: Prometheus Corp. 
Lines: 29 
X-Sender: richBLOCKberg@nrf-as1s39.erols.com 
Nntp-Posting-Host: nrf-as1s39.erols.com 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
herolist wrote: 
>  
> From: ludator@softfarm.com (Bryan Berggren) 
> Subject: Re: Thunderbolts (was Re: Starship Troopers) 
> To: champ-l@omg.org 
>  
> At 01:57 PM 8/2/97 -0400, Richard D. Bergstresser Jr. wrote: 
> >Wrong. Robot Monster had the Gorilla. Plan Nine had human zombies. 
> >Both were by Ed Wood. 
>  
> =Robot Monster= was NOT an Ed Wood movie (though you may be thinking of 
> =Bride of the Monster=, which was).   
 
Thanks, you're right. 
 
You can tell because =Robot Monster= to 
> the best of my knowledge does not: 
>         a) star Tor Johnson 
>         b) feature Kendall the Cop 
>         c) have any angora-fondling scenes. 
> :] :] :] 
 
Um, Glen or Glenda only met one of those qualifications. 
 
--  
Yes, I've finally resorted to a Spam block.  
To respond, remove the letters BLOCK from my address. 
Sorry for the inconvenience. 
Rich. 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: BeerCarboy@aol.com 
Date: Sun, 3 Aug 1997 03:37:10 -0400 (EDT) 
X-To: hero-l@october.com 
Subject: Robot Monster 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
X-Smtp-Ip-Host: emout09.mx.aol.com ip 198.81.11.24 
X-Smtp-Mail-From: BeerCarboy@aol.com 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
 
At  Sat, Aug 2, 1997 2:25 PM EDT richberg@erols.com (Richard D. Bergstresser 
Jr.) 
wrote: 
 
 
<big snip regarding "Robot Monster" NOT "Plan Nine from Outer Space"> 
>> Plan Nine from Outer Space. Winner of the Golden Turkey Award for All 
>> Time Worst Movie. 
 
>Wrong. Robot Monster had the Gorilla. Plan Nine had human zombies. 
>Both were by Ed Wood.  
 
Thanks for playing, but once more the Tobacco leaf wrapped smoking object is 
not proffered.  Ed was responsible for "Plan Nine" but "Robot Monster" was 
the magnum opus of another, and somewhat more successful, auteur whose name 
escapes me (but whose nick-name was something like One-Take).  Oh yes, I was 
mistaken before about the monster's name in "Robot Monster," not No-Man but 
Ro-Man. 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
Date: Sun, 03 Aug 1997 20:27:31 +1000 
From: Robert Challenger <thanos@zip.com.au> 
Subject: Skills?? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Does anyone have any house rules for skills in Champions?? 
 
 And is there a specific reason why sciences arent based on Int for 
their rolls?? 
 
--  
Don't think cause I understand, I care..	|	Robert Challenger 
Don't think cause I'm talking, we're friends..	|	Thanos@Zip.Com.Au 
     - 6 Underground, Sneaker Pimps.		| 
		Manic Depressive Dragon			-==(UDIC)==- 
 
Date: Sun, 03 Aug 1997 20:36:37 +1000 
From: Robert Challenger <thanos@zip.com.au> 
Subject: Skills again 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Well, don't I feel stupid. 
 
 I use the GMs screen lists when im making a character to work out the 
points costs for my characters, rather than flipping back and forth thru 
my BBB as the binding is suffering atm. 
 
 <dont worry, this is going somewhere> 
 
 Anyway, I just pulled out my BBB and found out that there IS an option 
to base it off Int [sigh] 
 
 Well, Im just feeling foolish now, and wish to apologise to the list 
for my stupidity before ppl start yelling at me to RTFBBB. 
 
--  
Don't think cause I understand, I care..	|	Robert Challenger 
Don't think cause I'm talking, we're friends..	|	Thanos@Zip.Com.Au 
     - 6 Underground, Sneaker Pimps.		| 
		Manic Depressive Dragon			-==(UDIC)==- 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Skills again 
Date: Sun, 3 Aug 1997 13:33:02 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  Well, Im just feeling foolish now, and wish to apologise to the list 
> for my stupidity before ppl start yelling at me to RTFBBB. 
>  
 
Don't sweat it, at least your posts are on topic (unlike the 
Epistemology/"What is Truth?" Thread That Wouldn't Die!!!). ;-) 
 
-Eric 
 
 
X-Sender: ludator@207.40.36.2 
Date: Sun, 03 Aug 1997 12:33:56 -0500 
From: ludator@softfarm.com (Bryan Berggren) 
Subject: Re: Thunderbolts (was Re: Starship Troopers) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 8 
 
At 02:20 AM 8/3/97 -0400, Richard D. Bergstresser Jr. wrote: 
>You can tell because =Robot Monster= to 
>> the best of my knowledge does not: 
>>         a) star Tor Johnson 
>>         b) feature Kendall the Cop 
>>         c) have any angora-fondling scenes. 
>> :] :] :] 
> 
>Um, Glen or Glenda only met one of those qualifications. 
 
One's enough.  The key point is that =Robot Monster= does not fill any. ;] 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| Files corrupt; absolute files corrupt absolutely.               | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: ludator@softfarm.com (Bryan Berggren) 
Date: Sun, 03 Aug 1997 12:33:56 -0500 
X-To: hero-l@october.com (Multiple recipients of Hero),champ-l@omg.org 
Subject: Re: Thunderbolts (was Re: Starship Troopers) 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
X-Smtp-Ip-Host: www.softfarm.com ip 207.40.36.2 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 11 
 
 
 
At 02:20 AM 8/3/97 -0400, Richard D. Bergstresser Jr. wrote: 
>You can tell because =Robot Monster= to 
>> the best of my knowledge does not: 
>>         a) star Tor Johnson 
>>         b) feature Kendall the Cop 
>>         c) have any angora-fondling scenes. 
>> :] :] :] 
> 
>Um, Glen or Glenda only met one of those qualifications. 
 
One's enough.  The key point is that =Robot Monster= does not fill any. ;] 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| Files corrupt; absolute files corrupt absolutely.               | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
 
X-Sender: ludator@207.40.36.2 
Date: Sun, 03 Aug 1997 12:34:01 -0500 
From: ludator@softfarm.com (Bryan Berggren) 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 9 
 
At 12:06 PM 8/3/97 -0700, Robert A. West wrote: 
>1) In a four-color comic book or campaign, the heroes generally believe  
>in Good and Evil as palpable concepts that correspond to an external  
>reality.  While I do not wish to state that heroism is *impossible*  
>without this assumption, it is certainly a lot easier to risk your life  
>for an absolute, rather than a cultural or personal, standard. 
> 
>2) In 4-color, moral ambiguity arises from imperfection of understanding  
>these absolutes, and from a practical necessity to choose between ideals,  
>not from an absence of objective standards.  This situation does not  
>arise too often, or else you have strayed from the 4-color genre, but it  
>does arise.  
> 
>3) This view corresponds, in practice, to the common-sense view shared by  
>most people most of the time.  Accordingly, it is not a concept that a  
>comic-book publisher or a GM need worry overmuch about stating.   
 
This whole argument got me thinking about a couple things which seem true 
about "4-color" genre conventions: 
        1) 4CGCs can appear in the breach as well as the recognition.  It's 
        just as valid if one is broken to create a feeling of wierdness 
        or unexpectedness (moral ambiguity being a common one here) then 
        if one is rigidly clung to. 
 
        2) 4CGCs often seem to arise from storytelling "shorthand".  For 
        example, it's generally accepted that one 4CGC is "The flimsiest 
        of masks will conceal your identity".  This makes it easier to 
        write stories, because your hero can improvise a costume from 
        materials available to him without having to go to extreme 
        measures to conceal his identity. 
 
        Again, moral ambiguity (or rather the lack thereof) fits into 
        this category.  There was an excellent breakdown elsewhere in 
        this thread as to how a life of crime can seem acceptable, 
        even unavoidable, to the person living it while he appears as 
        "low life scum" to the world at large.  This sort of "but look 
        at his view" analysis would be verboten in a typical 4-color 
        story, since the mugger/shoplifter/etc. exists to be captured 
        and jailed without a second thought to make the hero look good. 
        Assuming that Good is good and Evil is bad and never the twain 
        shall meet essentially speeds up the drive to the plotline, so 
        that the author can get to the action A.S.A.P. 
 
>4) If an individual hero wants to try being a *true* moral-relativist, he  
>is welcome to try, but I ha' me doots: 
> 
>	"Come, fellow Vindicators!  We must stop Doctor Destroyer's 
> 	latest plot, which is in conflict with our cultural paradigm,  
>	at least as expressed in this moment in the space-time continuum 
>	and as interpreted by the Vindicators' microculture and within 
> 	each of our own ideocultural isolates!" 
> 
>Wow!  Techno-man is certainly going to be inspired to risk his life on an  
>11- teleport activation after that speech! 
 
To me, even the most stringent moral relativism doesn't entirely preclude 
motivation to take down villains, especially literal world-beaters like Doc 
D.  To whit, moral relativism doesn't negate the drive for self-preservation 
and (by extension) prevervation of things personally important to you.  If 
whether you consider Doc D's plan to destroy 90% of all humanity inherently 
"Evil" doesn't change the fact that your wife and children are in the 90%, 
then it's likely it won't change your opposition to the plan either. 
 
Though, frankly, I am playing Devil's Advocate here -- after all, I 
basically started the whole durn "philosophy" thread unwittingly by stating 
that there =was= no moral relativity in 4-color comics. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| Files corrupt; absolute files corrupt absolutely.               | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Robot Monster 
Date: Sun, 3 Aug 1997 13:35:21 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> <big snip regarding "Robot Monster" NOT "Plan Nine from Outer Space"> 
> >> Plan Nine from Outer Space. Winner of the Golden Turkey Award for All 
> >> Time Worst Movie. 
>  
> >Wrong. Robot Monster had the Gorilla. Plan Nine had human zombies. 
> >Both were by Ed Wood.  
>  
> Thanks for playing, but once more the Tobacco leaf wrapped smoking object is 
> not proffered.  Ed was responsible for "Plan Nine" but "Robot Monster" was 
> the magnum opus of another, and somewhat more successful, auteur whose name 
> escapes me (but whose nick-name was something like One-Take).  Oh yes, I was 
> mistaken before about the monster's name in "Robot Monster," not No-Man but 
> Ro-Man. 
>  
> Carter Humphrey 
>  
>  
 
The more I hear about this movie, the more I am certain: I must watch 
"Robot Monster" before I die!!! 
 
-Eric 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: Ars Magica --> Hero 
Date: Sun, 3 Aug 1997 14:00:09 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> > If Jane had a Rego of 15 and a Mentum of 0, or a Rego of 0 and a Mentum of 
> > 15, she could still do this effect.  Therefore, you should let the PC pay 
> > for the effect with END from either or both reserves, however he/she wants 
> > to. 
>  
>      I don't recall seeing this in Ars (must not have read it well 
> enough). So, some one with no skill in fire (ignem 0) can still do fire 
> spells? Gee, I dunno.... 
>  
 
I just flipped through my Ars book, and this seems to be the case (at 
least in my version, there were like 4 editions of Ars).  However, 
requiring the character to know both the Form and Technique skills for the 
desired effect makes sense, and you may want to do it. 
 
> > How about allow the player to purchase levels in Ignem related spells, or 
> > Creo related spells (for instance).  That way you could use both Creo and 
> > Ignem levels in, say, a fireball spell.  Although, averaging the scores is 
> > not a bad idea either. 
>  
>      I'd like to be able to do that, but how to judge if their combined 
> skill roll is "enough" for the spell? Mikey the Mage has 11- Creo and 
> 13- Ignem, can he do a fireball? How about summon a fire elemental? 
>  
 
Well, the roll is adjusted by active points (-1 per 10 AP, according to 
the BBB).  As for "combining" the two rolls, how about just taking the 
better of the two?  It would be quick, simple, and fair.  A more complex 
method would be to add the target role in excess of 11- of the worse skill 
to the better skill.  A 13- and 11- would combine to 13 + (11 - 11) = 13-, 
while a 15- and a 13- would combine to 15 + (13 - 11) = 17-. 
 
Also, I reviewed the rules for spontanious magic (magic cast on the fly). 
A mage can only use half of his magic skill on spontanious magic if he/she 
is willing to expend a fatigue level, and 1/5th if he/she isn't.  A mage 
can only use his/her full magic skill on formulaic mage; that is on spells 
he/she has made him/herself very familiar with.  I suggest you place a 
penalty on spells cast from the spontanious spells VPP, and also apply an 
increased END limitation on the spontanious spells VPP.  Formulaic spells 
are supposed to be pretty dependable so you may want to give a bonus to 
the skill roll.  I'm assuming here that spontanious spells get VPP of 
their own.  If you put spontanious and formulaic spells in the same VPP, 
you could just create a special rule. 
 
-Eric 
 
> --  
>  
> Stephen B. Mann               sm6439@cnsvax.albany.edu 
> SUNY Learning Network         http://sln1.esc.edu 
>  
 
Date: Sun, 03 Aug 1997 12:06:12 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
jonesmj@topaz.cqu.edu.au wrote: 
>  
> this will (hopefully) be my last post on this issue. 
>  
 
For some reason your latest post varied in line-length from twenty to  
256 characters.  It certainly does not make it any easier to read. 
 
I concede you the last word, both on the list and privately.  This has  
gotten very far outside the purpose of the list, as has been pointed out.  
As for continuing this by private e-mail, I am not particularly  
interested in attempting to teach sophomore-level philosophy to someone  
who cannot conduct a conversation without resorting to ad-hominum  
attacks.  I have never intentionally misquoted or mischaracterized anyone  
in my life -- that would be an evil act.   
 
Let me revert to the Champions-relevant thoughts where this whole thing  
began, and henceforth only deal with replies to those. 
 
1) In a four-color comic book or campaign, the heroes generally believe  
in Good and Evil as palpable concepts that correspond to an external  
reality.  While I do not wish to state that heroism is *impossible*  
without this assumption, it is certainly a lot easier to risk your life  
for an absolute, rather than a cultural or personal, standard. 
 
2) In 4-color, moral ambiguity arises from imperfection of understanding  
these absolutes, and from a practical necessity to choose between ideals,  
not from an absence of objective standards.  This situation does not  
arise too often, or else you have strayed from the 4-color genre, but it  
does arise.  
 
3) This view corresponds, in practice, to the common-sense view shared by  
most people most of the time.  Accordingly, it is not a concept that a  
comic-book publisher or a GM need worry overmuch about stating.   
 
4) If an individual hero wants to try being a *true* moral-relativist, he  
is welcome to try, but I ha' me doots: 
 
	"Come, fellow Vindicators!  We must stop Doctor Destroyer's 
 	latest plot, which is in conflict with our cultural paradigm,  
	at least as expressed in this moment in the space-time continuum 
	and as interpreted by the Vindicators' microculture and within 
 	each of our own ideocultural isolates!" 
 
Wow!  Techno-man is certainly going to be inspired to risk his life on an  
11- teleport activation after that speech! 
 
> >-- 
> ><-------------------------------------------------------> 
> >Robert A. West         ///  "Censorship is tyranny." 
> >Phone W:(215)466-3628; H:(215)348-9113 
> >http://www.erols.com/robtwest 
> > 
> > 
> > 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Sun, 03 Aug 1997 12:14:35 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Robot Monster 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
BeerCarboy@aol.com wrote: 
>  
> At  Sat, Aug 2, 1997 2:25 PM EDT richberg@erols.com (Richard D. Bergstresser 
> Jr.) 
> wrote: 
>  
> <big snip regarding "Robot Monster" NOT "Plan Nine from Outer Space"> 
> >> Plan Nine from Outer Space. Winner of the Golden Turkey Award for All 
> >> Time Worst Movie. 
>  
> >Wrong. Robot Monster had the Gorilla. Plan Nine had human zombies. 
> >Both were by Ed Wood. 
>  
> Thanks for playing, but once more the Tobacco leaf wrapped smoking object is 
> not proffered.  Ed was responsible for "Plan Nine" but "Robot Monster" was 
> the magnum opus of another, and somewhat more successful, auteur whose name 
> escapes me (but whose nick-name was something like One-Take).  Oh yes, I was 
> mistaken before about the monster's name in "Robot Monster," not No-Man but 
> Ro-Man. 
>  
 
The following information comes from Leonard Maltin's 1996 Movie and  
Video Guide, which is also available on CD-ROM. 
 
Title:		Robot Monster 
Year:		1953 
Director:	Phil Tucker 
Starring:	George Nader, Gregory Moffett, Claudia Barrett,  
		Selena Royle, John Mylong. 
Rating:		BOMB!!! 
 
Notes:		Originally in 3-D (except for the dinosaur stock footage 
		from ONE MILLION B.C.) 
 
If you want the plot summary, buy the book.  :-) 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
From: DocTough@aol.com 
Date: Sun, 3 Aug 1997 15:14:45 -0400 (EDT) 
Subject: Variant Skills System for HSR 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Doc sez... 
 
     When I was going about formalizing the homerules I've been using for 
years I made a long desired change to the Skills system.  For a good while I 
was uncomfortable with the standard system with its differing costs and lack 
of good definition.  So i changed it. 
 
    In a nutshell, I made all skills cost 3 CPs with +1 to the stat based 
rolls costing +2 CPs.  However, I've incorporated a system of Subskills that 
allow characters to have better definition and specialize in cetain aspects 
of the overall Skill.  PCs can also buy up the rolls with these Subskills 
(rolls based off of the overall skill roll) for +1 CP per +1 to the roll. 
     I've also eliminated Skill Enhancers.  The Overall Skill is considered 
to allow the characters to attempt any reasonable feat within the purview of 
the Skill and their other experiences and skills. 
     There are a number of preset Subskills that cover the need for a 
Profession Skill, (finally) account for "Kits", cover topics of History, 
Inventor, etc. 
 
     So far my current players have noticed little difference in using 
skills, except that they no longer spent as much on Skills, and Talent and 
Perks, as they did before. 
 
Doc Tough 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Trevor Barrie <tbarrie@ibm.net> 
Date: Sun, 3 Aug 1997 16:18:55 -0300 (ADT) 
X-To: Multiple recipients of Hero <hero-l@october.com> 
Subject: Re: Ars Magica --> Hero 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
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X-UID: 2 
 
 
 
On Sat, 2 Aug 1997, Stephen B. Mann wrote: 
 
> > If Jane had a Rego of 15 and a Mentum of 0, or a Rego of 0 and a Mentum of 
> > 15, she could still do this effect.  Therefore, you should let the PC pay 
> > for the effect with END from either or both reserves, however he/she wants 
> > to. 
>  
>      I don't recall seeing this in Ars (must not have read it well 
> enough). So, some one with no skill in fire (ignem 0) can still do fire 
> spells? Gee, I dunno.... 
 
No, somebody who has no knowledge of fire (no score in Ignem) can't cast 
fire spells. Somebody who has basic competency with fire (Ignem 0) can, if 
his or her score in the relevant Technique is high enough. 
 
Of course, any competently-trained Hermetic magus will have scores in all 
fifteen Arts. For that matter, so will an incompently-trained Hermetic 
magus, unless his or her training was _really_ screwed-up. 
 
 
From: johnl@vnet.net (John Lansford) 
Subject: Re: Instant Change as a Weapon 
Date: Sun, 03 Aug 1997 19:55:03 GMT 
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On Sat, 02 Aug 1997 19:05:36 -0700, you wrote: 
 
 
>> Now, the hammer only works for Mr. He-Man. Mr. Wimpy cannot use it. 
>> This would be a OIF _and_ a Only in Hero ID. 
> 
>Not so far as I can see.  A personal and a universal focus are the same  
>number of points, so compromises between them are also usually zero-point  
>choices.   
> 
>Option 2: He-man is the special effect of Instant Change and a batch of  
>Only in Hero ID powers.  Wimpy changes by striking the hammer on the  
>ground three times, and can use the hammer as a plain 4D6HA, just as  
>anyone can.  The hammer is the focus of multiple powers, some universal,  
>some personal to He-man, some personal to Wimpy.  No point saving. 
 
Mr. Wimpy cannot use the hammer, because it isn't a hammer at that 
time. It is a walking stick when Thor is in his Donald Blake 
incarnation and Blake has no access to any of the hammer's powers. Not 
until he stamps it on the ground three times does he transform into 
Thor and the stick turns into the hammer. 
 
All the powers in the hammer, including the hammer itself, should have 
(IMO) the "Only in Hero ID" limitation. The hammer should not (again 
IMO) have a focus limitation because no one else can use it, nor can 
you really seperate it from Thor while he's conscious. You can 
sometimes play on his psychological limitations to not use it, but you 
can't take it from him. Therefore, it seems to me that the foci 
limitation on the hammer isn't a good interpretation for the 
character, but the "Only in Hero ID" is. 
 
John Lansford 
 
Cc: champ-l@omg.org 
Subject: Re: Variant Skills System for HSR 
X-Juno-Line-Breaks: 0-17 
From: dwtoomey@juno.com (David W  Toomey) 
Date: Sun, 03 Aug 1997 16:39:19 EDT 
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On Sun, 3 Aug 1997 15:14:45 -0400 (EDT) DocTough@aol.com writes: 
>Doc sez... 
> 
>     When I was going about formalizing the homerules I've been using  
>for 
>years I made a long desired change to the Skills system.  For a good  
>while I 
>was uncomfortable with the standard system with its differing costs  
>and lack 
>of good definition.  So i changed it. 
> 
 
 
So when do we get to see details? 
 
 
David W Toomey 
dwtoomey@juno.com 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Mon, 04 Aug 1997 08:49:36 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: 4 color principles 
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alright, i know i already said this was dead, but i feel i have a right to  
defend my opinion from rubbish like this, 'lest the person in question thinks they've made a valid point.  
 
 
 
At 03:43 AM 8/3/97 +0000, you wrote: 
>I am beginning to see where we are going with this, and I think it  
>might be time to examine just what it is we are talking about. 
> 
>You are suggesting that the meaning of "good" and "evil" are  
>completely subjective, having no standards outside of what people,  
>individually or as a group, give them. 
> 
>Is this essentially correct? 
 
i've already said this several times.  
 
 
> 
>BTW, it is time to clear up some misunderstandings about opinions.  
>You seem to be confusing beliefs, values, and opinions. Opinions are  
>beliefs, but beliefs are not necessarily opinions, and values are  
>separate from both of them. 
> 
 
gee, thank for telling us your opinions- they happen to differ from mine-  
all these things are opinions, in the truest sence of the word.  
 
 
 
>On  3 Aug 97 at 11:29, jonesmj@topaz.cqu.edu.au wrote: 
> 
>>i had this argument once in high school.  the teacher and a few  
>>students couldn't understand that an opinion can't be wrong or  
>>right, it JUST IS. In my opinion, and opinion is, by DEFFINITION  
>>what cannot be proven wrong. 
> 
>That is because you were wrong. I mean factually wrong. While it  
>is a commonly held belief that opinions are unprovable and equal,  
>that is incorrect. The definition of opinion states that opinions are  
>held without proof, not that they are unprovable. 
> 
 
that is the most ridiculous attempt to split hairs i have ever seen. bith those things  
mean exactly the ame thing, at least in the real world, anyway.  
 
 
>Opinion 
>Noun. A belief or conclusion held with confidence but not  
>substantiated by positive knowledge or proof. 
> 
>Thus, "In my opinion, hitting that dynamite with a hammer will do no  
>harm whatsoever" is an opinion. It is also provable, one way or  
>another, by hitting the dynamite. 
> 
 
you just contradicted your deffinition. Have you heard of flat-earthers? 
and believers in esp? and creation scientists? 
Just because someone doesn't share your attitudes about what constitutes proof doesn't mean they have been 'proved wrong'.  
 
 
><snip> 
>> >Opinion is another matter. Opinions, it can easily be proven, are not  
>> >equal. 
> 
>> prove it!  
>>  
> 
>Very well. I will now show that _you_ do not actually believe that  
>all opinions are equal. 
> 
 
I've already mentioned the paradox inherent in having any opinions about opinions. Get over it, ok?  
 
 
>You want to cross a bridge over a rock filled 3,000-foot  
>deep chasm, but it looks unsafe. You have two people standing nearby.  
>One is my six-year-old son, the other a structural engineer  
>specializing in the inspection of and rebuilding of old bridges. 
> 
>You say to them, "In your opinion, will this bridge hold my weight?" 
>  
>My son says, "Yes, it will hold your weight." 
> 
>The engineer says, "In my opinion, you will not live to reach the far  
>side. This thing will collapse if we talk too loud." 
> 
>Do you cross? 
> 
 
you miss the difference between a *professional* opinion and a true (unprovable) 
opinion. A proffesional opinion is one which is tied in to a particular structure of  
empiricism, and isn't really an opinion at all, because it's held accountable  
to the greater whole- note that whole may be physical or structural or both- 
the proffesional opinion of a lawyer has very litle to do with the laws of physics.  
Btw, at the start of this i assumed everyone knew what a professional opinion was- 
it's a very common term, used by people like doctors and so on all the time. 
 
 
 
>I am not trying to be funny or facetious. Opinions are important,  
>that is very true. However, opinions are not equal. Opinions are  
>beliefs held about facts, without proof. Such beliefs may be  
>provable or forever unprovable. Such beliefs are either correct or  
>incorrect. Someone's opinion is correct. 
> 
>Filksinger 
> 
>"Keeping in mind that the notes we sing are never, ever, wrong!" 
> 
 
i could go on for hours about how that fact has nothing to do with this- as 
i already said, my opinions may clash with God, but i(menotyou) will not find out  
'till after i'm dead, will i? What we're talking about is 'reality' as it exists in this metaphysical frame of refrence.  
 
 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Mon, 04 Aug 1997 09:08:40 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: 4 color principles 
X-Sender: jonesmj@topaz.cqu.edu.au 
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ok, can we talk about this if we stick to hero stuff? i will endeavour to ignore the quite ridiculous attempts at retaliation this guy has made. . .  
 
 
At 12:06 PM 8/3/97 -0700, you wrote: 
>jonesmj@topaz.cqu.edu.au wrote: 
>>  
>> this will (hopefully) be my last post on this issue. 
>>  
> 
>For some reason your latest post varied in line-length from twenty to  
>256 characters.  It certainly does not make it any easier to read. 
> 
 
you counted? (endeavouring) 
 
 
>I concede you the last word, both on the list and privately.  This has  
>gotten very far outside the purpose of the list, as has been pointed out.  
>As for continuing this by private e-mail, I am not particularly  
>interested in attempting to teach sophomore-level philosophy to someone  
>who cannot conduct a conversation without resorting to ad-hominum  
>attacks.   
 
(endeavour, endeavour) 
 
>I have never intentionally misquoted or mischaracterized anyone  
>in my life -- that would be an evil act.   
> 
 
(endeavour) 
 
 
>Let me revert to the Champions-relevant thoughts where this whole thing  
>began, and henceforth only deal with replies to those. 
> 
 
(am i spelling this right?) 
 
 
>1) In a four-color comic book or campaign, the heroes generally believe  
>in Good and Evil as palpable concepts that correspond to an external  
>reality.  While I do not wish to state that heroism is *impossible*  
>without this assumption, it is certainly a lot easier to risk your life  
>for an absolute, rather than a cultural or personal, standard. 
> 
 
I would contend that most good heros nowadays retain their personal brand of heroism  
despite the degredation of culture and other heros- 
so when spidey doesn't kill, he does so despite the cround(his fans, other heros)  
wanting him to. I see this as far more heroic- 
the best example is when supes went to space and fought on warworld- 
everything about him changed, except his personal beliefs. 
 
 
>2) In 4-color, moral ambiguity arises from imperfection of understanding  
>these absolutes, and from a practical necessity to choose between ideals,  
>not from an absence of objective standards.  This situation does not  
>arise too often, or else you have strayed from the 4-color genre, but it  
>does arise.  
> 
 
*yawn* please don't start suggesting that any point of contention is simply "beyond the gernre"- are you that canon-guy? in any event, i would place both modern spidey and modern superman as 4-color comics. This is working from the fact that, since we are discussing comics, we should categorise modern mainstream comics in some way other than 'modern' or 'conventional' point of contentions, anyone?  
 
 
>3) This view corresponds, in practice, to the common-sense view shared by  
>most people most of the time.  Accordingly, it is not a concept that a  
>comic-book publisher or a GM need worry overmuch about stating.   
> 
 
it does? it is?  
nope! i think it's about time we decide where this conversation is heading- 
i wasn't aware we were back to limiting the players actions again. . .  
 
>4) If an individual hero wants to try being a *true* moral-relativist, he  
>is welcome to try, but I ha' me doots: 
> 
>	"Come, fellow Vindicators!  We must stop Doctor Destroyer's 
> 	latest plot, which is in conflict with our cultural paradigm,  
>	at least as expressed in this moment in the space-time continuum 
>	and as interpreted by the Vindicators' microculture and within 
> 	each of our own ideocultural isolates!" 
> 
>Wow!  Techno-man is certainly going to be inspired to risk his life on an  
>11- teleport activation after that speech! 
> 
 
really? what if Techno-man's a moral-relativist too? hell, what if he's just  
a jargon-stuffed ninny, who won't cooperate or respond with anything other than insults and more jargon unless his own particular conceptual buttons are pushed?  
Think of hi at the tech/hero equavilent of a haughty magic sword. . *g* 
 
>> >-- 
>> ><-------------------------------------------------------> 
>> >Robert A. West         ///  "Censorship is tyranny." 
>> >Phone W:(215)466-3628; H:(215)348-9113 
>> >http://www.erols.com/robtwest 
>> > 
>> > 
>> > 
> 
>--  
><-------------------------------------------------------> 
>Robert A. West		///  "Censorship is tyranny." 
>Phone W:(215)466-3628; H:(215)348-9113   
>http://www.erols.com/robtwest 
> 
> 
> 
 
Date: Mon, 4 Aug 1997 10:51:31 +1000 (EST) 
X-Sender: bryce144@fan.net.au 
From: Len Undy <bryce144@fan.net.au> 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
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At 11:29 AM 03/08/97 +1000, you wrote: 
Lots cut, including rubber vice-president(damn, I knew there was something 
wrong with him) 
 
>>> no justification, actually, not in my opinion, and that's what 
>>> counts, yes?  
>> 
>>By your reasoning, if my opinion is that killing you isn't evil, then  
>>it isn't. Do I understand you correctly? 
>> 
> 
>yes! and you opinion is compared to that of the societies, who decides  
>if you are a criminal.  
> 
Ahhh! It's finally clicked what your trying to say.  I've been following 
this since the start, and IMO it was degenerating into two different arguments. 
 
But let's see if I can briefly(hah) add to this "discussion". 
 
        What your saying is that what's evil and criminal depends on the 
society.   If people in that society don't think something is evil, then in 
that society its not evil.  seems simple...   Its not a case of "its evil, 
but the society does it anyway", rather "its not evil, and we do it because 
its either a good thing or at least accepted". 
 
        Let's look at the Roman Gladiators. Most were slaves or prisoners of 
war.  Many didn't even have weapons to defend themselves from the lions etc. 
They were ripped apart and eaten in front of thousands for entertainment. 
It seems barbaric, even "evil" by today's standards.  But back then it was 
not only accepted as part of Roman society, but almost fundimental for its 
stability.  Rome's citizens(the city, not empire)  would even roit(sp?) if 
they didn't get regular games.  To them it was as important as health care, 
tax etc is today. 
 
        Look at slavery in recent times.  You can't tell me that supporters 
of slavery actually thought it was a "bad" thing.  They might believe that 
the negro population was ment to be slaves, and that the north was "evil" 
for interfering with their rights. 
 
        What I'm trying to say is that what's "evil" and "good" is ever 
changing depending on the society and times.   The Romans KNOW that they 
were right, and we KNOW that they were wrong.   Both sides Know what is 
"Evil" and what isn't but for both sides the Definition is diffirent. 
 
        What's good and evil wholly depends on our own believes, shaped by 
the society around us. 
 
        Now some other thought.... 
 
        Here's an example that comes to mind.:  A poor kid in a bad 
nieghbourhood takes to shoplifting.  He doesn't see as bad, 'cause its not 
like they can't afford to lose a few products.  Sure its against the law, 
but its not "wrong".   As he gets older, he flunks out of school(that's a 
whole new subject), and is really low on cash.  Without cash he can barely 
afford food, let along anything else.  His really desperate for a decent 
life damnit!.  So he takes up mugging.  He never really hurts anyone(he 
activly tries not to), and they have plenty of money anyway.  It won't 
really matter to them...He also starts robbing 7-11 corner stores...  He can 
pick up food, and money from these places, and his criminal ocupation has 
become a career.  Its the only way he knows how to survive.  But one day, a 
corner store clerk draws on him, and he has to shot the clerk.  Sure he 
carries around a loaded gun, but only to scare them.  He never wanted to 
shoot someone.  It was in self defense. 
 
        Now, what we would see is a hard working man, trying to run a corner 
store in a tough area, shot down by some low life scum.  But in the eyes of 
that "low life scum"  he never really did anything "wrong".  It was a matter 
of survival.  Now I'm not saying that this person should be let of from his 
crimes.  He should be punished.  But his not evil, not a bad man. 
 
        But what about another man, let's call him Joe.  Now Joe has always 
been a rough man, some would say to rough for his own good.  Now this other 
guy he sees now and then keeps giving this smug look, like his better then 
Joe.  So Joe goes home, looks at his basball bat, and thinks" Now I know its 
wrong to kill a man, but damnit, its going to good when I teach him a 
lesson, Yes sir".  Now Joe is possibly evil, because he Knows his doing the 
wrong thing, but because his going to enjoy what his doing, he doesn't care. 
Now that's wrong. 
 
 
        I lossing track of what I'm trying to say, so I'll finish here. 
What's Evil depends on the individial and society.  But what's Evil by an 
individial's standards, does not overide what is Evil by societies standards. 
 
        Bryce(royally confusing himself) 
 
 
Date: Mon, 04 Aug 1997 13:30:33 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: "happyelf(sickjokedude)!" <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions Genre Selection (back on topic?) 
X-Sender: jonesmj@topaz.cqu.edu.au 
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At 10:22 PM 8/3/97 -0700, you wrote: 
<meaningless tiff removed from public> 
>I am not sure what the conceptual problem is with saying that  
>"thus-and-so is out of genre."  After all, that's what a genre is all  
>about -- a set of parameters within which a story can be constructed.   
>Stories that are too far outside those parameters are in a different  
>genre, that's all. 
> 
 
but you are approaching backwards- i emant, you should not limit actions: 
a genre should be a guideline, nothing more. .  
 
 
 
>If I play in a campaign, I want to understand the tone that the GM is  
>setting and to cooperate in it.  That is called "role playing".  Spare  
>me from so-called roleplayers who play the same role all the time!   
 
why? that's exactly what you are suggesting- role playing limited to a set of stock cliches. .  
 
>If I  
>don't agree with the setting to the point that I cannot cooperate, I  
>don't play in that campaign.  Let me give you an example of where bad  
>role-playing can put a damper on things.  
> 
 
well, it can't be much of a campaign if you deviate by a small amount and are suddenly 
"out of context". . .  
 
>I am playing in a campaign where the GM has decreed that our  
>(pseudo-medieval) culture does not believe in magic, and even lacks fairy  
>tales.  When we see magic, we are supposed to be disbelieving and/or  
>astonished.  As we acquire magical powers (the title is, "The Magic  
>Returns") we are supposed to be unsure of their precise use, even though  
>we have the rulebooks in front of us. 
> 
>One player (call him Sam) will not cooperate in the setting selected.  He  
>started off by declaring that he believed in Magic and all the "old  
>tales", which by GM decree do not exist.  Sam's character lectures our  
>characters on details contained in the rulebook that his characters could  
>not possibly know, and generally wrecks the mood.   
> 
 
this not an example of breaking a genre!! this is just player-vs-pc knowlege.  
 
>The rest of us are enjoying doing things that we know are silly (because  
>we have the rulebooks), but that our characters would find reasonable  
>(given their ignorance), and enjoy role-playing the learning process.   
>Sam fairly sabotages this by his character's actions, and the rest of us  
>have less fun as a result. 
> 
 
once again, this is still not relevant- the 'genre' you speak of is not  
really a genre, but a simple observence observed by all who role play.  
 
 
>IMHO, it is vital for the GM to communicate the tone that he expects,  
>because that affects the type of characters, powers and backgrounds that  
>players will select.  It is important that players cooperate, because the  
>genre selection affects the type of scenarios that the GM chooses.  It is  
>courteous for players to cooperate, because the GM is inviting them into  
>his story and is spending a great deal of effort to entertain them if he  
>is any good. 
> 
 
your point is valid, your example clearly isn't.  
 
 
 
>--  
><-------------------------------------------------------> 
>Robert A. West		///  "Censorship is tyranny." 
>Phone W:(215)466-3628; H:(215)348-9113   
>http://www.erols.com/robtwest 
> 
> 
> 
 
Date: Sun, 03 Aug 1997 21:12:52 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Instant Change as a Weapon 
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John Lansford wrote: 
>  
> On Sat, 02 Aug 1997 19:05:36 -0700, you wrote: 
>  
> >> Now, the hammer only works for Mr. He-Man. Mr. Wimpy cannot use it. 
> >> This would be a OIF _and_ a Only in Hero ID. 
> > 
> >Not so far as I can see.  A personal and a universal focus are the same 
> >number of points, so compromises between them are also usually zero-point 
> >choices. 
> > 
> >Option 2: He-man is the special effect of Instant Change and a batch of 
> >Only in Hero ID powers.  Wimpy changes by striking the hammer on the 
> >ground three times, and can use the hammer as a plain 4D6HA, just as 
> >anyone can.  The hammer is the focus of multiple powers, some universal, 
> >some personal to He-man, some personal to Wimpy.  No point saving. 
>  
> Mr. Wimpy cannot use the hammer, because it isn't a hammer at that 
> time. It is a walking stick when Thor is in his Donald Blake 
> incarnation and Blake has no access to any of the hammer's powers. Not 
> until he stamps it on the ground three times does he transform into 
> Thor and the stick turns into the hammer. 
>  
 
You assume that the original poster was trying to duplicate Thor.  This may  
not be so, and my example specifically suggested a different mechanic.   
Perhaps I should illustrate with one of my characters, Saladin.  He has a magic  
sword upon which the rest of his powers depend.  He has (choosing only certain  
powers and disads for illustration, and simplifying slightly): 
 
5	15 STR all the time 
9	13 DEX all the time 
7	3  SPD all the time 
24	+30 STR, Only in Hero ID 
38	+16 DEX, Only in Hero ID 
9	+2  SPD, Only in Hero ID, including figured amount. 
2	Instant Change OAF Sword & Scabbard {Mystical change, draw sword} 
30	45-active-point MP OIF Sword semi-Personal (Islamic faith only) 
1u	10PD/10ED Force Field {super-parry} OIF 
1u	5D6 HA 0 END OIF 
1u	+1 HTH Combat Level {Magical Sword} OIF 
4s	2D6 HKA {DC 12 is a campaign limit} OIF 
1u	Missile Deflection vs all ranged attacks OIF 
 
etc. 
 
Disad:	10	Accidental Change {Anybody draws sword from scabbard} 
	20	Phys Lim: must obey Islamic Law (all the time, greatly} 
 
etc. 
 
Note that the sword varies in its treatment:  
 
	-it is an OIF when wielded, since it has magical properties resisting, 
		but not precluding, taking it from his hand.   
	-it is an OAF when sheathed, but the only power that depends on it is 
		Instant Change: draw the sword and poof! 
	-other powers that depend on the sword's being drawn are Hero ID,  
		since Saladin remains Saladin, even if the sword is taken 
		away, unless someone sheathes it. 
 
Thus, my comments. 
 
 
>  
> John Lansford 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Mon, 4 Aug 1997 01:00:24 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection (back on topic?) 
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On Sun, 3 Aug 1997, Robert A. West wrote: 
 
> If I play in a campaign, I want to understand the tone that the GM is  
> setting and to cooperate in it.  That is called "role playing".  Spare  
> me from so-called roleplayers who play the same role all the time!  If I  
> don't agree with the setting to the point that I cannot cooperate, I  
> don't play in that campaign.  Let me give you an example of where bad  
> role-playing can put a damper on things.  
>  
> I am playing in a campaign where the GM has decreed that our  
> (pseudo-medieval) culture does not believe in magic, and even lacks fairy  
> tales.  When we see magic, we are supposed to be disbelieving and/or  
> astonished.  As we acquire magical powers (the title is, "The Magic  
> Returns") we are supposed to be unsure of their precise use, even though  
> we have the rulebooks in front of us. 
>  
> One player (call him Sam) will not cooperate in the setting selected.  He  
> started off by declaring that he believed in Magic and all the "old  
> tales", which by GM decree do not exist.  Sam's character lectures our  
> characters on details contained in the rulebook that his characters could  
> not possibly know, and generally wrecks the mood.   
>  
> The rest of us are enjoying doing things that we know are silly (because  
> we have the rulebooks), but that our characters would find reasonable  
> (given their ignorance), and enjoy role-playing the learning process.   
> Sam fairly sabotages this by his character's actions, and the rest of us  
> have less fun as a result. 
 
In the Legend of the Five Rings RPG a point similar to this is made. 
Although rules and notes (anmd even a charactersheet) for ninja characters 
are given, great pains are made to the effect that *no one* believes they 
exist.  PCs should not accept any evidence of ninja as fact they exist. 
As they say in the book, any dozen farmers can ambush a lone samurai, 
stick a few shuriken in his back and blame it on 'ninja'. 
 
Naturally, there will (or should) come a time where the PCs will encounter 
a 'ninja' face to face abd draw their own conclusions about what the 
character saw.  But to start out at day one claming ninja are real (or 
worse, to be one) will wreck the mood (and the genre presented) in short 
order. 
 
Obey the conventions of the genre (and of the campaign) is essential to 
getting the utmost enjoyment out of the game.  Delibertly 
ignoring/flauntingthese rules/guidelines just spoils it for the rest of 
us. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Sun, 03 Aug 1997 22:22:54 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Champions Genre Selection (back on topic?) 
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jonesmj@topaz.cqu.edu.au wrote: 
>  
> > 
> >For some reason your latest post varied in line-length from twenty to 
> >256 characters.  It certainly does not make it any easier to read. 
> > 
>  
> you counted? (endeavouring) 
 
A guesstimate, since 256 is a line-length limit on many systems.  It  
happened again in this post and is very annoying.  I haven't seen this  
happen with anyone else's postings, so I infer that your system may have  
a problem. 
 
> [snip] 
>  
> *yawn* please don't start suggesting that any point of contention is simply "beyond the gernre"- are you that canon-guy? in any event, i would  
place both moder 
 
Sorry, your line simply wrapped off the end of the world at that point,  
and I have no idea *what* you were going to say.  See my comment above. 
 
> nope! i think it's about time we decide where this conversation is heading- 
> i wasn't aware we were back to limiting the players actions again. . . 
 
??? Decide where a conversation is heading ??? Talk about limiting! ;-) 
 
I am not sure what the conceptual problem is with saying that  
"thus-and-so is out of genre."  After all, that's what a genre is all  
about -- a set of parameters within which a story can be constructed.   
Stories that are too far outside those parameters are in a different  
genre, that's all. 
 
If I play in a campaign, I want to understand the tone that the GM is  
setting and to cooperate in it.  That is called "role playing".  Spare  
me from so-called roleplayers who play the same role all the time!  If I  
don't agree with the setting to the point that I cannot cooperate, I  
don't play in that campaign.  Let me give you an example of where bad  
role-playing can put a damper on things.  
 
I am playing in a campaign where the GM has decreed that our  
(pseudo-medieval) culture does not believe in magic, and even lacks fairy  
tales.  When we see magic, we are supposed to be disbelieving and/or  
astonished.  As we acquire magical powers (the title is, "The Magic  
Returns") we are supposed to be unsure of their precise use, even though  
we have the rulebooks in front of us. 
 
One player (call him Sam) will not cooperate in the setting selected.  He  
started off by declaring that he believed in Magic and all the "old  
tales", which by GM decree do not exist.  Sam's character lectures our  
characters on details contained in the rulebook that his characters could  
not possibly know, and generally wrecks the mood.   
 
The rest of us are enjoying doing things that we know are silly (because  
we have the rulebooks), but that our characters would find reasonable  
(given their ignorance), and enjoy role-playing the learning process.   
Sam fairly sabotages this by his character's actions, and the rest of us  
have less fun as a result. 
 
IMHO, it is vital for the GM to communicate the tone that he expects,  
because that affects the type of characters, powers and backgrounds that  
players will select.  It is important that players cooperate, because the  
genre selection affects the type of scenarios that the GM chooses.  It is  
courteous for players to cooperate, because the GM is inviting them into  
his story and is spending a great deal of effort to entertain them if he  
is any good. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Sun, 03 Aug 1997 22:38:10 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Variant Skills System for HSR 
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DocTough@aol.com wrote: 
>  
>  
>     In a nutshell, I made all skills cost 3 CPs with +1 to the stat based 
> rolls costing +2 CPs.  However, I've incorporated a system of Subskills that 
> allow characters to have better definition and specialize in cetain aspects 
> of the overall Skill.   
 
This strikes me as unnecessary.  Per HSR, if a character has  
Science/Chemistry(13-), he has a 13- chance to do any ordinary chemical  
analysis, but would be at a disadvantage (-3, say) in a problem involving  
Nuclear Chemistry.  With Science/Nuclear Chemistry(11-), he would get the  
better roll (11-) for the problem, and the other would act as a complementary  
skill.   
 
>                        PCs can also buy up the rolls with these Subskills 
> (rolls based off of the overall skill roll) for +1 CP per +1 to the roll. 
 
Do you allow complementary skills as well? 
 
 
>      I've also eliminated Skill Enhancers.  The Overall Skill is considered 
> to allow the characters to attempt any reasonable feat within the purview of 
> the Skill and their other experiences and skills. 
 
Again, this is standard Hero treatment.  There is no "General Science" skill,  
although one could purchase "KS: Science", which represents a character who  
is widely read about science in general, but lacks practical laboratory  
skills.  I don't see where Skill Enhancers come into the picture. 
 
 
>      There are a number of preset Subskills that cover the need for a 
> Profession Skill, (finally) account for "Kits", cover topics of History, 
> Inventor, etc. 
 
Kits are already covered as either mobile labs or as Skill Levels OAF.   
 
 
>  
>      So far my current players have noticed little difference in using 
> skills, except that they no longer spent as much on Skills, and Talent and 
> Perks, as they did before. 
 
Somehow, the fact that your players have noticed little difference does not  
strike me as a resounding recommendation.  The fact that they have spent  
fewer points on non-combat Skills, Talents and Perks, only serves to raise  
the power level of the campaign, which is not always a good thing. 
 
>  
> Doc Tough 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Sun, 03 Aug 1997 23:15:59 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: FISHY POWERS,  PART I 
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Okay, I've finally got a bit o' time, so here are the major 
highlights of how an underwater environment affect landlubbers... 
 
PERCEPTION - 
 
   Underwater, it's harder to see, and increasingly so at a distance.  
Fresh water is actually worse than salt water, since there is generally 
more suspended matter in the water to obscure vision, thus the following 
modifies Range Mod chart for PER rolls; 
 
       SALT   SALT   FRESH  FRESH 
RANGE  CLEAR  MURKY  CLEAR  MURKY 
0-4"    -2     -3     -3     -4 
5-8"    -5     -6     -7     -8         This chart is for water 
penalties and normal 
9-16"   -8     -9     -11    -14        range mods combined; _don't_add 
these mods to 
17-32"  -11    -12    -15    -19        existing range mods 
33-64"  -14    -15    -19    -24 
 
TELESCOPIC VISION - 
  Make sure that telescopic modifiers _only_ negate normal range mods, 
and not water condition mods 
 
IR VISION - 
   Heat dissipates quickly in water, so in addition to any and all other 
modifiers underwater, IR takes another -2 _per_range_doubling 
(basically, IR is about useless) 
 
UV VISION - 
   UV works normally underwater 
 
NORMAL HEARING - 
   While sound travels better in water, it is much more distorted 
(remember the space-born 'whale song' in Star Trek IV?) so all hearing 
PER rolls are at -3, if missed, the sound may be heard, but is 
unidentifiable. 
 
RADIO HEARING - 
   All radio hearing suffers -6 underwater 
 
HR RADIO HEARING - 
   High Range works a little better; only -4 to all PER 
 
SONAR - 
   Okay, now we're TALKIN'!  If both the character and target are 
underwater, sonar works at +2, with, of course, the normal limitations 
of sonar (large groups of small objects may appear to be one large 
object, etc.) 
 
RADAR - 
   About as well as HR Radio, -4 
 
SMELL - 
   If you can't breathe underwater, you can't smell underwater.  If you 
CAN, it works normally, but shifting currents may move smells about in 
strange ways, this specifically would also affect... 
 
TRACKING SCENT - 
   which takes a -4 to start, and add'l -2 per hour that the trail is 
old. 
--------------------------------------- 
This brings us now to COMBAT! 
 
DEX AND STR - 
   OCV in HTH is reduced by 2, all DCV is at -1, and ranged OCV is 
unaffected.  Atlantis(TM) offers the new talent "underwater movement" 
with which all OCV/DCV penalties are ignored. 
   All attacks based on STR are reduced by 2 Damage Classes after all 
other damage modifiers are applied (such as Martial Arts modifiers). 
 
THROWING THINGS - 
   Just don't even try.  The only useful thrown objects for underwater 
use would be javelins (and their ilk), but those would fall into the 
category of underwater weapons. 
 
WEAPONS - 
   The gist of it is; most normal weapons (like guns, for example) just 
won't work.  Things like lasers or 'blasters' should work normally if 
the actual circuitry/mechanisms are sealed water-tight.  HTH Melee 
weapons (clubs, swords, etc.) will only lose the aforementioned 
'STR-based attack' 2 DC, unless the weapon is large/wide/bulky, then 
damage may be reduced by up to 2 add'l DC. 
------------------ 
SPECIAL EFFECTS 
--------------- 
AIR - 
   Even air-based powers which supply their own air will dissipate 
quickly in water, and will operate between 5 and 50% effectiveness. 
 
ELECTRICITY - 
   WOW!  THERE'S NO PROBLEM WITH POWER _HERE_!!  Except, that being 
surrounded by water, you may end up damaging yourself as much as anyone 
else! 
  Force Fields/Walls will act as damage shields at 1D6 normal damage per 
15 active points.  This affects the user as well as any legitimate 
victims. 
  EBs and RKAs will add 1DC for every 20 active points in fresh water, 
add 1DC per 15 active points in salt water.  If an attack channels 
electricity to the target, it will act as an Area Affect Line (attacker 
to target) Explosion (OUCH!), and both target and attacker will take 
damage.  If an attack fires a projectile which doesn't deliver a charge 
ubtil impact, it will act as an Explosion only. 
  Of course if the Electrically-powered character has full insulation or 
the Personal Immunity advantage, (s)he can ignore the damage everyone 
else is enjoying... 
 
FIRE - 
   If the fire requires air for combustion, yer outta luck.  Chemical or 
Magical-based fire (and others not requiring air) will be fine. 
 
ICE - 
   If the ice is produced by the character, the objects of ice will tend 
to immediately begin to float to the surface (no specific modifiers are 
given). 
   If the character produces a field of cold by which ice is then 
formed, the effects will tend to be enhanced (due to abundance of raw 
material as it were) add 1DC in dirty, salty water, 2DC for clean salt 
or dirty fresh water, and 3DC for clean fresh water. 
 
MENTAL POWERS - 
   The only limitations here are maintaining line-of-sight.  PER rolls 
should be made every phase to maintain mental contact (except in the 
case of Mind Link, of course) 
 
WATER - 
   Water SFX are generally unaffected, though non-attack powers like TK 
or entangle may be increased by 1DC per 20 active points. 
 
LIGHT - 
   Since light is diffused by water, light-based powers are less 
effective.  Treat as if they had "reduced by range" in clear water, 
subtract an additional 1DC per range doubling in murky or clouded water. 
   Powers using UV light will not be affected, Powers using IR light 
will work at point blank or 1-hex range, but not at all beyond that. 
 
SONICS - 
   YEAH!  AND I THOUGHT ELECTRICITY WAS GOOD!  Sound is fortunately 
directional, so the source of sound powers does not take damage from 
his/her own powers. 
   Force Fields and Walls add 5 pts. per 20 active. 
   EBs act as if they are Area Affect Cone.  A character may attempt to 
focus the blast with a Control roll (INT roll)modified by -1 per 10 
active points in the power. 
 
-------------------------- 
 
   Okay, that's part 1.  Next is skills, powers and power modifiers.  I 
will try to get them posted within the next day.  They should go faster, 
being less general then most of the preceding. 
 
   All information is taken from 'ATLANTIS(tm) a sourcebook for 
Champions', though I do not gaurantee completely accurate regurgitation 
of information. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Sun, 03 Aug 1997 23:19:37 -0700 
From: Darrin Kelley <flashbak@pacbell.net> 
Reply-To: flashbak@pacbell.net 
Subject: PBEM games. 
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am currently looking for information any Fuzion or Hero System 
related PBEM games. 
 
    The reasons for this are two-fold. First I would actually like to 
find one to join. Other game systems would be fine too. Though I would 
ask that they be limited to Rifts, TORG, Cyberpunk or Mekton. Otherwise, 
I suspect that I might end up facing an E-Mail overload. 
 
    And second, I would actually like to analyse a few so I can 
eventually start one of my own. So that I can find out what utilities 
are needed to make such a game run smoothly. 
 
Date: Mon, 04 Aug 1997 16:24:06 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: "happyelf(sickjokedude)!" <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions Genre Selection (back on topic?) 
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At 01:00 AM 8/4/97 -0400, you wrote: 
>Obey the conventions of the genre (and of the campaign) is essential to 
>getting the utmost enjoyment out of the game.  Delibertly 
>ignoring/flauntingthese rules/guidelines just spoils it for the rest of 
>us. 
> 
 
so i suppose you could say that conventions of the genre are valid limits- 
however, i would suggest that many of the 'conventions' of the 4-color genre are not  
as constructive as this- mayhap they include a limit that does not add as much to cohesion, or as such a limit should, to be considered valid?  
 
 
 
>*************************************************************************** 
>* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
>*               Michael Surbrook / susano@access.digex.net                *  
>*            Attacked Mystification Police / AD Police / ESWAT            * 
>* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
>*************************************************************************** 
> 
> 
 
X-Sender: ludator@207.40.36.2 
Date: Mon, 04 Aug 1997 01:27:32 -0500 
From: ludator@softfarm.com (Bryan Berggren) 
Subject: Re: 4 color principles 
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At 05:17 PM 8/4/97 +1000, happyelf(sickjokedude)! wrote: 
>so you'd prefer spidey not to save lives? you expect bats to be sane?  
>methinks you missed the point- these are both NON-fourcolor origins! 
>bats is a looney, and petey was an complete ass!  
 
I'd agree with you on Batman, but not Spidey.  The Kirby/Ditko comics of the 
Great Marvel Age (Fantastic Four, Spider-Man, Thor, Dr. Strange, Avengers) 
all but *define* "four-color comics". 
 
And I'd point out, Spidey's origin is a good example of one of the 4-color 
Genre Conventions I mentioned earlier: that having superhuman abilities 
obligates one to take sides between Good and Evil, and attempting to remain 
"neutral" (including using your powers solely for mundane pursuits like 
legal profit) results in Bad Things. 
 
-- 
Vox 25:17, Patron Saint of Gadflies 
+-----------------------------------------------------------------+ 
| Files corrupt; absolute files corrupt absolutely.               | 
+-----------------------------------------------------------------+ 
   Visit the SoapVox at http://www.io.com/~angilas/soapvox.html 
 
From: BeerCarboy@aol.com 
Date: Mon, 4 Aug 1997 02:31:46 -0400 (EDT) 
Subject: Re: 4 color principles 
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OK, I think that many of the people involved in this discussion are failing 
to see why it's are called four-colored principles.  I think the idea is how 
the comics in question have principles which do not apply in our real world. 
 One principle has seemingly upset a lot of people because they think it does 
apply in real life, namely that good and evil have a fundamentally different 
nature in comics (or at least this sort of comic) than they have in reality. 
I think that none of us have a problem with it stated in terms that vaguely, 
but the attempt to specify those differences have rubbed some people the 
wrong way.  So let me try to give some examples of those differences by 
citing specific comic book characters. 
 
Spiderman: Peter Parker started his career as a do-gooder when a man (a 
criminal) he had the opportunity to apprehend but chose not to then went and 
murdered Peter's Uncle (who was the closest thing Peter had to a father while 
he was growing up).  Peter saw this as his fault (arguable in that if the 
specific criminal in question was in custody he could not have killed Ben 
Parker) and then decides to fight crime because "with great power . . ." 
yadda, yadda, yadda.  In the Marvel Universe Peter/Spiderman is doing the 
"right thing" but in reality his "great responsibility" could probably be 
better discharged in a research laboratory trying to figure out how he does 
what he does, rather than simply dealing with a small number of street 
criminals and some paranormal types with sociopathic behavior problems. 
 
Batman:  Watching his parents die in a random mugging gone wrong gave Bruce 
Wayne such a hatred of crime that he has spent his life perfecting his 
abilities physical and mental so as to apprehend criminals.  Some lip-service 
in recent years has been given to the idea that he is obsessed but overall he 
doing the right thing in the DC universe, but in reality he would be a 
severely disassociative personality engaging in extreme anti-social 
compulsive behavior. 
 
We can do something similar with almost any comc book character, what is the 
"right thing" in the comix is generally pretty bizarre and unacceptable by 
real world moral/ethical standards. 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
From: DocTough@aol.com 
Date: Mon, 4 Aug 1997 02:50:49 -0400 (EDT) 
Subject: Re: Variant Skills System for HSR 
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In a message dated 97-08-04 01:45:11 EDT, Rob wrote: 
 
<< DocTough@aol.com wrote: 
> >  
 >  
 >     In a nutshell, I made all skills cost 3 CPs with +1 to the stat based 
 > rolls costing +2 CPs.  However, I've incorporated a system of Subskills 
that 
 > allow characters to have better definition and specialize in cetain 
aspects 
 >> of the overall Skill.   
  
 <This strikes me as unnecessary.  Per HSR, if a character has  
 Science/Chemistry(13-), he has a 13- chance to do any ordinary chemical  
 analysis, but would be at a disadvantage (-3, say) in a problem involving  
 Nuclear Chemistry.  With Science/Nuclear Chemistry(11-), he would get the  
 better roll (11-) for the problem, and the other would act as a 
complementary  
 skill.>  
 
     Fairly true, but I've reduced the need for purchasing repetative skills 
by grouping them under a common, more general Superskill.  (BTW, I've also 
removed the need for the KS:s).  Under my system, which I will post in great 
detail about for those interested, the above skills would be treated as such: 
 
          4 Chemistry(General-1)                    (13-)(14-)  Int-based 
                            (Nuclear-0)                    (13-) 
 
     The base cost of the skill is 3 CPs for the Int-based.  Assuming 
character had a INT 18 to 22, this gives a base roll of 13 or less.  The 
Subskill listed in the () next to the Superskill is considered the PC's field 
of expertise and gets an automatic rating of +1, as noted by the Subskill-1 
notation for no additional cost.  The next Subskill costs 1 CP and gives the 
PC a rating of Nuclear Chemistry-0, or a roll of 13- (the base skill roll). 
 If the rating was bought up to Nuclear-1, for +1 CP, the Subskill roll would 
be 14-, or base Skill roll plus level the appropriate Subskill. 
     This allows for Pc to have decent Skill rolls without spending 
additional points that would otherwise go to Talents, Perks, Character 
Advantages, Equipments, Agents, etc.  I firmly believe that Skills are very 
important to a character, but have experienced players that would shortchange 
their PCs and then wonder why they couldn't perform non-superpowered feats 
without them. 
     As for Complimentary rolls, they are now treated as simply adding the 
rating of the appropriate (GM approved) subskill rating to the roll of the 
skill in question.  For the above example, the General-1 subskill would add 
+1 straight out to the Nuclear Chemistry feat if the GM felt that it applied 
for a total roll of 14 or less.  Not all applications a  skill as a 
Complimentary Skill are trully appropriate.  Being a Chemist by education and 
lab experience (Medical), I find that my practical knowledge of general 
chemistry were already accounted for in more advanced topics, but help a 
little.  The lack of a roll is meant to imply that you know that you know and 
your efforts should not be undermined by the "luck of the dice". 
  
 >>                        PCs can also buy up the rolls with these Subskills 
 >> (rolls based off of the overall skill roll) for +1 CP per +1 to the roll. 
  
 <Do you allow complementary skills as well?> 
 
     Absolutely, varying educational experiences often combine in unexpected 
manners to create the true depth of our practical knowledge.  I've covered 
how to use Subskills in a common Superskill as complimentary above.  For 
using two different Superskills, simply use the system as per HSR, but only 
apply the +1 to the roll per 2 pts the Complimentary roll was made by 
disregarding a "just made it" roll.  This works rather well under principles 
of Education, yes another degree, for the purposes of the genre ans system. 
 Less certainty that the other skill will prove a benefit to the Base Skill, 
but allowing for that unique serendipidity that drives progress and 
advancements. 
     This later system seems to show up less as often the Superskill in 
question will provide some knowledge of teh Complimentary skill.  For 
example, the Skill Mechanics provides some rudimentary understanding of how 
automobiles operate (cams, gears, belts, pistons, etc. are all important 
engineering advances that are used in cars) and could be used to effect 
repairs without a KS: Automobile Mechanics. 
  
  
> >      I've also eliminated Skill Enhancers.  The Overall Skill is 
considered 
 > to allow the characters to attempt any reasonable feat within the purview 
of 
 > the Skill and their other experiences and skills.<< 
  
 >Again, this is standard Hero treatment.  There is no "General Science" 
skill,  
 although one could purchase "KS: Science", which represents a character who  
 is widely read about science in general, but lacks practical laboratory  
 skills.  I don't see where Skill Enhancers come into the picture.< 
 
     They went away for two reasons primarliy.  The first is that they were 
cost abusive, particularily if the player wished to acquire them later.  A 
simple expenditure of 3 CPs could reap a greater return from the already 
purchased skills.  Second, they seemed to imply a board basic knowledge of 
the topic of the Skill enhancer of the corse of play in my campaign and some 
other local groups.  Granted this interruptation evolved out of houserules, 
but I removed as part of cleaning up my houserules. 
     Since all skills would now carry the same cost and therefore should be 
of similar practical use to the PC during the course play, Skill Enhancers 
were dropped. 
  
  
 >>      There are a number of preset Subskills that cover the need for a 
 > Profession Skill, (finally) account for "Kits", cover topics of History, 
 > Inventor, etc.<< 
  
> Kits are already covered as either mobile labs or as Skill Levels OAF< 
 
     Yes, they can be treated this way, but making them subkills was done to 
allow them to be include at the site of the Skill.  Plus, I've generally had 
reservations about focussing non-combat Skill Levels.  Cost turns out to 
about the same. 
  
 >  
> >      So far my current players have noticed little difference in using 
 > skills, except that they no longer spent as much on Skills, and Talent and 
 > Perks, as they did before.<< 
  
 >Somehow, the fact that your players have noticed little difference does not 
 
 strike me as a resounding recommendation.  The fact that they have spent  
 fewer points on non-combat Skills, Talents and Perks, only serves to raise  
 the power level of the campaign, which is not always a good thing.< 
 
     I don't think I stated that as clearly as I could have.  The players 
found that the use of skill felt the same (ie Complimentary rolls, 
timerequirements, kits, professional use).  They did like that they had 
greater flexiblity with the skill and a wider range of skill feats they could 
know attempt without feeling they were required to spend excessive, in their 
minds, points on skills.  
     Yes, the extra spending of points on powers did raise the power level of 
the campaign in the past to uncomfortable level.  I tried to lower the 
starting points, but they simply spent less on non-combat skills and 
abilities anyway.  Now they know they will have points to get they Perks and 
talents they found interesting but wouldn't spend points on before. 
 
     I find the organization of the skill/subskill system reduces the 
confusion for players to locating the appropriate skill to use.  
  
 >  
 > Doc Tough 
  
 --  
 <-------------------------------------------------------> 
 Robert A. West		///  "Censorship is tyranny." 
 Phone W:(215)466-3628; H:(215)348-9113   
 http://www.erols.com/robtwest 
  
 
     Thanks for your comments, Robert, I hope I've clear some issues up.  Its 
not an iverly radical change from the current system, but it removes a few of 
the small issues I had with the HSR system. 
 
Doc Tough 
 
From: DocTough@aol.com 
Date: Mon, 4 Aug 1997 02:52:47 -0400 (EDT) 
Subject: Re: Variant Skills System for HSR 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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Doc sez... 
 
     I'd be glad to post more details, but I'd want to put them in a 
managable file to be attached to a posting.  I'll see what I can do.   Thanks 
for your interest. 
 
Doc Tough 
 
From: DocTough@aol.com 
Date: Mon, 4 Aug 1997 02:56:06 -0400 (EDT) 
Subject: Re: FISHY POWERS, PART I 
Errors-To: owner-champ-l@omg.org 
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Doc sez... 
 
     Thanks for the insightful posting, Captain.  This is something I'll same 
for the rules archive. 
 
Doc Tough 
 
 
Date: Mon, 04 Aug 1997 17:17:25 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: "happyelf(sickjokedude)!" <jonesmj@topaz.cqu.edu.au> 
Subject: Re: 4 color principles 
X-Sender: jonesmj@topaz.cqu.edu.au 
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At 02:31 AM 8/4/97 -0400, you wrote: 
 
>Spiderman: Peter Parker started his career as a do-gooder when a man (a 
>criminal) he had the opportunity to apprehend but chose not to then went and 
>murdered Peter's Uncle (who was the closest thing Peter had to a father while 
>he was growing up).  Peter saw this as his fault (arguable in that if the 
>specific criminal in question was in custody he could not have killed Ben 
>Parker) and then decides to fight crime because "with great power . . ." 
>yadda, yadda, yadda.  In the Marvel Universe Peter/Spiderman is doing the 
>"right thing" but in reality his "great responsibility" could probably be 
>better discharged in a research laboratory trying to figure out how he does 
>what he does, rather than simply dealing with a small number of street 
>criminals and some paranormal types with sociopathic behavior problems. 
> 
>Batman:  Watching his parents die in a random mugging gone wrong gave Bruce 
>Wayne such a hatred of crime that he has spent his life perfecting his 
>abilities physical and mental so as to apprehend criminals.  Some lip-service 
>in recent years has been given to the idea that he is obsessed but overall he 
>doing the right thing in the DC universe, but in reality he would be a 
>severely disassociative personality engaging in extreme anti-social 
>compulsive behavior. 
> 
>We can do something similar with almost any comc book character, what is the 
>"right thing" in the comix is generally pretty bizarre and unacceptable by 
>real world moral/ethical standards. 
> 
>Carter Humphrey 
> 
> 
 
so you'd prefer spidey not to save lives? you expect bats to be sane?  
methinks you missed the point- these are both NON-fourcolor origins! 
bats is a looney, and petey was an complete ass!  
 
 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
>                                                           BeerCarboy@AOL.com 
> 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Mon, 4 Aug 1997 10:45:16 +0000 
Subject: Re: 4 color principles 
Reply-to: guyhoyle@iname.com 
Priority: normal 
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------- Forwarded Message Follows ------- 
 
> Date:          Mon, 4 Aug 1997 09:46:05 -0400 (EDT) 
> From:          Michael Surbrook <susano@access.digex.net> 
> Subject:       Re: 4 color principles 
> To:            champ-l@omg.org 
 
> On Mon, 4 Aug 1997, happyelf(sickjokedude)! wrote: 
>  
> <Spiderman & Batman stuff snipped) 
>  
> > so you'd prefer spidey not to save lives? you expect bats to be sane?  
> > methinks you missed the point- these are both NON-fourcolor origins! 
> > bats is a looney, and petey was an complete ass!  
>  
> First of all, I'd like to point out that batman was created backl in 1939, 
> *way* before the establishment of the 'classic' 4-color genre.  In his 
> first appearences Bats killed a few of his foes (or, at least, didn't try 
> and stop them form having a fatal accident).  So, I (amazingly enough) 
> have to agree with Mr. Jones/Happyelf here. 
>  
> But, Spiderman came about in the early Sixties (1961?  1963?)  When the 
> 4-color genre was at it's height.  Heck, one can even make a case that it 
> was just really getting started (if your a major Marvel fan anyway)!  So, 
> I'd say Spiderman's origin is classic 4-color. 
 
Hmm, this is rather later than I'd put the origin of the 4-Color  
comic.  I'd say Batman was created in the tradition of the "pulp"  
era, but 4-color comics were born with Superman in 1938.  Most of the  
superheroes of the 1940s and early 50s were definitely part of the  
4-color world.  Also, IMO, the end of the 4-color era began in the  
early to mid-80s, when "heroes" began using killing attacks regularly  
instead of as the exception (Wolverine, of course, appeared in the  
late 70s, but he was an exception to the rule; the Punisher appeared  
even earlier, but he was often seen as a villain, and sometimes used  
non-lethal bullets). 
 
Guy 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Date: Mon, 4 Aug 1997 09:35:24 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
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On Mon, 4 Aug 1997, happyelf(sickjokedude)! wrote: 
 
> At 01:00 AM 8/4/97 -0400, you wrote: 
> >Obey the conventions of the genre (and of the campaign) is essential to 
> >getting the utmost enjoyment out of the game.  Delibertly 
> >ignoring/flauntingthese rules/guidelines just spoils it for the rest of 
> >us. 
> > 
>  
> so i suppose you could say that conventions of the genre are valid limits- 
> however, i would suggest that many of the 'conventions' of the 4-color 
genre are not  
> as constructive as this- mayhap they include a limit that does not add 
as much to cohesion, or as such a limit should, to be considered valid?  
 
Genre conventions are not always valid 'limits'.  Instead genre 
conventions help define the campaign itself.  In a 4-color game, the genre 
conventions do not limit the characters, with the exception that one would 
not (or should not) find dark clad gun-totiing avengers of the night 
running about.  Having Batman in there with the rest of the JLA is sort of 
a mistake, since (realistically) he'd probably have nothing to do with 
them.  About the only major 4-color convention that I can think of (right 
now) is that "Heroes don't kill", which in a way, does limit characters, 
but shouldn't detract from the game itself.  (This is why Dark Champions 
was created, see.) 
 
On the other hand, if I am trying to run a certain genre (and to reference 
my last post, lets say it is feudal Japan circa 1542), I'd excpet the 
players to have 9at least) a basic understanding of the genre being 
presented and try to create characters that fit within the boundries of 
that genre.  So, if you want to play a ninja, that's fine, just don't 
expect to be able to go running around in your night suit tossing shuriken 
at everyone and not have anyone bat an eye.  A ninja is at the *bottom* of 
the social structure, in fact he doesn't even *count* in the social 
structure of the time, and a known ninja will soon find himself very dead. 
 
In the 1542 Japan game that I'm in, one of the PCs was a farmer while the 
rest of us were samurai.  After a while, the player complained about not 
having any armor, getting stuck with all the dirty jobs and not having any 
say in anything.  Our response?  "Hey, wake up dude!  Your playing a 
character from the bottom third of the social scale, we *don't* have to do 
anything for you, PC or not!"  And if the PC took offense and picked a 
fight, we were perfectly in our own right (ie abiding by the genre 
conventions of the game) to cut him down like the mad dog that he was. 
Needless to say, thay player never did acheive clue and left that game.  
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Mon, 4 Aug 1997 09:46:05 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
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On Mon, 4 Aug 1997, happyelf(sickjokedude)! wrote: 
 
<Spiderman & Batman stuff snipped) 
 
> so you'd prefer spidey not to save lives? you expect bats to be sane?  
> methinks you missed the point- these are both NON-fourcolor origins! 
> bats is a looney, and petey was an complete ass!  
 
First of all, I'd like to point out that batman was created backl in 1939, 
*way* before the establishment of the 'classic' 4-color genre.  In his 
first appearences Bats killed a few of his foes (or, at least, didn't try 
and stop them form having a fatal accident).  So, I (amazingly enough) 
have to agree with Mr. Jones/Happyelf here. 
 
But, Spiderman came about in the early Sixties (1961?  1963?)  When the 
4-color genre was at it's height.  Heck, one can even make a case that it 
was just really getting started (if your a major Marvel fan anyway)!  So, 
I'd say Spiderman's origin is classic 4-color. 
 
Now, as to Spidey saving lives.  I don't think that the original poster 
was arguing agaisnt his actions as Spiderman, he was just stating they 
weren't the actions of a more 'stable' person. It comes back to "With 
great power..."  Sure, Spidey could sit in a lab and do research, but he 
can't just stand around, being able to do the things that he can do, 
knowing that there are people out there that might kills someone else's 
Uncle Ben (or Aunt May).  So he goes out, night after night, trying to 
(inhis own way) make the world a little safer.  He takes out common 
theives and muggers, battles supervillians, gets chased by the cops and 
slamed constantly by JJ Jameson.  But he never gives up (which is what 
makes him a hero). 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Comments: Authenticated sender is <gdighton@mail.elite.net> 
From: "Garth Dighton" <gdighton@elite.net> 
Date: Mon, 4 Aug 1997 14:58:17 +0000 
Subject: Re: Ars Magica --> Hero 
Priority: normal 
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On  2 Aug 97 at 21:03, Stephen B. Mann wrote: 
> > From: Eric Burns <burns@usmcug.usm.maine.edu> 
[SNIP] 
>  
> > If Jane had a Rego of 15 and a Mentum of 0, or a Rego of 0 and a Mentum of 
> > 15, she could still do this effect.  Therefore, you should let the PC pay 
> > for the effect with END from either or both reserves, however he/she wants 
> > to. 
>  
>      I don't recall seeing this in Ars (must not have read it well 
> enough). So, some one with no skill in fire (ignem 0) can still do fire 
> spells? Gee, I dunno.... 
Actually, in Ars Magica, you can. There is a difference between Ignem  
0 and not having Ignem at all. Beginning apprentices don't have all  
the Techniques and Forms yet, and it takes time (a season) to give  
them basic level (i.e. 0) in the Art. On p. 267 of the 3rd  
Edition Ars Magica, it says: 
 
"For each Season of Training, your apprentice gets one Experience  
Point in Magic Theory (which starts at a score of 0). He also learns  
the basics in a single Art, granting him a score of 0 in that Art.  
You choose the order of the Arts that your apprentice learns the  
basics in. Before learning an Art, it's impossible to cast a spell  
that involves that Art. Once an Art is learned, even if the score is  
0, casting a spell with that Art is possible." 
 
Beginning Wizards are assumed to have all the Arts at at least 0, but  
they can distribute their initial 150 levels any way they please, so  
they may continue to have scores of 0. Not having training in an Art  
would be a serious Flaw for a wizard 
 
  
Garth Dighton 
gdighton@elite.net 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Garth Dighton" <gdighton@elite.net> 
Date: Mon, 4 Aug 1997 14:58:17 +0000 
X-To: hero-l@october.com, champ-l@omg.org 
Subject: Re: Ars Magica --> Hero 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
X-Smtp-Ip-Host: almond.elite.net ip 205.199.220.1 
X-Smtp-Mail-From: gdighton@elite.net 
Comments: Authenticated sender is <gdighton@mail.elite.net> 
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X-UID: 38 
 
 
 
On  2 Aug 97 at 21:03, Stephen B. Mann wrote: 
> > From: Eric Burns <burns@usmcug.usm.maine.edu> 
[SNIP] 
>  
> > If Jane had a Rego of 15 and a Mentum of 0, or a Rego of 0 and a Mentum of 
> > 15, she could still do this effect.  Therefore, you should let the PC pay 
> > for the effect with END from either or both reserves, however he/she wants 
> > to. 
>  
>      I don't recall seeing this in Ars (must not have read it well 
> enough). So, some one with no skill in fire (ignem 0) can still do fire 
> spells? Gee, I dunno.... 
Actually, in Ars Magica, you can. There is a difference between Ignem  
0 and not having Ignem at all. Beginning apprentices don't have all  
the Techniques and Forms yet, and it takes time (a season) to give  
them basic level (i.e. 0) in the Art. On p. 267 of the 3rd  
Edition Ars Magica, it says: 
 
"For each Season of Training, your apprentice gets one Experience  
Point in Magic Theory (which starts at a score of 0). He also learns  
the basics in a single Art, granting him a score of 0 in that Art.  
You choose the order of the Arts that your apprentice learns the  
basics in. Before learning an Art, it's impossible to cast a spell  
that involves that Art. Once an Art is learned, even if the score is  
0, casting a spell with that Art is possible." 
 
Beginning Wizards are assumed to have all the Arts at at least 0, but  
they can distribute their initial 150 levels any way they please, so  
they may continue to have scores of 0. Not having training in an Art  
would be a serious Flaw for a wizard 
 
  
Garth Dighton 
gdighton@elite.net 
 
From: BeerCarboy@aol.com 
Date: Mon, 4 Aug 1997 11:11:33 -0400 (EDT) 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 29 
 
At Mon, Aug 4, 1997 3:35 AM EDT jonesmj@topaz.cqu.edu.au 
(happyelf(sickjokedude)!) wrote: 
<Snip: my own post about how Spiderman and Batman can illustrate the 
difference between comic book ethics and real life ethics> 
 
>so you'd prefer spidey not to save lives? you expect bats to be sane?  
>methinks you missed the point- these are both NON-fourcolor origins! 
>bats is a looney, and petey was an complete ass!  
 
Preference has nothing to do with this, I was illustrating the difference 
between the ethics of 4-color comics and reality!  Within the context of 
their books these characters are doing the right thing but clearly in reality 
what they are doing would be ludicrous.  Do you think that if Spiderman 
really existed that the behavior he exhibits in the comics would be the best 
way for him to discharge his ". . . great responsibility?"  As for Batman 
being nuts, well there has been some treatment of the idea but it has been 
very superficial.  Most of the characters who assert this are unreliable, 
either clearly stupid or villainous; meanwhile Bats remains the only solution 
for capturing many of the worst criminals.  These are both four color comics 
(Batman may have started out as something else but he's a four color 
character now) and therefore I think we have to consider their origins to be 
four-color as well. 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
From: BeerCarboy@aol.com 
Date: Mon, 4 Aug 1997 11:20:27 -0400 (EDT) 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 28 
 
At Mon, Aug 4, 1997 10:21 AM EDT susano@access.digex.net (Michael Surbrook) 
wrote: 
<SNIP discussion of Batman's origin> 
 
 
>Now, as to Spidey saving lives.  I don't think that the original poster 
>was arguing agaisnt his actions as Spiderman, he was just stating they 
>weren't the actions of a more 'stable' person. It comes back to "With 
>great power..."  Sure, Spidey could sit in a lab and do research, but he 
>can't just stand around, being able to do the things that he can do, 
>knowing that there are people out there that might kills someone else's 
>Uncle Ben (or Aunt May).  So he goes out, night after night, trying to 
>(inhis own way) make the world a little safer.  He takes out common 
>theives and muggers, battles supervillians, gets chased by the cops and 
>slamed constantly by JJ Jameson.  But he never gives up (which is what 
>makes him a hero). 
 
Within the universe of the comic book he is a hero, in reality he would be a 
self-indulgent little twit.  He has no measurable positive effect on crime 
and he has wasted not only his scientific genius (how many applications might 
their be to his web fluid if he had patented it and made it generally 
available) but has also found the perfect way for his powers to mean nothing 
(this is an argument about if he existed in the real world, not how he should 
behave in the comics).  Clearly similar arguments could be made about any 
major 4-color character (and despite what Batman was when Kane created him, 
he is definitely four color now). 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Hero Web Site Returns! (fwd) 
Date: Mon, 4 Aug 1997 08:31:34 -0700 (PDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 30 
 
Hello; 
	I thought this might be of interest. I just tested it and it worked 
for me. So at least my name-server has it. 
 
Forwarded message: 
> From fuzion-owner@pjh.org  Mon Aug  4 07:31:23 1997 
> From: HeroGames@aol.com 
> Date: Mon, 4 Aug 1997 10:09:07 -0400 (EDT) 
> Message-ID: <970804100905_-723252330@emout14.mail.aol.com> 
> To: fuzion@pjh.org 
> Subject: Hero Web Site Returns! 
> Reply-To: fuzion@pjh.org 
> Sender: fuzion-owner@pjh.org 
> Precedence: list 
>  
> Yes, it's finally back up! Go to www.herogames.com to check it out. Lots of 
> new stuff! 
>  
> We'll be away at GenCon most of this week, so we won't be updating it until 
> after this week. But check in regularly; we'll have lots of things to post! 
>  
> -- Steve Peterson 
>  
> #        The Fuzion Mailing List -- Hosted by PJH.ORG -- fuzion@pjh.org 
> #                 To unsubscribe, send mail to lists@pjh.org. 
>  
 
From: Brian Wong <rook@sanfran.infinex.com> 
Subject: Re: PBEM games. 
Date: Mon, 4 Aug 1997 09:19:54 -0700 (PDT) 
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>  
> am currently looking for information any Fuzion or Hero System 
> related PBEM games. 
>  
>     And second, I would actually like to analyse a few so I can 
> eventually start one of my own. So that I can find out what utilities 
> are needed to make such a game run smoothly. 
 
	Hmm. I'm in the same boat as you. I would love to run a PBeM Champs 
game. I make a much better GM than player. (15 years as GM, but less than 20 
sessions ever as player... I've never quite gotten the hang of it...) 
 
	Since I know there's a snowballs chance in hell of being around at 
the right time when a PBeM gets anounced... I'd like to know which one's 
take Lurkers, and which one's have GM's that show their inner workings. 
	With 15 years as a table top GM, I still have 0 experience in 
the PBeM medium. But I think my plots would go over easier there. 
 
Date: Mon, 4 Aug 1997 12:37:54 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: 4 color principles 
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>Within the universe of the comic book he is a hero, in reality he would be a 
>self-indulgent little twit.  He has no measurable positive effect on crime 
 
Yeah, never mind that he's saved the world dozens of times (though that 
easily applies to every superhero) and has saved hundreds of lives over his 
career as Spiderman. Nothing important :-). 
 
>and he has wasted not only his scientific genius (how many applications might 
>their be to his web fluid if he had patented it and made it generally 
>available) 
 
Well, he probably would have gotten rich and famous, that's for sure. 
 
> but has also found the perfect way for his powers to mean nothing 
>(this is an argument about if he existed in the real world, not how he should 
>behave in the comics). 
 
Huh? Excuse me, but given the combinations of A.) Super Strength, B.) Super 
Agility, C.) Stick-to-Walls and D.) Spidey Sense, what other job is Spidey 
qualified for? Manual labour? Sports? Either one would mean less to the 
world than fighting supervillians - and anything else you could mention 
(rescue, etc.) can easily fall under the term 'superhero'. Unless you'd like 
Spidey to be some army's supersoldier. 
 
Of course, Parker's intellect (probably) has nothing to do with his powers. 
And in the 4 color genre, super-scientists never have any effect on the real 
world anyway (there's another convention) - as the stuff they produce gets 
stolen, destroyed, used up, monopolized, etc., etc. Also, most of the 
so-called super science is so esoteric that it never has an effect on the 
world market (Reed Richards opens a gate to the Negative Zone. Whee! Why 
can't Reed build something useful like a cheap electronic mosquito repellant?). 
 
Actually, the 4-color convention for super-science should be as follows: 
 
"If you build/discover something with altruistic goals in mind, your 
device/discovery will be stolen, lost, or destroyed beyond recovery. Only if 
you hoard your high-technology do you get to keep it." 
 
Which shows you why Spidey doesn't spend all day in the lab (somebody would 
just swipe/destroy his work) and doesn't market his web fluid (he'd lose the 
patents to crooked lawyers or wicked buisinessmen). 
 
Anyway, it only takes the first time for a superhero to be convinced that 
his 'career choice' is a worthwhile one - the dialogue goes like this: 
 
"Gosh, if I hadn't have been here, nobody would have stopped Doctor 
Demonicus from completing his Doomsday Device and destroying the world!" 
 
Which, while patently false in a 4 color universe (somebody always shows up 
to stop those world destroying plots), is nonetheless valid from the hero's 
perspective. 
 
---------------------------------------------------------------------------- 
"HEY! Give my nuclear warhead RIGHT BACK!!" 
-Gold Digger #35 
---------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
 
 
Date: Mon, 4 Aug 1997 10:32:44 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: PBEM games. 
Cc: champ-l@omg.org 
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Brian Wong writes: 
>  
>      Hmm. I'm in the same boat as you. I would love to run a PBeM Champs 
> game. I make a much better GM than player. (15 years as GM, but less than 
> 20 sessions ever as player... I've never quite gotten the hang of it...) 
>  
>      Since I know there's a snowballs chance in hell of being around at 
> the right time when a PBeM gets anounced... I'd like to know which one's 
> take Lurkers, and which one's have GM's that show their inner workings. 
>      With 15 years as a table top GM, I still have 0 experience in 
> the PBeM medium. But I think my plots would go over easier there. 
 
As a rule, the easiest way to learn about PBeM game-mastering is to try doing 
it; you'll probably make some mistakes at first, but the problems associated 
with GMing aren't the same as the players have anyway. 
The big difficulty with PBeM gaming is always turnaround time; people can't 
just instantly respond to one another's actions, like they do in face-to-face 
gaming.  This will particularly mangle combat, but can cause problems whenever 
people are going to be responding to one another's actions. 
 
From: HeroGames@aol.com 
Date: Mon, 4 Aug 1997 15:21:57 -0400 (EDT) 
Subject: Hero Games Web Site Returns! 
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The Hero Games web site is finally back in operation at www.herogames.com. 
Now we'll be able to update it regularly. You'll find a number of new things 
on there already, such as some 4th Edition Hero System versions of New 
Millennium characters. We are now set up to take credit card orders; ordering 
information is up there. 
 
After GEN CON this weekend, we'll be putting up more new material... but give 
us a chance to recover first. 
 
We hope to see all Hero fans at GEN CON; stop by our booth and say hi, or 
check out one of our seminars. 
 
-- Steve Peterson 
Hero Games 
 
From: BeerCarboy@aol.com 
Date: Mon, 4 Aug 1997 18:54:41 -0400 (EDT) 
Subject: Re: 4 color principles 
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At Mon, Aug 4, 1997 1:45 PM EDT jprins@interhop.net (John and Ron Prins) 
wrote: 
 
>Of course, Parker's intellect (probably) has nothing to do with his powers. 
>And in the 4 color genre, super-scientists never have any effect on the real 
>world anyway (there's another convention) - as the stuff they produce gets 
>stolen, destroyed, used up, monopolized, etc., etc. Also, most of the 
>so-called super science is so esoteric that it never has an effect on the 
>world market (Reed Richards opens a gate to the Negative Zone. Whee! Why 
>can't Reed build something useful like a cheap electronic mosquito 
repellant?) 
 
Within the real world I would think that there would be considerable good to 
come from a full scale analysis of how he obtained his powers.  And in the 
4-color world what you say is absolutely true, which is why I used this as a 
means to demonstrate the difference between that world and ours . . . 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 05 Aug 1997 13:13:33 +1000 
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At 09:35 AM 8/4/97 -0400, you wrote: 
>In the 1542 Japan game that I'm in, one of the PCs was a farmer while the 
>rest of us were samurai.  After a while, the player complained about not 
>having any armor, getting stuck with all the dirty jobs and not having any 
>say in anything.  Our response?  "Hey, wake up dude!  Your playing a 
>character from the bottom third of the social scale, we *don't* have to do 
>anything for you, PC or not!"  And if the PC took offense and picked a 
>fight, we were perfectly in our own right (ie abiding by the genre 
>conventions of the game) to cut him down like the mad dog that he was. 
>Needless to say, thay player never did acheive clue and left that game.  
> 
 
 
see, in the real world, martial arts evolved to kick the crud out of uppity 
saamurai like that- in a good game, you would have given the character 
depth- instead of just using the genre as such a cop-out.  
 
 
>*************************************************************************** 
>* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
>*               Michael Surbrook / susano@access.digex.net                *  
>*            Attacked Mystification Police / AD Police / ESWAT            * 
>* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
>*************************************************************************** 
> 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 05 Aug 1997 13:17:20 +1000 
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At 09:46 AM 8/4/97 -0400, you wrote: 
 
>First of all, I'd like to point out that batman was created backl in 1939, 
>*way* before the establishment of the 'classic' 4-color genre.  In his 
>first appearences Bats killed a few of his foes (or, at least, didn't try 
>and stop them form having a fatal accident).  So, I (amazingly enough) 
>have to agree with Mr. Jones/Happyelf here. 
> 
 
horray!! 
 
 
>But, Spiderman came about in the early Sixties (1961?  1963?)  When the 
>4-color genre was at it's height.  Heck, one can even make a case that it 
>was just really getting started (if your a major Marvel fan anyway)!  So, 
>I'd say Spiderman's origin is classic 4-color. 
> 
 
well, we could argue that this sort of "penitant once was snob"  
is a kinda self-righteous origin. . .  
 
>Now, as to Spidey saving lives.  I don't think that the original poster 
>was arguing agaisnt his actions as Spiderman, he was just stating they 
>weren't the actions of a more 'stable' person. It comes back to "With 
>great power..."  Sure, Spidey could sit in a lab and do research, but he 
>can't just stand around, being able to do the things that he can do, 
>knowing that there are people out there that might kills someone else's 
>Uncle Ben (or Aunt May).  So he goes out, night after night, trying to 
>(inhis own way) make the world a little safer.  He takes out common 
>theives and muggers, battles supervillians, gets chased by the cops and 
>slamed constantly by JJ Jameson.  But he never gives up (which is what 
>makes him a hero). 
> 
 
and is that 4-color genre? i think not, but that's just my opinion.   
 
 
 
>*************************************************************************** 
>* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
>*               Michael Surbrook / susano@access.digex.net                *  
>*            Attacked Mystification Police / AD Police / ESWAT            * 
>* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
>*************************************************************************** 
> 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 05 Aug 1997 13:20:36 +1000 
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At 11:20 AM 8/4/97 -0400, you wrote: 
 
>Within the universe of the comic book he is a hero, in reality he would be a 
>self-indulgent little twit.  He has no measurable positive effect on crime 
>and he has wasted not only his scientific genius (how many applications might 
>their be to his web fluid if he had patented it and made it generally 
>available) but has also found the perfect way for his powers to mean nothing 
>(this is an argument about if he existed in the real world, not how he should 
>behave in the comics).  Clearly similar arguments could be made about any 
>major 4-color character (and despite what Batman was when Kane created him, 
>he is definitely four color now). 
> 
>Carter Humphrey 
> 
> 
 
yes, but are they valid? this is a guy in a reality  
replete with *other* supers- and he's saveed thousands  
of lives beating said others up!  
and btw, as fer crime? every little bit helps. . .  
 
 
> 
> 
> 
> 
> 
> 
> 
> 
> 
>                                                           BeerCarboy@AOL.com 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 05 Aug 1997 13:25:47 +1000 
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At 11:11 AM 8/4/97 -0400, you wrote: 
 
>Preference has nothing to do with this, I was illustrating the difference 
>between the ethics of 4-color comics and reality!  Within the context of 
>their books these characters are doing the right thing but clearly in reality 
>what they are doing would be ludicrous.  Do you think that if Spiderman 
>really existed that the behavior he exhibits in the comics would be the best 
>way for him to discharge his ". . . great responsibility?"  As for Batman 
>being nuts, well there has been some treatment of the idea but it has been 
>very superficial.  Most of the characters who assert this are unreliable, 
>either clearly stupid or villainous; meanwhile Bats remains the only solution 
>for capturing many of the worst criminals.   
 
and spidey, being superhuman, is a *more* valid example of this!  
 
 
>These are both four color comics 
>(Batman may have started out as something else but he's a four color 
>character now) and therefore I think we have to consider their origins to be 
>four-color as well. 
> 
>Carter Humphrey 
> 
> 
 
well, at the stat of this i suggested superman ans  
spiderman as modern 4-color comics. but i would  
suggest that the logic behind your own argument  
is very thin on ther ground, iot seems to  
revolve around the idea that running round fighting  
crime isn't valid: I would argu that in the "real world", 
if a superhuman-type-person turned up in a city, crime would drop  
greatly- this isn't shown in comics, because of one of the  
princibles suggested i agree with, ie that supers don't seem able  
to effect the world.  
 
 
 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
>                                                           BeerCarboy@AOL.com 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 05 Aug 1997 13:30:55 +1000 
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At 01:41 PM 8/4/97 -0700, you wrote: 
 
>   Hooray on taking this off the list; but I would like to point out that 
>the discussion is only on-topic when being discussed in those terms (the 
>increasing prevelence of moral ambiguity in modern comics), bot when being 
>discussed in terms of real-life morality and reality. 
>--- 
>This mail was sent from the Corvallis Public Library 
> 
> 
 
hello?? the current discussions seems to pivot on the 4-color genre as  
compared to what "peter parker would do in real life"?  
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 05 Aug 1997 13:32:24 +1000 
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At 06:54 PM 8/4/97 -0400, you wrote: 
 
>Within the real world I would think that there would be considerable good to 
>come from a full scale analysis of how he obtained his powers.  And in the 
>4-color world what you say is absolutely true, which is why I used this as a 
>means to demonstrate the difference between that world and ours . . . 
> 
 
so you're suggesting that, despite the fac super-scientists  
can't duplicate powers very often at all, real world scientists could? 
 
 
>Carter Humphrey 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
>                                                           BeerCarboy@AOL.com 
> 
 
Date: Tue, 5 Aug 1997 00:10:37 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
X-Sender: susano@access1.digex.net 
Reply-To: Michael Surbrook <susano@access.digex.net> 
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Subject: Re: Champions Genre Selection 
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On Tue, 5 Aug 1997 jonesmj@topaz.cqu.edu.au wrote: 
 
> At 09:35 AM 8/4/97 -0400, you wrote: 
> >In the 1542 Japan game that I'm in, one of the PCs was a farmer while the 
> >rest of us were samurai.  After a while, the player complained about not 
> >having any armor, getting stuck with all the dirty jobs and not having any 
> >say in anything.  Our response?  "Hey, wake up dude!  Your playing a 
> >character from the bottom third of the social scale, we *don't* have to do 
> >anything for you, PC or not!"  And if the PC took offense and picked a 
> >fight, we were perfectly in our own right (ie abiding by the genre 
> >conventions of the game) to cut him down like the mad dog that he was. 
> >Needless to say, thay player never did acheive clue and left that game.  
>  
> see, in the real world, martial arts evolved to kick the crud out of uppity 
> saamurai like that- in a good game, you would have given the character 
> depth- instead of just using the genre as such a cop-out.  
 
Excuse me?  Jones, in the *real world* martial arts developed as a means 
of self defense *and* warfare.  And technically, the unarmed fighting 
arts that non-samurai developed to defend themselves from armed and 
belligerent samurai would really take off for another 100 years (when 
the social structure got locked into place by the Tokugawa Shogunate) 
 
We weren't 'uppity', we were trying to play by the established conventions 
of the genre.  Ie. as samurai we had certain rights and should attempt to 
behaive in a certain way.  I'd also like to point out it is not *my* job 
as PC to give someone else's character depth, nor is it the GM's.  The 
GM's job is to present adventures and situations that will allow me (and 
the other players) to role player our characters in accordance to the 
personalities given the characters.  Therefore establishing depth.  If a 
particular player doesn't do anything of the sort, whose fault is it? 
 
And abiding by genre conventions is not a 'cop-out'.  It is doing just 
that, role-playing your character withing the conventions and boundries 
described by the campaign.  If I've paid the points for kirisutogomen (the 
right of a samurai to kill anyone of a lower class) and someone (even 
another PC who is playing a farmer) offends my character, then I should 
cut that person down.  To *not* do so is delibertly ignoring the whole 
nature of the game.  Now, granted, not every samurai is/was that touchy, 
and my PC wouldn't just indiscriminatly hack down people, but at one point 
(after I got sick of the famer player's whining) I did tell the GM, "If he 
keeps this up, I'm gonna kill him." 
 
If the GM states that 'x' is a fact of life in his game, then to ignore 
'x' is a 'cop-out'.  Abiding by 'x' is roleplaying.   
 
And prime examples of 'x'? 
 
In a four color game, I'd say it is "Heroes do not Kill" 
 
In a 50's SF game? "All aliens are bug-eyed monsters who want our women" 
 
In a modern horror game? "Any one can die at any time" 
 
In a Dark Champions game?  "There are no good guys and no bad guys.  There 
	are just scum, the cops, and innocent people.  And sometimes, 
	these groups cross boundies" 
 
In the feudal Japan game? "Ninja are myths, and samurai can get away with 
	murder" 
 
Genre conventions are called such because they define the setting (ie, the 
genre). 
 
Thus, in most supers games, *everyone* with superpowers wears a mask, 
looks good in tights and stops aging somewhere between 25 and 35. 
 
In a martial arts game, *everyone* is a martial artist (allow me to repeat 
myself - *everyone*!).  If its an anime martial arts game, everyone can 
jump over the horizion too. 
 
If its a Call of Cuthulhu game (or any other horror setting) guns won't 
stop the monster, any one who goes off alone probably won't come back and 
reading that strange book you found is probably bad for you... *very* bad. 
 
I think I should stop now, since I'm obviously beginning to ramble... 
BTW: Does anyone other than Jones have any thoughts on my opinions? 
 
*************************************************************************** 
*"'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * 
*  Michael Surbrook / susano@access.digex.net *  
* Attacked Mystification Police / AD Police / ESWAT *  
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Tue, 5 Aug 1997 00:13:28 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: 4 color principles 
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On Tue, 5 Aug 1997 jonesmj@topaz.cqu.edu.au wrote: 
 
> >But, Spiderman came about in the early Sixties (1961?  1963?)  When the 
> >4-color genre was at it's height.  Heck, one can even make a case that it 
> >was just really getting started (if your a major Marvel fan anyway)!  So, 
> >I'd say Spiderman's origin is classic 4-color. 
>  
> well, we could argue that this sort of "penitant once was snob"  
> is a kinda self-righteous origin. . .  
 
And it's no different than Dr. Strange's (and... uh, help me here guys) 
 
> >Now, as to Spidey saving lives.  I don't think that the original poster 
> >was arguing agaisnt his actions as Spiderman, he was just stating they 
> >weren't the actions of a more 'stable' person. It comes back to "With 
> >great power..."  Sure, Spidey could sit in a lab and do research, but he 
> >can't just stand around, being able to do the things that he can do, 
> >knowing that there are people out there that might kills someone else's 
> >Uncle Ben (or Aunt May).  So he goes out, night after night, trying to 
> >(inhis own way) make the world a little safer.  He takes out common 
> >theives and muggers, battles supervillians, gets chased by the cops and 
> >slamed constantly by JJ Jameson.  But he never gives up (which is what 
> >makes him a hero). 
>  
> and is that 4-color genre? i think not, but that's just my opinion.   
 
Didn't you just say that Spiderman is a prime example of a 4-color 
character?   
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 05 Aug 1997 16:26:14 +1000 
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At 12:10 AM 8/5/97 -0400, you wrote: 
>> see, in the real world, martial arts evolved to kick the crud out of uppity 
>> saamurai like that- in a good game, you would have given the character 
>> depth- instead of just using the genre as such a cop-out.  
> 
>Excuse me?  Jones, in the *real world* martial arts developed as a means 
>of self defense *and* warfare.  And technically, the unarmed fighting 
>arts that non-samurai developed to defend themselves from armed and 
>belligerent samurai would really take off for another 100 years (when 
>the social structure got locked into place by the Tokugawa Shogunate) 
> 
 
so now we're comparing historical validity? the age isn't important-  
i was simply suggesting a way you could have made 'farm boy' more  
of a "player" in one sence of the word. And it developed as a means  
of unarmed warfare- or at the very least you must admit that  
this was an important rtend.  
 
 
 
>We weren't 'uppity', we were trying to play by the established conventions 
>of the genre.  Ie. as samurai we had certain rights and should attempt to 
>behaive in a certain way.   
 
okay, so my statement was historically renundant, but still valid 
 
>I'd also like to point out it is not *my* job 
>as PC to give someone else's character depth, nor is it the GM's.  The 
>GM's job is to present adventures and situations that will allow me (and 
>the other players) to role player our characters in accordance to the 
>personalities given the characters.  Therefore establishing depth.  If a 
>particular player doesn't do anything of the sort, whose fault is it? 
> 
 
It's the fault of whoever choose "farmer" as his character- 
did he know what he was getting into? honestly? 
 
>And abiding by genre conventions is not a 'cop-out'.  It is doing just 
>that, role-playing your character withing the conventions and boundries 
>described by the campaign.  If I've paid the points for kirisutogomen (the 
>right of a samurai to kill anyone of a lower class) and someone (even 
>another PC who is playing a farmer) offends my character, then I should 
>cut that person down.  To *not* do so is delibertly ignoring the whole 
>nature of the game.  Now, granted, not every samurai is/was that touchy, 
>and my PC wouldn't just indiscriminatly hack down people, but at one point 
>(after I got sick of the famer player's whining) I did tell the GM, "If he 
>keeps this up, I'm gonna kill him." 
> 
 
 
 
 
>If the GM states that 'x' is a fact of life in his game, then to ignore 
>'x' is a 'cop-out'.  Abiding by 'x' is roleplaying.   
> 
 
no, useing 'X' to silence a whiner is a cop-out "hey! a real barbarian 
would kill your mage to get his gold!" why if a player says it it's cheating,  
but when it's part of the "genre", it's roleplaying? 
 
>And prime examples of 'x'? 
> 
>In a four color game, I'd say it is "Heroes do not Kill" 
> 
>In a 50's SF game? "All aliens are bug-eyed monsters who want our women" 
> 
 
what about the ones that prefer men? 
 
>In a modern horror game? "Any one can die at any time" 
> 
 
anyone can get killed by the GM at any time-  
 
>In a Dark Champions game?  "There are no good guys and no bad guys.  There 
>	are just scum, the cops, and innocent people.  And sometimes, 
>	these groups cross boundies" 
> 
 
i would argue that this is 'false'- as in it isn't true, so much  
as this is the twisted, cynical attitude expoused by the players, which isn't  
any more valid than captain whitebread's view- otherwise, the '4-color hero  
arging like spidey does with punnny' type thing is just comic relief with the chronically naieve- where it should be a battle of ideology of sorts, IMHHO. .  
 
 
>In the feudal Japan game? "Ninja are myths, and samurai can get away with 
>	murder" 
> 
 
the problem is some of these are "facts", some are simply what the PC's ect believe- 
i really think the two should be kinda put in different categories. . .  
 
>Genre conventions are called such because they define the setting (ie, the 
>genre). 
> 
>Thus, in most supers games, *everyone* with superpowers wears a mask, 
>looks good in tights and stops aging somewhere between 25 and 35. 
> 
 
really? seeing as we play hero, we shouldn't (and aren't) limited by this- 
but does that mean our games aren't four color? Did the ancient one  
count as having super-powers? how about professor x? 
 
 
>In a martial arts game, *everyone* is a martial artist (allow me to repeat 
>myself - *everyone*!).  If its an anime martial arts game, everyone can 
>jump over the horizion too. 
> 
 
u-huh? well. . .i'll let this past- i find many different genres,  
i spose a 'ninja battle' is more of a superheroic genre. .  
 
>If its a Call of Cuthulhu game (or any other horror setting) guns won't 
>stop the monster, any one who goes off alone probably won't come back and 
>reading that strange book you found is probably bad for you... *very* bad. 
> 
 
i completly agree- but in this one. . it's best the PC's don't know this. .  
 
 
>I think I should stop now, since I'm obviously beginning to ramble... 
>BTW: Does anyone other than Jones have any thoughts on my opinions? 
> 
 
*sigh* does it have to be "Jones"? I think i prefer shouty-boy. . *l* 
 
 
 
>*************************************************************************** 
>*"'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * 
>*  Michael Surbrook / susano@access.digex.net *  
>* Attacked Mystification Police / AD Police / ESWAT *  
>* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
>*************************************************************************** 
> 
> 
 
ok, hows about i put up my ridiculously long sighnoff thingie again? choose a name, 
and please forgive the chliches. . . . .  
 
 
HAPPYELF!!!    AKA    Michael John Jones        AKA      DIEHARD!                                                        
lord of               "How's my typing?               "last of the                       
goofy carnage:        phone: 1-800-BITEME"            tough-guy heros"                   
look fer me in                                        coming to a PBEM                   
iseek.com/                                            near YOU! (maybe)                  
TheGathering       (jonesmj@topaz.cqu.edu.au)          
   :->~                       :-<~                        B->~ 
 
 
 
 
Date: Tue, 5 Aug 1997 02:19:53 -0500 (EST) 
From: Tokyo Mark <bastet@iquest.net> 
X-Sender: bastet@iquest7 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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> Excuse me?  Jones, in the *real world* martial arts developed as a means 
> of self defense *and* warfare.  And technically, the unarmed fighting 
> arts that non-samurai developed to defend themselves from armed and 
> belligerent samurai would really take off for another 100 years (when 
> the social structure got locked into place by the Tokugawa Shogunate) 
 
Well, martial arts also developed as a means of exercise and competition, 
but this is correct.  I have no idea where Jones gets his 'facts' from.:) 
Also keep in mind, many samurai practiced empty hand martial arts when 
they were developed.  The truest 'anti-samurai' martial arts would 
probably be the okinawan styles. 
 
>  
> We weren't 'uppity', we were trying to play by the established conventions 
> of the genre.  Ie. as samurai we had certain rights and should attempt to 
> behaive in a certain way.  I'd also like to point out it is not *my* job 
> as PC to give someone else's character depth, nor is it the GM's.  The 
> GM's job is to present adventures and situations that will allow me (and 
> the other players) to role player our characters in accordance to the 
> personalities given the characters.  Therefore establishing depth.  If a 
> particular player doesn't do anything of the sort, whose fault is it? 
 
I agree it's the players job to make his own character 'have depth'.  From 
the sound of it there might have been a misunderstanding regarding genre. 
This is the biggest trouble I've had running a genre game, a few people 
not playing in genre can mess things up badly.    That's partially why in 
my wire fu chinese game I mandated all PC's would be chinese. 
 
>  
> And abiding by genre conventions is not a 'cop-out'.  It is doing just 
> that, role-playing your character withing the conventions and boundries 
> described by the campaign.  If I've paid the points for kirisutogomen (the 
> right of a samurai to kill anyone of a lower class) and someone (even 
> another PC who is playing a farmer) offends my character, then I should 
> cut that person down.  To *not* do so is delibertly ignoring the whole 
> nature of the game.  Now, granted, not every samurai is/was that touchy, 
> and my PC wouldn't just indiscriminatly hack down people, but at one point 
> (after I got sick of the famer player's whining) I did tell the GM, "If he 
> keeps this up, I'm gonna kill him." 
 
In general I dislike PC's killing PC's, even if they can.  But there are 
times when they ask for it. 
 
> And prime examples of 'x'? 
>  
> In a four color game, I'd say it is "Heroes do not Kill" 
 
This is pretty much true.  The Punisher started as a villain, after all. 
 
>  
> In a 50's SF game? "All aliens are bug-eyed monsters who want our women" 
 
Was it the 50's or 60's that also saw the 'Earthmen as warlike savages' 
thing.  I seem to recall 'The Day The Earth Stood Still' in this catagory, 
but forget the year of the movie. 
 
> Genre conventions are called such because they define the setting (ie, the 
> genre). 
>  
> Thus, in most supers games, *everyone* with superpowers wears a mask, 
> looks good in tights and stops aging somewhere between 25 and 35. 
 
This might be true in most supers games, but most of the one's I play in 
are less four color so it's not as absolute. 
 
>  
> In a martial arts game, *everyone* is a martial artist (allow me to repeat 
> myself - *everyone*!).  If its an anime martial arts game, everyone can 
> jump over the horizion too. 
 
This is a little like saying everyone in a supers game has superpowers, 
but it's definately true.  And yep, alot of anime and wirefu characters 
definately have flight:) 
 
>  
> If its a Call of Cuthulhu game (or any other horror setting) guns won't 
> stop the monster, any one who goes off alone probably won't come back and 
> reading that strange book you found is probably bad for you... *very* bad. 
 
I've never played Call of Cthulu the game, but this sound rights on the 
money for the books. 
 
TokyoMark 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Tue, 05 Aug 1997 18:18:30 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Champions Genre Selection 
X-Sender: jonesmj@topaz.cqu.edu.au 
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At 02:19 AM 8/5/97 -0500, you wrote: 
>> Excuse me?  Jones, in the *real world* martial arts developed as a means 
>> of self defense *and* warfare.  And technically, the unarmed fighting 
>> arts that non-samurai developed to defend themselves from armed and 
>> belligerent samurai would really take off for another 100 years (when 
>> the social structure got locked into place by the Tokugawa Shogunate) 
> 
>Well, martial arts also developed as a means of exercise and competition, 
>but this is correct.  I have no idea where Jones gets his 'facts' from.:) 
>Also keep in mind, many samurai practiced empty hand martial arts when 
>they were developed.  The truest 'anti-samurai' martial arts would 
>probably be the okinawan styles. 
> 
 
uh-huh? i mean real martial arts!! korean!! thai!! not that fuddy japanese  
bujitsu riu crud!! *l* they evolved in areas where you needed to wage war against  
better armed troops- not specifically samurai, they were all swanning about on 
the island. Samurai mostly dealt with weapon styles, not unarmed combat.  
I don't want to get into this again- i suppose it's my word against theirs,  
would it help if i changed my nick to "ninja boy"? *l*  
 
 
 
From: mike.lehmann@mail.terminal.net (Mike Lehmann) 
Date: Tue, 05 Aug 1997 01:27:41 -0800 
Organization: Terminal BBS  (403)327-9731 
Subject: PBEM games. 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 48 
 
 -=> Quoting Brian Wong to Mike Lehmann <=- 
 
 > am currently looking for information any Fuzion or Hero System 
 > related PBEM games. 
 
 >     And second, I would actually like to analyse a few so I can 
 > eventually start one of my own. So that I can find out what utilities 
 > are needed to make such a game run smoothly. 
 
 BW> Hmm. I'm in the same boat as you. I would love to run a PBeM Champs 
 BW> game. I make a much better GM than player. (15 years as GM, but less 
 BW> than 20 sessions ever as player... I've never quite gotten the hang of 
 BW> it...)  
 
It's tough to keep it going for long. Your players are the key: a good  
group keeps it rolling along, rather than sputtering and dying... 
 
 BW> Since I know there's a snowballs chance in hell of being around at 
 BW> the right time when a PBeM gets anounced... I'd like to know which 
 BW> one's take Lurkers, and which one's have GM's that show their inner 
 BW> workings.  
 
Just buy Penetration Vision... 
 
Oh, you mean the game mechanics? <g> 
 
 BW> With 15 years as a table top GM, I still have 0 experience 
 BW> in the PBeM medium. But I think my plots would go over easier there. 
 
Well, I usually accept lurkers (as long as they're well-behaved ;), and  
while the roster is relatively stable as is, I occasionally bring new  
players into the mix. 
 
If you're interested in either lurking or being on the waiting list, let  
me know. Please include your name and address in the body of the  
message, as well as a note that it's a private message. 
 
mike.lehmann@mail.terminal.net - - - - - Justice Krewe / Enigma Watch GM 
- - - - - -  http://www.dfw.net/~aronhead/justice_krewe.html - - - - - - 
 
... "Ambition is a poor excuse for not having sense enough to be lazy." 
~~~ Blue Wave/386 v2.30 [NR] 
 
 RI> 
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From: TRandom@aol.com 
Date: Tue, 5 Aug 1997 06:51:04 -0400 (EDT) 
Subject: flight & pheromones 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-UID: 52 
 
I have two totally unrelated questions that I would appreciate some help 
answering: 
1) I want to create a character who is able to change (temporarily) the way 
other people react to his target. I can only imagine a special effect of 
magic or pheromones. Either way, it would look like this: Pheromage hits 
Superguy with mysterious looking effect. As far as SG knows, nothing 
happened. However, for X hours, everyone coming into contact with SG is 
predisposed towards a given emotion, love, anger, or whatever. Neither SG nor 
those around him should easily be able to figure out why. I'm having trouble 
figuring out how do this and could use any input. Thanks. 
2) In a recent campaign, our GM had some trouble resolving a situation. 
During combat our mentalist (Web) mentally paralyzed a powerarmored opponent. 
The target had just activated flight boosters giving him (about to give him) 
200" of flight. At the time, he was approx. 200" up fighting my cyborg 
(Gauntlet). It was decided that the 200" of flight thrust would continue even 
though the guy in the suit couldn't control the direction. Gauntlet, wishing 
not to be an accessory in this guys going into the ground like a dart and 
liquifying himself, quickly grabbed the pwrarmored guy. He did so in the 
hopes of directing him to the ground more like a stone skipping on water. 
Gauntlet has 5" flight, clinging, 70 str, combat pilot, and acrobatics to 
help him do this. Our GM broke it down into Int and Dex rolls for each 60* 
turn involved, with appropriate minuses. Any comments? 
  
  
 
Date: Tue, 5 Aug 1997 07:15:31 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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X-Keywords: 
X-UID: 53 
 
On Tue, 5 Aug 1997 jonesmj@topaz.cqu.edu.au wrote: 
 
> >> see, in the real world, martial arts evolved to kick the crud out of uppity 
> >> saamurai like that- in a good game, you would have given the character 
> >> depth- instead of just using the genre as such a cop-out.  
> > 
> >Excuse me?  Jones, in the *real world* martial arts developed as a means 
> >of self defense *and* warfare.  And technically, the unarmed fighting 
> >arts that non-samurai developed to defend themselves from armed and 
> >belligerent samurai would really take off for another 100 years (when 
> >the social structure got locked into place by the Tokugawa Shogunate) 
>  
> so now we're comparing historical validity? the age isn't important-  
 
Yes it is!  If I am trying to run a game that simulates a certain genre - 
such as 1542 Japan, or Viking Iceland, or post-Civil War Wild West, then 
the age is important.  Unless you are running a purely 'cinematic' game 
the age help define the type of characters, the mentality of some people, 
your equipment and the genreal technology level. 
 
> i was simply suggesting a way you could have made 'farm boy' more  
> of a "player" in one sence of the word. And it developed as a means  
> of unarmed warfare- or at the very least you must admit that  
> this was an important rtend.  
 
And the farmer *was* a 125 point master of the martial arts.  And having 
combat skill doesn't make one 'more' of a player, interaction does. 
 
> >I'd also like to point out it is not *my* job 
> >as PC to give someone else's character depth, nor is it the GM's.  The 
> >GM's job is to present adventures and situations that will allow me (and 
> >the other players) to role player our characters in accordance to the 
> >personalities given the characters.  Therefore establishing depth.  If a 
> >particular player doesn't do anything of the sort, whose fault is it? 
>  
> It's the fault of whoever choose "farmer" as his character- 
> did he know what he was getting into? honestly? 
 
It was explained to him.  And the other PC who didn't know much asked 
questions first.  And after being told, "You're going to play a 'farmer', 
you do know we all get to tell you what to do?" he did it anyway. 
 
> >And abiding by genre conventions is not a 'cop-out'.  It is doing just 
> >that, role-playing your character withing the conventions and boundries 
> >described by the campaign.  If I've paid the points for kirisutogomen (the 
> >right of a samurai to kill anyone of a lower class) and someone (even 
> >another PC who is playing a farmer) offends my character, then I should 
> >cut that person down.  To *not* do so is delibertly ignoring the whole 
> >nature of the game.  Now, granted, not every samurai is/was that touchy, 
> >and my PC wouldn't just indiscriminatly hack down people, but at one point 
> >(after I got sick of the famer player's whining) I did tell the GM, "If he 
> >keeps this up, I'm gonna kill him." 
>  
> >If the GM states that 'x' is a fact of life in his game, then to ignore 
> >'x' is a 'cop-out'.  Abiding by 'x' is roleplaying.   
>  
> no, useing 'X' to silence a whiner is a cop-out "hey! a real barbarian 
> would kill your mage to get his gold!" why if a player says it it's cheating,  
> but when it's part of the "genre", it's roleplaying? 
 
Allo w me to clairify.  If you're such a student of Japanese history and 
martial arts then you should understand the circumstances in which a 
samurai could excercise the right of kirisutogomen, right?  Well after 
telling the farmer to do 'x' (move some dead bodies, something a samurai 
would *never* do) the player said (effectivly) 'Hell no'.  In the real 
world (and that's what we are playing  here, he probably would have ended 
up dead.  If this was 18th C England and I was a lord and he was a 
commoner, he would have been whipped.  
 
Now, delibertly atatcking another PC smacks of the infantile D&D mentality 
I always heard about where any game would dissolve into PCs (regardless of 
alignment) killing each other off.  And is it genre for the 'barbarian' to 
hack down a mage for his gold?  I'd say no, it's more in genre for the 
barbarian to avoid the mage like he was a plague bearer. 
 
> >And prime examples of 'x'? 
> > 
> >In a four color game, I'd say it is "Heroes do not Kill" 
> > 
> >In a 50's SF game? "All aliens are bug-eyed monsters who want our women" 
>  
> what about the ones that prefer men? 
 
Shall I rephrase this to "90 percent of the time 'x' means"? 
 
> >In a modern horror game? "Any one can die at any time" 
>  
> anyone can get killed by the GM at any time-  
 
Yes.  But only in certain horror games does it usually happen 
indiscriminatly.  You don't see people dropping like flies in 4-color 
games do you? 
 
> >In a Dark Champions game?  "There are no good guys and no bad guys.  There 
> >	are just scum, the cops, and innocent people.  And sometimes, 
> >	these groups cross boundies" 
>  
> i would argue that this is 'false'- as in it isn't true, so much  
> as this is the twisted, cynical attitude expoused by the players, which isn't  
> any more valid than captain whitebread's view- otherwise, the '4-color hero  
> arging like spidey does with punnny' type thing is just comic relief 
 with the chronically naieve- where it should be a battle of ideology of 
sorts, IMHHO. .  
 
And I would argue that the Punusher I remeber (late 80s) had this *exact* 
world view. 
 
> >Genre conventions are called such because they define the setting (ie, the 
> >genre). 
> > 
> >Thus, in most supers games, *everyone* with superpowers wears a mask, 
> >looks good in tights and stops aging somewhere between 25 and 35. 
>  
> really? seeing as we play hero, we shouldn't (and aren't) limited by this- 
> but does that mean our games aren't four color? Did the ancient one  
> count as having super-powers? how about professor x? 
 
Okay, 1) note I worte 'most supers games' and 2) would it help if I put 
'most' in front of 'everyone'? 
 
> >In a martial arts game, *everyone* is a martial artist (allow me to repeat 
> >myself - *everyone*!).  If its an anime martial arts game, everyone can 
> >jump over the horizion too. 
>  
> u-huh? well. . .i'll let this past- i find many different genres,  
> i spose a 'ninja battle' is more of a superheroic genre. .  
 
Having watched a whole slew of HK films I can say that yes, certain HK 
martial arts films are virtually indistinguishable from a super hero 
battle. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Subject: Re: 4 color principles 
Date: Tue, 5 Aug 97 08:06:12 -0400 
x-sender: DFair@pop.worldweb.net 
From: David Fair <DFair@sdslink.com> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 55 
 
>>Of course, Parker's intellect (probably) has nothing to do with his powers. 
 
Not to be a futz here, but didn't they say one time that Parker is only a  
genius (as in real-world genius) and that the knowledge of how to make  
the web-fluid was somehow linked to his gaining of his spider-powers?  
Sort-of a "genetic memory" passed on via the radioactive arachnoid? 
 
The popularity of Windows surged in 1995, when  | 
Microsoft began shipping Windows 95, which      |  David A. Fair 
included many innovations that the Macintosh    |  SDS International 
had introduced 10 years earlier.                |  dfair@sdslink.com 
          - Reuters, Friday, July 18, 1997      | 
 
Cc: champ-l@omg.org 
Subject: Re: flight & pheromones 
X-Juno-Line-Breaks: 1-5,7,9-25,27,29,31,33,35-36,38,40,42-44,46,49-53 
From: dwtoomey@juno.com (David W Toomey) 
Date: Tue, 05 Aug 1997 08:19:03 EDT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 57 
 
>1) I want to create a character who is able to change (temporarily) the 
way 
>other people react to his target. I can only imagine a special effect of 
>magic or pheromones. Either way, it would look like this: Pheromage hits 
>Superguy with mysterious looking effect. As far as SG knows, nothing 
>happened. However, for X hours, everyone coming into contact with SG is 
>predisposed towards a given emotion, love, anger, or whatever. Neither 
SG nor 
>those around him should easily be able to figure out why. I'm having 
trouble 
>figuring out how do this and could use any input. Thanks. 
 
Not cheap, but: 
 
?d6 Mind Control 
Emotions Only (-1/2) 
Doesn't affect initial target (-1/4) 
Sticky (to affect others on contact) 
invis to mental group (Not using TUM rules, this makes it unnoticed) 
Y Charges, continuing X hours 
 
Plug in ?, X, Y to fit your budget... 
 
 
>2) In a recent campaign, our GM had some trouble resolving a situation. 
>During combat our mentalist (Web) mentally paralyzed a powerarmored  
>opponent. The target had just activated flight boosters giving him 
(about to  
>give him) 200" of flight. At the time, he was approx. 200" up fighting 
my cyborg 
>(Gauntlet). It was decided that the 200" of flight thrust would continue 
even 
>though the guy in the suit couldn't control the direction. Gauntlet, 
wishing 
>not to be an accessory in this guys going into the ground like a dart 
and 
>liquifying himself, quickly grabbed the pwrarmored guy. He did so in the 
>hopes of directing him to the ground more like a stone skipping on 
water. 
>Gauntlet has 5" flight, clinging, 70 str, combat pilot, and acrobatics 
to 
>help him do this. Our GM broke it down into Int and Dex rolls for each 
60* 
>turn involved, with appropriate minuses. Any comments? 
 
Works for me.  I would have just had an acrobatics roll, with perhaps 
combat pilot 
as complimentary, when he started this maneuver, and at first impact.  I 
think the other way was too mechanics-heavy, but it apparently worked, 
and each group is different on how precise you want to be. 
 
 
David W Toomey 
dwtoomey@juno.com 
 
Date: Tue, 05 Aug 1997 07:07:23 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Michael Surbrook wrote: 
>  
  
> > At 09:35 AM 8/4/97 -0400, you wrote: 
> > >In the 1542 Japan game that I'm in, one of the PCs was a farmer while the 
> > >rest of us were samurai.  After a while, the player complained about not 
> > >having any armor, getting stuck with all the dirty jobs and not having any 
> > >say in anything.  Our response?  "Hey, wake up dude!  Your playing a 
> > >character from the bottom third of the social scale, we *don't* have to do 
> > >anything for you, PC or not!"  And if the PC took offense and picked a 
> > >fight, we were perfectly in our own right (ie abiding by the genre 
> > >conventions of the game) to cut him down like the mad dog that he was. 
> > >Needless to say, thay player never did acheive clue and left that game. 
>  
> We weren't 'uppity', we were trying to play by the established conventions 
> of the genre.  Ie. as samurai we had certain rights and should attempt to 
> behaive in a certain way.  I'd also like to point out it is not *my* job 
> as PC to give someone else's character depth, nor is it the GM's.  The 
> GM's job is to present adventures and situations that will allow me (and 
> the other players) to role player our characters in accordance to the 
> personalities given the characters.  Therefore establishing depth.  If a 
> particular player doesn't do anything of the sort, whose fault is it? 
>  
(lots of good genre examples snipped) 
 
> I think I should stop now, since I'm obviously beginning to ramble... 
> BTW: Does anyone other than Jones have any thoughts on my opinions? 
 
I can understand your points and agree with them. What I would have 
considered bad on the part of the other players and GM, is IF the player 
of the farmer had devoloped the character specifically to be a 'peasant 
hero' type and had talked to the GM (and/or other players) beforehand, 
to do just that. Don't know how that is historically, most of my info on 
that Era of Japan comes from novels, usually bad ones 8).  
 
I do consider it part of the GMs job to give a character depth. When the 
GM and player create/roll up a character in the GMs world, it's part of 
the GM's job (as I see it) to help that character have depth in the 
campaign world. Tying in pieces of history and character the planned 
adventures, and the world background. I probably would have tried to 
find a thing or two that the peasant type could do by dint of his 
station that socially the Samuria couldn't/wouldn't that would have been 
exciting and interesting for the farmer. That approach would work with a 
mature gamer, but by other description the peasant player didn't fit 
that definition. 
  
You said you wanted other opinions 8) 
>  
> *************************************************************************** 
> *"'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * 
> *  Michael Surbrook / susano@access.digex.net * 
> * Attacked Mystification Police / AD Police / ESWAT * 
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
> *************************************************************************** 
 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
Mhoram's Fantasy Hero Domain: 
http://apeleon.net/~mhoram/hero/FHsplash1.htm 
 
From: boaters@ix.netcom.com 
Date: Tue, 05 Aug 1997 10:00:49 -0400 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Michael Surbrook wrote: 
 
> Excuse me?  Jones, in the *real world* martial arts developed as a 
> means 
> of self defense *and* warfare.  And technically, the unarmed fighting 
> arts that non-samurai developed to defend themselves from armed and 
> belligerent samurai would really take off for another 100 years (when 
> the social structure got locked into place by the Tokugawa Shogunate) 
> 
> We weren't 'uppity', we were trying to play by the established 
> conventions 
> of the genre.  Ie. as samurai we had certain rights and should attempt 
> to 
> behaive in a certain way.  I'd also like to point out it is not *my* 
> job 
> as PC to give someone else's character depth, nor is it the GM's.  The 
> 
> GM's job is to present adventures and situations that will allow me 
> (and 
> the other players) to role player our characters in accordance to the 
> personalities given the characters.  Therefore establishing depth.  If 
> a 
> particular player doesn't do anything of the sort, whose fault is it? 
> 
> And abiding by genre conventions is not a 'cop-out'.  It is doing just 
> 
> that, role-playing your character withing the conventions and 
> boundries 
> described by the campaign.  If I've paid the points for kirisutogomen 
> (the 
> right of a samurai to kill anyone of a lower class) and someone (even 
> another PC who is playing a farmer) offends my character, then I 
> should 
> cut that person down.  To *not* do so is delibertly ignoring the whole 
> 
> nature of the game.  Now, granted, not every samurai is/was that 
> touchy, 
> and my PC wouldn't just indiscriminatly hack down people, but at one 
> point 
> (after I got sick of the famer player's whining) I did tell the GM, 
> "If he 
> keeps this up, I'm gonna kill him." 
> 
> If the GM states that 'x' is a fact of life in his game, then to 
> ignore 
> 'x' is a 'cop-out'.  Abiding by 'x' is roleplaying. 
> 
> And prime examples of 'x'? 
> 
> In a four color game, I'd say it is "Heroes do not Kill" 
> 
> In a 50's SF game? "All aliens are bug-eyed monsters who want our 
> women" 
> 
> In a modern horror game? "Any one can die at any time" 
> 
> In a Dark Champions game?  "There are no good guys and no bad guys. 
> There 
>         are just scum, the cops, and innocent people.  And sometimes, 
>         these groups cross boundies" 
> 
> In the feudal Japan game? "Ninja are myths, and samurai can get away 
> with 
>         murder" 
> 
> Genre conventions are called such because they define the setting (ie, 
> the 
> genre). 
> 
> Thus, in most supers games, *everyone* with superpowers wears a mask, 
> looks good in tights and stops aging somewhere between 25 and 35. 
> 
> In a martial arts game, *everyone* is a martial artist (allow me to 
> repeat 
> myself - *everyone*!).  If its an anime martial arts game, everyone 
> can 
> jump over the horizion too. 
> 
> If its a Call of Cuthulhu game (or any other horror setting) guns 
> won't 
> stop the monster, any one who goes off alone probably won't come back 
> and 
> reading that strange book you found is probably bad for you... *very* 
> bad. 
> 
> I think I should stop now, since I'm obviously beginning to ramble... 
> BTW: Does anyone other than Jones have any thoughts on my opinions? 
> 
> ******************************************************************* 
> ******* 
> *"'Cause I'm the god of destruction, that's why!" - Susano 
> Orbatos,Orion * 
> *  Michael Surbrook / susano@access.digex.net * 
> * Attacked Mystification Police / AD Police / ESWAT * 
> * Society for Creative Anachronism / House ap Gwystl / Company of 
> St.Mark * 
> ********* 
> ***************************************************************** 
 
   While my knowledge is limited in the Japan area I do know that had 
you not killed him and I was the gm you would have been shamed/and or 
removed from your position if anyone important ever found out that you 
took that cr** from a farmer. 
 
The reason that we role play in different genres are so that we can get 
into the feel of what it was like to live back then or in a sci-fi or 
fantasy realm.  If you do not follow the "rules of that world" then it 
is not truly that type of genre but a warped version of it. 
 
I have to agree with Michael on this one. 
 
Darin 
 
Date: Tue, 5 Aug 1997 10:16:18 -0400 
X-Sender: absga@elbertonga.com 
From: Patrick Barden <absga@elbertonga.com> 
Subject: Eat it? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Feedback needed. 
 
How much of a disadvantage would you place on a power that had as its 
delivery that it must be consumed.  I have my own ideas but I want to et 
some other peoples perspectives.  I am trying to duplicate the effct of 
potions that must be drunk to take effect. 
 
Another question.  How much would you limit a power that requires the 
presence of an object but not the possession of it? (ie. A character whose 
powers require a mirror as a focus but need not be in contact with the 
mirror to use the power.) 
 
Suggestions appreciated 
 
Patrick B. 
 
 
From: BeerCarboy@aol.com 
Date: Tue, 5 Aug 1997 10:19:53 -0400 (EDT) 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At Tue, Aug 5, 1997 3:25 AM EDT jonesmj@topaz.cqu.edu.au wrote: 
 
 
>>Within the real world I would think that there would be considerable good 
to 
>>come from a full scale analysis of how he obtained his powers.  And in the 
>>4-color world what you say is absolutely true, which is why I used this as 
a 
>>means to demonstrate the difference between that world and ours . . . 
 
 
>so you're suggesting that, despite the fac super-scientists  
>can't duplicate powers very often at all, real world scientists could? 
 
Absolutely, the principles that science can explain most reproducible 
phenomena given sufficient data and that science itself is reproducible is 
another one of those things that separates comic-book reality from our 
reality.  More importantly than reproducing his powers though are the 
scientific discoveries that would cascade from a serious study of Spiderman 
as a phenomenon, again something that doesn't happen in comic book science. 
 Earlier there was some discussion on whether PP could get rich from the 
patenting of web fluid, but my feeling was that even if he could not more 
good would come from his patenting and making it available than comes from 
his swinging about the city trapping folks in it, at least in the real world 
this would be true.  Obviously, within the comix themselves what he is doing 
is quite clearly correct. 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
From: boaters@ix.netcom.com 
Date: Tue, 05 Aug 1997 10:20:03 -0400 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Just as a side note about killing in campaigns. 
 
 
I think that a character that would instantly kill another should not be 
allowed in a campaign, however, a character that has a reason and a long 
plot that works well with the gm's campaign can add quite a bit of 
spice. 
 
examples 
 
In Lupin there is a samauri character that protects him and fights with 
him, because he wishes to be the one that kills Lupin 
 
In a Dark Sun campaign we had a halfling that traveled with us and 
fought with us.  We thought of him as a friend buy what he was doing was 
trying to get us to become legends, so he would spread stories in each 
of the city states of our great doings.  Little did we know that his 
ultimate goal and mission was to bring back some heroes to his village 
for dinner.  (Yes, to eat us)  This worked even though his eventual goal 
was to kill us because he wished to work us up from the ground so that 
we would not expect anything. 
 
In a Rifts campaign that I ran I had an Atlantean Udead Slayer and a 
Vampire.  Normally, they would instantly go at each other throats, but I 
worked with the players.  The vampire, due to a spell, was human during 
the day and vamp at night.  The slayer could not kill one without 
killing the other so he stuck so close to the vampire (making sure that 
he was not making more and that the blood he got was either animal or 
voluntary) that it made that part of the campaign great.  The dialogue 
was excellent, and they ended up saving each other almost every other 
session. 
 
I think that pcs that are out to kill other pcs are fine if you follow 
some rules. 
 
1.  It can not be instant.  It would be no fun if the players go at it 
and kill each other in the first session. 
 
2.  It has to work with the gm's campaign.  If it doesn't, not only can 
it become annoying but imbalancing. 
 
3.  Hints have to be dropped if it is a subtle hatred.  In the case of 
the hafling a little digging gave us some clues that something was up, 
but it was still up to us to keep digging, and who would think that a 
companion would do that to you. 
 
4.  If the hatred it outright or known, then there has to be a reason 
why he is not killed immediately. 
 
5.  Make the players right up about there crossover in backgrounds.  In 
detail make sure you as gm know exactly why the other person is out to 
get the other.  If they hate each other know both sides of the story. 
It would be great if in the end the realize that niether of them killed 
Mary Lou but the evil villian actually set this up from the beginning. 
 
Just because Pcs are out to get pcs does not mean that it has to ruin 
the campaign. 
 
Darin 
 
From: boaters@ix.netcom.com 
Date: Tue, 05 Aug 1997 10:32:02 -0400 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Curtis Gibson wrote: 
 
> 
> 
> I do consider it part of the GMs job to give a character depth. When 
> the 
> GM and player create/roll up a character in the GMs world, it's part 
> of 
> the GM's job (as I see it) to help that character have depth in the 
> campaign world. Tying in pieces of history and character the planned 
> adventures, and the world background. I probably would have tried to 
> find a thing or two that the peasant type could do by dint of his 
> station that socially the Samuria couldn't/wouldn't that would have 
> been 
> exciting and interesting for the farmer. That approach would work with 
> a 
> mature gamer, but by other description the peasant player didn't fit 
> that definition. 
> 
 
I think certainly that the gm has to know about the player's character 
and the player should certainly know about the type of campaign that he 
is getting in but if the player does not play in character, the gm 
should tell him that he is not playing in character.  It is not the gm's 
position to go out of his way to give the character depth. 
 
If the player does not have a good depth to the character before the 
campaign ever starts it is not the gms job to give him one in the game. 
Now if the character just happens to be starting and has little history 
in the world as of yet then the gm should make sure that what the 
character does has some effect. 
ex.  if the farmer was hanging around with a group of samurais then a. 
he should have never spoken against them or whined, and b.  there would 
have been one hell of a reputation around the common folks.  ("He is the 
farmer that fights with the samurais.")  It is up to the player to do 
something with this to make actual character depth.  The gm just has to 
make it available. 
 
just my opinion 
 
Darin 
 
From: boaters@ix.netcom.com 
Date: Tue, 05 Aug 1997 10:45:23 -0400 
Subject: Re: flight & pheromones 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
TRandom@aol.com wrote: 
 
> I have two totally unrelated questions that I would appreciate some 
> help 
> answering: 
> 1) I want to create a character who is able to change (temporarily) 
> the way 
> other people react to his target. I can only imagine a special effect 
> of 
> magic or pheromones. Either way, it would look like this: Pheromage 
> hits 
> Superguy with mysterious looking effect. As far as SG knows, nothing 
> happened. However, for X hours, everyone coming into contact with SG 
> is 
> predisposed towards a given emotion, love, anger, or whatever. Neither 
> SG nor 
> those around him should easily be able to figure out why. I'm having 
> trouble 
> figuring out how do this and could use any input. Thanks. 
> 
 
It could be  a COM aid usable on others with the fade rate bought down. 
Just make sure that it gets so high that no one could resist. 
 
 
> 2) In a recent campaign, our GM had some trouble resolving a 
> situation. 
> During combat our mentalist (Web) mentally paralyzed a powerarmored 
> opponent. 
> The target had just activated flight boosters giving him (about to 
> give him) 
> 200" of flight. At the time, he was approx. 200" up fighting my cyborg 
> 
> (Gauntlet). It was decided that the 200" of flight thrust would 
> continue even 
> though the guy in the suit couldn't control the direction. Gauntlet, 
> wishing 
> not to be an accessory in this guys going into the ground like a dart 
> and 
> liquifying himself, quickly grabbed the pwrarmored guy. He did so in 
> the 
> hopes of directing him to the ground more like a stone skipping on 
> water. 
> Gauntlet has 5" flight, clinging, 70 str, combat pilot, and acrobatics 
> to 
> help him do this. Our GM broke it down into Int and Dex rolls for each 
> 60* 
> turn involved, with appropriate minuses. Any comments? 
> 
 
   I think that the 5" of flight and 70 Str clinging and combat piloting 
should be enough.  I would make the character make two rolls.  The first 
would be combat piloting to land the crashing guy.  (Serious minuses) 
The second would be an acrobatics roll to not take the blunt of the 
crash himself.  (some minuses.) 
 
Just my opinion. 
 
Darin 
 
From: DocTough@aol.com 
Date: Tue, 5 Aug 1997 10:57:39 -0400 (EDT) 
Subject: Posting Variant Skill system 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Doc sez... 
 
     Thanks for your interest, and I'll be glad to post the cendensed form of 
my variant HSR Skill system. 
     To the member of the 'List that requested such this morning please 
repost me your address, I lost it during a system disconnect from AOL while 
reading it. 
 
     Look forward to seeing any of you at GenCon that are going.  I'll likely 
be hovering around the Hero table, GRG table, and poking my nose into any 
HSR/Fuzion games.  I'd also be interested in meeting to play/run a pick up 
game, too. 
 
Doc Tough 
 
From: boaters@ix.netcom.com 
Date: Tue, 05 Aug 1997 10:59:35 -0400 
Subject: Re: Eat it? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Patrick Barden wrote: 
 
> Feedback needed. 
> 
> How much of a disadvantage would you place on a power that had as its 
> delivery that it must be consumed.  I have my own ideas but I want to 
> et 
> some other peoples perspectives.  I am trying to duplicate the effct 
> of 
> potions that must be drunk to take effect. 
> 
 
I would give it a -1/2 for potions.  If potions are common then the 
enemy would have enough reason to stop someone from taking one.However, 
if this is a potion to be used on someone against there will then I 
would make the limitation more.  It really is hard to force feed someone 
who does not want to do anything. 
 
> Another question.  How much would you limit a power that requires the 
> presence of an object but not the possession of it? (ie. A character 
> whose 
> powers require a mirror as a focus but need not be in contact with the 
> 
> mirror to use the power.) 
> 
 
It depends on the item.  I have a character that requires a light source 
to use one of her powers.  I think that it got a -3/4 or -1/2 
limitation 
 
> Suggestions appreciated 
> 
> Patrick B. 
 
   Darin 
 
From: HeroGames@aol.com 
Date: Tue, 5 Aug 1997 11:39:01 -0400 (EDT) 
Subject: Hero Plus disks 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I've received a message that someone is having a problem installing Hero Plus 
disks. I've double-checked our production masters, and they work fine (as 
well as a sample of disks that have been produced). We probably got a bad 
disk in there, or it went bad in the shipment process. 
 
Any bad disks will be replaced free by Hero Plus; just send 'em in and we'll 
send replacements. Send them to Hero Plus, P.O. Box 699, Aptos, CA 95001-0699 
with a note explaining the problem. 
 
-- Steve Peterson, Hero Games 
 
Subject: Re: Eat it? 
X-Juno-Line-Breaks: 0-2,4-7,9-17,21,27-28,31-37 
From: dwtoomey@juno.com (David W Toomey) 
Date: Tue, 05 Aug 1997 12:21:26 EDT 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> 
>How much of a disadvantage would you place on a power that had as its 
>delivery that it must be consumed.  I have my own ideas but I want to 
get 
>some other peoples perspectives.  I am trying to duplicate the effect of 
>potions that must be drunk to take effect. 
 
Fantasy Hero uses the 'Gestures' limitation, assuming you 'want' to drink 
the potion 
 
 
>Another question.  How much would you limit a power that requires the 
>presence of an object but not the possession of it? (ie. A character  
>whose 
>powers require a mirror as a focus but need not be in contact with the 
>mirror to use the power.) 
> 
Denends on circumstances: i.e. Clairvoyance that requires a scrying 
mirror on the wall isn't in contact with it, but I would use the same 
limitations as normal.  Demon summoning might require OIF/OAF Pentagram 
that the caster never touches after 
inscribing it.  Of course, if the user does not have physical conteol of 
the object, it is generally easier for others to negate/neutralize it.  
To take away most foci normally requires a roll to hit at -2, but to pick 
up a focus sitting on a table should be child's play.  To me, this 
counteracts the advantage of being able to use the focus without touching 
it. 
 
Now if you mean " I just grabbed Green Lantern's power ring and put it 
on, but he's still controlling it"  I don't know if that evenjustifies a 
Focus limitation, perhaps a -1/4 
at best.. 
 
 
David W Toomey 
dwtoomey@juno.com 
 
From: boaters@ix.netcom.com 
Date: Tue, 05 Aug 1997 12:49:03 -0400 
Subject: 4 color super lines 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
I am trying to get my players into the four color genre with a new super 
campaign that I have just started to run.  So far everything has gone 
well, but I also wanted to have those cheesy lines added for more fun. 
 
The one that I always use for an example is "your *ss is grass and I'm 
the lawn mower." 
 
So far the only guy that has come up with one has been one that I had to 
say no to due to the fact that it is a four color campaign.  "Pray for 
death" just doesn't quite fit for a character that is not supposed to 
kill.  (*sigh* looks like I will have to make CAK mandatory) 
 
I thought that I would pick the minds of the list for more for both 
heroes and villians. 
 
Other than "muh ha ha ha" for villians 
 
Darin 
 
Date: Tue, 05 Aug 1997 10:35:24 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
Subject: Re: 4 color super lines 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
boaters@ix.netcom.com wrote: 
> I thought that I would pick the minds of the list for more for both 
> heroes and villians. 
>  
> Other than "muh ha ha ha" for villians 
 
I've always liked one of the Tick's quotes: 
 
"I'm a Super-Hero! I don't want to stop crime. 
 I just want to Fight it!" 
 
-Mark Lemming 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Using Shape Shift to Impersonate Others 
Date: Tue, 5 Aug 1997 14:01:27 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
The recent post we had about the biomorphic shapeshifter has got me 
thinking about shapeshifting-type powers... 
 
If a shapeshifter wants to be able to take the exact form of someone of 
"normal" size and weight (between 4'9 and 6'6 and between 80# and 280#) 
would he/she have to buy any power besides Shape Shift?  Would you need 
Growth, Shrinking, Density Increase, and Density Reduction (Shrinking with 
mass reduction only limitation) to assume someone else's exact size and 
weight?  Besides disguise and mimicry, what other skills/talents/powers 
would be required to pass as the person you've shapeshifted into, even 
being able to pass a doctor's examination, finger printing, retinal scans, 
et al? 
 
Secondly, is there a good way to be able to adjust skills to match your 
current form?  For instance, M.A.W. - The Multiple Archtype Warrior can 
assume the form of a ninja, barbarion, roman legionary, u.s. marine, or 
any other warrior archtype throughout history, gaining the skills and 
knowledge that each warrior would have.  A ninja would get stealth, 
acrobatics, climbing, ninjitsu, and speak fluent japanese (medieval 
dialect), for instance.  Is there any way other than mutiforms to do this 
without running into a double stop sign? 
 
-Eric 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: Eat it? 
Date: Tue, 5 Aug 1997 14:11:30 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >How much of a disadvantage would you place on a power that had as its 
> >delivery that it must be consumed.  I have my own ideas but I want to 
> get 
> >some other peoples perspectives.  I am trying to duplicate the effect of 
> >potions that must be drunk to take effect. 
>  
> Fantasy Hero uses the 'Gestures' limitation, assuming you 'want' to drink 
> the potion 
>  
 
Hmm... what about poison that must be ingested?  What kind of limit would 
you give a 4d6k flask of hemlock?  ("I drank what?!!" -Socrates) 
 
>  
> >Another question.  How much would you limit a power that requires the 
> >presence of an object but not the possession of it? (ie. A character  
> >whose 
> >powers require a mirror as a focus but need not be in contact with the 
> >mirror to use the power.) 
> > 
> Denends on circumstances: i.e. Clairvoyance that requires a scrying 
> mirror on the wall isn't in contact with it, but I would use the same 
> limitations as normal.  Demon summoning might require OIF/OAF Pentagram 
> that the caster never touches after 
> inscribing it.  Of course, if the user does not have physical conteol of 
> the object, it is generally easier for others to negate/neutralize it.  
> To take away most foci normally requires a roll to hit at -2, but to pick 
> up a focus sitting on a table should be child's play.  To me, this 
> counteracts the advantage of being able to use the focus without touching 
> it. 
>  
 
Dave Mattingly has a rule I like in one of his Power Points articles. 
It's called "Ubiquitous Focus", used to represent a focus that you can 
find relatively often, but don't carry around with you.  It got a -1/2, 
the same as Obvious, Inaccessable. 
 
>  
> David W Toomey 
> dwtoomey@juno.com 
>  
 
-Eric 
 
Date: Tue, 5 Aug 1997 14:18:36 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
X-Sender: susano@access5.digex.net 
Reply-To: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 5 Aug 1997, Tokyo Mark wrote: 
 
> > Excuse me?  Jones, in the *real world* martial arts developed as a means 
> > of self defense *and* warfare.  And technically, the unarmed fighting 
> > arts that non-samurai developed to defend themselves from armed and 
> > belligerent samurai would really take off for another 100 years (when 
> > the social structure got locked into place by the Tokugawa Shogunate) 
>  
> Well, martial arts also developed as a means of exercise and competition, 
> but this is correct.  I have no idea where Jones gets his 'facts' from.:) 
 
Neither do I.   
 
> Also keep in mind, many samurai practiced empty hand martial arts when 
> they were developed.  The truest 'anti-samurai' martial arts would 
> probably be the okinawan styles. 
 
True.  As I understand it, ju-jutsu was orginally a much boader scoped art 
way back in the 15th C, before 'devolving' into the more limited grappling 
form seen today. 
 
> > We weren't 'uppity', we were trying to play by the established conventions 
> > of the genre.  Ie. as samurai we had certain rights and should attempt to 
> > behaive in a certain way.  I'd also like to point out it is not *my* job 
> > as PC to give someone else's character depth, nor is it the GM's.  The 
> > GM's job is to present adventures and situations that will allow me (and 
> > the other players) to role player our characters in accordance to the 
> > personalities given the characters.  Therefore establishing depth.  If a 
> > particular player doesn't do anything of the sort, whose fault is it? 
>  
> I agree it's the players job to make his own character 'have depth'.  From 
> the sound of it there might have been a misunderstanding regarding genre. 
> This is the biggest trouble I've had running a genre game, a few people 
> not playing in genre can mess things up badly.    That's partially why in 
> my wire fu chinese game I mandated all PC's would be chinese. 
 
Thew other problem comes from having a player seeming to ignore the 
genre.  The famer's player didn't really try to understand the game (a 
least I didn't see him try to) and seemed adamant about not switching 
thing to make his life any easier. 
  
> > And prime examples of 'x'? 
> >  
> > In a four color game, I'd say it is "Heroes do not Kill" 
>  
> This is pretty much true.  The Punisher started as a villain, after all. 
 
As did Vigilante and a few others. 
 
> > In a 50's SF game? "All aliens are bug-eyed monsters who want our women" 
>  
> Was it the 50's or 60's that also saw the 'Earthmen as warlike savages' 
> thing.  I seem to recall 'The Day The Earth Stood Still' in this catagory, 
> but forget the year of the movie. 
 
That was the other extreme.  Films like "Day..." "Forbidden Planet" "This 
Island Earth" all were variants on that theme. 
 
> > Genre conventions are called such because they define the setting (ie, the 
> > genre). 
> >  
> > Thus, in most supers games, *everyone* with superpowers wears a mask, 
> > looks good in tights and stops aging somewhere between 25 and 35. 
>  
> This might be true in most supers games, but most of the one's I play in 
> are less four color so it's not as absolute. 
 
I did say 'most'. 
 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
 
Date: Tue, 5 Aug 1997 14:29:42 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 5 Aug 1997, Curtis Gibson wrote: 
 
> (lots of good genre examples snipped) 
>  
> > I think I should stop now, since I'm obviously beginning to ramble... 
> > BTW: Does anyone other than Jones have any thoughts on my opinions? 
>  
> I can understand your points and agree with them. What I would have 
> considered bad on the part of the other players and GM, is IF the player 
> of the farmer had devoloped the character specifically to be a 'peasant 
> hero' type and had talked to the GM (and/or other players) beforehand, 
> to do just that. Don't know how that is historically, most of my info on 
> that Era of Japan comes from novels, usually bad ones 8).  
 
The farmer PC was slowly beginning to evolve into a solider (aka 
ashigaru).  He was given armor and a spear and brought into the local 
lord's employ.  If the player had had patience (and a clue) he *could* 
have eventually become a samurai, somthing that wasn't unheard of at the 
time.  (I mean, Hideyoshi started out as a sandal bearer). 
 
> I do consider it part of the GMs job to give a character depth. When the 
> GM and player create/roll up a character in the GMs world, it's part of 
> the GM's job (as I see it) to help that character have depth in the 
> campaign world. Tying in pieces of history and character the planned 
> adventures, and the world background. I probably would have tried to 
> find a thing or two that the peasant type could do by dint of his 
> station that socially the Samuria couldn't/wouldn't that would have been 
> exciting and interesting for the farmer. That approach would work with a 
> mature gamer, but by other description the peasant player didn't fit 
> that definition. 
 
When I fianlly got a chance to look at the farmer's character sheet, I saw 
a lot of stuff that made me ask the GM "where did he *get* this from?" 
The GM said: "Hey, I got a character sheet out of him, I figured any more 
was pushing it."  Yeah, some people are really hard-assed about wanting 
fully detailed backgrounds, but i cna understand the GM's position.  And 
besides, the PCs get what they pay for.  If I know nothing aobut your 
character, don't expect a lot of side plots involving you. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Tue, 5 Aug 1997 14:34:09 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 5 Aug 1997 boaters@ix.netcom.com wrote: 
 
> Just as a side note about killing in campaigns. 
>  
>  
> I think that a character that would instantly kill another should not be 
> allowed in a campaign, however, a character that has a reason and a long 
> plot that works well with the gm's campaign can add quite a bit of 
> spice. 
 
Well, the GM wwasn't going to allow an 'instant kill', also my character 
wasn't the type to just hack people down.  So in the case cited there 
would have been a chance for dialogue and for the farmer to fight back. 
 
I do agree with your statements about PCs killing PCs.  It is only in the 
rarest of games (IMO) that such things would/could come up, and if they 
do, everyone should be satisifed with the result (and made aware of what 
could happen as well). 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: flight & pheromones 
Date: Tue, 5 Aug 1997 14:46:37 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >1) I want to create a character who is able to change (temporarily) the 
> way 
> >other people react to his target. I can only imagine a special effect of 
> >magic or pheromones. Either way, it would look like this: Pheromage hits 
> >Superguy with mysterious looking effect. As far as SG knows, nothing 
> >happened. However, for X hours, everyone coming into contact with SG is 
> >predisposed towards a given emotion, love, anger, or whatever. Neither 
> SG nor 
> >those around him should easily be able to figure out why. I'm having 
> trouble 
> >figuring out how do this and could use any input. Thanks. 
>  
> Not cheap, but: 
>  
> ?d6 Mind Control 
> Emotions Only (-1/2) 
> Doesn't affect initial target (-1/4) 
> Sticky (to affect others on contact) 
> invis to mental group (Not using TUM rules, this makes it unnoticed) 
> Y Charges, continuing X hours 
>  
> Plug in ?, X, Y to fit your budget... 
>  
 
How about an aid or transform to give the target the following power: 
 
Mind Control: Nd6, AOE - Radius (+1), 0 END (+1/2), Continuous (+1), 
Personal Immunity (+1/4) [+2 3/4], Always On (-1/2), 
Only for command "You <emotion> me" (-1/2), Does not affect targets 
without sense of smell (-1/4) [-1 1/4] 
 
Or you could use minor transform to give the character an appropriate 
25pts distinctive feature. 
 
-Eric 
 
Date: Tue, 5 Aug 1997 13:33:59 -0700 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: 4 color super lines 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
     One of my groups' favorite lines is the immortal  
      
     "We've come to kick a$$ and chew bubblegum. 
     And we're all out of bubblegum!" 
      
     Richard 
 
 
______________________________ Reply Separator _________________________________ 
Subject: Re: 4 color super lines 
Author:  Mark Lemming <icepirat@ix.netcom.com> at DTVCCGATE 
Date:    8/5/97 10:35 AM 
 
 
boaters@ix.netcom.com wrote: 
> I thought that I would pick the minds of the list for more for both  
> heroes and villians. 
>  
> Other than "muh ha ha ha" for villians 
      
I've always liked one of the Tick's quotes: 
      
"I'm a Super-Hero! I don't want to stop crime. 
 I just want to Fight it!" 
      
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Date: Tue, 05 Aug 1997 10:35:24 -0700 
From: Mark Lemming <icepirat@ix.netcom.com> 
X-Mailer: Mozilla 4.01 [en] (Win95; I) 
MIME-Version: 1.0 
Subject: Re: 4 color super lines 
X-Priority: 3 (Normal) 
References: <33E7597F.59C52527@ix.netcom.com> 
Errors-To: owner-champ-l@omg.org 
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To: champ-l@omg.org 
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Date: Tue, 5 Aug 1997 13:54:23 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:30 PM 8/5/97 +1000, jonesmj@topaz.cqu.edu.au wrote: 
>At 01:41 PM 8/4/97 -0700, you wrote: 
> 
>>   Hooray on taking this off the list; but I would like to point out that 
>>the discussion is only on-topic when being discussed in those terms (the 
>>increasing prevelence of moral ambiguity in modern comics), bot when being 
>>discussed in terms of real-life morality and reality. 
> 
>hello?? the current discussions seems to pivot on the 4-color genre as  
>compared to what "peter parker would do in real life"?  
 
   Ummm...  None of those messages had been sent (or, at least, none were in 
my mailbox) when that post was sent.  The tenor of the conversation was 
quite different from the current (quite appropriate) Peter Parker discussion. 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Tue, 5 Aug 1997 13:54:26 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4 color super lines 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:49 PM 8/5/97 -0400, boaters@ix.netcom.com wrote: 
>I am trying to get my players into the four color genre with a new super 
>campaign that I have just started to run.  So far everything has gone 
>well, but I also wanted to have those cheesy lines added for more fun. 
   [yadda, yadda, yadda] 
>I thought that I would pick the minds of the list for more for both 
>heroes and villians. 
> 
>Other than "muh ha ha ha" for villians 
 
   I don't have any original ideas, but you can check the Supervillain Taunt 
Page at http://users.intercomm.com/redwolf/scm/taunts.html for some inspiration. 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Tue, 5 Aug 1997 13:54:27 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:18 PM 8/5/97 +1000, jonesmj@topaz.cqu.edu.au wrote: 
>uh-huh? i mean real martial arts!! korean!! thai!! not that fuddy japanese  
>bujitsu riu crud!! 
 
   'Scooz me just a sec....   Korean and Thai martial arts in 1542 Japan? 
My memory of Japanese history is admittedly a bit shaky, but wasn't this 
somewhere around the height of Japanese isolationism? 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Tue, 5 Aug 1997 13:54:29 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Eat it? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:16 AM 8/5/97 -0400, Patrick Barden wrote: 
>Feedback needed. 
> 
>How much of a disadvantage would you place on a power that had as its 
>delivery that it must be consumed.  I have my own ideas but I want to et 
>some other peoples perspectives.  I am trying to duplicate the effct of 
>potions that must be drunk to take effect. 
 
   That's the basic form of an Expendable Focus. 
 
>Another question.  How much would you limit a power that requires the 
>presence of an object but not the possession of it? (ie. A character whose 
>powers require a mirror as a focus but need not be in contact with the 
>mirror to use the power.) 
 
   Using some of the published books for bases, I'd call this specific 
example an Immobile OIF (-1 1/2). 
   Steve Long [I pause here to wait for the boos and hisses from Certain 
Persons to died down] proposed that using a "weapon of opportunity" -- that 
is, picking up something that's just laying around -- would work as an OIF, 
since it can be taken away but the character can still, in most cases, just 
pick up another one.  I'm only assuming that the mirror would be Immobile 
(that is, one set on a wall); if any mirror would work, then it'd be a 
regular OIF (-1/2). 
   In some cases, depending on the SFX, you could just call it OIF Reflection. 
   I hope this is somewhere at least close to what you're after.  :-] 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Tue, 5 Aug 1997 13:54:32 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: flight & pheromones 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 06:51 AM 8/5/97 -0400, TRandom@aol.com wrote: 
>I have two totally unrelated questions that I would appreciate some help 
>answering: 
 
   You have no idea what I thought when I saw the Subject header without 
knowing what was in the actual message.   :-] 
 
>1) I want to create a character who is able to change (temporarily) the way 
>other people react to his target. I can only imagine a special effect of 
>magic or pheromones. Either way, it would look like this: Pheromage hits 
>Superguy with mysterious looking effect. As far as SG knows, nothing 
>happened. However, for X hours, everyone coming into contact with SG is 
>predisposed towards a given emotion, love, anger, or whatever. Neither SG nor 
>those around him should easily be able to figure out why. I'm having trouble 
>figuring out how do this and could use any input. Thanks. 
 
   I'd make this a [Cumulative Major] Transform, giving the target a certain 
level of Mind Control with Telepathic Command, Explosion, and 0 END 
Persistent, up to the same number of Active Points as the original character 
has in Transform, with Limitations for Always On (-1/4), Single Emotion 
(-1), Mental Power vs CON (-1/2), and Must Be Smelled (-1/2). 
 
>2) In a recent campaign, our GM had some trouble resolving a situation. 
>During combat our mentalist (Web) mentally paralyzed a powerarmored opponent. 
>The target had just activated flight boosters giving him (about to give him) 
>200" of flight. At the time, he was approx. 200" up fighting my cyborg 
>(Gauntlet). It was decided that the 200" of flight thrust would continue even 
>though the guy in the suit couldn't control the direction. Gauntlet, wishing 
>not to be an accessory in this guys going into the ground like a dart and 
>liquifying himself, quickly grabbed the pwrarmored guy. He did so in the 
>hopes of directing him to the ground more like a stone skipping on water. 
>Gauntlet has 5" flight, clinging, 70 str, combat pilot, and acrobatics to 
>help him do this. Our GM broke it down into Int and Dex rolls for each 60* 
>turn involved, with appropriate minuses. Any comments? 
 
   I don't know why the INT Rolls were called for, but on the whole I'd say 
it looks like the GM handled it appropriately.  (Dunno what any character 
would be doing with 200" of combat flight anyway.) 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Tue, 05 Aug 1997 14:02:17 -0700 
From: Captain Spith <cptspith@teleport.com> 
Reply-To: cptspith@teleport.com 
Subject: Re: FISHY POWERS,  PART I 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Fishy Powers Part II should be coming in about a day; My life is 
teemingly busy right now with no apparent reason  :-)> 
   Part II will deal with specific effects on Powers/Talents/Skills/etc. 
 
--  
   -Capt. Spith 
   Savior of Humanity 
   Secular Messiah 
 
Date: Tue, 5 Aug 1997 17:21:30 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 5 Aug 1997, Bob Greenwade wrote: 
 
> At 06:18 PM 8/5/97 +1000, jonesmj@topaz.cqu.edu.au wrote: 
> >uh-huh? i mean real martial arts!! korean!! thai!! not that fuddy japanese  
> >bujitsu riu crud!! 
>  
>    'Scooz me just a sec....   Korean and Thai martial arts in 1542 Japan? 
> My memory of Japanese history is admittedly a bit shaky, but wasn't this 
> somewhere around the height of Japanese isolationism? 
 
Nope.  After 1600 and the rise of Tokugawa to power did Japan seal itself 
off.  Still, the odds of seing anything Thai in Japan of 1542 is pretty 
slim. 
 
BTW: that should be: 'fuddy Japanese bujutsu ryu' 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Tue, 5 Aug 1997 18:55:34 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: flight & pheromones 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>1) I want to create a character who is able to change (temporarily) the way 
>>other people react to his target. I can only imagine a special effect of 
>>magic or pheromones. Either way, it would look like this: Pheromage hits 
>>Superguy with mysterious looking effect. As far as SG knows, nothing 
>>happened. However, for X hours, everyone coming into contact with SG is 
>>predisposed towards a given emotion, love, anger, or whatever. Neither SG nor 
>>those around him should easily be able to figure out why. I'm having trouble 
>>figuring out how do this and could use any input. Thanks. 
 
Sounds like the advantages Continious, Uncontrolled (or Cont. Charges) and 
Sticky to me. On either Transform or Mind Control. Transform would probably 
be best. 
 
---------------------------------------------------------------------------- 
"HEY! Give my nuclear warhead RIGHT BACK!!" 
-Gold Digger #35 
---------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
 
 
From: BeerCarboy@aol.com 
Date: Tue, 5 Aug 1997 22:16:05 -0400 (EDT) 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At Tue, Aug 5, 1997 10:27 AM EDT boaters@ix.netcom.com wrote: 
 
SNIP: excessively long quote. 
 
>While my knowledge is limited in the Japan area I do know that had 
>you not killed him and I was the gm you would have been shamed/and or 
>removed from your position if anyone important ever found out that you 
>took that cr** from a farmer. 
 
Yes, because romance outweighs reality in our reconstructions.  Besides all 
Michael describe was player behavior, he did not describe what happened in 
terms of role-playing, which is suspicious given the emphasis he places on 
the value of roleplaying. 
 
>The reason that we role play in different genres are so that we can get 
>into the feel of what it was like to live back then or in a sci-fi or 
>fantasy realm.  If you do not follow the "rules of that world" then it 
>is not truly that type of genre but a warped version of it. 
 
Then you better be used to playing lowly peasants, slave laborers, oppressed 
and hopeless people because that is what it was like for 99%+ of those who 
did live back there.  And I would like to know how you "discover" what it is 
really like to live in a sci-fi or fantasy world.  And I want to know what 
you mean by warped version of that world?  Is it inconceivable that in some 
circumstances a hierarchical and despotic system like that we imagine for 
medieval Japan-type worlds would spawn revolt?  I am never going to simply 
force my players to play according to standard of behavior I simply create 
ex-nihilo, instead we share in creating the flavor of each campaign.  Try it, 
it might give you new reasons for playing rpgs, like having fun . . . 
 
>I have to agree with Michael on this one. 
 
And what world principle compels you to this?;> 
 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
 
 
From: BeerCarboy@aol.com 
Date: Tue, 5 Aug 1997 22:25:02 -0400 (EDT) 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At Tue, Aug 5, 1997 11:04 AM EDT boaters@ix.netcom.com wrote: 
 
>I think certainly that the gm has to know about the player's character 
>and the player should certainly know about the type of campaign that he 
>is getting in but if the player does not play in character, the gm 
>should tell him that he is not playing in character.  It is not the gm's 
>position to go out of his way to give the character depth. 
 
>If the player does not have a good depth to the character before the 
>campaign ever starts it is not the gms job to give him one in the game. 
>Now if the character just happens to be starting and has little history 
>in the world as of yet then the gm should make sure that what the 
>character does has some effect. 
>ex.  if the farmer was hanging around with a group of samurais then a. 
>he should have never spoken against them or whined, and b.  there would 
>have been one hell of a reputation around the common folks.  ("He is the 
>farmer that fights with the samurais.")  It is up to the player to do 
>something with this to make actual character depth.  The gm just has to 
>make it available. 
 
I don't disagree with this in any way, but as far as it goes it describes 
tremendously static characters and the world.  Characters should be given 
room to grow and change and as a result of that the world itself should be 
allowed to change in response to that.  So trusted farmer sidekick of samurai 
may one day become the rebel leader who overthrows part or all of the 
repressive social system that put samurai in such a position over the common 
herd.  I'm not saying this should be a regular event but it should be a 
possibility. 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
From: BeerCarboy@aol.com 
Date: Tue, 5 Aug 1997 22:25:10 -0400 (EDT) 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At Tue, Aug 5, 1997 11:04 AM EDT boaters@ix.netcom.com wrote: 
 
>I think certainly that the gm has to know about the player's character 
>and the player should certainly know about the type of campaign that he 
>is getting in but if the player does not play in character, the gm 
>should tell him that he is not playing in character.  It is not the gm's 
>position to go out of his way to give the character depth. 
 
>If the player does not have a good depth to the character before the 
>campaign ever starts it is not the gms job to give him one in the game. 
>Now if the character just happens to be starting and has little history 
>in the world as of yet then the gm should make sure that what the 
>character does has some effect. 
>ex.  if the farmer was hanging around with a group of samurais then a. 
>he should have never spoken against them or whined, and b.  there would 
>have been one hell of a reputation around the common folks.  ("He is the 
>farmer that fights with the samurais.")  It is up to the player to do 
>something with this to make actual character depth.  The gm just has to 
>make it available. 
 
I don't disagree with this in any way, but as far as it goes it describes 
tremendously static characters and the world.  Characters should be given 
room to grow and change and as a result of that the world itself should be 
allowed to change in response to that.  So trusted farmer sidekick of samurai 
may one day become the rebel leader who overthrows part or all of the 
repressive social system that put samurai in such a position over the common 
herd.  I'm not saying this should be a regular event but it should be a 
possibility. 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
From: j.ward18@genie.com 
Date: Wed,  6 Aug 97 02:42:00 GMT  
X-genie-QK-From: J.WARD18 
X-genie-QK-Id: 4280390 
X-genie-Gateway-Id: 577012 
Subject: 4 color, Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
THE PHEROMONES 
I think Burns has it.  Go with Transform that creates a distinctive feature. 
 
GOOFY LINES 
Darin - 
I have an ex-professional wrestler villain, Hammerhand, who narrates his 
fight as it happens.  As he hits someone or vice versa, he talks like Cosell 
narrating the fight.  "And it looks bad for the Hammer, but wait!  A reverse 
suplex!"  (That accompanies taking a blow and then using m. throw on 
opponent.) 
 
>>> LONG GENRE POST <<< 
 
I still have a soft spot in my heart for the peasant hero. 
 
(Disclaimer - I am not the lordly type, took a Unicorn in a LOFR campaign 
because they seem to be the closest to "real" people.  I may be fatally 
prejudiced against arrogant lordly types.) 
 
If you have a weak GM, who doesn't tie things in to "real" life, the lordly 
types can become impossibly obnoxious to have around. 
 
Case in point - I was playing in an Ars Magica campaign.  I had a companion 
who was a man of the soil, an earthy type, a social chameleon on the lower 
end of the scale.  He would enter a town first, sound out people, make 
arrangements for the mages. 
 
James had a necromancer (well, he was in effect, I forget what his magic 
style was) and a companion and we all wished he would be out chasing girls 
instead of coming to play, which happened lamentably little.  The 
necromancer was slimy and James purposely jinxed any dealings anyone made 
talking to any NPC if he couldn't be center stage. 
 
His companion (whom we called LHUHA - think Lord Crainiorectal Inversion for 
clues) began to _always_ barge in on my cleverly-worded interrogations (such 
as asking about Y when I wanted to hear about X and "reluctantly" letting 
the informant tell me about the exciting X that had happened) asking "Tell 
me about X" in an arrogant manner, at which point the peasant would clam up, 
claiming ignorance.  He ordered everyone he outranked around and generally 
made life difficult.  Finally, three grogs and I dosed his ale, stole his 
armor and ancestral sword (spifty magic stuff), and threw them in the river. 
 
Peasants used to gang up on lone Samurai when they could and then claim that 
bandits did it.  I suspect the GM in the Samurai game was as unwilling to 
alienate characters as mine was.  It's not like peasants instantly bow down 
helpfully.  They may well bow down but be very unhelpful in omission. 
 
A Samurai, then, might have the right to act like a total Pratt, but if he 
does, he might have trouble.  Many Samurai would act kinder, thus insuring 
cooperation from the "little people" that feed him, tie on his armor, etc. 
"Genre" is no reason to act like a jerk. 
 
Date: Tue, 5 Aug 1997 22:55:08 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 5 Aug 1997 BeerCarboy@aol.com wrote: 
 
> At Tue, Aug 5, 1997 10:27 AM EDT boaters@ix.netcom.com wrote: 
 
> >While my knowledge is limited in the Japan area I do know that had 
> >you not killed him and I was the gm you would have been shamed/and or 
> >removed from your position if anyone important ever found out that you 
> >took that cr** from a farmer. 
>  
> Yes, because romance outweighs reality in our reconstructions.  Besides all 
> Michael describe was player behavior, he did not describe what happened in 
> terms of role-playing, which is suspicious given the emphasis he places on 
> the value of roleplaying. 
 
That depends.  Some games may be romantic, others may emphasise reality. 
This game tends to do the latter. 
 
Now, the situation that 'could' have resulted in my cutting down the PC 
farmer went like this: 
 
The party consists of three samurai (Jiro [me], Junzo and Yabu).  There is 
a farmer (now promoted to ashigaru status) who is the 4th PC.  There is 
also our lord who is named Ogame.  There is also a couple of servents from 
Central Casting to fill out the group. 
 
We enter into a village where everyone has been killed.  We find three 
men, dressed all in black and wearing broad basket hats (like the Storms 
from "Big Trouble").  These guys inform us they have kileld the 
inhabitants of the village for harboring a thief and preying on the local 
lord's messangers and tax collectors.  The three men then leave. 
 
We are in no position to fight them because: 
1) We need to get Ogame to Osaka as soon as possible 
2) We have no authority to tell them they are wrong, this is *not* our 
land. 
3) We just *know* these guys could kick our collective butts. (Most of us 
have seen "Shogun Assasin") 
 
So, our only recourse is to bury the dead. 
 
We look about the village, and discover that yes, there is a suit of 
armor, and other evidence to prove that the villagers had killed one of 
the local lord's messangers.   
 
Jiro feeling sickened by this (not to mention uneasy as to how one should 
feel about the deaths of possible innocents for the actions of others) 
tells Farmer PC to "Gather the bodies to be buried." 
 
Why?  Tocuhing the dead in Japan (esp then) is a virtual taboo.  There is 
no way a samurai would stoop to dragging dead bodies about. 
 
Farmer PC's response? "No, I don't have to, I don't have to listen to 
you." 
 
I honestly forget what I said next, although I do know that the PC did 
actually do as he was told.  Later I realised that if I hadn't been 
talking to the GM over a point, I just might have made an Ego Roll to not 
blow my cool (stretched pretty thin by the situation) haul out my naginata 
and cut the farmer down.  Something that is entiry appropriate within the 
genre established by the GM. 
 
Now, allow me to elaborate.   
The Farmer PC had been told several times that he was not of equal status 
as the samurai.  I think we had even asked if he wanted to reconsider. 
The player OTOH, had decided his character was the first coming of Bruce 
Lee and didn't see the need to switch, since his character could 
obviously whip any one of us. 
 
As I have said before, the Farmer PC never did much to achieve clue.  He 
often didn't listen to tactical instruction, was given a spear but dumped 
(I can't use it with my Martial Arts), was given armor (but dumped - 
lowers my DCV) and then complained when he got hit and took body. 
 
There, is that better? 
 
> >The reason that we role play in different genres are so that we can get 
> >into the feel of what it was like to live back then or in a sci-fi or 
> >fantasy realm.  If you do not follow the "rules of that world" then it 
> >is not truly that type of genre but a warped version of it. 
>  
> Then you better be used to playing lowly peasants, slave laborers, oppressed 
> and hopeless people because that is what it was like for 99%+ of those who 
> did live back there.  And I would like to know how you "discover" what it is 
> really like to live in a sci-fi or fantasy world.  And I want to know what 
> you mean by warped version of that world?  Is it inconceivable that in some 
> circumstances a hierarchical and despotic system like that we imagine for 
> medieval Japan-type worlds would spawn revolt?  I am never going to simply 
> force my players to play according to standard of behavior I simply create 
> ex-nihilo, instead we share in creating the flavor of each campaign.  Try it, 
> it might give you new reasons for playing rpgs, like having fun . . . 
 
Part of the interest I have in the Sengoku game is trying to play in a 
'alien' environment.  1542 Japan has some very different ideas about 
proper behaviour and conduct.  The GM isn't forcing us to play according 
to a strict code, but he is presenting a different fantasy world than any 
I've ever been in. So, I want to have my character (Jiro Motoyoshi) act in 
a manner that fits with the setting presented, not in a manner that seems 
proper according to my modern sensabilities.  And yes, I'm having fun, 
because I am learning more about something I knew little about before 
play. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Tue, 5 Aug 1997 23:07:34 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Tue, 5 Aug 1997 BeerCarboy@aol.com wrote: 
 
<Stuff about GM/Player depth snipped> 
 
> >ex.  if the farmer was hanging around with a group of samurais then a. 
> >he should have never spoken against them or whined, and b.  there would 
> >have been one hell of a reputation around the common folks.  ("He is the 
> >farmer that fights with the samurais.")  It is up to the player to do 
> >something with this to make actual character depth.  The gm just has to 
> >make it available. 
>  
> I don't disagree with this in any way, but as far as it goes it describes 
> tremendously static characters and the world.  Characters should be given 
> room to grow and change and as a result of that the world itself should be 
> allowed to change in response to that.  So trusted farmer sidekick of samurai 
> may one day become the rebel leader who overthrows part or all of the 
> repressive social system that put samurai in such a position over the common 
> herd.  I'm not saying this should be a regular event but it should be a 
> possibility. 
 
If the PC is willing, there is nothing stopping him from changing his 
world in a great way.  The GM has made it clear that the campaign is 
almsot an 'epic movie' where the PCs (if the survive) will see great 
battles, commit great deads, fight monsters, command armies and become 
virtual legends.  We will even interact with actual historical personages 
of the time (although the three biggies uh.. Tokugawa and co have only 
just gotten around to being born).  There is even talk of the GM runnig a 
20 years after the main game ends, where we get one last fling of glory 
(and like 50 eps to pump our PCs).   
 
Now the second half of your comment is a case of going against the genre. 
If the Farmer PC got sick of getting kciked around he would other throw 
the government and free everyone, he'd just try and become a governer 
himself. 
 
Your comment of : 
 
"So trusted farmer sidekick of samurai may one day become the rebel leader 
who overthrows part or all of the repressive social system that put 
samurai in such a position over the common herd." 
 
Smacks of playing out of genre and character.  Instead of considering how 
an actual Farmer might think (or what goals he might have) you are trying 
to impose modern values on the situation.  In the setting given, it would 
be possible for a farmer to become a samurai, so why would he want to over 
throw anything?  Also, the religion of the time was very big into life 
being preordained fate, so the farmer would probably accept his fate as 
being a deserved one.  Try to over throw the 'repressive social system' 
smacks of a modern knee-jerk reaction to a historical situation you 
probably don't agree with.  It become a questionable PC motivation (and an 
unrealistic one). 
 
Or am I misunderstanding you? 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Tue, 5 Aug 1997 23:32:43 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: 4 Color Quotes  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Well, not quite.  But this talk about what makes for good dialogue in a 4 
Color game brought to mind some of the great lines I found in a book I 
just read. 
 
(And I thought people could use some levity after some of the posts around 
here lately). 
 
So, the book is "Njal's Saga" written around 1280 AD in Iceland.  It is 
actually a pretty good read (well, this prose edition was) and a must for 
*anyone* who wants to run a game set in the late Dark Ages, esp with a 
heavy Norse influence.  So, among all the battles, lawsuits, raids and 
what not, we get the following: 
 
[The scene is a great battle fought at sea between two groups of Vikings] 
 
At one stage, Kolsegg was taking a rest abord Gunnar's ship.  Gunnar 
noticed this and said, "You have been kinder to others than to yourself 
today, for you have quenched their thirst forever." 
 
[The scene is on a road between several farms] 
 
Atil spurred his horse and galloped hard.  When he met Kol he asked, "Is 
the carting going well?" 
 
"That's none of your business, you scum, nor anyone else's from your 
place," replied Kol. 
 
"You hardest task is still to come," said Atil.  "You have yet to die." 
 
[Atil kills Kol, then meets with some workmen] 
 
"Go and see to that horse up there," said Atil.  "Kol has fallen off its 
back, and he's dead." 
 
"Did you kill him?" they asked. 
 
"Hallgerd will suspect he hasn't died of natural causes," said Atil... 
 
[The scene is a wood.  Hrapp has seduced Gudrun, only to be discovered 
Asvard.  Hrapp kills Asvard and then goes to tell Gudrun's father about 
it.] 
 
"Why is there blood on you axe?" asked Gudbrand. 
 
"I have been curing Asvard's backache with it," he [Hrapp] replied. 
 
"Not out of kindness," said Gudbrand.   "I suppose you killed him?" 
 
Yes," said Hrapp. 
 
"Why?" asked Gudbrand. 
 
"You may think a small cause," said Hrapp.  "He wanted to cut off my leg." 
 
[My favorite and probably the most famous line of the saga.  Gunnar is in 
his house and under assualt by numerous men.  He strikes one, who then 
staggers back to where the leader of the attacker's waits.] 
 
Gizur looked up at him and asked, "Is Gunnar at home?" 
 
"That's for you to find out," replied Thorgrim, "But his halberd [axe] 
certainly is." 
 
And with that he fell dead. 
 
[a variant goes: "Of that I cannot say, but his axe sure is."] 
 
=== 
 
Okay, so they may not fit to well with 4-color, but they sure do have a 
ring to them, don't they? 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Tue, 5 Aug 1997 23:41:48 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: 4 color, Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 6 Aug 1997 j.ward18@genie.com wrote: 
 
> GOOFY LINES 
> Darin - 
> I have an ex-professional wrestler villain, Hammerhand, who narrates his 
> fight as it happens.  As he hits someone or vice versa, he talks like Cosell 
> narrating the fight.  "And it looks bad for the Hammer, but wait!  A reverse 
> suplex!"  (That accompanies taking a blow and then using m. throw on 
> opponent.) 
 
Sounds like Commander Crusher.  Typical Crusher fight dialogue: 
 
"Headbutt!" <WHAM>  Headbutt! <WHAM> "Atomic Drop!" <CRUNCH>  "Betcha that 
hurt, didn't it?" 
 
> I still have a soft spot in my heart for the peasant hero. 
>  
> (Disclaimer - I am not the lordly type, took a Unicorn in a LOFR campaign 
> because they seem to be the closest to "real" people.  I may be fatally 
> prejudiced against arrogant lordly types.) 
>  
> If you have a weak GM, who doesn't tie things in to "real" life, the lordly 
> types can become impossibly obnoxious to have around. 
 
Except we didn't try to be lordly, pushy, obnoxious types.  I mean, I'm 
trying to plain within conception and in adhearence with how such a 
character would act.  In a PBEM game I'm in, my knight PC was ready and 
willingto challenge another PC to a fight over the other PC's insuation 
that she had acted impropery and was 'coldhearted'.  I mean, I'm not going 
to ignore insults and such that my character realisticly wouldn't *just 
because* you are another PC. 
  
> Peasants used to gang up on lone Samurai when they could and then claim that 
> bandits did it.  I suspect the GM in the Samurai game was as unwilling to 
> alienate characters as mine was.  It's not like peasants instantly bow down 
> helpfully.  They may well bow down but be very unhelpful in omission. 
 
The GM was neutral.  He didn't try to alienate anyone, he let the Farmer 
PC do that all by himself. 
 
> A Samurai, then, might have the right to act like a total Pratt, but if he 
> does, he might have trouble.  Many Samurai would act kinder, thus insuring 
> cooperation from the "little people" that feed him, tie on his armor, etc. 
> "Genre" is no reason to act like a jerk. 
 
Repeat: I didn't.  In fact, part of my character mentality is that he 
doesn't tromp on the lower classes.  OTOH, all of us were pretty sick of 
the Farmer PC's actions by this time. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Wed, 06 Aug 1997 01:24:59 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: Champions Genre Selection (back on topic?) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:24 PM 8/4/97 +1000, happyelf(sickjokedude)! wrote: 
>>Obey the conventions of the genre (and of the campaign) is essential to 
>>getting the utmost enjoyment out of the game.  Delibertly 
>>ignoring/flauntingthese rules/guidelines just spoils it for the rest of 
>>us. 
>> 
> 
>so i suppose you could say that conventions of the genre are valid limits- 
>however, i would suggest that many of the 'conventions' of the 4-color 
genre are not  
>as constructive as this- mayhap they include a limit that does not add as 
much to cohesion, or as such a limit should, to be considered valid?  
 
  The point (as I see it), is that players should not feel free to ignore 
"genre conventions" that the GM has specifically said will apply. The GM on 
the other hand, should try to limit the number of said conventions to only 
those truly needed for his campaign's style. (In order to maximize player's 
free choice) 
  I have had the misfortune of playing with people who ALWAYS ignore the 
"genre assumptions" (like reluctant to kill - in most Supers games), and 
believe me it makes for a really un-fun game... 
Earl Kwallek - Wabbit@ExecPC.com 
 
  This year shall go down in history. For the first time a 
nation has full gun control laws. Our streets will be safer, 
our police more effective. Other nations will follow our lead 
into the future. 
		- Adolph Hitler, 1935 
 
 
A Man with a gun is a citizen; a man without a gun is a subject. 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Wed, 06 Aug 1997 01:43:59 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: Champions Genre Selection 
Cc: champ-l@omg.org 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 12:10 AM 8/5/97 -0400, Michael Surbrook wrote: 
(Snip) 
> 
>If the GM states that 'x' is a fact of life in his game, then to ignore 
>'x' is a 'cop-out'.  Abiding by 'x' is roleplaying.   
> 
>And prime examples of 'x'? 
> 
>In a four color game, I'd say it is "Heroes do not Kill" 
> 
>In a 50's SF game? "All aliens are bug-eyed monsters who want our women" 
> 
>In a modern horror game? "Any one can die at any time" 
> 
>In a Dark Champions game?  "There are no good guys and no bad guys.  There 
>	are just scum, the cops, and innocent people.  And sometimes, 
>	these groups cross boundies" 
> 
>In the feudal Japan game? "Ninja are myths, and samurai can get away with 
>	murder" 
> 
>Genre conventions are called such because they define the setting (ie, the 
>genre). 
> 
>Thus, in most supers games, *everyone* with superpowers wears a mask, 
>looks good in tights and stops aging somewhere between 25 and 35. 
> 
>In a martial arts game, *everyone* is a martial artist (allow me to repeat 
>myself - *everyone*!).  If its an anime martial arts game, everyone can 
>jump over the horizion too. 
> 
>If its a Call of Cuthulhu game (or any other horror setting) guns won't 
>stop the monster, any one who goes off alone probably won't come back and 
>reading that strange book you found is probably bad for you... *very* bad. 
> 
>I think I should stop now, since I'm obviously beginning to ramble... 
>BTW: Does anyone other than Jones have any thoughts on my opinions? 
> 
 
  I generally avoid this kind of post, but for what it's worth, I pretty 
much agree with you. For the record I will state that your GM should have 
made it clear to the "Farmer" player where that character would stand when 
the character was created, if he did not- then at least part of the problem 
can be handed to the GM. 
 
Earl Kwallek - Wabbit@ExecPC.com 
 
  This year shall go down in history. For the first time a 
nation has full gun control laws. Our streets will be safer, 
our police more effective. Other nations will follow our lead 
into the future. 
		- Adolph Hitler, 1935 
 
 
A Man with a gun is a citizen; a man without a gun is a subject. 
 
X-Sender: wabbit@globaldialog.com (Unverified) 
Date: Wed, 06 Aug 1997 02:23:49 -0500 
From: Earl Kwallek <earl@thewarren.mil.wi.us> 
Subject: Re: flight & pheromones 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 02:46 PM 8/5/97 -0400, Eric Burns wrote: 
>How about an aid or transform to give the target the following power: 
> 
>Mind Control: Nd6, AOE - Radius (+1), 0 END (+1/2), Continuous (+1), 
>Personal Immunity (+1/4) [+2 3/4], Always On (-1/2), 
>Only for command "You <emotion> me" (-1/2), Does not affect targets 
>without sense of smell (-1/4) [-1 1/4] 
> 
>Or you could use minor transform to give the character an appropriate 
>25pts distinctive feature. 
> 
 
  This is about the "Pheremone" power mentioned previously - right? 
 
  The way we did this in my campaign (MANY years ago) was 
 
	Mind Control xd6 
	+1 NND - Defense is not semlling pheremones (ie hold breath/no nose/etc) 
	 
	Various other obvious advantages/disads as stated above (I'm too lazy to 
retype them all) 
 
Earl Kwallek - Wabbit@ExecPC.com 
 
  This year shall go down in history. For the first time a 
nation has full gun control laws. Our streets will be safer, 
our police more effective. Other nations will follow our lead 
into the future. 
		- Adolph Hitler, 1935 
 
 
A Man with a gun is a citizen; a man without a gun is a subject. 
 
X-Sender: rsimpson@svlhome1.beasys.com 
Date: Wed, 06 Aug 1997 10:50:56 +0000 
From: Bob Simpson <rsimpson@beasys.com> 
Subject: Re: 4 color principles 
Cc: champ-l@omg.org, Collie <collie@netcom.com&> 
        Scott Ruggels <scott.ruggels@3do.com> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
<x-rich>>In a four-color comic book or campaign, the heroes generally believe  
 
>in Good and Evil as palpable concepts that correspond to an external  
 
>reality. 
 
 
You know, when you first said "Good and Evil are things that Really Exist in the super-here world" what came to mind immediately was the actual, physical embodiment protrayed in 'mainstream' comics.  You know, Lord Chaos, Master Order, Dream, Death, Destiny, Eternity, Infinity, etc. etc. etc. and all those other trademarked folks.  It was interesting to watch the discussion rocket off in an ENTIRELY different direction... :-) 
 
 
-- Bob Simpson 
 
>>>> 
<excerpt> 
"Come, fellow Vindicators!  We must stop Doctor Destroyer's latest plot, 
which is in conflict with our cultural paradigm, as interpreted by the 
Vindicators' microculture and within each of our own ideocultural 
isolates!" 
</excerpt><<<<<<<< 
 
</x-rich> 
From: boaters@ix.netcom.com 
Date: Wed, 06 Aug 1997 11:07:19 -0400 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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Michael Surbrook wrote: 
 
> When I fianlly got a chance to look at the farmer's character sheet, I 
> saw 
> a lot of stuff that made me ask the GM "where did he *get* this from?" 
> 
> The GM said: "Hey, I got a character sheet out of him, I figured any 
> more 
> was pushing it."  Yeah, some people are really hard-assed about 
> wanting 
> fully detailed backgrounds, but i cna understand the GM's position. 
> And 
> besides, the PCs get what they pay for.  If I know nothing aobut your 
> character, don't expect a lot of side plots involving you. 
> 
 
This is one of the problems with gaming.  You sometimes want/need fresh 
blood in your game and it is hard to get experienced players, because 
they are the ones already in games.  The only other option is to get 
someone new, and sometimes it takes a while to get across that you need 
more on the character than just a character sheet.  I am having problems 
with some/most of my players in my 4-color right now, because they all 
want to be orphans.  I tried to point out to them that in most cases 
this is not true.  Even alien characters have had parents (superman) and 
even when the parents are dead someone took care of them (Aunt 
Mae/Spiderman) 
 
We recently added 3 new players to our fantasy campaign, and got lucky. 
All three of them are excellent role players and had no problem coming 
up with involved backgrounds and conceptions. 
 
Darin 
 
 
From: boaters@ix.netcom.com 
Date: Wed, 06 Aug 1997 11:11:55 -0400 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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BeerCarboy@aol.com wrote: 
 
> At Tue, Aug 5, 1997 11:04 AM EDT boaters@ix.netcom.com wrote: 
> 
> >I think certainly that the gm has to know about the player's 
> character 
> >and the player should certainly know about the type of campaign that 
> he 
> >is getting in but if the player does not play in character, the gm 
> >should tell him that he is not playing in character.  It is not the 
> gm's 
> >position to go out of his way to give the character depth. 
> 
> >If the player does not have a good depth to the character before the 
> >campaign ever starts it is not the gms job to give him one in the 
> game. 
> >Now if the character just happens to be starting and has little 
> history 
> >in the world as of yet then the gm should make sure that what the 
> >character does has some effect. 
> >ex.  if the farmer was hanging around with a group of samurais then 
> a. 
> >he should have never spoken against them or whined, and b.  there 
> would 
> >have been one hell of a reputation around the common folks.  ("He is 
> the 
> >farmer that fights with the samurais.")  It is up to the player to do 
> 
> >something with this to make actual character depth.  The gm just has 
> to 
> >make it available. 
> 
> I don't disagree with this in any way, but as far as it goes it 
> describes 
> tremendously static characters and the world.  Characters should be 
> given 
> room to grow and change and as a result of that the world itself 
> should be 
> allowed to change in response to that.  So trusted farmer sidekick of 
> samurai 
> may one day become the rebel leader who overthrows part or all of the 
> repressive social system that put samurai in such a position over the 
> common 
> herd.  I'm not saying this should be a regular event but it should be 
> a 
> possibility. 
> 
> Carter Humphrey 
> 
> 
> BeerCarboy@AOL.com 
 
   I do not disagree with what you said here, I think that the 
possibility should be available, but the farmer character would still 
have to be careful.  He should certainly never tell a samurai that "he 
doesn't have to do what he said..." 
I mean that would have been like an ensign telling Kirk that he won't 
bring the log to him because he doesn't have to. 
 
Darin 
 
From: boaters@ix.netcom.com 
Date: Wed, 06 Aug 1997 11:26:07 -0400 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Michael Surbrook wrote: 
 
> On Tue, 5 Aug 1997 BeerCarboy@aol.com wrote: 
> 
> > At Tue, Aug 5, 1997 10:27 AM EDT boaters@ix.netcom.com wrote: 
> 
> > 
> > Yes, because romance outweighs reality in our reconstructions. 
> Besides all 
> > Michael describe was player behavior, he did not describe what 
> happened in 
> > terms of role-playing, which is suspicious given the emphasis he 
> places on 
> > the value of roleplaying. 
> 
> That depends.  Some games may be romantic, others may emphasise 
> reality. 
> This game tends to do the latter. 
> 
 
I have seen games where love is a theme and can out weigh all of the 
other elements of the campaign.  I have also seen campaigns where the gm 
used history books and other non fiction books on the subject. 
 
 
 
> Now, the situation that 'could' have resulted in my cutting down the 
> PC 
> farmer went like this: 
> 
> The party consists of three samurai (Jiro [me], Junzo and Yabu). 
> There is 
> a farmer (now promoted to ashigaru status) who is the 4th PC.  There 
> is 
> also our lord who is named Ogame.  There is also a couple of servents 
> from 
> Central Casting to fill out the group. 
> 
> We enter into a village where everyone has been killed.  We find three 
> 
> men, dressed all in black and wearing broad basket hats (like the 
> Storms 
> from "Big Trouble").  These guys inform us they have kileld the 
> inhabitants of the village for harboring a thief and preying on the 
> local 
> lord's messangers and tax collectors.  The three men then leave. 
> 
> We are in no position to fight them because: 
> 1) We need to get Ogame to Osaka as soon as possible 
> 2) We have no authority to tell them they are wrong, this is *not* our 
> 
> land. 
> 3) We just *know* these guys could kick our collective butts. (Most of 
> us 
> have seen "Shogun Assasin") 
> 
> So, our only recourse is to bury the dead. 
> 
> We look about the village, and discover that yes, there is a suit of 
> armor, and other evidence to prove that the villagers had killed one 
> of 
> the local lord's messangers. 
> 
> Jiro feeling sickened by this (not to mention uneasy as to how one 
> should 
> feel about the deaths of possible innocents for the actions of others) 
> 
> tells Farmer PC to "Gather the bodies to be buried." 
> 
> Why?  Tocuhing the dead in Japan (esp then) is a virtual taboo.  There 
> is 
> no way a samurai would stoop to dragging dead bodies about. 
> 
> Farmer PC's response? "No, I don't have to, I don't have to listen to 
> you." 
> 
> I honestly forget what I said next, although I do know that the PC did 
> 
> actually do as he was told.  Later I realised that if I hadn't been 
> talking to the GM over a point, I just might have made an Ego Roll to 
> not 
> blow my cool (stretched pretty thin by the situation) haul out my 
> naginata 
> and cut the farmer down.  Something that is entiry appropriate within 
> the 
> genre established by the GM. 
> 
> 
 
I do not disagree, even after this incident he should have been stripped 
of any armor and weapons for a while.  To talk back to a superior in 
such a way in this genre...ouch. 
 
 
> Now, allow me to elaborate. 
> The Farmer PC had been told several times that he was not of equal 
> status 
> as the samurai.  I think we had even asked if he wanted to reconsider. 
> 
> The player OTOH, had decided his character was the first coming of 
> Bruce 
> Lee and didn't see the need to switch, since his character could 
> obviously whip any one of us. 
> 
> As I have said before, the Farmer PC never did much to achieve clue. 
> He 
> often didn't listen to tactical instruction, was given a spear but 
> dumped 
> (I can't use it with my Martial Arts), was given armor (but dumped - 
> lowers my DCV) and then complained when he got hit and took body. 
> 
> There, is that better? 
> 
 
ooooooohhhhh one of those players.  I do not think that the character 
was thinking ooohhh I can not move just as fast in this armor than I can 
without it.  No I think that I do not need the armor thanks anyways. 
 
 
 
> > >The reason that we role play in different genres are so that we can 
> get 
> > >into the feel of what it was like to live back then or in a sci-fi 
> or 
> > >fantasy realm.  If you do not follow the "rules of that world" then 
> it 
> > >is not truly that type of genre but a warped version of it. 
> > 
> > Then you better be used to playing lowly peasants, slave laborers, 
> oppressed 
> > and hopeless people because that is what it was like for 99%+ of 
> those who 
> > did live back there.  And I would like to know how you "discover" 
> what it is 
> > really like to live in a sci-fi or fantasy world.  And I want to 
> know what 
> > you mean by warped version of that world?  Is it inconceivable that 
> in some 
> > circumstances a hierarchical and despotic system like that we 
> imagine for 
> > medieval Japan-type worlds would spawn revolt?  I am never going to 
> simply 
> > force my players to play according to standard of behavior I simply 
> create 
> > ex-nihilo, instead we share in creating the flavor of each 
> campaign.  Try it, 
> > it might give you new reasons for playing rpgs, like having fun . . 
> . 
> 
> Part of the interest I have in the Sengoku game is trying to play in a 
> 
> 'alien' environment.  1542 Japan has some very different ideas about 
> proper behaviour and conduct.  The GM isn't forcing us to play 
> according 
> to a strict code, but he is presenting a different fantasy world than 
> any 
> I've ever been in. So, I want to have my character (Jiro Motoyoshi) 
> act in 
> a manner that fits with the setting presented, not in a manner that 
> seems 
> proper according to my modern sensabilities.  And yes, I'm having fun, 
> 
> because I am learning more about something I knew little about before 
> play. 
 
Even though I think that Michael pretty much covered it here, I will say 
that there is nothing wrong in playing a warped version of some type of 
campaign.  Obviously, when you are playing a WWI game and there are 
supes in it, the war will probably end the same way, but the fact that 
there are supes in it does change the feel of the game.  I mean most 
people would not play a soldier if the others are superheroes.   As far 
as learning what it is like to live in the different times you yourself 
can physically experience what it is like, but with some good 
imagination and good character role playing you should have to make 
decisions for your character that are very different morally and 
culturally than where you live today.  I am also not saying to force 
your players to do anything, but in the case of the farmer can you 
really say that he was playing smart?  (For the record I have a great 
deal of fun in my campaigns.) 
 
Darin 
 
From: boaters@ix.netcom.com 
Date: Wed, 06 Aug 1997 11:31:06 -0400 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
Michael Surbrook wrote: 
 
> On Tue, 5 Aug 1997 BeerCarboy@aol.com wrote: 
> 
> <Stuff about GM/Player depth snipped> 
> 
> > >ex.  if the farmer was hanging around with a group of samurais then 
> a. 
> > >he should have never spoken against them or whined, and b.  there 
> would 
> > >have been one hell of a reputation around the common folks.  ("He 
> is the 
> > >farmer that fights with the samurais.")  It is up to the player to 
> do 
> > >something with this to make actual character depth.  The gm just 
> has to 
> > >make it available. 
> > 
> > I don't disagree with this in any way, but as far as it goes it 
> describes 
> > tremendously static characters and the world.  Characters should be 
> given 
> > room to grow and change and as a result of that the world itself 
> should be 
> > allowed to change in response to that.  So trusted farmer sidekick 
> of samurai 
> > may one day become the rebel leader who overthrows part or all of 
> the 
> > repressive social system that put samurai in such a position over 
> the common 
> > herd.  I'm not saying this should be a regular event but it should 
> be a 
> > possibility. 
> 
> If the PC is willing, there is nothing stopping him from changing his 
> world in a great way.  The GM has made it clear that the campaign is 
> almsot an 'epic movie' where the PCs (if the survive) will see great 
> battles, commit great deads, fight monsters, command armies and become 
> 
> virtual legends.  We will even interact with actual historical 
> personages 
> of the time (although the three biggies uh.. Tokugawa and co have only 
> 
> just gotten around to being born).  There is even talk of the GM 
> runnig a 
> 20 years after the main game ends, where we get one last fling of 
> glory 
> (and like 50 eps to pump our PCs). 
> 
> Now the second half of your comment is a case of going against the 
> genre. 
> If the Farmer PC got sick of getting kciked around he would other 
> throw 
> the government and free everyone, he'd just try and become a governer 
> himself. 
> 
> Your comment of : 
> 
> "So trusted farmer sidekick of samurai may one day become the rebel 
> leader 
> who overthrows part or all of the repressive social system that put 
> samurai in such a position over the common herd." 
> 
> Smacks of playing out of genre and character.  Instead of considering 
> how 
> an actual Farmer might think (or what goals he might have) you are 
> trying 
> to impose modern values on the situation.  In the setting given, it 
> would 
> be possible for a farmer to become a samurai, so why would he want to 
> over 
> throw anything?  Also, the religion of the time was very big into life 
> 
> being preordained fate, so the farmer would probably accept his fate 
> as 
> being a deserved one.  Try to over throw the 'repressive social 
> system' 
> smacks of a modern knee-jerk reaction to a historical situation you 
> probably don't agree with.  It become a questionable PC motivation 
> (and an 
> unrealistic one). 
> 
> Or am I misunderstanding you? 
> 
 
Now I do have a question about this, if the idea is epic movie and the 
farmer had a reason to dislike the lord and its samurais then why 
couldn't he overthrow one day the gov't.  I mean it is not something 
that would be done over night, but he could recruit some people from 
each town that would one day be in his army.  I mean some things do 
happen in the movies that would never happen in real life.  (This does 
not mean that I think the farmer should have talked back.  ) 
 
Darin 
 
 
 
 
> *************************************************************************** 
> 
> * "'Cause I'm the god of destruction, that's why!" - Susano 
> Orbatos,Orion * 
> *               Michael Surbrook / 
> susano@access.digex.net                * 
> *            Attacked Mystification Police / AD Police / 
> ESWAT            * 
> * Society for Creative Anachronism / House ap Gwystl / Company of 
> St.Mark * 
> ********* 
> ***************************************************************** 
 
 
 
Date: Wed, 6 Aug 1997 11:45:43 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Wed, 6 Aug 1997 boaters@ix.netcom.com wrote: 
 
> I have seen games where love is a theme and can out weigh all of the 
> other elements of the campaign.  I have also seen campaigns where the gm 
> used history books and other non fiction books on the subject. 
 
The Sengoku game uses real history and historical ideas.  I myself have 
even gone so far as to buy a few Osprey "Men at Arms" and samurai hisroty 
books to further my uderstanding. 
 
<encounter with bad guys and farmer PC snipped> 
 
> I do not disagree, even after this incident he should have been stripped 
> of any armor and weapons for a while.  To talk back to a superior in 
> such a way in this genre...ouch. 
 
As I said, he *could* have been killed.  The GM is playing things very 
'real'.  One of the other PCs has already been challanged to a duel for 
supposedly insulting another samurai's honor (he stepped over his swords, 
or bumped him, I forget).  One begins to realize that this is a 
*dangerous* time and the GM isn't going to cut you any slack for being a 
PC.  (Now, the challange I mentioned was a setup by the GM, but the PC 
fighting the duel also got some aid on the side.) 
 
<snip> 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Wed, 6 Aug 1997 11:52:34 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
 
On Wed, 6 Aug 1997 boaters@ix.netcom.com wrote: 
 
<stuff about character developement for the Farmer PC snipped> 
 
> Now I do have a question about this, if the idea is epic movie and the 
> farmer had a reason to dislike the lord and its samurais then why 
> couldn't he overthrow one day the gov't.  I mean it is not something 
> that would be done over night, but he could recruit some people from 
> each town that would one day be in his army.  I mean some things do 
> happen in the movies that would never happen in real life.  (This does 
> not mean that I think the farmer should have talked back.  ) 
 
The Farmer had no real reason to dislike the lord of the samurai.  He 
wasn't mistreated or opressed, he just got stuck with all the things a 
servant to three samurai would expect to get stuck with (taking care of 
horses, cleaning clothing and gear, cooking dinner, carrying stuff). 
Honestly, the PC was just being a jerk, since he wanted to play Bruce Lee, 
while the rest of us were playing Toshiro Mifune.  He wanted to be thought 
ofas a badass merely since he character said he should be.  Any attempt to 
reality check his actions was lost on him. 
 
As to rebeling, I can honestly say the farmer player would never have 
thought of anything so complex.  Besides, the lord's father's brother had 
already taken over the lord's rightful land and declared us all outlaws 
anyway... 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: 4 color super lines 
Date: Wed, 6 Aug 1997 12:48:47 -0400 (EDT) 
Organization: VTSFFC 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
Well, if you happen to have somebody who got their powers from some 
ancient tomb, try this one: 
  
  Mr. Napalm: "I say we kill 'em all and let the archeologists sort 
  'em out." 
  Captain Pharoh:  "Yeah." *flex muscles* "And I'm the archeologist." 
 
 
  You know there was a convoluted situation in a game awhile ago that 
allowed somebody to get off the line: 
  "Fortunately, we brought an aborigine for just such an emergency." 
  
 (An attack by mercs in the park aboard a Babylon-5-sized space station). 
 
                                    Daniel Pawtowski 
 
From: BeerCarboy@aol.com 
Date: Wed, 6 Aug 1997 12:50:00 -0400 (EDT) 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At  Wed, Aug 6, 1997 9:11 AM EDT susano@access.digex.net (Michael Surbrook) 
wrote: 
 
>Your comment of : 
 
>"So trusted farmer sidekick of samurai may one day become the rebel leader 
>who overthrows part or all of the repressive social system that put 
>samurai in such a position over the common herd." 
 
>Smacks of playing out of genre and character.  Instead of considering how 
>an actual Farmer might think (or what goals he might have) you are trying 
>to impose modern values on the situation.  In the setting given, it would 
>be possible for a farmer to become a samurai, so why would he want to over 
>throw anything?  Also, the religion of the time was very big into life 
>being preordained fate, so the farmer would probably accept his fate as 
>being a deserved one.  Try to over throw the 'repressive social system' 
>smacks of a modern knee-jerk reaction to a historical situation you 
>probably don't agree with.  It become a questionable PC motivation (and an 
>unrealistic one). 
 
>Or am I misunderstanding you? 
 
This is a little overbearing on the part of the GM.  To say there is no room 
for variation within character motivation saps life out of the game and makes 
PCs little more than NPCs.  If a player simply plays himself or plays the 
same character over and over again, that is pretty poor roleplaying.  But to 
suggest that it is impossible for a CHARACTER to imagine changing the way 
things are is excessively restrictive.  Peasants did kill samurai in real 
history, the shogunate was overthrown in real history (and yes it was not in 
the time period you are talking about and it was under  a specific set of 
circumstances that will not be duplicated in the game).  Now the specific 
farmer character may not be of the type to imagune changing the world, but 
another might be.  Let's take a look at your massacred village scene.  Your 
samurai orders the farmer to clear the bodies, he refuses, your samurai 
(instead of tolerating this to some extent as you did) cuts the farmer down; 
now he has to move the bodies himself the specific act he could not stand to 
do before (oops).  Alternative: your party comes to the village, meets the 
villains who have slain everyone (by the way, the legendary samurai courage 
was certainly evident here when you decided not to fight because you KNEW 
they would kick your @ss, hmmn that may have been out of genre ;>) and they 
justify their act they way they did.  The samurai in the party accept this 
justification even though they know it was excessive force and an attrocity. 
 Farmer character suddenly realizes that if he does become samurai he will be 
endorses the same system of values that allows for this sort of thing and 
decides that no, he will not simply perpetuate such a system and become part 
of it, he will oppose that system and either the system or he will die. 
 
Now why can't something like that happen?  I'm not saying it is preferable to 
the farmer doing something else, but to label it impossible seems unfairly 
restrictive. 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 06 Aug 97 17:21:00 GMT 
Subject: flight & pheromones 
X-Ftn-To: herolist@october.com 
X-Listname: Hero 
Reply-To: hero-l@october.com (Multiple recipients of Hero) 
Path: october!opal 
Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 16 
 
 
 
 h > From: TRandom@aol.com  
 h > Subject: flight & pheromones  
 h > To: champ-l@omg.org  
 h >  
 h > 1) I want to create a character who is able to change (temporarily)  
 h > the way other people react to his target. I can only imagine a special  
 h > magic or pheromones. Either way, it would look like this: Pheromage  
 h > Superguy with mysterious looking effect. As far as SG knows, nothing  
 h > happened. However, for X hours, everyone coming into contact with SG  
 h > predisposed towards a given emotion, love, anger, or whatever. Neither  
 h > those around him should easily be able to figure out why. I'm having  
 h > trouble figuring out how do this and could use any input. Thanks.  
  
Well you could hit your victim with a Transform to inflict a subtle  
form of Distinctive Features on him.  Depending on how extreme the  
effect is this might range from cosmetic (there's a vague pre-disposition  
towards a certain emotion, but nothing severely behavior altering) to  
Minor (the emotion is definitely there, but anyone who stops to think  
about it can overcome it) to Major (Overiding, make an EGO roll not to  
react to the victim a certain way.  
  
The other alternative is to throw a Sticky Mind Control or some such.  
  
 h > 2) In a recent campaign, our GM had some trouble resolving a  
 h > During combat our mentalist (Web) mentally paralyzed a powerarmored  
 h > opponent.  
  
There's your problem.  Never allow mental paralysis.  
  
 h > The target had just activated flight boosters giving him (about to  
 h > give him) 
 
 h > 200" of flight. At the time, he was approx. 200" up fighting my cyborg  
 h > (Gauntlet). It was decided that the 200" of flight thrust would  
 h > continue even  
 h > though the guy in the suit couldn't control the direction. Gauntlet,  
 h > wishing 
 
 h > not to be an accessory in this guys going into the ground like a dart  
 h > and  
 h > liquifying himself, quickly grabbed the pwrarmored guy. He did so in  
 h > the  
 h > hopes of directing him to the ground more like a stone skipping on  
 h > water.  
 h > Gauntlet has 5" flight, clinging, 70 str, combat pilot, and acrobatics  
 h > to  
 h > help him do this. Our GM broke it down into Int and Dex rolls for each  
 h > 60*  
 h > turn involved, with appropriate minuses. Any comments?  
  
Sounds not unreasonable.  Except of course that no one should have  
Mental Paralyisis   :)  
___  
 * OFFLINE 1.58  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 06 Aug 97 17:31:02 GMT 
Subject: Eat it? 
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 h > Feedback needed.  
 h >  
 h > How much of a disadvantage would you place on a power that had as its  
 h > delivery that it must be consumed.  I have my own ideas but I want to  
 h > et  
 h > some other peoples perspectives.  I am trying to duplicate the effct  
 h > of  
 h > potions that must be drunk to take effect.  
  
You might actually do this as a trigger.  If you want to make potions  
that just anyone can drink any time for them to work, Trigger will let  
you 'make a potion' each time you use the power.  Whoever has the  
potion can drink it to activate the Trigger (note this will also require  
Area Effect or Sticky or UBO, or only the *potion* is affected by the  
Triggered power)  
  
If you have to drink a potion yourself in order to successfully use a  
power, then it might be:  OAF (potion), gestures (drinking  
the potion).  
  
If you have to feed someone else a potion to use a power on them, then  
it's the above plus no range (if applicable for that power) and a  
'limitted power' limitation:  target must be tricked/persuaded/forced  
to drink the darn potion -1 (?).  
  
 h > Another question.  How much would you limit a power that requires the  
 h > presence of an object but not the possession of it? (ie. A character  
 h > whose  
 h > powers require a mirror as a focus but need not be in contact with the  
 h > mirror to use the power.)  
  
This is just the old "Power only works when X" limitation.  Base the  
lim on how common 'mirrors' are.  If any reflective surface works, then  
it's a -1/4 or -1/2 (worth more in a primitive setting where standing  
water and sword blades are the only common reflective surfaces).  A  
modern city is lousy with reflective surfaces.  
  
If it has to be a mirror (silver or mercury-treated glass, right?) or  
a particular size, you might get more of a limitation.  
  
 h >  
 h > Suggestions appreciated  
 h >  
 h > Patrick B.  
  
  
  
  
  
___  
 * OFFLINE 1.58 * Goodmanized for your Frustration.  
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 06 Aug 97 17:41:04 GMT 
Subject: Re: Eat it? 
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 h > > Fantasy Hero uses the 'Gestures' limitation, assuming you 'want' to  
 h > drink  
 h > > the potion  
 h > >  
 h >  
 h > Hmm... what about poison that must be ingested?  What kind of limit  
 h > would  
 h > you give a 4d6k flask of hemlock?  ("I drank what?!!" -Socrates)  
 h >  
 h > -Eric  
 h > ---  
  
Here's a generic poison.  Note the use of the original 'Gradual'  
limitation.  This power does a 3d-1 KA aportioned over the  
'Gradual' period, not happening multiple times at some interval,  
like the HSA II version.  
  
  
Injested Poison:  This poison kills only those characters who actually  
swallow it.  It is planted in food or water and is dificult to detect.  
Though it is not an NND, few characters will be able to defend  
against it.  Remember, most armor (in heroic games) doesn't cover the  
character completely.  One area it doesn't cover is the inside of his mouth!  
You can't eat with a Force Field up so there's no danger of that stopping  
the poison once its gone off. Those characters with unfocused Armor  
or Damage resistance should get thier defenses after all,  
if thier very skin can turn sword blades it's not that surprising  
that a poison meant to kill normal humans wont work as well.  
    3d6-1 RKAp, Triggered: when eaten +1/4, Area Effect Hex +1/2, Invisible  
to all but one sense group +3/4, Gradual: 1hr -2, IAF: poison ampule -1/2,  
Only affects triggering characters -1/4, vs. Living only -1/2, not vs  
creatures with wierd metabolisms/appropriate Life support/immunities -1/4,  
4 chgs -1.  
Active Cost: 100, Real Cost: 18  
    Note: the poison must be area effect or else it only damages the FOOD it  
was planted in.  Also since it's AE it doesn't take a hit location of head  
(since its set off when you swallow it) or stomach, just a 'generalized' hit.  
___  
 * OFFLINE 1.58 * Realism Kills  
 
X-Sender: lizard@dnai.com 
Date: Wed, 06 Aug 1997 10:53:50 -0700 
From: Lizard <lizard@dnai.com> 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 01:27 AM 8/4/97 -0500, Bryan Berggren wrote: 
 
>And I'd point out, Spidey's origin is a good example of one of the 4-color 
>Genre Conventions I mentioned earlier: that having superhuman abilities 
>obligates one to take sides between Good and Evil, and attempting to remain 
>"neutral" (including using your powers solely for mundane pursuits like 
>legal profit) results in Bad Things. 
> 
One of the nifiter ideas of TORG was their 'reality rules', in which each 
reality had fundemental rules hard-wired into it which enforced the genre. 
IIRC, in the near-future Japanese cyberpunk reality, any group of more than 
10 people would contain at least one traitor/spy, any group of over 100 
people would contain at least one secret sub-group, etc. In the pulp 
reality, you got a bonus for doing things in the most dramatic possible 
fashion, etc. So genre conventions became laws of physics within the 
appropriate reality. 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 06 Aug 97 17:58:06 GMT 
Subject: Space Ship Combat 
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 h > I haven't used the vehicular rules much, especially since they have  
 h > such a bad reputation.  However, I'm going to be running a space  
 h > opera adventure, somethink like Flash Gordon or Buck Rogers, and  
 h > ship-to-ship combat is a part of this.  
 h >  
 h > I need some advice about running this type of combat in a game.  How  
 h > should I handle vehicular combat?  Is the system in the book OK for  
 h > this?  
  
OK?  Maybe.  Good?  No.  Either break out the maps and run it as  
much like a normal combat among flyers as possible, or try using  
the intercept combat presented.  Season heavily with drama and common  
sense. 
 
  
 h > Should I bother to design the ships with points and everything, or  
 h > should I just treat this as a plot device? I want to capture some of  
 h > the feel of "Millenium Falcon vs. Star Destroyer", that kind of  
 h > thing.  
 h >  
 h > Guy  
  
Well, if you want the feel of Star Warsish space combat, you'll want  
to build the ships.  Not doing so will lead to a lot of player  
frustration, as everything will seem arbitrary.  Unfortunately,  
the Vehicle rules just aren't that good, and there different enough  
from the normal rules to be a pain.  
  
One really good alternative for building Vehicles (and just about  
anything else) is the so called 'Incomplete Rule' (incomplete  
characters lack certain characteristics for instance, a vehicle lacks  
INT & EGO, and must be piloted or it can't do anything).  
  
The complete Incomplete rules can be found on the Gaming Philosopher's  
Home Page   http:/www.best.com/~jimalj/  
  
(I think that's right.... if not it's in Shelley's Gratuitous links,  
and even the links page of the new and improved Hero Games pages,  
though you have to go in the back door:  look for the 'Unoficial  
Mage Plug-In' from there you'll see something like 'back to the  
Philosopher's Home Page' or something.)  
  
If you can't find it, I'll try to chop up my copy and email it  
to you.  
  
___  
 * OFFLINE 1.58 * I am not a Rules Lawyer...I'm a Rules Activist.  
 
Date: Wed, 6 Aug 1997 14:14:48 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 6 Aug 1997 BeerCarboy@aol.com wrote: 
 
> At  Wed, Aug 6, 1997 9:11 AM EDT susano@access.digex.net (Michael Surbrook) 
> wrote: 
>  
> >Your comment of : 
>  
> >"So trusted farmer sidekick of samurai may one day become the rebel leader 
> >who overthrows part or all of the repressive social system that put 
> >samurai in such a position over the common herd." 
>  
> >Smacks of playing out of genre and character.  Instead of considering how 
> >an actual Farmer might think (or what goals he might have) you are trying 
> >to impose modern values on the situation.  In the setting given, it would 
> >be possible for a farmer to become a samurai, so why would he want to over 
> >throw anything?  Also, the religion of the time was very big into life 
> >being preordained fate, so the farmer would probably accept his fate as 
> >being a deserved one.  Try to over throw the 'repressive social system' 
> >smacks of a modern knee-jerk reaction to a historical situation you 
> >probably don't agree with.  It become a questionable PC motivation (and an 
> >unrealistic one). 
>  
> >Or am I misunderstanding you? 
>  
> This is a little overbearing on the part of the GM.   
 
The GM has nothing to do with it.  He didn't say there was no room for 
variation of character motivation, *I* said that your described motivation 
seemed unrealistic. 
 
> To say there is no room 
> for variation within character motivation saps life out of the game and makes 
> PCs little more than NPCs.  If a player simply plays himself or plays the 
> same character over and over again, that is pretty poor roleplaying.   
 
But I never said we were playing ourselves or the same characters over and 
over.  I said that your character developed seemed to be the effect of 
someone outside looking and, noticing something wrong with the system and 
latching onto that as a character goal. 
 
> But to 
> suggest that it is impossible for a CHARACTER to imagine changing the way 
> things are is excessively restrictive.  Peasants did kill samurai in real 
> history, the shogunate was overthrown in real history (and yes it was not in 
> the time period you are talking about and it was under  a specific set of 
> circumstances that will not be duplicated in the game).   
 
I.m not arguing that.  I just have a hard time believing the PC suddenly 
wanting to become the next Joan of Arc (or Spartacus or...) 
 
> Now the specific 
> farmer character may not be of the type to imagune changing the world, but 
> another might be.  Let's take a look at your massacred village scene.  Your 
> samurai orders the farmer to clear the bodies, he refuses, your samurai 
> (instead of tolerating this to some extent as you did) cuts the farmer down; 
> now he has to move the bodies himself the specific act he could not stand to 
> do before (oops).   
 
Yeah, but my honor would have felt better... ^_^ 
 
> Alternative: your party comes to the village, meets the 
> villains who have slain everyone (by the way, the legendary samurai courage 
> was certainly evident here when you decided not to fight because you KNEW 
> they would kick your @ss, hmmn that may have been out of genre ;>)  
 
Which was reason number three on the list.  I also mentioned that we had 
no legal right to attack them.  The GM had presented us with an 
interesting moral quandry, which was sure to cause repercussions later 
(like when we meet these guys again). 
 
And I should point out that 'legendary samurai courage' at times was just 
that; legendary.  At one point I found a quote about what a samurai 
considered the best way to take an enemy's house: Burn it down at night 
and kill everyone that runs out.  Gee, really noble and heroic, but true 
to life... 
 
> and they 
> justify their act they way they did.  The samurai in the party accept this 
> justification even though they know it was excessive force and an attrocity. 
>  Farmer character suddenly realizes that if he does become samurai he will be 
> endorses the same system of values that allows for this sort of thing and 
> decides that no, he will not simply perpetuate such a system and become part 
> of it, he will oppose that system and either the system or he will die. 
 
I just don't see it.  I f I was playing the Farmer I'd probably think: 
"Man, these are some evil dudes, I hope they get theirs someday."  As well 
as "Damn samurai, always doing what they want, I hope they all get theirs 
some day (like in their next life)..."  I probably wouldn't try to 
overthrow the system, but if I was told that service and loyalty could get 
me out of the rat race and into upper class society, I'd probably join 
rather then beat 'em.  But that's just me. 
 
> Now why can't something like that happen?  I'm not saying it is preferable to 
> the farmer doing something else, but to label it impossible seems unfairly 
> restrictive. 
 
It could, but it doesn't seem plausible (to me).  That sort of reblliosu 
feel seems more apropraite in a society where the rebel may have an idea 
of a better life as seen else where.  The framer has nothing to compare 
his lot to and has no idea that anywhere else is different. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Wed, 6 Aug 1997 18:21:21 +0000 
Subject: Pulp Genre Conventions (was Re: 4 color principles) 
Reply-to: guyhoyle@iname.com 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 
> At 10:53 AM 8/6/97 -0700, Lizard wrote: 
> >One of the nifiter ideas of TORG was their 'reality rules', in which each 
> >reality had fundemental rules hard-wired into it which enforced the genre. 
> >IIRC, in the near-future Japanese cyberpunk reality, any group of more than 
> >10 people would contain at least one traitor/spy, any group of over 100 
> >people would contain at least one secret sub-group, etc. In the pulp 
> >reality, you got a bonus for doing things in the most dramatic possible 
> >fashion, etc. So genre conventions became laws of physics within the 
> >appropriate reality. 
>  
 
This is great!  I'm designing a pulp campaign myself; what other  
bonuses could players get? 
 
Extra experience for falling in love with your enemy's daughter,  
sacrificing yourself so your companions can get away,  using "period"  
slang, etc.? 
 
Guy 
 
 
 
 
 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Date: Wed, 6 Aug 1997 16:01:36 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Wed, 6 Aug 1997, Robert A. West wrote: 
 
> > On the other hand, if I am trying to run a certain genre (and to reference 
> > my last post, lets say it is feudal Japan circa 1542), I'd excpet the 
> > players to have 9at least) a basic understanding of the genre being 
> > presented and try to create characters that fit within the boundries of 
> > that genre.  So, if you want to play a ninja, that's fine, just don't 
> > expect to be able to go running around in your night suit tossing shuriken 
> > at everyone and not have anyone bat an eye.  A ninja is at the *bottom* of 
> > the social structure, in fact he doesn't even *count* in the social 
> > structure of the time, and a known ninja will soon find himself very dead. 
>  
> All of which is well and good, but some players may come in with very  
> different ideas.  The GM and the more experienced players should help the  
> neophyte to learn the setting, and should provide good advice on roleplaying  
> options.  Of course, Hero rules provide an excellent mechanism for making sure  
> that people understand these restrictions, as the Ninja Package Deal should  
> include things like: 
>  
> 20	Hunted by rival clans, intent to kill, 14-, but only identified as a 
> 		Ninja (8- equivalent), more powerful, extensive NCI 
> 15	Secret ID (Ninja code of secrecy) 
> 20	Code of the Ninja (common, total) 
> etc. 
 
All of which are valid disads. Nad yes, my ninja/scout/ashigaru character 
from the same game *does* have SID: Ninja in the employ of Lord Arai. 
 
> > In the 1542 Japan game that I'm in, one of the PCs was a farmer while the 
> > rest of us were samurai.  After a while, the player complained about not 
>  
> ...having anything to do?  What *was* this PC supposed to accomplish within  
> the context of the campaign?  How was this player *supposed* to have fun?  If  
> this was Hero-based, what did the player spend his points on, when the rest of  
> you were buying Weapons, Armor, Wealth, Status and the like? 
 
Allow me to pint out that  
A) The player decided upon his choice of character 
B) He was asked "Are you sure you want to play this?" 
C) He spent a lot of points on trying to become an unarmed combat machine. 
 
Now, as to having fun, it depends.  If you really want to try for an epic 
hero, you could.  The genre (and history) allows for a lowly farmer to end 
up a great general.  As I've posted before the man who unified Japan 
started out as a sandal bearer. 
 
> > having any armor, getting stuck with all the dirty jobs and not having any 
> > say in anything.  Our response?  "Hey, wake up dude!  Your playing a 
> > character from the bottom third of the social scale, we *don't* have to do 
> > anything for you, PC or not!"  And if the PC took offense and picked a 
> > fight, we were perfectly in our own right (ie abiding by the genre 
> > conventions of the game) to cut him down like the mad dog that he was. 
> > Needless to say, thay player never did acheive clue and left that game. 
>  
> It is always risky to be judgmental about a story that one is hearing in the  
> compressed confines of a net.posting, and I hope that there is a simple  
> explanation; however, I am forced to wonder who it was that was really  
> clueless!  Perhaps the GM and the other players?   
 
If you've seen my other posts, you should have a clearer pciture by now. 
Yeah, I should have given more explination at the outset. 
 
> How in the name of the Ghods of Roleplaying did you *expect* the player to  
> have fun in an extended campaign if his character has no combat abilities, no  
> social status, no say in what happens, and no influence over events?  Even if  
> he made the choice allegedly knowingly, if he is not having fun in his  
> assigned role, some reasonable accomodation should have been made. 
 
The player had several choices in his case. 
A) Start someone else.  The GM was not going to care if he dropped farmboy 
and started up with another character. 
B) Stick it out.  At one point he was 'promoted' to ashigaru (soldier) 
status, given armor and a weapon.  As I said before he then dropped both 
for reason having nothing to do with the campaign or his character, but 
due to game mechanics.  I think in due time he would have been made a 
samurai and been at the same level as everyone else. 
 
> I have done low status characters in a weekend LARP -- heck, I have even  
> played the family dog!  In table-top games, I have played lower-status  
> adventurers who had to bow and defer to higher-status characters, but they all  
> had some compensation to them.  The dog had license to do things that would  
> have gotten other characters shot; all he risked was a kick out the door.  In  
> Chivalry and Sorcery, a lower-status character may be the most powerful PC  
> magic user in the game, depending on die rolls. 
>  
> Of course, there may have been compensating factors in your campaign.  Perhaps  
> the low-social types were the only ones with magical spells, or the use of a  
> network of household spies, or whatever.  Perhaps you rotated roles, so that  
> each of you took turns playing the no-name no-accounts, and he was simply  
> unwilling to wait his turn. 
 
Well, its not my campaign, so I'm uncertain if the GM was going to cut the 
PC some slack in that regard.  We certainly didn't rotate roles, we each 
played the characters we had created.   
 
I think part of my aggrivation was that the player was amazingly inert. 
He quit not because of being a lower social class, but because he kept 
getting injured in each battle.  Our response?  "Uh, when the GM gave you 
armor you tossed it away saying it lowered your DCV... (yeah, by 1 whole 
point)" 
 
He also griped that he was always getting the serious damage, which we 
then pointed out wasn't true, since another PC had taken 8 Body to his 
*face* (and he only had 8), and another had taken something like 12 to his 
head! (Splitting his helmet among other things). 
 
Now, I don't know if the GM had said "are you sure?" when given the 
character, I know I would have. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Wed, 06 Aug 1997 13:52:54 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Michael Surbrook wrote: 
>  
 
>  
> Genre conventions are not always valid 'limits'.  Instead genre 
> conventions help define the campaign itself.  In a 4-color game, the genre 
> conventions do not limit the characters, with the exception that one would 
> not (or should not) find dark clad gun-totiing avengers of the night 
> running about.   
 
Actually, I would disagree somewhat.  If it is to be a campaign convention  
that (for example) normal life goes on only slightly modified by the existence  
of super-powers, then it would, IMHO, be inappropriate for a player to insist  
on having his character try to mass-market a pill that enables anyone to use  
Mind Link, unless the GM is willing to undergo the attendant work of changing  
the setting (which may be considerable).  This is akin to the old problem of  
players' claiming that they can invent gunpowder in a pseudo-medieval fantasy  
setting. 
 
Of course, with experience, a GM learns more subtle ways of communicating the  
fact that the course will not be allowed to succeed, and can find ways to  
prevent it that enhance the setting, but every now and again, you find that  
someone will not listen or is on a totally different wavelength. 
 
At that point, the GM has a choice: punish the deviant behavior in-game, or  
have a GM-player conference, explaining why this apparently reasonable course  
of action is outside of the campaign as conceived.  Of course, this should be  
done only very sparingly, and fair consideration should be given to following  
the idea to see where it leads.  Nevertheless, the GM is entitled to enjoy the  
campaign as much as anyone else is, and not getting to tell the tales that  
have been planned is not going to enhance the GM's fun. 
 
>  
> On the other hand, if I am trying to run a certain genre (and to reference 
> my last post, lets say it is feudal Japan circa 1542), I'd excpet the 
> players to have 9at least) a basic understanding of the genre being 
> presented and try to create characters that fit within the boundries of 
> that genre.  So, if you want to play a ninja, that's fine, just don't 
> expect to be able to go running around in your night suit tossing shuriken 
> at everyone and not have anyone bat an eye.  A ninja is at the *bottom* of 
> the social structure, in fact he doesn't even *count* in the social 
> structure of the time, and a known ninja will soon find himself very dead. 
 
 
All of which is well and good, but some players may come in with very  
different ideas.  The GM and the more experienced players should help the  
neophyte to learn the setting, and should provide good advice on roleplaying  
options.  Of course, Hero rules provide an excellent mechanism for making sure  
that people understand these restrictions, as the Ninja Package Deal should  
include things like: 
 
20	Hunted by rival clans, intent to kill, 14-, but only identified as a 
		Ninja (8- equivalent), more powerful, extensive NCI 
15	Secret ID (Ninja code of secrecy) 
20	Code of the Ninja (common, total) 
etc. 
 
> In the 1542 Japan game that I'm in, one of the PCs was a farmer while the 
> rest of us were samurai.  After a while, the player complained about not 
 
 
...having anything to do?  What *was* this PC supposed to accomplish within  
the context of the campaign?  How was this player *supposed* to have fun?  If  
this was Hero-based, what did the player spend his points on, when the rest of  
you were buying Weapons, Armor, Wealth, Status and the like? 
 
> having any armor, getting stuck with all the dirty jobs and not having any 
> say in anything.  Our response?  "Hey, wake up dude!  Your playing a 
> character from the bottom third of the social scale, we *don't* have to do 
> anything for you, PC or not!"  And if the PC took offense and picked a 
> fight, we were perfectly in our own right (ie abiding by the genre 
> conventions of the game) to cut him down like the mad dog that he was. 
> Needless to say, thay player never did acheive clue and left that game. 
 
 
It is always risky to be judgmental about a story that one is hearing in the  
compressed confines of a net.posting, and I hope that there is a simple  
explanation; however, I am forced to wonder who it was that was really  
clueless!  Perhaps the GM and the other players?   
 
How in the name of the Ghods of Roleplaying did you *expect* the player to  
have fun in an extended campaign if his character has no combat abilities, no  
social status, no say in what happens, and no influence over events?  Even if  
he made the choice allegedly knowingly, if he is not having fun in his  
assigned role, some reasonable accomodation should have been made. 
 
I have done low status characters in a weekend LARP -- heck, I have even  
played the family dog!  In table-top games, I have played lower-status  
adventurers who had to bow and defer to higher-status characters, but they all  
had some compensation to them.  The dog had license to do things that would  
have gotten other characters shot; all he risked was a kick out the door.  In  
Chivalry and Sorcery, a lower-status character may be the most powerful PC  
magic user in the game, depending on die rolls. 
 
Of course, there may have been compensating factors in your campaign.  Perhaps  
the low-social types were the only ones with magical spells, or the use of a  
network of household spies, or whatever.  Perhaps you rotated roles, so that  
each of you took turns playing the no-name no-accounts, and he was simply  
unwilling to wait his turn. 
 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Wed, 6 Aug 1997 13:56:07 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:53 AM 8/6/97 -0700, Lizard wrote: 
>One of the nifiter ideas of TORG was their 'reality rules', in which each 
>reality had fundemental rules hard-wired into it which enforced the genre. 
>IIRC, in the near-future Japanese cyberpunk reality, any group of more than 
>10 people would contain at least one traitor/spy, any group of over 100 
>people would contain at least one secret sub-group, etc. In the pulp 
>reality, you got a bonus for doing things in the most dramatic possible 
>fashion, etc. So genre conventions became laws of physics within the 
>appropriate reality. 
 
   Hm.  I wonder if we could come up with appropriate rules to this effect 
for superheroic combat (that aren't already in the Hero rules)?  Like +5 to 
Skill Rolls for supers if success would save their own lives or those of 
significant Normals?  (Just as an example.) 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Wed, 6 Aug 1997 14:18:22 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Embodiments 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:50 AM 8/6/97 +0000, Bob Simpson wrote: 
>>In a four-color comic book or campaign, the heroes generally believe  
>>in Good and Evil as palpable concepts that correspond to an external  
>>reality. 
> 
>You know, when you first said "Good and Evil are things that Really Exist 
in the super-here world" what came to mind immediately was the actual, 
physical embodiment protrayed in 'mainstream' comics.  You know, Lord Chaos, 
Master Order, Dream, Death, Destiny,  Eternity, Infinity, etc. etc. etc. and 
all those other trademarked folks.  It was interesting to watch the 
discussion rocket off in an ENTIRELY different direction... :-) 
 
   You know, I'd assumed the same thing.  (The Living Tribunal is another 
entity of this order that comes to mind.) 
   Say, does anyone know of any published or online game characters (in any 
game system) along these lines?   
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Wed, 06 Aug 1997 17:21:54 -0400 (EDT) 
From: aregalad@umiami.ir.miami.edu 
Subject: Golden Age Module Help Needed 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Howdy Gang! 
 
I'm writing a VERY light hearted Golden Age module and could use the 
creative talents of the list. 
 
The Premise: One of the PCs (Lady Opal) is celebrating her 21st B-Day and 
her parents are throwing her a big high society party (yes they have 
money, and yes she is spoiled). Most, if not all, of the PC team (anywhere 
from 8-10 characters) will be present. 
 
The Villany: The party is going to get crashed by a villainess. She is an 
old, washed out actress who was once beautiful and beloved, but has now 
lost her fame, fortune, figure and career. She has been relegated to doing 
some Vaudeville stuff and is VERY unhappy. She wants to be loved by the 
public again (especially men) and she desperately wants her youth back. 
She sees her opportunity in an eccentric stage magician who is in her 
troupe. This weirdo actually has a real magic book, and our Prima Donna 
bonks him on the head and steals it. She learns just enough magic to plot 
her comeback and THIS involves stealing the youth from some poor 
unsuspecting young ladies. What better (and more dramatic) way of 
ahcieving this than kidnapping the young society girls attending their 
friend's well publicized B-Day party? 
 
Her Plan: 
 
-Use love potion on members of her troupe - hence gaining henchmen. 
 
-Replace caterers at party with above henchmen. 
 
-Have henchmen put potion in drinks. Potion will cause all men to fall 
 instantly in love with HER. This leaves all lovely young ladies 
 defenseless. It also makes 1/2 of the PC team her protectors. 
 
-Have henchmen collect young ladies. 
 
-Take them back to hideout. 
 
-Perform ritual and become young and beautiful. 
 
The Henchmen: In my GAC campaign there are not many mutants, but those 
that DO apparently end up on Vaudeville. 
 
-A bunch of acrobat dwarves - highly skilled, Martial Arts, Acrobatics 
-A Cuban wrestler - very strong (bordering on superhuman) and wrestling 
-An Italian opera singer (This guy has the most extravagant powers of the 
  "team." These include invulnerability and reflection powers -like the 
  blob- and voice powers (of course) 
-I'm thinking of using Slapstick from CLOWN as well 
 
 
The Help: 
 
Basically I'm just looking for good ideas to enhance what I already have. 
It should be a fun, light-hearted module (almost like a Warner Bros. 
cartoon). Normally these guys do some pretty hard-hitting pulpy stuff, but 
I wanted to give them a break. 
 
You can provide: 
-good gags 
-good lines 
-good names for the villains and henchmen (I'm bad with these) 
-suggestions for different henchmen 
-suggestions for powers for henchmen 
-magical defenses/powers for Prima Donna (I think I'm going to name her 
   this). I don't want her to seem like a massive sorceress. She is really 
   quite the ameteur. I would like for her, however, to have a trick or 
   two up her sleeve. 
 
Anyway, whatever you throw my way would be appreciated. Thanks in advance, 
 
Dragonfly 
 
P.S. Bryce and Bryant, I tried e-mailing you but it bounced back twice. 
     Whats up? 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Wed, 6 Aug 1997 21:38:14 +0000 
Subject: Space Ship Combat 
Reply-to: guyhoyle@iname.com 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 3 
 
I haven't used the vehicular rules much, especially since they have  
such a bad reputation.  However, I'm going to be running a space  
opera adventure, somethink like Flash Gordon or Buck Rogers, and  
ship-to-ship combat is a part of this. 
 
I need some advice about running this type of combat in a game.  How  
should I handle vehicular combat?  Is the system in the book OK for  
this?  
 
Should I bother to design the ships with points and everything, or  
should I just treat this as a plot device? I want to capture some of  
the feel of "Millenium Falcon vs. Star Destroyer", that kind of  
thing. 
 
Guy 
 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Date: Wed, 6 Aug 1997 15:25:37 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Golden Age Module Help Needed 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 05:21 PM 8/6/97 -0400, aregalad@umiami.ir.miami.edu wrote: 
>Howdy Gang! 
> 
>I'm writing a VERY light hearted Golden Age module and could use the 
>creative talents of the list. 
> 
>The Premise: One of the PCs (Lady Opal) is celebrating her 21st B-Day and 
>her parents are throwing her a big high society party (yes they have 
>money, and yes she is spoiled). Most, if not all, of the PC team (anywhere 
>from 8-10 characters) will be present. 
> 
>The Villany: The party is going to get crashed by a villainess. She is an 
>old, washed out actress who was once beautiful and beloved, but has now 
>lost her fame, fortune, figure and career. She has been relegated to doing 
>some Vaudeville stuff and is VERY unhappy. She wants to be loved by the 
>public again (especially men) and she desperately wants her youth back. 
>She sees her opportunity in an eccentric stage magician who is in her 
>troupe. This weirdo actually has a real magic book, and our Prima Donna 
>bonks him on the head and steals it. She learns just enough magic to plot 
>her comeback and THIS involves stealing the youth from some poor 
>unsuspecting young ladies. What better (and more dramatic) way of 
>ahcieving this than kidnapping the young society girls attending their 
>friend's well publicized B-Day party? 
> 
>Her Plan: 
> 
>-Use love potion on members of her troupe - hence gaining henchmen. 
> 
>-Replace caterers at party with above henchmen. 
> 
>-Have henchmen put potion in drinks. Potion will cause all men to fall 
> instantly in love with HER. This leaves all lovely young ladies 
> defenseless. It also makes 1/2 of the PC team her protectors. 
> 
>-Have henchmen collect young ladies. 
> 
>-Take them back to hideout. 
> 
>-Perform ritual and become young and beautiful. 
> 
>The Henchmen: In my GAC campaign there are not many mutants, but those 
>that DO apparently end up on Vaudeville. 
> 
>-A bunch of acrobat dwarves - highly skilled, Martial Arts, Acrobatics 
>-A Cuban wrestler - very strong (bordering on superhuman) and wrestling 
>-An Italian opera singer (This guy has the most extravagant powers of the 
>  "team." These include invulnerability and reflection powers -like the 
>  blob- and voice powers (of course) 
>-I'm thinking of using Slapstick from CLOWN as well 
> 
> 
>The Help: 
> 
>Basically I'm just looking for good ideas to enhance what I already have. 
>It should be a fun, light-hearted module (almost like a Warner Bros. 
>cartoon). Normally these guys do some pretty hard-hitting pulpy stuff, but 
>I wanted to give them a break. 
> 
>You can provide: 
>-good gags 
 
   Well, for one thing, maybe the catering costumes don't quite fit the 
villainess' henchmen -- least of all the dwarves. 
   Also, once things start boing badly, maybe the wrestler has a radiation 
accident that temporarily gives him scads of Growth, so he grabs one of the 
young ladies (maybe a DNPC) and climbs up the side of the nearest skyscraper 
(say, the Empire State Building). 
 
>-good lines 
 
   How can we get through a humorous scenario with a demented, washed-up 
actress without the line, "I'm ready for my close-up, Mr. DeMille"? 
 
>-good names for the villains and henchmen (I'm bad with these) 
 
   And me without any of my three Spanish dictionaries.  If you want to run 
the above King Kong reference, maybe you can call the wrestler whatever is 
Spanish for "gorilla." 
   For the opera singer, perhaps "The Great Fularotti." 
   And the thought of limiting the drarves to three and calling them the 
Lollipop Guild has all sorts of ideas. 
 
>-suggestions for different henchmen 
>-suggestions for powers for henchmen 
 
   Sorry, I have no ideas for these. 
 
>-magical defenses/powers for Prima Donna (I think I'm going to name her 
>   this). I don't want her to seem like a massive sorceress. She is really 
>   quite the ameteur. I would like for her, however, to have a trick or 
>   two up her sleeve. 
 
   Mental Defense, Power Defense, and Flash Defense (especially Hearing 
Flash Defense) seem appropriate.  An Explosive AVLD vs Hearing Flash Defense 
(with No Range and Personal Immunity) could work as she hits a high note 
that stuns everyone standing nearby (as a one-time choir singer, I *know* 
that this works at times in real life -- not just as a Hearing Flash, either). 
--- 
This mail was sent from the Corvallis Public Library 
 
Date: Wed, 06 Aug 1997 15:42:22 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Variant Skills System for HSR 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
DocTough@aol.com wrote: 
>  
> In a message dated 97-08-04 01:45:11 EDT, Rob wrote: 
>  
>      This allows for Pc to have decent Skill rolls without spending 
> additional points that would otherwise go to Talents, Perks, Character 
> Advantages, Equipments, Agents, etc.  I firmly believe that Skills are very 
> important to a character, but have experienced players that would shortchange 
> their PCs and then wonder why they couldn't perform non-superpowered feats 
> without them. 
 
I have taken the other tack of suggesting, strongly, that people  
emphasize their characters' skills at first, and designed opposition and  
problems that rely on those skills heavily. 
 
>   Not all applications a  skill as a 
> Complimentary Skill are trully appropriate.  Being a Chemist by education and 
> lab experience (Medical), I find that my practical knowledge of general 
> chemistry were already accounted for in more advanced topics, but help a 
> little.  The lack of a roll is meant to imply that you know that you know and 
> your efforts should not be undermined by the "luck of the dice". 
 
 
Well, it depends on what sort of feat we as discussing, and of course,  
there is the bonus for extra time (+1/increment on the time chart).  A  
real-world chemistry problem might get a +5 bonus, meaning that only on a  
roll of 18 will anyone who really has the skill solidly miss it -- we all  
have blown simple tasks on rare occasion. 
 
As for the "complementary" rule, I view using Chemistry as a  
complementary skill to Nuclear Chemistry as a way to represent the fact  
that general Chemistry skill is already in there.  Thus, if you buy  
(INT=13): 
 
7	General Chemistry 15- 
3	Physiochemistry 13- 
 
The General Chemistry complementary roll will add to the Physiochemistry  
roll as follows: 
 
	roll	chance	plus	plus*chance 
	3	1:216	+7	+7/216 
	4-5	9:216	+6	+72/216 
	6-7	25:216	+5	+125/216 
	8-9	46:216	+4	+184/216 
	10-11	54:216	+3	+162/216 
	12-13	46:216	+2	+92/216 
	14-15	25:216	+1	+25/216 
	---------------------------------- 
	Total			+667/216 = +3.09 
 
Mathematically, this is just a mechanism for giving a perpetual +3 to the  
"subskill", and it lies entirely within existing Hero rules.  In effect,  
our character has Nuclear Chemistry 16-.  Around 5% of the time, he can  
manage a super-heroic feat, based on an adjusted value of 19- or 20-. 
 
>  
>  
>  >>      There are a number of preset Subskills that cover the need for a 
>  > Profession Skill, (finally) account for "Kits", cover topics of History, 
>  > Inventor, etc.<< 
>  
> > Kits are already covered as either mobile labs or as Skill Levels OAF< 
>  
>      Yes, they can be treated this way, but making them subkills was done to 
> allow them to be include at the site of the Skill.  Plus, I've generally had 
> reservations about focussing non-combat Skill Levels.  Cost turns out to 
> about the same. 
 
Why the reservations about focused skill levels?  I see no reason to be  
more leary of treating a laptop computer as 
 
	6	+3 to all KS: OAF laptop (universal, fragile) 
 
than in writing up 
 
	6	+3 to Ranged Combat, OAF Gunsights 
		Does not count if 1/2 OCV applies (-1/4) 
		Shared focus with gun on which mounted (-0). 
 
>  
>      I find the organization of the skill/subskill system reduces the 
> confusion for players to locating the appropriate skill to use. 
 
 
Well, that may be the best argument that you have made for your system!   
I await details. 
 
>  
>  > 
>  > Doc Tough 
>  
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Wed, 06 Aug 1997 16:02:02 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Eat it? 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
Patrick Barden wrote: 
>  
> Feedback needed. 
>  
> How much of a disadvantage would you place on a power that had as its 
> delivery that it must be consumed.  I have my own ideas but I want to et 
> some other peoples perspectives.  I am trying to duplicate the effct of 
> potions that must be drunk to take effect. 
 
OAF if it is obviously a potion with powerful effects. 
IAF if it is looks like a normal drink. 
IIF if it is really hard to distinguish. 
 
In any event, gestures, even in a superheroic campaign, seems to cover  
most somatic preparations.  If it has to be prepared in some way, or  
opening the potion is an extra half-phase, etc., then Extra Time might be  
appropriate. 
 
>  
> Another question.  How much would you limit a power that requires the 
> presence of an object but not the possession of it? (ie. A character whose 
> powers require a mirror as a focus but need not be in contact with the 
> mirror to use the power.) 
 
If the mirrow allows the caster to project powers, this might convert an  
accessible focus into an inaccessible one (you have my mirrow, but  
I can still Energy Blast you through it), provided that taking the focus  
out of LOS or some agreed distance would cancel the ability to use it. 
 
If the focus is already inaccessible, then I would probably treat this as  
Only in Hero ID, or an IIF, or half-value for an OIF, all -1/4.   
conceivably, it could turn into a special effect. 
 
For mirrors that sit there and act as portals or scrying devices, treat  
normally.  If the mirror is nailed to the wall, OIF.  If lying on a  
table, OAF.  If the Mirror of Galadriel, which can be disrupted by  
causing ripples in the water, OAF Fragile.  I imagine that you get the  
idea by now. 
 
> Suggestions appreciated 
>  
> Patrick B. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
Date: Wed, 6 Aug 1997 16:08:27 -0700 
From: RGSchwerdtfeger@directv.com (Richard G Schwerdtfeger) 
Subject: Re[2]: Embodiments 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
      
Bob Greenwade wrote: 
>>At 10:50 AM 8/6/97 +0000, Bob Simpson wrote: 
>>You know, when you first said "Good and Evil are things that Really Exist  
>>in the super-here world" what came to mind immediately was the actual,  
>>physical embodiment protrayed in 'mainstream' comics.  You know, Lord  
>>Chaos, Master Order, Dream, Death, Destiny,  Eternity, Infinity, etc. etc.  
>>etc. and all those other trademarked folks.  It was interesting to watch  
>>the discussion rocket off in an ENTIRELY different direction... :-) 
      
   >You know, I'd assumed the same thing.  (The Living Tribunal is another 
   >entity of this order that comes to mind.) 
   >Say, does anyone know of any published or online game characters (in any 
   >game system) along these lines?   
      
      
     These characters are usually plot devices in the comics (or at least  
     were up til fairly recently). They should probably be treated as such  
     during the game as well. 
      
     For Instance: I have a character in my campaign world named Doctor  
     Anomaly, who is loosely based on The Phantom Stranger.  
      
     He might show up to give the characters a hint or order a quest, but  
     he is virtually unaffectable by them. After all, his point total would  
     probably be in the thousands. ;) 
      
     RichardReceived: from utilpo1.directv.com (198.205.78.115) by ccgate.directv.com with 
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Date: Wed, 6 Aug 1997 14:18:22 -0700 (PDT) 
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From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Embodiments 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
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To: champ-l@omg.org 
Content-Type: text/plain; charset="us-ascii" 
Date: Wed, 6 Aug 1997 16:16:34 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Re[2]: Embodiments 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 04:08 PM 8/6/97 -0700, Richard G Schwerdtfeger wrote: 
>   >You know, I'd assumed the same thing.  (The Living Tribunal is another 
>   >entity of this order that comes to mind.) 
>   >Say, does anyone know of any published or online game characters (in any 
>   >game system) along these lines?   
>      
>      
>     These characters are usually plot devices in the comics (or at least  
>     were up til fairly recently). They should probably be treated as such  
>     during the game as well. 
>      
>     For Instance: I have a character in my campaign world named Doctor  
>     Anomaly, who is loosely based on The Phantom Stranger.  
>      
>     He might show up to give the characters a hint or order a quest, but  
>     he is virtually unaffectable by them. After all, his point total would  
>     probably be in the thousands. ;) 
 
   Good point.  It's a little like trying to determine point totals for 
Jehovah (hoping this doesn't become the spark for yet another religious 
flame war). 
--- 
This mail was sent from the Corvallis Public Library 
 
From: Daniel Pawtowski <dpawtows@access.digex.net> 
Subject: Re: 4 color principles 
Date: Wed, 6 Aug 1997 20:16:42 -0400 (EDT) 
Organization: VTSFFC 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>    Hm.  I wonder if we could come up with appropriate rules to this effect 
> for superheroic combat (that aren't already in the Hero rules)?  Like +5 to 
> Skill Rolls for supers if success would save their own lives or those of 
> significant Normals?  (Just as an example.) 
 
  Extra PD, only if you stand facing your opponent with your hands on 
your hips and grinning broadly.  Followed by a Vulnerability to Thrown 
Handguns.  :-) 
 
                                           Daniel Pawtowski 
 
Comments: Authenticated sender is <ghoyle1@mail.airmail.net> 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Thu, 7 Aug 1997 01:16:43 +0000 
Subject: Gadgets 
Reply-to: guyhoyle@iname.com 
Priority: normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
X-Status:  
X-Keywords: 
X-UID: 8 
 
I'm putting together some gadget rules for my Justice Inc. campaign,  
and I wanted to get some opinions on one topic.  When you have a  
character who can crank out such things as potions, gas bombs, etc.,  
the process used to make the item can be distinguished from the item  
itself.  Any Modifiers that apply to the creative process (like extra  
Time, skill rolls, etc.) would not necessarily apply to those who  
actually used the item themselves, and vice versa.  If it takes you  
an hour to build something, it does not necessarily take you an hour  
to use it. 
 
Suppose Dr. Whitney Cain, aka Blind Justice, wants to be able to put  
together some small gadgets, like "blackout bombs" (an inky black  
cloud); he wants to be able to make enough to give out to friends. 
 
It takes Cain about an hour to crank out 6 bombs, which takes  
his complete concentration throughout the process.  Obviously, it  
takes a Chemistry skill roll to prepare the blackout solution;  
otherwise, he detonates the bombs. 
 
So, the process required to make the bomb gets a Concentrate (-1),  
Extra Time, 1 hour, Side Effects (the bombs blow up) (-1), and  
Requires a (Chemistry) Skill Roll.  I put these limitations on one of  
Heromaker's closed Packages.  Any Modifiers that went into the  
Darkness power itself I put on that slot within the Package. 
 
However, none of those modifiers apply to the bombs themselves.  When  
the crimefighting chemist hands out his little goodies, they operate  
as an IIF, universal (because you can conceal them easily); since the  
process creates six of the pellets, Charges is also appropriate here.  
(I wondered about whether this goes on the pellets or the process,  
and decided to put it on the pellets.  Would this be right?) 
 
At any rate, here's what I came up with in Heromaker (slightly  
modified by hand). 
 
(Best viewed with a monospaced font) 
 
   3 PKG,"Blackout Bombs (makes 6)",    
     Concentrate(-1),0 DCV,constant      
     concentration,Extra Time(-2         
     1/2),time: 1 hour,Side Effects      
     (-1); Requires Skill Roll (-1/2)                                
(17) 3" Darkness,IAF(-3/4),              
     unbreakable,hard to recover,5-6     
     Charges(-0), Continuing, Duration: 
     1 minute 
 
This means that Cain would be able to crank out 18 grenades in 3  
hours, or however many he wanted to spend the time for. 
 
My question is, does this look like I have accomplished what I  
intended?  If not, is there a better way to do this? 
 
Thanks, 
 
Guy 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
X-Juno-Line-Breaks: 0-6,8,17-22 
From: dwtoomey@juno.com (David W Toomey) 
Date: Wed, 06 Aug 1997 22:00:02 EDT 
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>How in the name of the Ghods of Roleplaying did you *expect* the  
>player to  
>have fun in an extended campaign if his character has no combat  
>abilities, no  
>social status, no say in what happens, and no influence over events?   
 
 
I've played in more than one campaign where 1-2 of the players were Noble 
types, and 
the rest of us were lackeys.  Being a lackey was great fun, you got to do 
all sorts of things that the noble would never 'lower' himself to, plus 
you had the challenge of doing such things without being caught, and thus 
beaten (not killed, this was european fantasy, not oriental)  Usually, 
the noble characters were run by less than subtle players, who only saw 
the power and prestiege of the position, and sometimes chafed a bit under 
social restrictions, while lackeys were played by people who understood 
the society of the time, with some loosening for everybody (it is a GAME, 
after all), and enjoyed having to be clever and play around restrictions. 
 
 
 
David W Toomey 
dwtoomey@juno.com 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 13:18:48 +1000 
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At 07:15 AM 8/5/97 -0400, you wrote: 
>> i was simply suggesting a way you could have made 'farm boy' more  
>> of a "player" in one sence of the word. And it developed as a means  
>> of unarmed warfare- or at the very least you must admit that  
>> this was an important rtend.  
> 
>And the farmer *was* a 125 point master of the martial arts.  And having 
>combat skill doesn't make one 'more' of a player, interaction does. 
> 
 
i meant a *player*, as in a valid combatant.  
 
>> anyone can get killed by the GM at any time-  
> 
>Yes.  But only in certain horror games does it usually happen 
>indiscriminatly.  You don't see people dropping like flies in 4-color 
>games do you? 
> 
 
i meant i horror genre- players don't get to kill heaps of peoploe, only  
the gm's goolies *g* 
 
>> >In a Dark Champions game?  "There are no good guys and no bad guys.  There 
>> >	are just scum, the cops, and innocent people.  And sometimes, 
>> >	these groups cross boundies" 
>>  
>> i would argue that this is 'false'- as in it isn't true, so much  
>> as this is the twisted, cynical attitude expoused by the players, which isn't  
>> any more valid than captain whitebread's view- otherwise, the '4-color hero  
>> arging like spidey does with punnny' type thing is just comic relief 
> with the chronically naieve- where it should be a battle of ideology of 
>sorts, IMHHO. .  
> 
>And I would argue that the Punusher I remeber (late 80s) had this *exact* 
>world view. 
> 
 
i know, but it isn't "true" it's his opinion, argued with bullets.  
This is the conflict i was talking about.  
 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 13:26:42 +1000 
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Subject: Re: Space Ship Combat 
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At 09:38 PM 8/6/97 +0000, you wrote: 
>I haven't used the vehicular rules much, especially since they have  
>such a bad reputation.  However, I'm going to be running a space  
>opera adventure, somethink like Flash Gordon or Buck Rogers, and  
>ship-to-ship combat is a part of this. 
> 
>I need some advice about running this type of combat in a game.  How  
>should I handle vehicular combat?  Is the system in the book OK for  
>this?  
> 
>Should I bother to design the ships with points and everything, or  
>should I just treat this as a plot device? I want to capture some of  
>the feel of "Millenium Falcon vs. Star Destroyer", that kind of  
>thing. 
> 
>Guy 
> 
>---------------------------------- 
>Guy Hoyle (guyhoyle@iname.com) 
>http://web2.airmail.net/ghoyle1/ 
>Visit The Gamemaster's Bookshelf 
>and the PANGAEA Project! 
> 
 
please contact me if you'd like a copy of my 3DAIR champions combat rules- 
it plots ship combat in three dimensions, with lots of hit locations and stuff- basically a BIG character sheet with many fun uses!  
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 13:37:48 +1000 
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At 01:33 PM 8/5/97 -0700, you wrote: 
>Content-Type: text/plain; charset=US-ASCII 
>Content-Transfer-Encoding: 7bit 
>Content-Description: cc:Mail note part 
> 
>     One of my groups' favorite lines is the immortal  
>      
>     "We've come to kick a$$ and chew bubblegum. 
>     And we're all out of bubblegum!" 
>      
>     Richard 
> 
> 
 
hows about: 
 
"we've come about the smoking rubble" 
"what smok- 
POW!  
 
 
Date: Wed, 06 Aug 1997 21:47:23 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Champions Genre Selection 
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Michael Surbrook wrote: 
>  
>  
> If you've seen my other posts, you should have a clearer pciture by now. 
> Yeah, I should have given more explination at the outset. 
 
Not necessarily, and subsequent posts (which I downloaded at the exchange  
where my message was sent) clarified things greatly.  Sounds like this  
guy was no loss when he left. 
 
As GM, I have seen players who seemed incapable of understanding a  
trade-off.  Players design combat-monsters with almost no non-combat  
skills -- they even refuse to buy up their Professional Skill -- then  
complain about having nothing to do when the story line involves  
investigation.  Others insist on having all Fully Invisible 0 END  
attacks, then complain that it costs 15 points per die of EB. 
 
I had one player take a 25-point Phys Lim: Unfamiliar with Earth Culture,  
and then start lecturing another, in character, on the details of police  
procedure. 
 
Sigh! 
 
> > network of household spies, or whatever.  Perhaps you rotated roles, so that 
> > each of you took turns playing the no-name no-accounts, and he was simply 
> > unwilling to wait his turn. 
>  
> Well, its not my campaign, so I'm uncertain if the GM was going to cut the 
> PC some slack in that regard.  We certainly didn't rotate roles, we each 
> played the characters we had created. 
 
I was thinking about a C&S campaign I once heard of where the players all  
had a principal, high-status character that belonged to them, and a  
number of low-status types as secondary characters.  As a character  
acquired more status and lands, the duties devolving from them would  
interfere with advanturing -- each adventure, at least one principal  
character would be unavailable, and that player would play the lackies  
for the other PCs to lord over. 
 
>  
> I think part of my aggrivation was that the player was amazingly inert. 
> He quit not because of being a lower social class, but because he kept 
> getting injured in each battle.  Our response?  "Uh, when the GM gave you 
> armor you tossed it away saying it lowered your DCV... (yeah, by 1 whole 
> point)" 
 
As I said above, no great loss. 
 
 
>  
> *************************************************************************** 
> * "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion * 
> *               Michael Surbrook / susano@access.digex.net                * 
> *            Attacked Mystification Police / AD Police / ESWAT            * 
> * Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
> *************************************************************************** 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
X-Originating-IP: [206.186.110.67] 
From: "Rob Leuschen" <battleguy@hotmail.com> 
Subject: Poly shapeshifter Cont. 
Date: Wed, 06 Aug 1997 23:22:07 PDT 
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This is what I am currently playing with, in regards to the polymorphic  
shapeshifter posted on here earlier.  I gave up on Variable Power pools,  
as GM's nearly always rule them out - plus I'm hoping the Multipower  
pool will suit it better, as I want limits on the amount of points in  
some of the powers. 
This is what I have so far. 
-1/2 powers only change when form changes 
-1/2 powers only as appropriate to form assumed 
-1/2 linked to shapeshift 
   (If you notice me doing the math wrong, yell at me. :) 
 
Multipower Framework  - shapeshifter, no body, always in a form (is this  
always in a form a limit, or a disadvantage???) 
 
real    Active 
100     250 (just so I can use shrinking, shapeshift + another) 
10      24 (120) Shrink 60pts, persistant, 0end 
2       5 (60) Shapeshift 30pts any shape, pers, 0end 
9       23 (113) Entangle 50pts, +1.25 area, any area, x2 hex 
4       9 (45) Armor 45pts=30 = 15pd, 15ed 
4       10 (50) Telepathy 50pts, not knowingly does it, only surface 
                thoughts, knowledge of home/job/friends/skills 
                Only used to get the skills needed, and names of                       
friends and such for impersonation (-2, very                           
limited, no real control - just grabs to mimic uncons) 
2       4 (20) Clinging +30str 
2       4 (20) Density 
2       4 (20) Flight 10" 
2       4 (20) growth 
2       4 (20) Running 10" 
2       4 (21) HA (horns, antlers, fists, claws (not hka?) 
2       4 (20) Swimming 20" 
2       6 (30) Tunneling 3", 5def 
2       4 (20) Swinging 20" 
-------------- 
147pts.   - If the math is right. :) 
 
So hows this look?  From this I want to make insects, rhino, elephant,  
any human, inaminate objects, anything pretty much - but only get the  
appropriate powers of course. 
 
Now I need to add the characteristics.  I've bought them all down to 0,  
and -25 for the strength which I'm calling 0str.  Kept a point of the  
ones like body, int, stun, etc. 
Now, Do i stick these in some kind of Variable power pool???? 
 
As for the skills - I had a great suggestion from here on buying all the  
skills as familiars, then buying several overall levels to use with them  
- only as the mimiced being "lets" me use them.  Now, can I stick these  
in a package deal called a shapeshifter package, and buy them down with  
disadvantages such as only the appropriate ones activate or some such  
thing??   I also am going to buy acting, disguise and mimicry as  
infallible, 19-....cost 23pts each.  I want to stick these all in a  
package, as only a couple are active at any given time.  Possible?? 
 
Also adding in the non-framework powers, such as enhanced senses, extra  
limbs, and the like laters.  But the above is the stuff I need verified  
and ideas for. 
 
Thanks in Advance!  And thanks for previous help, Eric and David and  
Garth! 
 
Rob. 
  
 
______________________________________________________ 
Get Your Private, Free Email at http://www.hotmail.com 
 
Date: Wed, 06 Aug 1997 23:34:30 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Champions Genre Selection 
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David W Toomey wrote: 
>  
> >How in the name of the Ghods of Roleplaying did you *expect* the 
> >player to 
> >have fun in an extended campaign if his character has no combat 
> >abilities, no 
> >social status, no say in what happens, and no influence over events? 
>  
> I've played in more than one campaign where 1-2 of the players were Noble 
> types, and 
> the rest of us were lackeys.  Being a lackey was great fun, you got to do 
 
I agree that being one of the many lackeys in such a game, especially if  
the less experienced players were the nobles, could be great fun.   The  
problem would arise if one were playing the ONLY (or one of the very few)  
lackeys in a game dominated by PCs of Noble rank.  In such a case, there  
would need to be specific reasons made by the GM to play a lackey. 
 
A similar problem can arise when a new (250-point) character enters a  
long-running campaign dominated by 400-point behemoths.  Unless the GM  
makes sure that the character can contribute, the player is apt to become  
bored and unhappy.  I have seen GMs suggest character types that are  
underrepresented in the campaign, deliberately salt the campaign with a  
few powerful types that are vulnerable to the unique special-effect of  
one of the newcomer's attacks, and so on. 
 
In the instant case, it appears that the GM had arranged opportunities  
for the farmer to be useful, just that the player couldn't see fit to  
accept them. 
 
>  
> David W Toomey 
> dwtoomey@juno.com 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
Date: Thu, 07 Aug 1997 01:02:54 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
Subject: Re: Champions Genre Selection 
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Robert A. West wrote: 
>  
> As GM, I have seen players who seemed incapable of understanding a 
> trade-off.  Players design combat-monsters with almost no non-combat 
> skills -- they even refuse to buy up their Professional Skill -- then 
> complain about having nothing to do when the story line involves 
> investigation.  
 
When this is done out of ignorance and the player whines you are right. 
But you can get into the situation where that is part (at least of the 
beginning) of the character concept. I have a Martial Artist (Black 
Cat); total combat monster. She has no direct investigative skills, but 
I keep her involved in mysteries by having her ask 'stupid' or 'novice' 
questions, that, as a player, I know will get some usefull information. 
 
As an aside the Detective in the campaign is the Brick. She is a Private 
Eye in secret ID. She's the one with all the detective skills. When the 
Brick (Gibralter) and Black Cat were designed we were trying to break 
away from 'classic archtypes' IE the stupid brick and the stealthy 
skillfull martial artist. Adds some nice color. 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 17:14:00 +1000 
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At 01:54 PM 8/5/97 -0700, you wrote: 
>At 06:18 PM 8/5/97 +1000, jonesmj@topaz.cqu.edu.au wrote: 
>>uh-huh? i mean real martial arts!! korean!! thai!! not that fuddy japanese  
>>bujitsu riu crud!! 
> 
>   'Scooz me just a sec....   Korean and Thai martial arts in 1542 Japan? 
>My memory of Japanese history is admittedly a bit shaky, but wasn't this 
>somewhere around the height of Japanese isolationism? 
>--- 
>This mail was sent from the Corvallis Public Library 
> 
> 
 
yes, that's exactly what i meant. i was suggesting that exactily- how silly of me!!  
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 17:15:54 +1000 
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At 05:21 PM 8/5/97 -0400, you wrote: 
>On Tue, 5 Aug 1997, Bob Greenwade wrote: 
> 
>> At 06:18 PM 8/5/97 +1000, jonesmj@topaz.cqu.edu.au wrote: 
>> >uh-huh? i mean real martial arts!! korean!! thai!! not that fuddy japanese  
>> >bujitsu riu crud!! 
>>  
>>    'Scooz me just a sec....   Korean and Thai martial arts in 1542 Japan? 
>> My memory of Japanese history is admittedly a bit shaky, but wasn't this 
>> somewhere around the height of Japanese isolationism? 
> 
>Nope.  After 1600 and the rise of Tokugawa to power did Japan seal itself 
>off.  Still, the odds of seing anything Thai in Japan of 1542 is pretty 
>slim. 
> 
>BTW: that should be: 'fuddy Japanese bujutsu ryu' 
> 
 
*sigh* once again, i was simply suggesting a set of martial arts evolved in  
an environment in which their wielders were at a weapons-tech disadvantage.  
and both spellings are valid, or are we back to that again? *g* 
 
>*************************************************************************** 
>* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
>*               Michael Surbrook / susano@access.digex.net                *  
>*            Attacked Mystification Police / AD Police / ESWAT            * 
>* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
>*************************************************************************** 
> 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 17:45:47 +1000 
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At 02:14 PM 8/6/97 -0400, you wrote: 
>> Now why can't something like that happen?  I'm not saying it is preferable to 
>> the farmer doing something else, but to label it impossible seems unfairly 
>> restrictive. 
> 
>It could, but it doesn't seem plausible (to me).  That sort of reblliosu 
>feel seems more apropraite in a society where the rebel may have an idea 
>of a better life as seen else where.  The framer has nothing to compare 
>his lot to and has no idea that anywhere else is different. 
> 
 
we're not back at cultural relitivism are we? *eg*  
 
Let's face it: it *is* a game, we have no clue about 'reality', and i think the guy  
should have been cut slack- if they were all outlawed anyway, a good story would have been to describe the group stepping through the normal boundries of class so they  
DON'T GET THEIR ASSES KICKED!! it would have taken way less time if they all helped, if they really were outlawed they should have been in a rush , IMHHO. . .  
 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 17:52:45 +1000 
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At 10:00 PM 8/6/97 -0400, you wrote: 
 
>I've played in more than one campaign where 1-2 of the players were Noble 
>types, and 
>the rest of us were lackeys.  Being a lackey was great fun, you got to do 
>all sorts of things that the noble would never 'lower' himself to, plus 
>you had the challenge of doing such things without being caught, and thus 
>beaten (not killed, this was european fantasy, not oriental)  Usually, 
>the noble characters were run by less than subtle players, who only saw 
>the power and prestiege of the position, and sometimes chafed a bit under 
>social restrictions, while lackeys were played by people who understood 
>the society of the time, with some loosening for everybody (it is a GAME, 
>after all), and enjoyed having to be clever and play around restrictions. 
> 
> 
> 
>David W Toomey 
>dwtoomey@juno.com 
> 
 
 
i would sugest that this sort of fun was not on the agenda: he was too busy  
picking up bodies, mayhap? 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 17:56:29 +1000 
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At 11:34 PM 8/6/97 -0700, you wrote: 
>In the instant case, it appears that the GM had arranged opportunities  
>for the farmer to be useful, just that the player couldn't see fit to  
>accept them. 
> 
 
and this is the players fault? i would suggest that this oftem becomes a matter of cliche- how many times can you bust up your 'designated token villan' or whatever before getting frustrated?  
 
 
 
>>  
>> David W Toomey 
>> dwtoomey@juno.com 
> 
>--  
><-------------------------------------------------------> 
>Robert A. West		///  "Censorship is tyranny." 
>Phone W:(215)466-3628; H:(215)348-9113   
>http://www.erols.com/robtwest 
> 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Thu, 07 Aug 1997 18:00:53 +1000 
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At 01:02 AM 8/7/97 -0600, you wrote: 
>As an aside the Detective in the campaign is the Brick. She is a Private 
>Eye in secret ID. She's the one with all the detective skills. When the 
>Brick (Gibralter) and Black Cat were designed we were trying to break 
>away from 'classic archtypes' IE the stupid brick and the stealthy 
>skillfull martial artist. Adds some nice color. 
>--  
>-Mhoram 
>Why is it a penny for your thoughts, but you have to put your 
> two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
> 
 
now we should ask this: are such cliche-breakers allowed in campaigns with  
"strong" genre conventions? Isn't that what it comes down to, a set of cliches,  
limiting the player's options?  any comments, which don't refer to me as 'jones'?  
*l* 
 
 
 
Date: Thu, 07 Aug 1997 03:45:18 -0600 
From: Curtis Gibson <Mhoram@apeleon.net> 
Subject: Re: Champions Genre Selection 
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jonesmj@topaz.cqu.edu.au wrote: 
>  
> At 01:02 AM 8/7/97 -0600, you wrote: 
> >As an aside the Detective in the campaign is the Brick. She is a Private 
> >Eye in secret ID. She's the one with all the detective skills. When the 
> >Brick (Gibralter) and Black Cat were designed we were trying to break 
> >away from 'classic archtypes' IE the stupid brick and the stealthy 
> >skillfull martial artist. Adds some nice color. 
> >-- 
> >-Mhoram 
>  
> now we should ask this: are such cliche-breakers allowed in campaigns with 
> "strong" genre conventions? Isn't that what it comes down to, a set of cliches, 
> limiting the player's options?  any comments, which don't refer to me as 'jones'? 
> *l* 
 
The thing is, while they are cliche-breakers, they are _not_ genre 
breakers. There are examples of smart bricks in the source lit, as well 
as non-stealthy martial artists. They are just uncommon. The cliches 
stem more from game supplements than from comics (note 'more from' not 
exclusevely from'). 
--  
-Mhoram 
Why is it a penny for your thoughts, but you have to put your 
 two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: "Guy Hoyle" <ghoyle1@mail.airmail.net> 
Date: Thu, 7 Aug 1997 09:58:43 +0000 
X-To: hero-l@october.com 
Subject: Re: Space Ship Combat 
X-Listname: Hero 
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I found it, thanks! I remember discussing the Spirit Rules with you  
and James a couple of years ago on Red October, and these have turned  
out nicely. 
 
Guy 
---------------------------------- 
Guy Hoyle (guyhoyle@iname.com) 
http://web2.airmail.net/ghoyle1/ 
Visit The Gamemaster's Bookshelf 
and the PANGAEA Project! 
 
Date: Thu, 7 Aug 1997 09:20:03 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
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On Thu, 7 Aug 1997 jonesmj@topaz.cqu.edu.au wrote: 
 
> At 11:34 PM 8/6/97 -0700, you wrote: 
> >In the instant case, it appears that the GM had arranged opportunities  
> >for the farmer to be useful, just that the player couldn't see fit to  
> >accept them. 
>  
> and this is the players fault? i would suggest that this oftem becomes a  
 matter of cliche- how many times can you bust up your 'designated token 
villan' or whatever before getting frustrated? >  
 
So if the player disregards chances for his character to interact with 
other PCs, and then complains because he isn't getting anything to do, 
it's the GM's fault? 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Thu, 7 Aug 1997 09:27:47 -0400 (EDT) 
From: Michael Surbrook <susano@access.digex.net> 
cc: champ-l@omg.org 
Subject: Re: Champions Genre Selection 
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On Thu, 7 Aug 1997 jonesmj@topaz.cqu.edu.au wrote: 
 
> At 01:02 AM 8/7/97 -0600, you wrote: 
> >As an aside the Detective in the campaign is the Brick. She is a Private 
> >Eye in secret ID. She's the one with all the detective skills. When the 
> >Brick (Gibralter) and Black Cat were designed we were trying to break 
> >away from 'classic archtypes' IE the stupid brick and the stealthy 
> >skillfull martial artist. Adds some nice color. 
>  
> now we should ask this: are such cliche-breakers allowed in campaigns with  
> "strong" genre conventions? Isn't that what it comes down to, a set of 
cliches,  
> limiting the player's options?  any comments, which don't refer to me as 
'jones'?  
 
Cliches do not limit a player's options.  Cliches (or character 
stereotypes) define certain types of characters.  Examples are: the 
strong, slow brick; the fast, stealthy martial artist; the normal human 
detective; the scientist in powered armor; the super-soldier serum 
creation... etc.  Breaking cliches by playing a super-smart brick with 
detective skills isn't breaking genre, it's simply reworking a cliched 
character. 
 
Breaking genre would be introducing a character obviously (and jarringly) 
out of place to the setting described.  This is hard to do in most 
superhero games, although it can be done (an example might be some sort 
of high-tech supersoldier in a WWII "Goldern Age of Champions" game). 
 
Another example would be a Japanese samurai in a Tolkienish high-fantasy 
game. 
 
Or a European in 1541 Japan. 
 
Or an alien in a Wild West game. 
 
Unless you are really playing wierd games with the setting and universe, 
these character break genre and don't fit. 
 
Breaking cliches on the other hand would be just great. 
 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
Date: Thu, 7 Aug 1997 09:27:31 -0700 (PDT) 
From: Anthony Jackson <ajackson@iii.com> 
Reply-To: Anthony Jackson <ajackson@iii.com> 
Subject: Re: Poly shapeshifter Cont. 
Cc: champ-l@omg.org 
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Rob Leuschen writes: 
> This is what I am currently playing with, in regards to the polymorphic  
> shapeshifter posted on here earlier.  I gave up on Variable Power pools,  
> as GM's nearly always rule them out - plus I'm hoping the Multipower  
> pool will suit it better, as I want limits on the amount of points in  
> some of the powers. 
> This is what I have so far. 
> -1/2 powers only change when form changes 
This isn't a -1/2...it is maybe a -1/4. 
> -1/2 powers only as appropriate to form assumed 
This limitation only applies to _control_ costs of variable power pools; it 
does not affect the costs of powers at all, only the cost to change a pool. 
> -1/2 linked to shapeshift 
The 'linked' limitation has always been badly implemented, but if you are 
dealing with linking and frameworks, you must link _one_ power in the framework 
to _one_ power outside of it.  You cannot link powers within a framework at 
all, and you cannot link more than one multipower slot to the same outside 
power.  In addition, this limitation is redundant with the first limitation. 
 
As such, your entire multipower has a total limitation of -1/4, not -1.5... 
 
> Multipower Framework  - shapeshifter, no body, always in a form (is this  
> always in a form a limit, or a disadvantage???) 
 
Neither.  This means you should take the shapeshift _out_ of the multipower. 
>  
> real    Active 
> 100     250 (just so I can use shrinking, shapeshift + another) 
This is closer to 200 real points. 
> 2       5 (60) Shapeshift 30pts any shape, pers, 0end 
There is no reason for this power to be in the multipower at all. 
 
Cc: champ-l@omg.org 
Subject: Re: Gadgets 
X-Juno-Line-Breaks: 0-46,49,51,53-58 
From: dwtoomey@juno.com (David W Toomey) 
Date: Thu, 07 Aug 1997 12:27:36 EDT 
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>Suppose Dr. Whitney Cain, aka Blind Justice, wants to be able to put  
>together some small gadgets, like "blackout bombs" (an inky black  
>cloud); he wants to be able to make enough to give out to friends. 
> 
>It takes Cain about an hour to crank out 6 bombs, which takes  
>his complete concentration throughout the process.  Obviously, it  
>takes a Chemistry skill roll to prepare the blackout solution;  
>otherwise, he detonates the bombs. 
> 
>So, the process required to make the bomb gets a Concentrate (-1),  
>Extra Time, 1 hour, Side Effects (the bombs blow up) (-1), and  
>Requires a (Chemistry) Skill Roll.  I put these limitations on one of  
>Heromaker's closed Packages.  Any Modifiers that went into the  
>Darkness power itself I put on that slot within the Package. 
> 
>However, none of those modifiers apply to the bombs themselves.  When  
>the crimefighting chemist hands out his little goodies, they operate  
>as an IIF, universal (because you can conceal them easily); since the  
>process creates six of the pellets, Charges is also appropriate here.  
>(I wondered about whether this goes on the pellets or the process,  
>and decided to put it on the pellets.  Would this be right?) 
> 
>At any rate, here's what I came up with in Heromaker (slightly  
>modified by hand). 
> 
>(Best viewed with a monospaced font) 
> 
>   3 PKG,"Blackout Bombs (makes 6)",    
>     Concentrate(-1),0 DCV,constant      
>     concentration,Extra Time(-2         
>     1/2),time: 1 hour,Side Effects      
>     (-1); Requires Skill Roll (-1/2)                                
>(17) 3" Darkness,IAF(-3/4),              
>     unbreakable,hard to recover,5-6     
>     Charges(-0), Continuing, Duration: 
>     1 minute 
> 
>This means that Cain would be able to crank out 18 grenades in 3  
>hours, or however many he wanted to spend the time for. 
> 
>My question is, does this look like I have accomplished what I  
>intended?  If not, is there a better way to do this? 
> 
 
 
This looks pretty abusive to me.... 
 
My biggest problem is that you've packed a 30 point power into 3 points!  
If this was as a multi slot, no problem, but you are implying that the 
limitations above are worth a 
combined total of -9!  Sorry, but I just don't see that....I'd just put a 
-1/4 to -1 limitation 
on the grenades (takes time, procedures) to produce, and decide what 
procedures were necessary. 
 
 
 
David W Toomey 
dwtoomey@juno.com 
 
X-Forwarding-Note: Was sent to herolist@october.com; forwarding to hero-l@omg.org 
From: Opal@october.com (Opal) 
Date: 07 Aug 97 17:32:46 GMT 
Subject: RE: Gadgets 
X-Ftn-To: herolist@october.com 
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Organization: Fidonet: Red October Alpha * Hero Roleplaying * 408-629-4695 *  
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 h>    3 PKG,"Blackout Bombs (makes 6)",    
 h>      Concentrate(-1),0 DCV,constant      
 h>      concentration,Extra Time(-2         
 h>      1/2),time: 1 hour,Side Effects      
 h>      (-1); Requires Skill Roll (-1/2)                                
 h> (17) 3" Darkness,IAF(-3/4),              
 h>      unbreakable,hard to recover,5-6     
 h>      Charges(-0), Continuing, Duration: 
 h>      1 minute 
 
 h> This means that Cain would be able to crank out 18 grenades in 3  
 h> hours, or however many he wanted to spend the time for. 
 
 h> My question is, does this look like I have accomplished what I  
 h> intended?  If not, is there a better way to do this? 
 
 h> Thanks, 
 
 h> Guy 
 h> ---------------------------------- 
   
I don't understand what the "PKG" part is supposed to be.  Is it 
like 'create' from the old Fantasy Hero? 
   
I'd think the way to do what you describe (within the standard 4th  
Ed rules) would be to buy the heavily limited darkness power with 
the advantage: Trigger.  You'd spend your time in the lab putting 
the Triggered Darkness on the little bomb thingies.  To use them, 
all someone has to do is set up the triggering circumstance and 
the Darkness pops up, centered on the blackout bomb.  Of course, 
in this case, the bombs themeselves aren't technically foci, there 
just the targets of the Triggered power, but you could still get 
a focus limitation for whatever equipment you need to activate 
the power.    
   
Finally, because of the use of Triggered, here, limitations like 
Concentrate and Extra time will most likely be at halved value. 
   
enjoy! 
 
From: john.desmarais@ibm.net 
Date: Thu, 07 Aug 97 14:45:15 -0400 
Subject: Re: Space Ship Combat 
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In <m0wwIHm-0002gIE@mail.airmail.net&> on 08/06/97  
   at 09:38 PM, "Guy Hoyle" <ghoyle1@mail.airmail.net> said: 
 
>I haven't used the vehicular rules much, especially since they have  such 
>a bad reputation.  However, I'm going to be running a space  opera 
>adventure, somethink like Flash Gordon or Buck Rogers, and  ship-to-ship 
>combat is a part of this. 
 
>I need some advice about running this type of combat in a game.  How  
>should I handle vehicular combat?  Is the system in the book OK for  
>this?  
 
>Should I bother to design the ships with points and everything, or  
>should I just treat this as a plot device? I want to capture some of  the 
>feel of "Millenium Falcon vs. Star Destroyer", that kind of  thing. 
 
Something that can be found at several archive site (Red October being one 
of them) is a second edition of Star Hero which includes improved starship 
combat rules (usually available as a separate file).  Well worth reading. 
 
 
 
--  
 
----------------------------------------------------------- 
john.desmarais@ibm.net 
----------------------------------------------------------- 
 
From: BCBattle@aol.com 
Date: Fri, 8 Aug 1997 08:41:15 -0400 (EDT) 
Subject: Re: 4 color principles 
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<Within the universe of the comic book he is a hero, in reality he would be a 
self-indulgent little twit.  He has no measurable positive effect on crime 
and he has wasted not only his scientific genius (how many applications might 
their be to his web fluid if he had patented it and made it generally 
available) but has also found the perfect way for his powers to mean nothing 
(this is an argument about if he existed in the real world, not how he should 
behave in the comics).  Clearly similar arguments could be made about any 
major 4-color character (and despite what Batman was when Kane created him, 
he is definitely four color now).> 
 
That is just patently ridiculous.  If you're going to argue from the 
standpoint of "reality", then in "reality" (assuming that metahuman heroes 
and villains are real), if someone of Spider-Man's abilities, Batman's skill 
or even Superman's power were to show up in a given city, the criminals of 
that city (whether superpowered or not) would most likely get out of town so 
fast, it would make a kitchen light roach scatterfest look like a slow motion 
car wreck.   
 
Comic books of the kind that you mention are published by companies that want 
to make a buck.  Nothing wrong with that but the bottom line is that many 
feel a status quo must be maintained.  If changes even on the scale of what 
we as a race experience every day were to occur in comics (aging, raising 
families, pursuing/changing careers, changing health conditions, mutable 
social circles, changing styles in fashions, etc.) with any reasonable 
frequency, you would soon find that there would be little about the setting 
of a given title that you could truly depend upon from issue to issue.   
 
If comic books reflected "reality", think how many common people like you and 
me would be slaughtered every day as fallout from the latest super battle. 
 people would have to abandon the big cities like rats from a sinking ship. 
 World War II would most likely have occured by now and the very structure of 
society as we know it would be radically different to accommodate these 
god-like beings.  It's rarely a good idea to argue the validity of  super 
hero from the standpoint of "reality".  The four-color comic book is more 
than a creative use of chromatics.  It includes psychological and 
philosophical conventions that are not generaly held by real human beings and 
indeed could not be held.  In truth, if, today, the advent of super powers 
became a reality, how many people do you think would truly put on a costume 
and try to maintain secret identity in the same ways as, say, Clark Kent, 
Peter Parker or Bruce Wayne as opposed to how many people would just say f*** 
it and take to the skies in their three piece suits and sun dresses? 
 
"From this day forward, I shall call myself...RADIOACTIVE MAN!!!"     
 
Date: Fri, 8 Aug 1997 11:56:26 -0300 (ADT) 
From: Trevor Barrie <tbarrie@ibm.net> 
X-Sender: tbarrie@drollsden 
Subject: Re: Embodiments 
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On Wed, 6 Aug 1997, Bob Greenwade wrote: 
 
>    You know, I'd assumed the same thing.  (The Living Tribunal is another 
> entity of this order that comes to mind.) 
>    Say, does anyone know of any published or online game characters (in any 
> game system) along these lines?   
 
Trickster from Classic Organizations. As a general rule, though, there's 
not much point to doing actual stats for cosmic beings. 
 
 
From: BeerCarboy@aol.com 
Date: Fri, 8 Aug 1997 11:22:49 -0400 (EDT) 
Subject: Re: 4 color principles 
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At Fri, Aug 8, 1997 8:41 AM EDT BC Battle wrote: 
 
<Snip quote of my post regarding the difference between comic book and real 
ethics> 
 
>That is just patently ridiculous.  If you're going to argue from the 
standpoint of >"reality", then in "reality" (assuming that metahuman heroes 
and villains are real), >if someone of Spider-Man's abilities, Batman's skill 
or even Superman's power >were to show up in a given city, the criminals of 
that city (whether superpowered >or not) would most likely get out of town so 
fast, it would make a kitchen light >roach scatterfest look like a slow 
motion car wreck.   
 
>Comic books of the kind that you mention are published by companies that 
want to >make a buck.  Nothing wrong with that but the bottom line is that 
many feel a >status quo must be maintained.  If changes even on the scale of 
what we as a race >experience every day were to occur in comics (aging, 
raising families, >pursuing/changing careers, changing health conditions, 
mutable social circles, >changing styles in fashions, etc.) with any 
reasonable frequency, you would soon >find that there would be little about 
the setting of a given title that you could >truly depend upon from issue to 
issue.   
 
>If comic books reflected "reality", think how many common people like you 
and me >would be slaughtered every day as fallout from the latest super 
battle.  people >would have to abandon the big cities like rats from a 
sinking ship.  World War II >would most likely have occured by now and the 
very structure of society as we >know it would be radically different to 
accommodate these god-like beings.  It's >rarely a good idea to argue the 
validity of  super hero from the standpoint of >"reality".  The four-color 
comic book is more than a creative use of chromatics.  It >includes 
psychological and philosophical conventions that are not generaly held by 
>real human beings and indeed could not be held.  In truth, if, today, the 
advent of >super powers became a reality, how many people do you think would 
truly put on a >costume and try to maintain secret identity in the same ways 
as, say, Clark Kent, >Peter Parker or Bruce Wayne as opposed to how many 
people would just say f*** it >and take to the skies in their three piece 
suits and sun dresses? 
 
DOH! <smacking self upside the head> Have I really been this obscure?  What 
you have written here is essentially my point, though you have accessed real 
world concerns a bit more than I did.  I am not arguing that there is 
ANYTHING with these comix because they are unrealistic, I am arguing that 
certain of the differences between reality and the comic books clearly show 
that the nature of good and evil in four color comics is radically at odds 
with its nature in reality.  This is not a statement that I want that to 
change, it is merely part of the whole discussion regarding what are the 
essential priniciples of four-color comics that differe from the essential 
principles we find in reality. 
 
Carter Humphrey 
 
 
 
 
 
 
 
 
 
 
 
 
                                                           BeerCarboy@AOL.com 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: 4 color principles 
Date: Fri, 8 Aug 1997 11:39:59 -0400 (EDT) 
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> That is just patently ridiculous.  If you're going to argue from the 
> standpoint of "reality", then in "reality" (assuming that metahuman heroes 
> and villains are real), if someone of Spider-Man's abilities, Batman's skill 
> or even Superman's power were to show up in a given city, the criminals of 
> that city (whether superpowered or not) would most likely get out of town so 
> fast, it would make a kitchen light roach scatterfest look like a slow motion 
> car wreck.   
>  
 
Yes, but what if superheroes appeared in all major cities?  I'm no 
criminologist, but I suspect that some people are just career criminals, 
with little knowledge about how to do anything else.  Superheroes might 
actually encourage crime, since Superman is powerful enough so that he 
does not have to shoot to kill.  If you are robbing a 7-11 and waving a 
gun around, the police might decide to shoot before you can take a hostage 
or kill someone.  Supes (old powers) could just go in with blinding speed 
and take your gun away.  You'd go to jail, but you wouldn't be dead or 
injured (except your pride). 
 
> If comic books reflected "reality", think how many common people like you and 
> me would be slaughtered every day as fallout from the latest super battle. 
>  people would have to abandon the big cities like rats from a sinking ship. 
>  World War III would most likely have occured by now and the very  
> structure of 
> society as we know it would be radically different to accommodate these 
> god-like beings.   
 
Speaking just for myself, I think this would be a more interesting read. 
I wish that there were some comic-worlds that tried to project how a 
society would be changed by super-powers. 
 
> It's rarely a good idea to argue the validity of  super 
> hero from the standpoint of "reality".  The four-color comic book is more 
> than a creative use of chromatics.  It includes psychological and 
> philosophical conventions that are not generaly held by real human beings and 
> indeed could not be held.  In truth, if, today, the advent of super powers 
> became a reality, how many people do you think would truly put on a costume 
> and try to maintain secret identity in the same ways as, say, Clark Kent, 
> Peter Parker or Bruce Wayne as opposed to how many people would just say f*** 
> it and take to the skies in their three piece suits and sun dresses? 
>  
 
Sun dresses?!!  I see your point that few people would bother getting 
skin-tight costumes and calling themselves by goofy names, but sun 
dresses?  Don't get me wrong, women flying around in sun dresses would be 
pretty cool, but I think most supers would opt for practical costumes, 
like military uniforms and leotards, rather than everyday clothing, to 
battle crime.  That's assuming they have nigh-invulnerability.  Elsewise, 
they might resort to bullett-proof vests and such. 
 
> "From this day forward, I shall call myself...RADIOACTIVE MAN!!!"     
>  
 
"From this day forward, I shall call myself...TURKEY VOLUME GUESSING MAN!!!" 
 
-Eric 
 
Date: Fri, 8 Aug 1997 09:44:57 -0700 (PDT) 
X-Sender: bob.greenwade@klock.com 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Space Ship Combat 
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At 09:38 PM 8/6/97 +0000, Guy Hoyle wrote: 
>I haven't used the vehicular rules much, especially since they have  
>such a bad reputation.  However, I'm going to be running a space  
>opera adventure, somethink like Flash Gordon or Buck Rogers, and  
>ship-to-ship combat is a part of this. 
> 
>I need some advice about running this type of combat in a game.  How  
>should I handle vehicular combat?  Is the system in the book OK for  
>this?  
> 
>Should I bother to design the ships with points and everything, or  
>should I just treat this as a plot device? I want to capture some of  
>the feel of "Millenium Falcon vs. Star Destroyer", that kind of  
>thing. 
 
   My recommendation for this would be to go ahead and design the vehicles, 
but use the optional Dogfight and Intercept Combat rules for most fights, 
reserving mapped combat for only those situations that specifically call for 
that much detail. 
--- 
This mail was sent from the Corvallis Public Library 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 09 Aug 1997 10:25:15 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
Subject: Re: Champions Genre Selection 
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At 03:45 AM 8/7/97 -0600, you wrote: 
>jonesmj@topaz.cqu.edu.au wrote: 
>>  
>> At 01:02 AM 8/7/97 -0600, you wrote: 
>> >As an aside the Detective in the campaign is the Brick. She is a Private 
>> >Eye in secret ID. She's the one with all the detective skills. When the 
>> >Brick (Gibralter) and Black Cat were designed we were trying to break 
>> >away from 'classic archtypes' IE the stupid brick and the stealthy 
>> >skillfull martial artist. Adds some nice color. 
>> >-- 
>> >-Mhoram 
>>  
>> now we should ask this: are such cliche-breakers allowed in campaigns with 
>> "strong" genre conventions? Isn't that what it comes down to, a set of cliches, 
>> limiting the player's options?  any comments, which don't refer to me as 'jones'? 
>> *l* 
> 
>The thing is, while they are cliche-breakers, they are _not_ genre 
>breakers. There are examples of smart bricks in the source lit, as well 
>as non-stealthy martial artists. They are just uncommon. The cliches 
>stem more from game supplements than from comics (note 'more from' not 
>exclusevely from'). 
>--  
>-Mhoram 
>Why is it a penny for your thoughts, but you have to put your 
> two cents in. Somebody's makin' a penny somewhere. -Stephen Wright 
> 
 
agreed: i'd argue a whole bunch of extra chliche's we add in  
with reguards to teams, and 'powergamers' and so forth-  
i'd say however, that most genre conventions are really just  
restrictions on, not only the players actions, but the potential that  
the *player* can interact with the genre admirably in a way unforseen by  
the gm- by limiting behaviour, you show mistrust of your players,  
and act like they are superfluous to the game- tho you  
could argue that it's a matter of how 'tight' the ocnventions of genre are. . .  
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 09 Aug 1997 10:33:11 +1000 
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At 09:20 AM 8/7/97 -0400, you wrote: 
>On Thu, 7 Aug 1997 jonesmj@topaz.cqu.edu.au wrote: 
> 
>> At 11:34 PM 8/6/97 -0700, you wrote: 
>> >In the instant case, it appears that the GM had arranged opportunities  
>> >for the farmer to be useful, just that the player couldn't see fit to  
>> >accept them. 
>>  
>> and this is the players fault? i would suggest that this oftem becomes a  
> matter of cliche- how many times can you bust up your 'designated token 
>villan' or whatever before getting frustrated? >  
> 
>So if the player disregards chances for his character to interact with 
>other PCs, and then complains because he isn't getting anything to do, 
>it's the GM's fault? 
> 
 
 
yes- because the GM isn't letting him find their OWN FUN- this is the possible scenario: 
GM: "okay, here is the campaign, and several things yo can and cannot do" 
P1: "cool!" 
P2: "cool!" 
P3: " erm. . . .hypothetically, would my character be allowed tio do >X<?" 
GM: "no" 
P3: "how's about >Y<? 
GM: "no, both those things break the conventions of genre 
P3: "well, what do i get to do?" 
GM: "oh, don't worry, i've got several entertaining plots lined up for you-  
first you teach some other peasantsw the glories of crop rotation,  
then you pick up all the bodies and struggle with grief and the confineas of your culture, then you make your own pitchfork, then you pick up some more bodies. . .  
 
sorry for the misplaced satire, but my point is the gm may find such plots fascinating- 
but it doesn't mean the player will- whoose fault is that, seeing as how the gm 
is effectively 'blocking' most of the suggestions the player himself makes?  
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 09 Aug 1997 10:42:51 +1000 
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At 09:27 AM 8/7/97 -0400, you wrote: 
>Cliches do not limit a player's options.  Cliches (or character 
>stereotypes) define certain types of characters.  Examples are: the 
>strong, slow brick; the fast, stealthy martial artist; the normal human 
>detective; the scientist in powered armor; the super-soldier serum 
>creation... etc.  Breaking cliches by playing a super-smart brick with 
>detective skills isn't breaking genre, it's simply reworking a cliched 
>character. 
> 
 
i would argue that the games 'gnere' is usually just the gm's chliche approach to a certain situation- historically accurate or not(like that 'high cool pc's act like navy seals' nonsence a while ago. . ) 
 
 
>Breaking genre would be introducing a character obviously (and jarringly) 
>out of place to the setting described.  This is hard to do in most 
>superhero games, although it can be done (an example might be some sort 
>of high-tech supersoldier in a WWII "Goldern Age of Champions" game). 
> 
 
so what's hi-tech? captain america had a super-science shield  
and was pumped up on combat drugs. . . . .  
what about a time-traveler, from a furure where hitler won,  
or an alien ally, like in champ3d? 
 
 
>Another example would be a Japanese samurai in a Tolkienish high-fantasy 
>game. 
> 
 
this is a rather common concept now, and most people  consider it  
interesting- i know i do ..  
 
 
>Or a European in 1541 Japan. 
> 
 
done, done, done! this is the origin of many a martial arts white-guy- 
i think you're sti8cking to the easy ones, historical situations only.. . . 
 
 
>Or an alien in a Wild West game. 
> 
 
did you see bruce campbells "adventures of cisco county, jr?" 
and i've seen this elsewhere- it was suggested in predator2,  
if you were hunting an alien, would it really not be a western anymore?  
 
>Unless you are really playing wierd games with the setting and universe, 
>these character break genre and don't fit. 
> 
 
your logic seems to be: "since all my examples are based on easily  
recognisable historical archetypes, anything deviating from them  
is breaking the genre" 
 
>Breaking cliches on the other hand would be just great. 
> 
> 
 
genre is chliche- or almost always is, the original example is  
still debatable, however.  
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 09 Aug 1997 10:49:43 +1000 
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Subject: Re: 4 color principles 
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At 08:41 AM 8/8/97 -0400, you wrote: 
>If comic books reflected "reality", think how many common people like you and 
>me would be slaughtered every day as fallout from the latest super battle. 
> people would have to abandon the big cities like rats from a sinking ship. 
> World War II would most likely have occured by now and the very structure of 
>society as we know it would be radically different to accommodate these 
>god-like beings.  It's rarely a good idea to argue the validity of  super 
>hero from the standpoint of "reality".  The four-color comic book is more 
>than a creative use of chromatics.  It includes psychological and 
>philosophical conventions that are not generaly held by real human beings and 
>indeed could not be held.  In truth, if, today, the advent of super powers 
>became a reality, how many people do you think would truly put on a costume 
>and try to maintain secret identity in the same ways as, say, Clark Kent, 
>Peter Parker or Bruce Wayne as opposed to how many people would just say f*** 
>it and take to the skies in their three piece suits and sun dresses? 
> 
>"From this day forward, I shall call myself...RADIOACTIVE MAN!!!"     
> 
 
i think the point is- the original statement ignores far more  
signifigant genre conventions than it supports. I would argue that it's  
okay to try for more 'realistic' heroes, whatever that may mean to us, as long  
as we don't happen to be in a game where the GM has labeled his own chliche perceptions as "genre conventions" and hence limited our a**'s off. *l*  
 
 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 09 Aug 1997 10:56:37 +1000 
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At 11:22 AM 8/8/97 -0400, you wrote: 
<entire argumens snipped, making it impossible to get the point*g*> 
>DOH! <smacking self upside the head> Have I really been this obscure?  What 
>you have written here is essentially my point, though you have accessed real 
>world concerns a bit more than I did.  I am not arguing that there is 
>ANYTHING with these comix because they are unrealistic, I am arguing that 
>certain of the differences between reality and the comic books clearly show 
>that the nature of good and evil in four color comics is radically at odds 
>with its nature in reality.  This is not a statement that I want that to 
>change, it is merely part of the whole discussion regarding what are the 
>essential priniciples of four-color comics that differe from the essential 
>principles we find in reality. 
> 
>Carter Humphrey 
> 
> 
> 
 
yes, but in the '4 color genre' discussion, you point about patents, ect  
looses out- this sub-strand seemed to be invalidating another potential  
convention, suggestions it was unrealistic to do X (act heroic ect), 
was BASED on the assumption of real world concepts which are actually  
genre conventions- ie how crime goes on in a super-setting, you  
failed to realise that it WOULDN"T do so in the potential "real world",  
and hence it would be an *immense* aid to a city- hence it wouldn't 
be a waste of his powers at all, ect al. . blah, blah. . .  
 
 
> 
> 
> 
> 
> 
> 
> 
> 
> 
>                                                           BeerCarboy@AOL.com 
> 
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 09 Aug 1997 11:02:38 +1000 
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At 11:39 AM 8/8/97 -0400, you wrote: 
 
>Yes, but what if superheroes appeared in all major cities?  I'm no 
>criminologist, but I suspect that some people are just career criminals, 
>with little knowledge about how to do anything else.  Superheroes might 
>actually encourage crime, since Superman is powerful enough so that he 
>does not have to shoot to kill.  If you are robbing a 7-11 and waving a 
>gun around, the police might decide to shoot before you can take a hostage 
>or kill someone.  Supes (old powers) could just go in with blinding speed 
>and take your gun away.  You'd go to jail, but you wouldn't be dead or 
>injured (except your pride). 
> 
 
you suggest the threat of death dissuads criminals?  
well, i suppose it's only an argument, but your logic sways a bit  
close to hicksville for my liking. . .*g* 
 
 
 
> 
>Speaking just for myself, I think this would be a more interesting read. 
>I wish that there were some comic-worlds that tried to project how a 
>society would be changed by super-powers. 
> 
 
i agree. But the problem is that you end up second-guessng-  
"do villans neutralise heros?", ect, i expect the most  
important point is that they *try*, as opposed to saying  
"this is how it is", as do certain "realistic" games  
like those based on millitary experence (not to mention- ack! the sca. )  
 
> 
>Sun dresses?!!  I see your point that few people would bother getting 
>skin-tight costumes and calling themselves by goofy names, but sun 
>dresses?  Don't get me wrong, women flying around in sun dresses would be 
>pretty cool, but I think most supers would opt for practical costumes, 
>like military uniforms and leotards, rather than everyday clothing, to 
>battle crime.  That's assuming they have nigh-invulnerability.  Elsewise, 
>they might resort to bullett-proof vests and such. 
> 
 
once again, this is a concept often being at-least-sorta addressed 
in several modern comics. .  
 
 
>> "From this day forward, I shall call myself...RADIOACTIVE MAN!!!"     
>>  
> 
>"From this day forward, I shall call myself...TURKEY VOLUME GUESSING MAN!!!" 
> 
>-Eric 
> 
 
erm. . . .. shouty boy? anything but "jones". . *l*  
 
From: jonesmj@topaz.cqu.edu.au 
Date: Sat, 09 Aug 1997 11:12:40 +1000 
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Subject: Re: Champions Genre Selection 
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At 06:06 PM 8/8/97 -0700, you wrote: 
 
 
>Those were high tech, but they were the 1940s version of what high-tech 
>would be, so it works in the genre. I think it would break genre to introduce 
>someone based on today's science-fiction, like for example nano-technology. 
> 
  
wouldn't a time-traveler be at the nanotch level? that's also the best  
explanation fer caps shield i can think of- 
you mean *overtly* nanotech? gee, for those with micro-vision? 
 
 
>This gives me an idea for a Golden Age character: Future Boy. He has travelled 
>from the far future of...1997! With night vision gogles, a modern sniper rifle, 
>etc, etc he'd be pretty effective. And I can just see the roleplaying: 
> 
>Captain Democracy: Jeepers, Future Boy, you really come from 1997? 
> 
>Future Boy: That's right. 
> 
>CD: You must have computers as big as the Empire State Building, right? 
> 
>FB: Well, not exactly, you see.... 
> 
>CD: And personal rocket belts! Why didn't you bring a rocket belt into the past with you? 
> 
>FB: Well, it's a funny thing... 
> 
>CD: Do you have a house on the moon? Huh? Huh? 
> 
>FB: AaaahhhhH!! Shut up you primitive screw-head! 
> 
>								-Sam 
> 
 
see? cool, cool, cool!! i could also argue that by introducing  
an element *foreign* to the genre, you really place an emphasis  
on the genre in question- it's the old alien thing, y'know?  
 
 
Date: Fri, 8 Aug 1997 22:49:19 -0400 (EDT) 
X-Sender: jprins@interhop.net 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>yes- because the GM isn't letting him find their OWN FUN- this is the 
possible >scenario: 
 
<snip!> 
 
>sorry for the misplaced satire, but my point is the gm may find such plots 
>fascinating- 
>but it doesn't mean the player will- whoose fault is that, seeing as how the gm 
>is effectively 'blocking' most of the suggestions the player himself makes?  
 
Sigh. I can't help but wonder if I'm about to assist in the beating of a 
dead horse, but I think the player in the aforementioned Samurai/Peasant 
story was the one at fault. In the first place, the GM lined up what kind of 
campaign this would be - fairly realistic 16th century Japan. When the 
player wanted to play a peasant, he was told that he'd face restrictions. He 
was probably told all about the samurai's right to kill anyone of lower 
station for any reason at all. 
 
Now, are these restrictions 'unfair' to the player? I really don't think so 
- and if they are, they're restrictions that are 'realistic' to the setting. 
I can still think of many avenues available to such a peasant PC in that 
particular setting; just as Disadvantages provide opportunites for 
roleplaying, so do genre restrictions. But any peasant that goes around 
ticking off samurai is eventually going to get hacked open! 
 
It's not a matter of the GM 'not allowing' a player to find 'his own fun'. 
In this case, it's a matter of a PC not choosing a proper player type for 
the setting and his personality/play style with which to 'have fun'. 
 
Look, if I said "We're going to be playing a modern police campaign set in 
Toronto, Canada. It will be easiest if all the players are either officers 
of the Ontario Provincial Police or Metro Toronto Police, or their 
associated offices (coroner, legal prosectution, etc.)." 
 
So Joe Schmoe decides he wants to play a janitor from the Skydome. 
 
Now, it is _really_ the GM's fault if he has difficulty always working Joe 
into plotlines that involve crime in and around Toronto? Does Joe really 
have cause for complaint when the game gets rolling and he has: 
 
A.) No gun 
B.) No bulletproof vest 
C.) No right to be on a crime scene 
D.) No combat skills 
E.) No criminological skills 
 
and he's pretty much left out of the action? I'd say no. A player does have 
the right to build the character he wants (and the GM does have the right to 
veto it, but often won't to avoid alienating the player), but garbage in, 
garbage out. 
 
A peasant's role in fuedal Japan is limited. As you noted, he does have some 
options, like: 
 
A.) become a soldier and work his way up to samurai 
B.) organize a peasant rebellion (not easy, but possible in any epic campaign) 
C.) become a samurai's lackey 
D.) become a spy 
E.) etc., etc. 
 
But pissing off Samurai isn't a career choice for a peasant (unless he's 
backed up by aforementioned peasant army). Though probably a better solution 
than death would have been a severe beating or something - but that was the 
other player's call. 
 
                                                                             
         
---------------------------------------------------------------------------- 
"HEY! Give my nuclear warhead RIGHT BACK!!" 
-Gold Digger #35 
---------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 
 
 
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: Champions Genre Selection 
Date: Fri, 8 Aug 1997 23:51:40 -0400 
X-MSMail-Priority: Normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >> At 11:34 PM 8/6/97 -0700, you wrote: 
> >> >In the instant case, it appears that the GM had arranged opportunities  
> >> >for the farmer to be useful, just that the player couldn't see fit to  
> >> >accept them. 
> >>  
> >> and this is the players fault? i would suggest that this oftem becomes a  
> > matter of cliche- how many times can you bust up your 'designated token 
> >villan' or whatever before getting frustrated? >  
> > 
> >So if the player disregards chances for his character to interact with 
> >other PCs, and then complains because he isn't getting anything to do, 
> >it's the GM's fault? 
> > 
>  
>  
> yes- because the GM isn't letting him find their OWN FUN- this is the possible 
scenario: 
> GM: "okay, here is the campaign, and several things yo can and cannot do" 
> P1: "cool!" 
> P2: "cool!" 
> P3: " erm. . . .hypothetically, would my character be allowed tio do >X<?" 
> GM: "no" 
> P3: "how's about >Y<? 
> GM: "no, both those things break the conventions of genre 
> P3: "well, what do i get to do?" 
> GM: "oh, don't worry, i've got several entertaining plots lined up for you-  
> first you teach some other peasantsw the glories of crop rotation,  
> then you pick up all the bodies and struggle with grief and the confineas of your 
culture, then you make your own pitchfork, then you pick up some more bodies. . .  
>  
> sorry for the misplaced satire, but my point is the gm may find such plots 
fascinating- 
> but it doesn't mean the player will- whoose fault is that, seeing as how the gm 
> is effectively 'blocking' most of the suggestions the player himself makes?  
>  
 
Ok, I have to throw my two cents in on this particular situation.  The player in 
question defies all known laws.  He was given every opportunity to (1) play a 
character that was suitable to the theme of the campaign and (2) when that wasn't 
good enough for him, the GM went out of his way to allow him to play what he 
"wanted" to play.  It isn't that the GM blocked whatever he did or didn't want to 
do.  It was simple out and out stubborness on his part to not play the genre.  
Granted, he doesn't know much about the genre, but then "Hey" neither did I.  Yet, I 
have been getting along fairly well.  Why, because I asked questions, posed what 
if's etc.... Did he.  No, his idea of fun was to complain about everything he 
couldn't do and not concentrate on what he could do.  Actually, in the game we have 
been playing his character was a really good addition to the group.  He was playing 
a simple peasent that could have gotten around in places that three Samurai would 
never have been able to go without raising a huge commotion.  Yet, he wouldn't let 
that work.  So what did he do.  Sat there during gaming sessions until a combat 
occured, then fight for a phase or two until he was unconscious.   
 
Of course this entire disscussion is mute, as I still believe he didn't have fun in 
the game for the simple reason that the GM was playing STR at two character points 
per point instead of the rules quote of one per one.  He really couldn't stand 
that.... 
 
:) 
 
Sean 
 
Date: Sat, 09 Aug 1997 14:15:22 +1000 
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From: Happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions Genre Selection 
X-Sender: jonesmj@topaz.cqu.edu.au 
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Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 10:49 PM 8/8/97 -0400, you wrote: 
 
>Sigh. I can't help but wonder if I'm about to assist in the beating of a 
>dead horse, but I think the player in the aforementioned Samurai/Peasant 
>story was the one at fault. In the first place, the GM lined up what kind of 
>campaign this would be - fairly realistic 16th century Japan. When the 
>player wanted to play a peasant, he was told that he'd face restrictions. He 
>was probably told all about the samurai's right to kill anyone of lower 
>station for any reason at all. 
> 
 
i was speaking in general -  
 
 
 
 
>Now, are these restrictions 'unfair' to the player? I really don't think so 
>- and if they are, they're restrictions that are 'realistic' to the setting. 
>I can still think of many avenues available to such a peasant PC in that 
>particular setting; just as Disadvantages provide opportunites for 
>roleplaying, so do genre restrictions. But any peasant that goes around 
>ticking off samurai is eventually going to get hacked open! 
> 
 
yes, but isn't he eventually going to "tick samurai off" (or whatever)  
unless he's just a walking chliche? once again, i' speaking generally,  
if someone isn't playing the GM's way, in many games he's bound to  
get killed eventually- it gets very frustrating being a piece of furnature. .  
 
>It's not a matter of the GM 'not allowing' a player to find 'his own fun'. 
>In this case, it's a matter of a PC not choosing a proper player type for 
>the setting and his personality/play style with which to 'have fun'. 
> 
 
my point is- if the gm won't let the player find his own fun, it's his job to find the player fun things to do, within the genre in question- the gm is the only one who really knows what his setting is. . - it's not the players fault if he doesn't enjoy the GM's setting, i would argue too often the gm acts like it is.  
 
 
 
>Look, if I said "We're going to be playing a modern police campaign set in 
>Toronto, Canada. It will be easiest if all the players are either officers 
>of the Ontario Provincial Police or Metro Toronto Police, or their 
>associated offices (coroner, legal prosectution, etc.)." 
> 
>So Joe Schmoe decides he wants to play a janitor from the Skydome. 
> 
 
. . .. who the gm could make into an informant? or a witness needing protection?  
or the gm could just decide he suxs. . . . 
 
>Now, it is _really_ the GM's fault if he has difficulty always working Joe 
>into plotlines that involve crime in and around Toronto? Does Joe really 
>have cause for complaint when the game gets rolling and he has: 
> 
>A.) No gun 
>B.) No bulletproof vest 
>C.) No right to be on a crime scene 
>D.) No combat skills 
>E.) No criminological skills 
> 
 
A) he's a hostage, or perhaps a bystander? 
 
B) same thing- cops don't always wear vests- in a good cop game, it shouldn't be just 
a continuous firefight, in fact there should be hardly any situations needing this stuff at all. .  
 
C) "now, Mr, shmoe, if you could just retrace your steps once we get to the base- huh? something's happened to the elevator!  
 
D) would you believe shmo-san, or joe the mutant? i know, not in genre,  
but that's my point- you lot seem to see genre as "not this sort of character, not that sort either", instead of "can i have this sort of character and preserve the genre? 
(like future-boy with his night-vision goggles) 
 
E) who says? seen murder she wrote recently? oh, or is your campaing more 'realistic' than that? despite the supposedly constant firefights? 
 
>and he's pretty much left out of the action? I'd say no. A player does have 
>the right to build the character he wants (and the GM does have the right to 
>veto it, but often won't to avoid alienating the player), but garbage in, 
>garbage out. 
> 
 
yes- and the GM reserves the right to label a character garbage- and THAT's where the garbage enters the equasion- the gm is not a comp, no matter how many want to blame the player for whatever goes wrong.    
 
>A peasant's role in fuedal Japan is limited. As you noted, he does have some 
>options, like: 
> 
>A.) become a soldier and work his way up to samurai 
>B.) organize a peasant rebellion (not easy, but possible in any epic campaign) 
>C.) become a samurai's lackey 
>D.) become a spy 
>E.) etc., etc. 
> 
 
how about:  
 
F retire to a mountain convent during an interlude and become mystically inclined, 
G win the samurais over and be treated as an equal 
H kill them while they're sleeping 
I poison them 
J sell them out 
K ect, ect 
 
my point is that if the GM gets pompous about the "genre" then they will 
start missing the validity of slightly 'off centre' contributions- 
they won't feel the need to give a player air time, because they simply  
decide the player is "missing the point" when potentially it's the GM who  
is doing this- once again, i'm speaking GENERALLY. . .  
 
 
>But pissing off Samurai isn't a career choice for a peasant (unless he's 
>backed up by aforementioned peasant army). Though probably a better solution 
>than death would have been a severe beating or something - but that was the 
>other player's call. 
> 
 
oh, i see, so now it's the other players freedom at stake? this doesn't wash- 
i would suggest that most GM's wouls not have allowed the farmer to kill a samurai, 
say if he got him alone, ect, but would have placed a standard "deus" into the  
plot, so it couldn't happen. I know, this wasn't the case, but once again i speak generally, and most people wouldn't be honest about that sort of stuff, anyway. . .  
 
 
 
Date: Sat, 09 Aug 1997 14:31:02 +1000 
Date-warning: Date header was inserted by topaz.cqu.edu.au 
From: Happyelf! <jonesmj@topaz.cqu.edu.au> 
Subject: Re: Champions Genre Selection 
X-Sender: jonesmj@topaz.cqu.edu.au 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
At 11:51 PM 8/8/97 -0400, you wrote: 
>Ok, I have to throw my two cents in on this particular situation.  The player in 
>question defies all known laws.  He was given every opportunity to (1) play a 
>character that was suitable to the theme of the campaign and (2) when that wasn't 
>good enough for him, the GM went out of his way to allow him to play what he 
>"wanted" to play.  It isn't that the GM blocked whatever he did or didn't want to 
>do.  It was simple out and out stubborness on his part to not play the genre.  
>Granted, he doesn't know much about the genre, but then "Hey" neither did I.  Yet, I 
>have been getting along fairly well.  Why, because I asked questions, posed what 
>if's etc.... Did he.  No, his idea of fun was to complain about everything he 
>couldn't do and not concentrate on what he could do.  Actually, in the game we have 
>been playing his character was a really good addition to the group.  He was playing 
>a simple peasent that could have gotten around in places that three Samurai would 
>never have been able to go without raising a huge commotion.  Yet, he wouldn't let 
>that work.  So what did he do.  Sat there during gaming sessions until a combat 
>occured, then fight for a phase or two until he was unconscious.   
> 
 
was that a truly valid option? once again, speaking generally  
(especially since this guy sounds like the player from hell)  
a gm must be willing to really try to get a player interested 
 
 
 
>Of course this entire disscussion is mute, as I still believe he didn't have fun in 
>the game for the simple reason that the GM was playing STR at two character points 
>per point instead of the rules quote of one per one.  He really couldn't stand 
>that.... 
> 
>:) 
> 
>Sean 
> 
 
oh, so now the truth is revealed! *l*  
 
From: "Sean Pavlish" <pavlish@erols.com> 
Subject: Re: Champions Genre Selection 
Date: Sat, 9 Aug 1997 02:31:44 -0400 
X-MSMail-Priority: Normal 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> At 11:51 PM 8/8/97 -0400, you wrote: 
> >Ok, I have to throw my two cents in on this particular situation.  The player in 
> >question defies all known laws.  He was given every opportunity to (1) play a 
> >character that was suitable to the theme of the campaign and (2) when that wasn't 
> >good enough for him, the GM went out of his way to allow him to play what he 
> >"wanted" to play.  It isn't that the GM blocked whatever he did or didn't want to 
> >do.  It was simple out and out stubborness on his part to not play the genre.  
> >Granted, he doesn't know much about the genre, but then "Hey" neither did I.  
Yet, I 
> >have been getting along fairly well.  Why, because I asked questions, posed what 
> >if's etc.... Did he.  No, his idea of fun was to complain about everything he 
> >couldn't do and not concentrate on what he could do.  Actually, in the game we 
have 
> >been playing his character was a really good addition to the group.  He was 
playing 
> >a simple peasent that could have gotten around in places that three Samurai would 
> >never have been able to go without raising a huge commotion.  Yet, he wouldn't 
let 
> >that work.  So what did he do.  Sat there during gaming sessions until a combat 
> >occured, then fight for a phase or two until he was unconscious.   
> > 
>  
> was that a truly valid option? once again, speaking generally  
> (especially since this guy sounds like the player from hell)  
> a gm must be willing to really try to get a player interested 
>  
 
Sure it was... and still is.  But you are right... he is the player from hell.  Too 
bad he isn't playing with us anymore... <sarcasm mode turned off> 
 
>  
>  
> >Of course this entire disscussion is mute, as I still believe he didn't have fun 
in 
> >the game for the simple reason that the GM was playing STR at two character 
points 
> >per point instead of the rules quote of one per one.  He really couldn't stand 
> >that.... 
> > 
> >:) 
> > 
> >Sean 
> > 
>  
> oh, so now the truth is revealed! *l*  
>  
 
Yeah, he is the kind of guy that looks at the book and says that isn't in there.  
So, it isn't valid... I don't care if you ARE the GM. 
 
::sign:: 
 
 
From: Dazzle489@aol.com 
Date: Sat, 9 Aug 1997 06:24:58 -0400 (EDT) 
Subject: Re: 4 color principles 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
 > That is just patently ridiculous.  If you're going to argue from the 
 > standpoint of "reality", then in "reality" (assuming that metahuman heroes 
 > and villains are real), if someone of Spider-Man's abilities, Batman's 
skill 
 > or even Superman's power were to show up in a given city, the criminals of 
 > that city (whether superpowered or not) would most likely get out of town 
so 
 > fast, it would make a kitchen light roach scatterfest look like a slow 
motion 
 > car wreck.   
 >  
  
 Yes, but what if superheroes appeared in all major cities?  I'm no 
 criminologist, but I suspect that some people are just career criminals, 
 with little knowledge about how to do anything else.  Superheroes might 
 actually encourage crime, since Superman is powerful enough so that he 
 does not have to shoot to kill.  If you are robbing a 7-11 and waving a 
 gun around, the police might decide to shoot before you can take a hostage 
 or kill someone.  Supes (old powers) could just go in with blinding speed 
 and take your gun away.  You'd go to jail, but you wouldn't be dead or 
 injured (except your pride). 
  
 > If comic books reflected "reality", think how many common people like you 
and 
 > me would be slaughtered every day as fallout from the latest super battle. 
 >  people would have to abandon the big cities like rats from a sinking 
ship. 
 >  World War III would most likely have occured by now and the very  
 > structure of 
 > society as we know it would be radically different to accommodate these 
 > god-like beings.   
  
 Speaking just for myself, I think this would be a more interesting read. 
 I wish that there were some comic-worlds that tried to project how a 
 society would be changed by super-powers. 
  
 > It's rarely a good idea to argue the validity of  super 
 > hero from the standpoint of "reality".  The four-color comic book is more 
 > than a creative use of chromatics.  It includes psychological and 
 > philosophical conventions that are not generaly held by real human beings 
and 
 > indeed could not be held.  In truth, if, today, the advent of super powers 
 > became a reality, how many people do you think would truly put on a 
costume 
 > and try to maintain secret identity in the same ways as, say, Clark Kent, 
 > Peter Parker or Bruce Wayne as opposed to how many people would just say 
f*** 
 > it and take to the skies in their three piece suits and sun dresses? 
 >  
  
 Sun dresses?!!  I see your point that few people would bother getting 
 skin-tight costumes and calling themselves by goofy names, but sun 
 dresses?  Don't get me wrong, women flying around in sun dresses would be 
 pretty cool, but I think most supers would opt for practical costumes, 
 like military uniforms and leotards, rather than everyday clothing, to 
 battle crime.  That's assuming they have nigh-invulnerability.  Elsewise, 
 they might resort to bullett-proof vests and such. 
  
 > "From this day forward, I shall call myself...RADIOACTIVE MAN!!!"     
 >  
  
 "From this day forward, I shall call myself...TURKEY VOLUME GUESSING MAN!!!" 
  
 -Eric >> 
 
Isn't this getting a little silly now ?? 
 
From: Chris Lynch <chris@lynch1.demon.co.uk> 
MMDF-Warning:  Parse error in original version of preceding line at punt-2.mail.demon.net 
Subject: Re: 4 color principles 
Date: Sat, 9 Aug 1997 16:06:03 +0100 
X-MSMail-Priority: Normal 
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To: champ-l@omg.org 
 
<x-html><!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML 3.2//EN"> 
<HTML> 
<HEAD> 
<META content=text/html;charset=iso-8859-1 http-equiv=Content-Type> 
<HTML><META content='"Trident 4.71.0544.0"' name=GENERATOR> 
 
</HEAD> 
<BODY><FONT face=Arial size=2><FONT size=2>If you want a good example of how the  
world might be if supers REALLY existed, try reading Alan Grants Watchmen, or  
The Psycho a limited series from DC.<BR> 
<BR> 
TTFN from Chris!<BR> 
<A href="http://www.lynch1.demon.co.uk">http://www.lynch1.demon.co.uk</A>  
</FONT></FONT> 
</BODY></HTML> 
</x-html>Subject: Re: Champions Genre Selection 
Date: Sat, 9 Aug 97 11:55:32 -0400 
From: John P Weatherman <asahoshi@nr.infi.net> 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>> yes- because the GM isn't letting him find their OWN FUN- this is the  
>> possible scenario: 
 
This whole thread is getting ridiculous.  By the standards being held for 
"genre restrictiveness" the rules themselves limit a player..."What do you 
mean a beginning character only gets 250 points, I want 2000!"  When  
playing 
ANY game there have to be mutually decided upon limits as to what is and  
is 
not allowable.  If 4 people, including the GM, are involved and 3 say "we 
want a relatively realistic, even heavily realistic, feudal Japan  
campaign" 
then the players ALL have an obligation to work within that framework.  
Retiring to a monastery and becoming "mystically inclined" is not an  
option, it's not "heavily realistic".  Leading a successful revolt, in  
that 
timeframe, is not "heavily realistic", although an unsuccessful one could  
be interesting.  If the player has a problem with the defined genre, or 
the "how thing work" rules, they have three completely valid options. 
 
1) Try to convince the others to modify the framework or have a  
"secondary" 
   campaign more in line with what he wants.  This usually isn't as  
   difficult as it might seem, at least in my experience. 
2) Start his own campaign.  Many GMs I've played with got started GMing  
for  
   this very reason.  Several groups I've played with have multiple GMs  
who 
   rotate though so everyone gets the opportunity to see the kind of  
campaign 
   they want. 
3) Just don't play with those people.  If their ideas and your's are  
   diametrically opposed, nobody's having fun anyway. 
 
But it is the GMs job to cater to the majority, not to lay awake  
sleepless  
at night to try to keep uncooperative people happy when they are  
obviously  
trying to hinder the enjoyment of everyone else.   
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: 4 color principles 
Date: Sat, 9 Aug 1997 13:52:24 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
> >Yes, but what if superheroes appeared in all major cities?  I'm no 
> >criminologist, but I suspect that some people are just career criminals, 
> >with little knowledge about how to do anything else.  Superheroes might 
> >actually encourage crime, since Superman is powerful enough so that he 
> >does not have to shoot to kill.  If you are robbing a 7-11 and waving a 
> >gun around, the police might decide to shoot before you can take a hostage 
> >or kill someone.  Supes (old powers) could just go in with blinding speed 
> >and take your gun away.  You'd go to jail, but you wouldn't be dead or 
> >injured (except your pride). 
> > 
>  
> you suggest the threat of death dissuads criminals?  
> well, i suppose it's only an argument, but your logic sways a bit  
> close to hicksville for my liking. . .*g* 
>  
 
For the record, I'm NOT advocating death for criminals (I oppose the death 
penalty), I just think that the potential danger of robbing a 7-11 
(getting shot by the police) might discourage some potential criminals 
from doing so, while the less lethal methods of Superman might only do so 
to a lesser extent.  And, no, this is not a criticism of the police; I 
realize they have to use guns to protect themselves and others, at least 
in this country where guns are so common. 
 
And just because I'm a backwoods hick from Maine doesn't mean I have to be 
a violent one (actually, Maine is one of about 10 states without the death 
penalty, and no, I am not trying to start a flame war about the death 
penalty). 
 
-Eric 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: Re: 4 color principles 
Date: Sat, 9 Aug 1997 13:59:19 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>  > "From this day forward, I shall call myself...RADIOACTIVE MAN!!!"     
>  >  
>   
>  "From this day forward, I shall call myself...TURKEY VOLUME GUESSING MAN!!!" 
>   
>  -Eric >> 
>  
> Isn't this getting a little silly now ?? 
>  
 
Your point...? ;-) 
 
-Eric 
 
From: Eric Burns <burns@cug.dorm.usm.maine.edu> 
Subject: AoE/Invisible Mental Powers 
Date: Sat, 9 Aug 1997 14:07:08 -0400 (EDT) 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
If you have an area of effect mental power, do you have to make an ECV 
roll to hit a target in that area?  Is the power still invisible to 
normal senses?  If you have AoE Telepathy, can you ask a question of every 
person in that area? 
 
If someone uses an Invisible mental power like telepathy or mind control 
on you, can you still make ECV rolls to resist it? 
 
-Eric 
 
Date: Sat, 09 Aug 1997 14:02:09 -0700 
From: "Robert A. West" <robtwest@erols.com> 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
John P Weatherman wrote: 
>  
 
* * * 
>  
> But it is the GMs job to cater to the majority . . .* * * 
 
I would agree with your above statement if the players are paying  
customers.  In most campaigns, the GM is a volunteer who puts in (in my  
experience) two to four hours of preparation time for every hour of  
running time. This is a serious committment. 
 
A campaign is, for me, most exciting when the GM has a literary vision  
that he wants to express via the campaign.  He then invites the players  
to explore that vision with him.  When the players join the campaign,  
part of the contract is to try to cooperate with the GM in exploring his  
story, within reasonable limits.  In turn, the GM's responsibility is to  
define the limits of the campaign as narrowly as possible for the story  
that he wishes to tell and to cooperate with the players in bringing  
their ideas to the table. 
 
It is the responsibility of the GM to be true to his own vision, rather  
than to "cater" to the majority of players.  Any role-player worthy of  
the name should be able to find a satisfying role within any well-run  
campaign, even if the setting is somewhat (or even completely) cliched. 
 
----------------------------------------------------------------- 
Snide aside: 
I will agree that some players have a jones ;-) about proving their own  
cleverness, and see their mission in life as busting up cliches.  What  
they fail to see is that they are too late!  The cliches were busted up  
and put back together again long before Dave Arneson started running a  
fantasy setting called Blackmoor using the Chainmail rules! 
----------------------------------------------------------------- 
 
But, to return to my original point, it is generally far easier for the  
players to adapt to what the GM has in mind than vice-versa, because they  
have a far lesser stake in both time and emotion in the campaign.  I  
would therefore dispute that the GM has the responsibility of "catering"  
to the majority of players. 
 
--  
<-------------------------------------------------------> 
Robert A. West		///  "Censorship is tyranny." 
Phone W:(215)466-3628; H:(215)348-9113   
http://www.erols.com/robtwest 
 
 
From: "\"qts\" <qts@nildram.co.uk> 
        \"Eric Burns\"" <qts@nildram.co.uk> 
Date: Sat, 09 Aug 97 21:41:36  
Reply-To: "qts" <qts@nildram.co.uk> 
Priority: Normal 
Subject: Re: AoE/Invisible Mental Powers 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
On Sat, 9 Aug 1997 14:07:08 -0400 (EDT), Eric Burns wrote: 
 
>If you have an area of effect mental power, do you have to make an ECV 
>roll to hit a target in that area?  Is the power still invisible to 
>normal senses?  If you have AoE Telepathy, can you ask a question of every 
>person in that area? 
> 
>If someone uses an Invisible mental power like telepathy or mind control 
>on you, can you still make ECV rolls to resist it? 
 
The way I've done this (as a fear aura) was to roll the dice once at 
the start nad then apply that to all who came into the area of effect. 
 
qts 
 
 
Date: Sat, 9 Aug 1997 17:49:25 -0400 (EDT) 
X-Sender: jprins@interhop.net (Unverified) 
From: jprins@interhop.net (John and Ron Prins) 
Subject: Re: Champions Genre Selection 
Errors-To: owner-champ-l@omg.org 
Sender: owner-champ-l@omg.org 
X-Hero: champ-l 
To: champ-l@omg.org 
 
>>Now, are these restrictions 'unfair' to the player? I really don't think so 
>>- and if they are, they're restrictions that are 'realistic' to the setting. 
>>I can still think of many avenues available to such a peasant PC in that 
>>particular setting; just as Disadvantages provide opportunites for 
>>roleplaying, so do genre restrictions. But any peasant that goes around 
>>ticking off samurai is eventually going to get hacked open! 
>> 
> 
>yes, but isn't he eventually going to "tick samurai off" (or whatever)  
>unless he's just a walking chliche? once again, i' speaking generally,  
>if someone isn't playing the GM's way, in many games he's bound to  
>get killed eventually- it gets very frustrating being a piece of furnature. .  
 
I get the impression that you think that 'playing the GM's way' is 
necessarily restrictive. I don't see the the peasant as truly being 
restricted by the genre - rather, he's challenged by it. I'd think such an 
environment would make for _better_ roleplaying. 
 
That said, in an epic samurai campaign, a PC playing a peasant should 
probably get some Disadvantage points for it (like Wealth: Poor, and 
Physical Limitation: Peasant (Frequent, Greatly)).  
 
>my point is- if the gm won't let the player find his own fun, it's his job 
to >find the player fun things to do, within the genre in question- 
 
Ah, but in this particular instance, I don't think the GM had failed at 
that. The peasant PC was an unarmed combat machine and was offered the 
promotion to foot soldier. The fact that the PC _had_ to obey orders from 
the samurai PCs doesn't reflect on the GM, really (IMHO) - that's one of the 
downsides to being a peasant in ancient Japan. 
 
>the gm is the only one who really knows what his setting is. . - it's not 
the >players fault if he doesn't enjoy the GM's setting, i would argue too 
often the >gm acts like it is.  
 
But it's not really the GM's fault either - and too often the player acts 
like it is. In fact, I'd say that it is the players fault, as he can't adapt 
his playing style to the reality around him.  
 
>>Look, if I said "We're going to be playing a modern police campaign set in 
>>Toronto, Canada. It will be easiest if all the players are either officers 
>>of the Ontario Provincial Police or Metro Toronto Police, or their 
>>associated offices (coroner, legal prosectution, etc.)." 
>> 
>>So Joe Schmoe decides he wants to play a janitor from the Skydome. 
>> 
> 
>. . .. who the gm could make into an informant? or a witness needing 
>protection?  
>or the gm could just decide he suxs. . . . 
 
I said _janitor_. He might be a witness in need of protection, but an 
informant? That's clutching at straws. I'm not saying it's impossible to 
play a janitor in a police drama RPG, but your avenues are limited. The GM 
will have to work five times as hard to accomodate the one player - which 
isn't fair to the others at all. 
 
>A) he's a hostage, or perhaps a bystander? 
> 
>B) same thing- cops don't always wear vests- in a good cop game, it 
shouldn't >be just 
>a continuous firefight, in fact there should be hardly any situations 
needing >this stuff at all. .  
 
Of course not, but any police drama is going to eventually involve guns 
(especially those climactic capture scenes) where Joe Janitor will be 
standing around saying 'go get them, boys!' 
 
>D) would you believe shmo-san, or joe the mutant? i know, not in genre,  
>but that's my point- you lot seem to see genre as "not this sort of 
character, not that sort either", instead of "can i have this sort of 
character and preserve the genre? 
 
The martial arts 'nobody' isn't rediculous to the genre (quite the 
contrary), but the genre does require the realistic bent - unless you want 
to go the X-Files route or something. BUT, I think it's important that not 
every GM wants, needs, or should consider 'bending' a genre! It's not a 
crime for the GM to want (and insist upon) playing true to the particular 
genre in question. In fact, it's his _right_ to do so - GM'ing being a major 
investment in time and effort. 
 
>E) who says? seen murder she wrote recently? oh, or is your campaing more 
>'realistic' than that? despite the supposedly constant firefights? 
 
Yes, and if I knew Jessica Fletcher, I'd move to another country, change my 
name, and have plastic surgery, because everyone this woman touches DIES. 
Which _is_ staple for the 'murder mystery' genre, I'll point out. People are 
constantly dying near the intrepid PCs. Just as in a Police Drama that 
crimes (not necessarily gunfights) are continiously being perpetrated that 
must be solved, stopped, or averted. But Joe Shcmoe lacks the skills to 
solve, stop, or avert a crime. So what fun will he have? 
 
>yes- and the GM reserves the right to label a character garbage- and THAT's 
>where the garbage enters the equasion- the gm is not a comp, no matter how 
many >want to blame the player for whatever goes wrong.    
 
While others want to blame the GM. 
 
>>A peasant's role in fuedal Japan is limited. As you noted, he does have some 
>>options, like: 
 
>how about:  
> 
>F retire to a mountain convent during an interlude and become mystically 
>inclined, 
 
Nice, but doesn't that sort of put him out of the action? 
 
>G win the samurais over and be treated as an equal 
 
Possible, and a worthy challenge - as it would be next to impossible (most 
samurai have those pesky total psych lims about duty and honor and so 
forth). Anyway, the PC obviously didn't think of this... 
 
>H kill them while they're sleeping 
>I poison them 
>J sell them out 
 
Possible too - which would destroy the campaign. We both ignored the real 
option, though which is to make a new character. If you aren't having fun 
with what you've got, it's never too late to start over. 
 
>my point is that if the GM gets pompous about the "genre" then they will 
>start missing the validity of slightly 'off centre' contributions- 
 
There's a thin line between 'off center' and 'out of genre'. 
 
>they won't feel the need to give a player air time, because they simply  
>decide the player is "missing the point" when potentially it's the GM who  
>is doing this- once again, i'm speaking GENERALLY. . .  
 
Which obscures your argument to a degree. 
 
>>But pissing off Samurai isn't a career choice for a peasant (unless he's 
>>backed up by aforementioned peasant army). Though probably a better solution 
>>than death would have been a severe beating or something - but that was the 
>>other player's call. 
 
>oh, i see, so now it's the other players freedom at stake? this doesn't wash- 
>i would suggest that most GM's wouls not have allowed the farmer to kill a 
>samurai, say if he got him alone, 
 
Bull. If mr. martial arts peasant got a samurai alone (and especailly, 
unarmed), I strongly doubt any GM would interfere and fiat rule that the 
peasant 'couldn't' kill the samurai. There's a big difference between the GM 
'suggesting' a course of action than handing out the big 'NO'. 
 
---------------------------------------------------------------------------- 
"HEY! Give my nuclear warhead RIGHT BACK!!" 
-Gold Digger #35 
---------------------------------------------------------------------------- 
John D. Prins 
jprins@interhop.net 


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