Digest Archives Vol 1 Issue 51
Desmarais, John 
From:	owner-champ-l-digest@sysabend.org 
Sent:	Tuesday, November 24, 1998 12:38 AM 
To:	champ-l-digest@sysabend.org 
Subject:	champ-l-digest V1 #51 
 
champ-l-digest       Tuesday, November 24 1998       Volume 01 : Number 051 
 
 
 
In this issue: 
 
    Re: Cheep Speed 
    Re: Ultimate Books 
    Autopsy Forms 
    FW: Ultimate Verbosity 
    Re: Autopsy Forms 
    Re: Ultimate Books 
    Re: Autopsy Forms 
    RE: FW: Ultimate Verbosity 
    Re: Autopsy Forms 
    Re: Ultimate Books 
    Re: Autopsy Forms 
    Ultimate Weirdo Dimensions (was Ultimate Verbosity) 
    Re: Autopsy Forms 
    CIA World Factbook (was: Re: Ultimate Books) 
    Howdunit Series [REPOST] 
    Surbrook's Stuff to be moving 
    looking for Houston TX gamers 
    Re: Professional Books (was Ultimate Books) 
    Re: FW: Ultimate Verbosity 
    Re: FW: Ultimate Verbosity 
    Re: FW: Ultimate Verbosity 
    Re: Ultimate Books 
    Re: Professional Books (was Ultimate Books) 
    Re: Autopsy Forms 
    Re: Ultimate Books 
    Re: CIA World Factbook (was: Re: Ultimate Books) 
 
---------------------------------------------------------------------- 
 
Date: Mon, 23 Nov 1998 17:07:08 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Cheep Speed 
 
Stainless Steel Rat wrote: 
>  
> -----BEGIN PGP SIGNED MESSAGE----- 
> Hash: SHA1 
>  
> "AD" == Asman, David <D.asman@wayne.edu> writes: 
>  
> AD> snipped from Stainless Steel Rat's message 
> AD> "Watch: Character starts at Speed 4 (3,6,9,12). 
> AD>  On segment 3, character changes to speed 3 (4,8,12).  On Segment 4, 
> AD> chracter changes to speed 4." 
>  
> AD> If I remember the BBB correctly, when someone changes speed in the 
> AD> middle of a turn, his/her next action won't be until the next common 
> AD> phase for the previous and new speed. 
>  
> I suggest you read my post before telling me I'm wrong. 
 
	Your certainly not wrong.  (Although, if I was ref for that situation, 
my response would be "Oh, you've changed your speed.  With your new 
speed, you don't get an action this segment.  Next..) 
 
	Somebody who changes their speed must accept certain restrictions on 
when they can do it, be it post 12's only or once per turn.  Having 
imposed this restriction, having them be able to act using their new 
speed chart straight away would not be TOO abusive. 
 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 17:14:34 -0800 
From: Rick Holding <rholding@ActOnline.com.au> 
Subject: Re: Ultimate Books 
 
Todd Hanson wrote: 
>  
> Curt Hicks wrote: 
>  
> > Hear ! Hear !  It seems like a lot of people want more details about stuff 
> > handed to them without doing even a little research. 
>  
> And your point is? 
>  
> Almost every book put out by Hero (or any gaming system for that matter) is 
> something that anybody could do for themselves if they wanted to invest the 
> time and do the research. Believe it or not, not everyone WANTS to spend their 
> time digging through books compiling all of the obscure information that comes 
> up in a game at one time or another. 
>  
> If I am willing to spend my money to have someone else do all of the 'boring 
> work' part of running a game, who are YOU to tell me this is wrong? 
>  
> Personally I would LOVE a book that had basic information about the various 
> things PCs might encounter. 
>  
> I would love to see a book that had information like: 
>  
> What kind of training does a standard police officer have? 
>  
> How about a SWAT team member? A detective?  A doctor?  An EMT?  A Nurse? A 
> surgeon? 
>  
> How much do each of these people get paid? 
>  
> What equipment is carried in an ambulance?  How much can an EMT do on the 
> scene? 
>  
> What does a standard police form look like?  How about an autopsy form? 
>  
> What are some of the 'loopholes' that a cheesy lawyer might use to get a 
> villian off 'scot free'? 
>  
> Just a SMALL number of the things that have come up in games that I would have 
> loved to have had an easy place to check for the answers. 
>  
> I for one would gladly buy a book like this. 
 
	When you put it that way, it makes the book a lot more attractive.  
Having things like those forms as blanks at the back for photocoping 
will add a nice touch to some games. 
 
  "So, what did he die from?" 
  "Well, here is a copy of the autopsy report.  See if you can work it 
out.  Its got the doctors stumped." 
 
- --  
Rick Holding 
 
If only "common sense" was just a bit more common... 
   or if you prefer...  You call this logic ? 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 07:22:46 EST 
From: SteveL1979@aol.com 
Subject: Autopsy Forms 
 
<<   "So, what did he die from?" 
   "Well, here is a copy of the autopsy report.  See if you can work it 
 out.  Its got the doctors stumped." >> 
 
  I have some autopsy forms I use for just this purpose in Dark Champions 
games.  They focus players' attention like you wouldn't believe. 
  And, if done right, and accompanied by illustrations from forensic pathology 
textbooks, they will keep most players from eating the snacks, leaving more 
for you, the GM.  }:) 
 
 
Steve Long 
P.S.:  You can find good general info on autopsies at the Screenwriter's 
Autopsy Guide:  http://www.neosoft.com/~uthman/Autop.html 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 11:47:48 -0500 
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
Subject: FW: Ultimate Verbosity 
 
> > Almost every book put out by Hero (or any gaming system for that 
> matter) is 
> > something that anybody could do for themselves if they wanted to 
> invest the 
> > time and do the research. Believe it or not, not everyone WANTS to 
> spend their 
> > time digging through books compiling all of the obscure information 
> that comes 
> > up in a game at one time or another. 
>  
> Sure, this is absolutely right. My view on the whole matter is this. 
> Hero is not a big game company. It can't do the Steve Jackson thing 
> and pump out a new supplement every 30 days for wide release, right? 
> Given that restriction, combined with the fact that there are a lot of 
> people who run games with Hero that deal with Genres where this stuff 
> wouldn't be relevant suggests that there are other subjects to 
> consider.  
>  
> I'm eagerly awaiting Broken Kingdoms, since there has never been a 
> campaign book for Fantasy Hero. As a GM of a FH game, I do enough 
> extra work to generate my own FH companion (hmmmm.... not a bad idea). 
>  
>  
> See, I really liked the UMA because I could apply the material to my 
> own campaign, despite the fact that it's not intended as an FH 
> supplement in any way. Three out of my four players are using a custom 
> martial arts style. It helps to flush out the flavour of their 
> cultures. General books like this are good for FM's running all kinds 
> of games, thus selling more books for Hero and hopefully improving 
> games of all genres. 
>  
> So, here's my point. Once Hero has a nice set of well rounded 
> supplements that could be useful to people running all kinds of 
> different campaigns, then get specialized. A supplement that tells you 
> everything about a police department would be very useful for people 
> running a modern day campaign, supers or otherwise, but it's of no use 
> to me or a lot of other people. There are plenty of Hero supplements 
> for supers games of all flavours but I'm still writing up my own 
> monsters, traps, spells, herbs and magic items. Dig? I'm not asking 
> for The Ultimate Guilde Assassin or The Ultimate Necromancer here but 
> some extra tasty bits that are usable in my game would be just yummy. 
>  
> Pardon my rant. I was trying to respond to most of the weekend's posts 
> on this subject all at once. 
>  
> Later Days 
> BRI 
>  
>  
>  
>  
>  
>  
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 09:17:30 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Autopsy Forms 
 
At 07:22 AM 11/23/98 EST, SteveL1979@aol.com wrote: 
><<   "So, what did he die from?" 
>   "Well, here is a copy of the autopsy report.  See if you can work it 
> out.  Its got the doctors stumped." >> 
> 
>  I have some autopsy forms I use for just this purpose in Dark Champions 
>games.  They focus players' attention like you wouldn't believe. 
 
   Just the sort of thing that a Legal Professional or Medical Professional 
sourcebook should have.  :-] 
 
>  And, if done right, and accompanied by illustrations from forensic 
pathology 
>textbooks, they will keep most players from eating the snacks, leaving more 
>for you, the GM.  }:) 
 
   This reminds me of my favorite shot from the opening sequence of "The 
Commish" (the title character is eating a sandwich while reading a book on 
"Human Tissue Decomposition"). 
 
>P.S.:  You can find good general info on autopsies at the Screenwriter's 
>Autopsy Guide:  http://www.neosoft.com/~uthman/Autop.html 
 
   There's something else to go into my "Make a Bookmark" file.  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 09:04:41 -0800 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Ultimate Books 
 
>My point is that if it's obscure information than what difference does it 
>make how accurate it is ? 
 
 
True enough. 
 
>> If I am willing to spend my money to have someone else do all of the 
'boring 
>> work' part of running a game, who are YOU to tell me this is wrong? 
>> 
>It's NOT wrong.  But would you rather spend money on products related to 
>'mundane' / real world information that you can research for yourself or on 
>the creative stuff like plots / organizations / characters etc. etc. ? 
 
I'd rather have a source that gives me real world information in game form 
than have the creative stuff, IF I ran games set in the real world, which I 
rarely do. The creative stuff I can come up with on my own, out of my own 
fevered imagination or plagarized for my own amusement, and will almost 
certainly be more satisfied with the results I come up with than what 
another writer would. Ideally, I would like both, though. 
 
Still, it's possible to get too bogged down in detail. Also, a lot of this 
information can be gotten out of San Angelo, so it may not be necessary to 
do it again. 
 
JAJ, GP 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 11:46:28 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: Autopsy Forms 
 
There's also the Writers' Guide book, CAUSE OF DEATH. 
 
- ---------- 
> From: Bob Greenwade <bob.greenwade@klock.com> 
> To: Hero Mailing List <champ-l@sysabend.org> 
> Subject: Re: Autopsy Forms 
> Date: Monday, November 23, 1998 11:17 AM 
>  
> At 07:22 AM 11/23/98 EST, SteveL1979@aol.com wrote: 
> ><<   "So, what did he die from?" 
> >   "Well, here is a copy of the autopsy report.  See if you can work it 
> > out.  Its got the doctors stumped." >> 
> > 
> >  I have some autopsy forms I use for just this purpose in Dark 
Champions 
> >games.  They focus players' attention like you wouldn't believe. 
>  
>    Just the sort of thing that a Legal Professional or Medical 
Professional 
> sourcebook should have.  :-] 
>  
> >  And, if done right, and accompanied by illustrations from forensic 
> pathology 
> >textbooks, they will keep most players from eating the snacks, leaving 
more 
> >for you, the GM.  }:) 
>  
>    This reminds me of my favorite shot from the opening sequence of "The 
> Commish" (the title character is eating a sandwich while reading a book 
on 
> "Human Tissue Decomposition"). 
>  
> >P.S.:  You can find good general info on autopsies at the Screenwriter's 
> >Autopsy Guide:  http://www.neosoft.com/~uthman/Autop.html 
>  
>    There's something else to go into my "Make a Bookmark" file.  :-] 
> --- 
> Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
>    http://www.klock.com/public/users/bob.greenwade/original.htm 
> Merry-Go-Round Webring -- wanna join? 
>    http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
>  
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 13:27:28 -0500 
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
Subject: RE: FW: Ultimate Verbosity 
 
> >  So, here's my point. Once Hero has a nice set of well rounded 
> > > supplements that could be useful to people running all kinds of 
> > > different campaigns, then get specialized. 
>  
> Or ... we could do something different.  As much as I love Champions, 
> and 
> would like to keep it going forever and ever, there's no reason to 
> sourcebooks 
> published by other companies.  There has been discussion about map 
> books 
> lately.  Let's talk about other subjects, and what sourcebooks would 
> be good 
> for a gm to use, and which they might want to avoid. 
>  
> Pick a subject and a book.  Why or why not?   
>  
> I'll start... My subject is time travel and the best book I've read on 
> the 
> subject in regard to gaming is Gurps Time Travel.  Why?  Well, in 
> addition to 
> a couple of good campaign ideas, this book contains articles on What 
> to Pack, 
> Time Traveling Character Ideas, Gunpowder (How to make it, and how it 
> can 
> change the future), travel by machine, psi powers, and other ways, 
> parallel 
> worlds and dimensions, dealing with paradoxes, and all kinds of Time 
> travel 
> stuff.  It is also very easy to adapt to the Hero system, and the book 
> even 
> has a campaign set up sheet. 
>  
> Mike Leuszler 
	[Brian Wawrow]  Well, I haven't read GURPS Time Travel but I can 
see that kind of element entering into my FH game down the road. Time 
Travel is one of those plot elements that can slide into any game that 
supports weirdness. I would use a high powered mage or magic item with 
knowledge of the super secret sphere of time magic. Likewise you can use 
alien technology, wormhole/hyperspace phenomena, a steampunk time tunnel 
with huge spinning magnets, basic mutant abilities, whatever. TSR has a 
book called The Chronomancer which is a little goofy but not bad. 
 
	I'm more interested in the extradimentional stuff. There has 
been a lot of material published by TSR and some other companies dealing 
with dimension hopping. The problem I have with most of it is that other 
dimensions just look like earth with weird topography and/or creatures. 
I'd like to see other dimensions that are so mind-bendingly weird that 
the PC's feel totally lost and don't know how to cope. For instance, the 
discussion about the guy with negative vision. Suppose the PC's went to 
a dimension where there was no EM radiation at all. Radar, vision and 
magnets would be irrelevant. That would be a lot nastier than a big cave 
with devils poking people with pitchforks, wouldn't it? 
 
	So there's my new question. What have you done or could you do 
to reflect a world where at least one fundamental principal of reality 
was changed? How could you do it and not just swallow your PC's whole 
but give them a chance to deal with it? 
 
	Later 
	BRI 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 11:23:37 -0800 (PST) 
From: Michael Hayden <mhayden@tsoft.com> 
Subject: Re: Autopsy Forms 
 
On Mon, 23 Nov 1998, Guy Hoyle wrote: 
 
> There's also the Writers' Guide book, CAUSE OF DEATH. 
 
Can someone please verify that my messages are reaching the list? I listed 
off the entire Writer's Digest Howdunit Series last week in response to 
this thread, but they've been mentioned half a dozen times since then, as 
if I'd never said a word. I fear we are needlessly running this into the 
ground... 
 
Thanks. 
 
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 
    Michael "Doc" Hayden -- mhayden@tsoft.com -- http://tsoft.com/~mhayden/ 
         Hey, I use Procmail (with Spam Bouncer), so spam away!  (^_^) 
 "What you are about to see is real. These are not actors; they're directors." 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 12:00:22 -0800 
From: "Hilary" <kabuki@ix.netcom.com> 
Subject: Re: Ultimate Books 
 
> >It's NOT wrong.  But would you rather spend money on products related to 
> >'mundane' / real world information that you can research for yourself or 
on 
> >the creative stuff like plots / organizations / characters etc. etc. ? 
 
If you want to find creative stuff such as plots, etc., look no further 
then your local comic book store.  Most have quarter bins filled with old 
beat-up books bubbling with plots and character your players are most 
likely to have never seen.  Getting a sourcebook that gives you two or 
three little adventures, to me, is less helpful then a book full of info I 
can use to create my own adventures.  If I'm going to run, say, a Ninja 
Hero game and half the people in the group have Ninja Hero, it's likely 
they have already read or at least looked over the included adventures. 
 
A problem I ran into while with a group of experienced Champions players, 
was that we all knew the villains from the many Champions books out there.  
So when they popped up, there wasn't much mystery or surprise.  Our 
characters had never run into CLOWN before, but as players we knew all the 
ins-and-outs of the orginization.  My point being, if you have a sourcebook 
full of adventures and character write-ups, it has limitations.  There's a 
good chance, in a long running group(or a group with members who buy a lot 
of sourcebooks themselves) that those ideas will grow stale, or at the very 
least ordinary.  However, if you give me a sourcebooks full of facts, full 
of information on various things, I can use that to spice up the campaign 
and to create new ideas.  No, this information is not often vital to being 
able to run a campaign, but it can be extremely helpful.  Hope that made 
some sort of sense. 
 
Hil 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 14:15:02 -0600 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: Autopsy Forms 
 
This one did, but I don't remember seeing the Howdunit list. I'm a big fan 
of theirs, but I haven't looked at any new volumes in the last 5 years. If 
you don't mind, if you're not reposting, would you mind sending me a copy? 
 
 
thanks, 
 
Guy 
 
- ---------- 
> From: Michael Hayden <mhayden@tsoft.com> 
> To: champ-l@sysabend.org 
> Subject: Re: Autopsy Forms 
> Date: Monday, November 23, 1998 1:23 PM 
>  
>  
> On Mon, 23 Nov 1998, Guy Hoyle wrote: 
>  
> > There's also the Writers' Guide book, CAUSE OF DEATH. 
>  
> Can someone please verify that my messages are reaching the list? I 
listed 
> off the entire Writer's Digest Howdunit Series last week in response to 
> this thread, but they've been mentioned half a dozen times since then, as 
> if I'd never said a word. I fear we are needlessly running this into the 
> ground... 
>  
> Thanks. 
>  
> 
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* 
~*~ 
>     Michael "Doc" Hayden -- mhayden@tsoft.com -- 
http://tsoft.com/~mhayden/ 
>          Hey, I use Procmail (with Spam Bouncer), so spam away!  (^_^) 
>  "What you are about to see is real. These are not actors; they're 
directors." 
>  
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 15:39:50 -0500 (EST) 
From: tdj723@webtv.net (thomas deja) 
Subject: Ultimate Weirdo Dimensions (was Ultimate Verbosity) 
 
Good question, Brian--especially if you, like me, am a fan of the Steve 
Ditko DR. STRANGE, how do you simulate those wacky dimensions that bore 
no resemblance to reality.... 
 
One way is through randm dice rolls.  I gave people in a scenario a 
dimension where there were no real 'directions.--no magnetic north, no 
sense of spacial cohension.  Thus, when a hero wished to move, he rolled 
a 6 sided to see which facing he would head off in--even though, to his 
mind, he was moving forward. 
 
"'Remember, Boo-Boo...we only have one weakness." 
"What's that?" 
"Bullets." 
     --Rat Phink and Boo-Boo, RAT PHINK A BOO BOO 
____________________________________ 
THE ULTIMATE HULK, containing the new story, "A Quiet, Normal Life," is 
available now from Byron Preiss and Berkley 
_______________________________ 
An except from the new story "My Worst Break Up" can now be found at 
MAKE UP YOUR OWN DAMN TITLE 
www.freeyellow.com/members/tdj 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 16:13:18 -0500 
From: "Lisa Hartjes" <beren@unforgettable.com> 
Subject: Re: Autopsy Forms 
 
<<  I have some autopsy forms I use for just this purpose in Dark Champions 
games.  They focus players' attention like you wouldn't believe. 
  And, if done right, and accompanied by illustrations from forensic 
pathology 
textbooks, they will keep most players from eating the snacks, leaving more 
for you, the GM.  }:)>> 
 
Does anyone have a set of these scanned in, or know where I can get them off 
the web? 
 
 
Lisa Hartjes 
 
beren@unforgettable.com 
http://roswell.fortunecity.com/daniken/79 
ICQ:  Berengiere (9062561) 
 
"Evil is only victorious when Good chooses not to win." 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 12:51:01 -0800 (PST) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: CIA World Factbook (was: Re: Ultimate Books) 
 
Hilary writes: 
 
> least ordinary.  However, if you give me a sourcebooks full of facts, full 
> of information on various things, I can use that to spice up the campaign 
> and to create new ideas.  No, this information is not often vital to being 
> able to run a campaign, but it can be extremely helpful.  Hope that made 
> some sort of sense. 
 
     Something that just occurred to me as a good resource is the CIA 
World Fact Book.  This is something the CIA put together and then was 
released to the public, presumably when it was declassified(*).  This 
was/is a general information document about all sorts of places, 
people and things all over the world.   
 
     I remember coming across various webified versions of it back in 
'95-96.  There might be printed copies of it available for the lotech 
GMs, or you could use some sort of web script to suck the whole thing 
onto a laptop, for the hi-tech GMs. 
 
(* Any doc the U.S. government creates is by definition public domain. 
   Speaking of which, it would be interesting to see what else the 
   Government Printing Office has that might be good for Champions GMs.) 
 
     I *still* think that a generic "cliff's notes" type document on 
all sorts of topics would be cool.  The more I think about it, the 
closer I get to starting a project.  Anybody want to volunteer some 
web space for it?  I'll build the scripts.  Preferably on a unix host 
with Perl and some sort of database. 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 13:28:09 -0800 (PST) 
From: Michael Hayden <mhayden@tsoft.com> 
Subject: Howdunit Series [REPOST] 
 
On Mon, 23 Nov 1998, Guy Hoyle wrote: 
 
> This one did, but I don't remember seeing the Howdunit list. I'm a big  
> fan of theirs, but I haven't looked at any new volumes in the last 5 
> years. If you don't mind, if you're not reposting, would you mind 
> sending me a copy? 
 
Here they are, from http://www.writersdigest.com/catalog/wdbooks.asp : 
 
   "Amateur Detectives: A Writer's Guide to How Private Citizens Solve  
      Criminal Cases" 
 
   "Armed and Dangerous: A Writer's Guide to Weapons" 
 
   "Body Trauma: A Writer's Guide to Wounds and Injuries" 
 
   "Cause of Death: A Writer's Guide to Death, Murder & Forensic Medicine" 
 
   "Deadly Doses: A Writer's Guide to Poisons" 
 
   "Inside Hollywood: A Writer's Guide to the World of Movies and TV" 
 
   "Just the Facts, Ma'am: A Writer's Guide to Investigators and  
      Investigative Techniques" 
 
   "Lights & Sirens: A Writer's Guide to Emergency Rescue Professions" 
 
   "Malicious Intent: A Writer's Guide to How Murderers, Robbers, Rapists 
      and Other Criminals Think" 
 
   "Missing Persons: A Writer's Guide to Finding the Lost, the Abducted 
      and the Escaped" 
 
   "Modus Operandi: A Writer's Guide to How Criminals Work" 
 
   "Murder One: A Writer's Guide to Homicide" 
 
   "Police Procedural: A Writer's Guide to the Police and How They Work" 
 
   "Private Eyes: A Writer's Guide to Private Investigators" 
 
   "Rip-Off: A Writer's Guide to Crimes of Deception" 
 
   "Scene of the Crime: A Writer's Guide to Crime-Scene Investigations" 
 
 
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 
    Michael "Doc" Hayden -- mhayden@tsoft.com -- http://tsoft.com/~mhayden/ 
         Hey, I use Procmail (with Spam Bouncer), so spam away!  (^_^) 
 "What you are about to see is real. These are not actors; they're directors." 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 16:43:36 -0500 (EST) 
From: Michael Surbrook <susano@access.digex.net> 
Subject: Surbrook's Stuff to be moving 
 
After a bit of work, I have a place for my website. 
It offers me a whopping 20MB of drive space, so I will be able to upload 
all sorts of material for some time before I push the limits of my page. 
 
Expect new urls and such in a week or so. 
 
*************************************************************************** 
* "'Cause I'm the god of destruction, that's why!" - Susano Orbatos,Orion *  
*               Michael Surbrook / susano@access.digex.net                *  
*        Visit "Surbrook's Stuff' the Hero Games resource site at:        *    
*              http://www.access.digex.net/~susano/index.html             * 
*            Attacked Mystification Police / AD Police / ESWAT            * 
* Society for Creative Anachronism / House ap Gwystl / Company of St.Mark * 
*************************************************************************** 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 16:06:37 -0600 (CST) 
From: Rick Jones <rick@blkbox.com> 
Subject: looking for Houston TX gamers 
 
My Champions game could use 1-2 new players. Please email me privately for 
more info.  
 
We live in HOuston, Tx, but the game is set in San Angelo.  
 
- --  
Rick Jones         Let's see. Powers going nuts on me, scary nightmares that  
rick@blkbox.com    make no sense, psychic weirdos foretelling my doom, and a  
                   perpetually annoyed mother... Yep, I must be a super hero. 
http://www-ece.rice.edu/~rickj/         --Speedball, New Warriors #65 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 17:09:55 -0800 
From: "Filksinger" <filksinger@usa.net> 
Subject: Re: Professional Books (was Ultimate Books) 
 
From: Bob Greenwade <bob.greenwade@klock.com> 
 
 
>At 10:15 AM 11/22/98 -0800, Hilary wrote: 
>> 
>>> So in conclusion, I'd vote FOR any  "Ultimate _ _ _ _"  book 
>>> that came down the pipe (either paper or electronic_, 
>>> because you never know... 
>> 
>>So you'd vote for Ultimate Lumberjack?  Ultimate Invalids?  Ultimate 
>>Narcoleptics?  Hero has few enough sourcebooks as it is, maybe Ultimate 
Fry 
>>Cook could be near the bottom of the list? 
> 
>   You're thinking in too narrow terms.  We don't have The Ultimate Kung Fu 
>Master, because that fits into The Ultimate Martial Artist.  From your 
>list, Invalids and Narcoleptics would probably be in a Medical Professional 
>book, while Fry Cooks could fit into a Hospitality Professional book.  (I'm 
>not sure where to fit Lumberjacks into.) 
 
 
The Ultimate Outdoorsman. Includes Rangers (both types<g>), Druids, 
frontiersmen, and others who live or work in nature. 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 17:56:53 -0800 
From: "Filksinger" <filkhero@usa.net> 
Subject: Re: FW: Ultimate Verbosity 
 
 
From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
 
 
 
<snip> 
> I'm more interested in the extradimentional stuff. There has 
>been a lot of material published by TSR and some other companies dealing 
>with dimension hopping. The problem I have with most of it is that other 
>dimensions just look like earth with weird topography and/or creatures. 
>I'd like to see other dimensions that are so mind-bendingly weird that 
>the PC's feel totally lost and don't know how to cope. For instance, the 
>discussion about the guy with negative vision. Suppose the PC's went to 
>a dimension where there was no EM radiation at all. Radar, vision and 
>magnets would be irrelevant. That would be a lot nastier than a big cave 
>with devils poking people with pitchforks, wouldn't it? 
 
 
Could be. One effect is that, without radiating IR, the PC's may find 
themselves overheated soon. That, combined with blindness, could be a 
serious problem, especially if something else is going on. 
 
> So there's my new question. What have you done or could you do 
>to reflect a world where at least one fundamental principal of reality 
>was changed? How could you do it and not just swallow your PC's whole 
>but give them a chance to deal with it? 
 
 
Depends upon the alternate universe. Simply changing the large-scale 
geometry is far and away the easiest, but this is essentially the same as 
changing the geography. Changing many other things results in various 
problems, many that would be quickly or instantly fatal, if you care about 
the actual physics. 
 
Here's some possibilities: 
 
Reversed entropy: Entire universe runs backwards. If the players are also in 
reversed entropy, they don't even realize there's a problem, since they are 
also going backwards. Of course, this then begs the question: "Doesn't that 
mean that as we enter, we travel backwards and leave?":) 
 
Change the laws of thermodynamics: For example, instead of having heat 
travel from hotter objects to cooler ones, have heat travel from cooler 
objects to hotter ones. The players get hotter and hotter, and the more they 
try to cool, the faster they heat up. Lava, however, will freeze them solid. 
How such a world could exist and resemble anything remotely normal is left 
as an exercise for the student. (Clue: Maybe it works fine for everyone 
else.) 
 
Negative Gravity: If it works normally for everyone else, then the players 
get shot into space. If it doesn't, then all particles are scattered 
randomly throughout the dimension. Either way, can anyone say "Does not 
breathe; Immune to vacuum/high pressure"? 
 
Filksinger 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 19:22:14 -0700 
From: Curtis A Gibson <mhoram@relia.net> 
Subject: Re: FW: Ultimate Verbosity 
 
Filksinger wrote: 
>  
> From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
>  
> <snip> 
> > I'm more interested in the extradimentional stuff. There has 
> >been a lot of material published by TSR and some other companies dealing 
> >with dimension hopping. The problem I have with most of it is that other 
> >dimensions just look like earth with weird topography and/or creatures. 
> >I'd like to see other dimensions that are so mind-bendingly weird that 
> >the PC's feel totally lost and don't know how to cope. For instance, the 
> >discussion about the guy with negative vision. Suppose the PC's went to 
> >a dimension where there was no EM radiation at all. Radar, vision and 
> >magnets would be irrelevant. That would be a lot nastier than a big cave 
> >with devils poking people with pitchforks, wouldn't it? 
>  
> Could be. One effect is that, without radiating IR, the PC's may find 
> themselves overheated soon. That, combined with blindness, could be a 
> serious problem, especially if something else is going on. 
>  
> > So there's my new question. What have you done or could you do 
> >to reflect a world where at least one fundamental principal of reality 
> >was changed? How could you do it and not just swallow your PC's whole 
> >but give them a chance to deal with it? 
>  
> Depends upon the alternate universe. Simply changing the large-scale 
> geometry is far and away the easiest, but this is essentially the same as 
> changing the geography. Changing many other things results in various 
> problems, many that would be quickly or instantly fatal, if you care about 
> the actual physics. 
>  
> Here's some possibilities: 
>  
> Reversed entropy: Entire universe runs backwards. If the players are also in 
> reversed entropy, they don't even realize there's a problem, since they are 
> also going backwards. Of course, this then begs the question: "Doesn't that 
> mean that as we enter, we travel backwards and leave?":) 
 
For a really enjoyable romp through a world with reversed entropy (sort 
of) read the Practice Effect by David Brinn. Fun novel. Not real deep, 
and not as complex as most of his stuff but fun. 
- -Mhoram 
- --  
What is called glory, I think, is mostly the relief you feel after 
you've fought and lived through battle without getting maimed. 
- -Harry Turtledove   Krispos Rising 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 19:26:22 -0800 (PST) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: FW: Ultimate Verbosity 
 
Curtis A Gibson writes: 
> Filksinger wrote: 
> > From: Brian Wawrow <bwawrow@mondello.toronto.fmco.com> 
> > > I'm more interested in the extradimentional stuff. There has 
> > > [...] 
> > Depends upon the alternate universe. Simply changing the large-scale 
> > geometry is far and away the easiest, but this is essentially the same as 
> > changing the geography. Changing many other things results in various 
> > problems, many that would be quickly or instantly fatal, if you care about 
> > the actual physics. 
 
     That's the crux of it; if you're going to start mucking with 
things in a serious way, you either have to postulate some loophole or 
kill the characters off immediately.  One pretty good interdimensional 
campaign I was in - not champions, a homegrown and very loose system - 
the GM developed and applied certain (warped) rules of logic that 
dimensional travel worked under.  The new universe would not let 
something enter it that contradicted its laws of physics, hence it 
modified anything incoming.  This made adjustments to the traveller's 
physiology, sometimes minor, sometimes major.   
 
     It also made adjustments to the items the travellers were 
carrying, which tended to be problematic for mid-range complexity 
systems.  Simple systems (cloth, for example) could survive the 
changes functionally intact.  Complex systems (e.g. things approaching 
organic complexity) would have enough redundancy in them that the 
adaptation process would usually keep them functional.  Anything 
in between - like guns, or conventional electronics - tended to 
have problems. 
 
     The GM also postulated that the dimension-travelling societies 
(there were several major societies in the game that used dimension 
travel, some tech, some magic, some psionic) developed a loose system 
of categorizing dimensions depending on how much the aggregate minute 
changes wreaked havoc with technology, magic, spacetime, etc. 
 
     Games like TORG are interesting in trying to come up with more 
general rule structures for dealing with things; in TORG (anybody who 
actually spent any amount of time with the game can feel free to leap 
in and correct me here) the game assumes that dimensional differences 
are fundamentally philospohical in nature - if one assumes that the 
philosophical differences can have very real impact on the world. TORG 
had a system of "axioms" that each dimension had, some of which 
affected each other, some of which didn't. 
 
> For a really enjoyable romp through a world with reversed entropy (sort 
> of) read the Practice Effect by David Brinn. Fun novel. Not real deep, 
> and not as complex as most of his stuff but fun. 
 
     I didn't like the Practice Effect, as it was a bit too 
pseudomagical.  Magic is one thing, science another, but science that 
works like magic (i.e.  "It just does, it's magic.") and magic that's 
amenable to scientific method (as opposed to "magic" that's merely 
scientific principles heretofore-unknown to us) both bore me. 
 
> What is called glory, I think, is mostly the relief you feel after 
> you've fought and lived through battle without getting maimed. 
> -Harry Turtledove   Krispos Rising 
 
     Heinlein said it first and said it better (of course he was probably 
stealing from somebody else - Mark Twain?):  "An adventure is somebody 
else, a long way off, going through hell." 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 22:36:18 EST 
From: llwatts@juno.com (Leah L Watts) 
Subject: Re: Ultimate Books 
 
>	When you put it that way, it makes the book a lot more  
>attractive.  
>Having things like those forms as blanks at the back for photocoping 
>will add a nice touch to some games. 
> 
>  "So, what did he die from?" 
>  "Well, here is a copy of the autopsy report.  See if you can work it 
>out.  Its got the doctors stumped." 
 
Now *that* would be fun!  I'll buy it! 
 
Leah 
 
___________________________________________________________________ 
You don't need to buy Internet access to use free Internet e-mail. 
Get completely free e-mail from Juno at http://www.juno.com/getjuno.html 
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------------------------------ 
 
Date: Mon, 23 Nov 1998 20:07:36 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Professional Books (was Ultimate Books) 
 
At 05:09 PM 11/23/98 -0800, Filksinger wrote: 
>From: Bob Greenwade <bob.greenwade@klock.com> 
>>(I'm not sure where to fit Lumberjacks into.) 
> 
>The Ultimate Outdoorsman. Includes Rangers (both types<g>), Druids, 
>frontiersmen, and others who live or work in nature. 
 
   Or, perhaps, the Outdoors Professional (since that's the line title I'm 
suggesting). 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 19:53:34 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Autopsy Forms 
 
At 11:23 AM 11/23/98 -0800, Michael Hayden wrote: 
> 
>On Mon, 23 Nov 1998, Guy Hoyle wrote: 
> 
>> There's also the Writers' Guide book, CAUSE OF DEATH. 
> 
>Can someone please verify that my messages are reaching the list? I listed 
>off the entire Writer's Digest Howdunit Series last week in response to 
>this thread, but they've been mentioned half a dozen times since then, as 
>if I'd never said a word. I fear we are needlessly running this into the 
>ground... 
> 
>Thanks. 
 
   Actually, this is only the second thing I've gotten so far with your 
name on it (the first being your response to the "need loser villain" 
thread). 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 20:18:14 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Ultimate Books 
 
At 12:00 PM 11/23/98 -0800, Hilary wrote: 
>                               ....My point being, if you have a sourcebook 
>full of adventures and character write-ups, it has limitations.  There's a 
>good chance, in a long running group(or a group with members who buy a lot 
>of sourcebooks themselves) that those ideas will grow stale, or at the very 
>least ordinary.  However, if you give me a sourcebooks full of facts, full 
>of information on various things, I can use that to spice up the campaign 
>and to create new ideas.  No, this information is not often vital to being 
>able to run a campaign, but it can be extremely helpful.  Hope that made 
>some sort of sense. 
 
   Perfect sense.  In fact, this is exactly what I'm looking for in a 
Professional book -- or, for that matter, a geographic sourcebook.  :-] 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Mon, 23 Nov 1998 20:10:34 -0800 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: CIA World Factbook (was: Re: Ultimate Books) 
 
At 12:51 PM 11/23/98 -0800, Steven J. Owens wrote: 
>     Something that just occurred to me as a good resource is the CIA 
>World Fact Book.  This is something the CIA put together and then was 
>released to the public, presumably when it was declassified(*).  This 
>was/is a general information document about all sorts of places, 
>people and things all over the world.   
> 
>     I remember coming across various webified versions of it back in 
>'95-96.  There might be printed copies of it available for the lotech 
>GMs, or you could use some sort of web script to suck the whole thing 
>onto a laptop, for the hi-tech GMs. 
 
   I've seen these printed up at the local public library.  I've also seen 
similar world information documents printed up by the Church of Jesus 
Christ of Latter-Day Saints; the two sets of documents together give a 
pretty clear view of any given country. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
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