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Group: streetfighter Message: 9413 From: Darrick Chen Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9414 From: Rinaldo Gambetta Date: 10/27/2000
Subject: Re: The Dragon Reborn Vs Julian Del Solar III.
Group: streetfighter Message: 9415 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9416 From: Steve Karstensen Date: 10/27/2000
Subject: Re: a new challenge!!
Group: streetfighter Message: 9417 From: Steve Karstensen Date: 10/27/2000
Subject: Re: Here comes a new challenger!
Group: streetfighter Message: 9418 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9419 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9420 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9421 From: Rogue Tiger Date: 10/27/2000
Subject: Re: Digest Number 240
Group: streetfighter Message: 9422 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9423 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9424 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: some things really don't surprise me
Group: streetfighter Message: 9425 From: Steve Karstensen Date: 10/27/2000
Subject: Re: some things really don't surprise me
Group: streetfighter Message: 9426 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9427 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9428 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9429 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: some things really don't surprise me
Group: streetfighter Message: 9430 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9431 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9432 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: Here comes a new challenger!
Group: streetfighter Message: 9433 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9434 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: Digest Number 240
Group: streetfighter Message: 9435 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: some things really don't surprise me
Group: streetfighter Message: 9436 From: azathoth05@aol.com Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9437 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9438 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: tips on how to be a bad gm or storyteller
Group: streetfighter Message: 9439 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: the one thing I couldn't stand
Group: streetfighter Message: 9440 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: tips on how to be a bad gm or storyteller
Group: streetfighter Message: 9441 From: Darrick Chen Date: 10/27/2000
Subject: Re: some things really don't surprise me
Group: streetfighter Message: 9442 From: Knight of the Black Rose Date: 10/28/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9443 From: Steve Karstensen Date: 10/28/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9444 From: Steve Karstensen Date: 10/28/2000
Subject: Re: Here comes a new challenger!
Group: streetfighter Message: 9445 From: gero24@hotmail.com Date: 10/28/2000
Subject: CartWheel Kick
Group: streetfighter Message: 9446 From: Darrick Chen Date: 10/28/2000
Subject: Enter the Double Dragon
Group: streetfighter Message: 9447 From: cliff rice Date: 10/28/2000
Subject: Streetfighter Twink Top 5
Group: streetfighter Message: 9448 From: cliff rice Date: 10/28/2000
Subject: Re: Enter the Double Dragon
Group: streetfighter Message: 9449 From: J. Scott Pittman Date: 10/28/2000
Subject: Re: here's a question..
Group: streetfighter Message: 9450 From: J. Scott Pittman Date: 10/28/2000
Subject: Re: Here comes a new challenger!
Group: streetfighter Message: 9451 From: gero24@hotmail.com Date: 10/28/2000
Subject: Re: Enter the Double Dragon
Group: streetfighter Message: 9452 From: Steve Karstensen Date: 10/29/2000
Subject: Re: Here comes a new challenger!
Group: streetfighter Message: 9453 From: Knight of the Black Rose Date: 10/29/2000
Subject: Re: CartWheel Kick
Group: streetfighter Message: 9454 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: Here comes a new challenger!
Group: streetfighter Message: 9455 From: gero24@hotmail.com Date: 10/29/2000
Subject: Re: CartWheel Kick
Group: streetfighter Message: 9456 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: tips on how to be a bad gm or storyteller
Group: streetfighter Message: 9457 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: how to be a bad player
Group: streetfighter Message: 9458 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: SFSTG - Useless Maneuvers and their Uses
Group: streetfighter Message: 9459 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: Storytelling Combat
Group: streetfighter Message: 9460 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: Storytelling Combat
Group: streetfighter Message: 9461 From: cliff rice Date: 10/29/2000
Subject: Re: how to be a bad player
Group: streetfighter Message: 9462 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: how to be a bad player



Group: streetfighter Message: 9413 From: Darrick Chen Date: 10/27/2000
Subject: Re: here's a question..
>
>For the most part they were too badly constructed. Rolling Thunder, for
>example, had no obvious advantages to being cybernetic. I mean, Nychus
>didn't even have stats for her blades or claws? And Rix, Rank Four with
>every damn move under the sun listed on his sheet.

Oh I totally forgot about Rolling Thunder. Good lord, what were they
smoking? And that Cajun dude with (gasp) an extra robotic arm? Who did they
have writing this thing? Not to mention Mace/Jax. Of course it did come out
before MK3, or did it?

>You'll be happy to know that Eric the Red and the Chain were the first two
>victims of Ravana during his debut in my game. The Chain is much more
>tolerable when he's had his spine ripped out.

One word: Yippee.

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Group: streetfighter Message: 9414 From: Rinaldo Gambetta Date: 10/27/2000
Subject: Re: The Dragon Reborn Vs Julian Del Solar III.
You disappear for a long time so I need give a message I must stop the fights for a litle time (I must study for the univercity test and take good grades) but after this I´m free again to finish this tournament.

Jens-Arthur Leirbakk wrote:

> Well... At last I've been able to connect, albeit temporarily. That
> bastard modem of mine gave up the ghost - I think. I just can't make it
> work properly. I hate device drivers :)
>
> Why can't we all just be ... friends? :)
>
> Anyways - I'm pleased that I won. Or rather, that The Dragon Reborn
> won. Here's what he's got to say:
>
> ... The Dragon Spirit's presence is evinced by the tell-tale blue glow
> around the body of The Dragon Reborn. The Dragon Reborn looks at his
> opponent, and says "Your strategy may need rethinking. We are honored to
> pit our skills against yours."
>
> On Wed, 11 Oct 2000, Yasuharu Konishi wrote:
>
> > Wow! The Dragon Reborn just upped the ante!
> > Congratulations, J-A, that was absolutely killer!
> >
> > PS: Rinaldo, in answer to your question, I think you
> > should also award Honor and/or Glory for the fights.
> >
> > -Yasu
> >
> > --- Rinaldo Gambetta wrote:
> > > The Dragon Reborn VS Julian Del Solar III
> > > Move 1- Julian Del Solar III block for combo and The
> > > Dragon Reborn make
> > > Speed of Moongoose.
> > > Move 2- Julian Del Solar III try to make a Tumbling
> > > Attack for combo
> > > (dizzy)
> > > but The Dragon Reborn is more faster and hit a
> > > Cartwheel Kick move 3 and
> > > Julian Del Solar III receives: 4,5,2,4,3,1,3,2,4 and
> > > this enought Julian
> > > Del
> > > Solar fly to fall over the sand of the arena, is a
> > > knockout.
> > > The Dragon Reborn wins by knockout. Record Fast
> > > K.O.- 2 turns of fight.
> >
> >
> > =====
> > Conspiracy got you down? Tired of being Their bitch?Get Sex! Money! Pills! TERRIBLE PSYCHIC POWERS!!!You can't afford NOT to send ONE DOLLAR to:The Subgenius FoundationPO Box 140306 Dallas TX 75214"Join us or die... can you do any less?"Visit www.subgenius.com before it's too late!
> >
> > __________________________________________________
> > Do You Yahoo!?
> > Get Yahoo! Mail - Free email you can access from anywhere!
> > http://mail.yahoo.com/
> >
> >
> >
> >
> >
>
> ---
> Jens-Arthur Leirbakk
> leirbakk@...
>
Group: streetfighter Message: 9415 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
possibly, but the entries were just oozing (hehe) with Lovecraft references.
 
The Mollusk - Star-Spawn of Cthulhu (captured under the sea by a "giant octopus"?)
The Thing... - Shoggoth.  Emits an "eerie piping noise - tekel-li-li!" when it wins.
Ssslusssthu-ka - Serpent People.
The High Priest (their manager) - has the Innsmouth Taint (bulging eyes, wide mouth - he's turning into a Deep One)
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Friday, October 27, 2000 1:43 AM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] here's a question..

Did anyone else notice that the Unspeakables were made to reflect a Metallica album? there's even a song called The Thing That Shold Not Be
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 2:27 PM
Subject: RE: [streetfighter] here's a question..



>
>
>has anybody ran an adv. using..
>
>dhakmar
>
>
>praetorian
>the unspeakables
>

You know it's funny you ask this. Anyone who knew my rants before my
self-imposed hiatus, are well familiar with my quest to get this book. Well
last february I was finally able to procure a copy for retail price off
eBay. Finally, my collection was complete, the elusive sourcebook in my
hands. So I sat down to read it.

WARNING: WHAT FOLLOWS IS ONLY MY OPINION. PLEASE DO NOT FLAME. THANK YOU; WE
NOW RETURN TO OUR REGULARLY SCHEDULED PROGRAMMING.

To be honest, the Contenders characters, with few exceptions, are just about
the silliest things I've ever read. PArt of it was the uninspired character
design; I'm a kind-of manga artist, so visual design is part of a
character's appeal for me, especially for Street Fighter. In fact, I found
most of the character art ot be pretty boring with thier oddly proportioned
staures (especially the women)and bland, monochromatic costuming. Everthing
else was just kinda so-so.

What I did like:

Dhakmar was a pretty interesting character, both in terms of visual and game
design. I think he had/has real potential to be a third party in the World
Warriors vs Shadoloo conflict.

Eric the Red So Fine. Only becasue his name was funky.

Ravana. All sorts of cool. He even LOOKED frightening.

The non fighter NPCs: Actually a pretty fun bunch. Groupie aside, I found
Marcie Calahan, Master Takeshi, and Dr. Lao to be fairly interesting. I did
find it odd that if Marcie used to be a pro wrestler they didn't give her
the style or any accompanying maneuvers. Sai, the Green Ninja was a little
too hokey but she had her merits. Heck I even like Wolff Sprenger, though he
was justa  little too cookie cutter sleazeball-with-a-golden-heart reporter.

The War House: Even though I didn't like a few of the characters (see below)
it gets points for originality.

What I thought was okay:

The Gibson Girl: Interesting concept, but done before. Aslo, her character
design looked like she had two sacks of water down the front of her shirt
and she had a glazed look on her face. and no, I DON'T think it was to
convey the fact she was artificial.

Praetorian: I'm a little against the inclusion of aliens in Street Fighter,
but if they put him in, they should have provided more on this Intergalactic
situation he was in. At the very least they could have included a kit write
up for his "style". I will say however, I do think an intergalactic
gladiatorial conflict would make a great chronicle, but in a different
setting.

Team Extreme: Other than sounding like the gymnastics team that visits
elementary schools, I found it highly implausible that they would set up a
brother and sister duo to handle military operations alone. William Stanton
could be great as a NPC and the Cooper siblings are actually decent. I just
think they should have rounded out the team with more fighters.

Shan Lung: Better as an NPC than as a player character. Too easy to abuse,
though the concept is cool.


What I didn't like:

Midnight: Generic Ninja+Batman = boring. It's just another instance in a
long line of misunderstandings of the ninja. the one thing I ninja doesn't
want is to be noticed.

The Unspeakables: While this could be a good point of reference for
Darkstalkers characters, having obvious monsters really came across as
tacky. "The Thing That Should Not Be" also sounds like a 5o's horror movie.

K.O.: Not only did he look like Boris Badenov, if this weirdo ever showed up
in my campaign it would be to be brutally, yes BRUTALLY murdered. Probably
involving bloodthirsty dung beetles. Also, what was up with White Wolf's
affinity for Irish-Asian characters? Nothing against it, but it was unusual.

The Chain: What the HELL was this freak doing anywhere NEAR Street Fighter
material? Not only did he have THE most annoying face in the book, what was
UP with his obsession on his legs? Disturbing.

That's my rant, I guess. I was just a little diappointed, especially after
waiting so long to find the book. It of course has its merits, mostly due to
the style kits. I have to give White Wolf props for including lesser known
styles such as Lua and Pancriatium a presence in the game.

On that note: does anyone else find it odd that There was never an official
writeup for a Tae Kwon Do kit? I know there are more than enough
fan-produced kit available, but I do find it strange that one of the most
popular arts was never given its own writeup.

Anyway, I remain...

Darrick
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Group: streetfighter Message: 9416 From: Steve Karstensen Date: 10/27/2000
Subject: Re: a new challenge!!
as I've said before, Lara makes a great adventure hook.  Especially since Bison has a Hitler-like obsession with collecting ancient artifacts rumored to have paranormal powers.  Lara, in my game, has had to hire Street Fighters on a number of occasions to fend off the ninjas and assassins following her.  If you need to get your players to a far-off, desolate ruin, who better to take them there?
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Friday, October 27, 2000 1:45 AM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Re: a new challenge!!

I had Laura Corft appear in my games, and some of the the Mortal Kombat characters, although the game never became "Mortal kombat"
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 2:51 PM
Subject: RE: [streetfighter] Re: a new challenge!!


>
>on a similar vein, what was your favorite 'ripoff' weapon that you borrowed
>for your campaign?

Well as I'm a child of 80's pop culture, I tended to use a lot of characters
more than weapons.

My most unusual import to date was the appearance of Nemesis Enforcer from
the GI Joe movie. He was part of the alternate universe storyline and had a
lot more powers.

As far as an actual item, I'd have to say pulling out the Guyver Unit from
the anime BioBooster Armor Guyver was s lick trick. Also part of the
alternate universe storyline, it was attached to one Charles Nash.


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Group: streetfighter Message: 9417 From: Steve Karstensen Date: 10/27/2000
Subject: Re: Here comes a new challenger!
oh, I never said it shouldn't cost more or have higher pre-reqs.  Just that it's no more or less dangerous in gameplay than a lot of other moves.  The main reason it KO's so quick in the tournaments is because you always get your full damage rating.
 
granted, that in and of itself should tell you something, but it'll rarely happen that way in a regular game.
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Friday, October 27, 2000 2:06 AM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Here comes a new challenger!

The CHAMPS system i designed (and posted) breaks down all the Maneuvers from Street Fighter into basic mathmatical equasions, so you can see which maneuvers were too weak and too powerful. Cartwheel Kick, although not unstoppable, is too powerful considering it's requirements. No doubt about it. everyone argues over it, and it's just plain scary to see in action here in the tournaments (it holds the record for the quickest KO).
  In CHAMPS, you can "fix" Maneuvers by making them fall within CHAMPS rules, thus making up your own version of Cartwheeel Kick that everyone should agree is "legal". Although it is only one of many versions possible, here is what I came up with in CHAMPS for a "legal" version of Cartwheel Kick:
 
 

Cartwheel Kick

Dogs of War Version

Created with the CHAMPS system

Kick Maneuver

Tag: Kick + Athletics

Path to Learn:

Athletics 5, Kick 4, Backflip

Description

: The fighter rolls in a series of cartwheels, striking with feet and fists over and over

Basic Modifiers

: cost: 1 willpower (-50), speed +0, damge +1 (+50x2)(per hex), move +4 (100x2) = 250

Advantages/Weaknesses

: Straight Line Only(-50), Push(400), Increased damage (+1 per hex, +100) = 450

Technique/Maneuver Requirements

: Kick 4 (-60), Athletics 5 (-120), Backflip (-2) = -182

Total Construction Points

: 518

Basic Power Point Cost

: 10.36 (10)

Special Power Points Modifiers

: -4 PP from Backflip

Power Points

:
MCKF (CHAMPS version), Western Kickboxing (CHAMPS version) 5, Associated Maneuver 7

Notes

: First, I added the obvious requirement of Backflip, which takes away the requirement of Athletics 2 (as Backflip requires Athletics 3), but it will decrease my final Power Point cost by 3. I now add a new Athletics requirement of 5 and a Kick requirement of 4. This gives me a new total of 518 construction points, or 10 Power Points, reduced to 7 with Backflip. Only Styles that have a -2 Power Point Tag for Athletics + Kick Maneuvers will be able to purchase Cartwheel Kick, and at a high cost to them of 5 Power Points, unless the Maneuver is associated with their Style, in which case they can purchase the maneuver for 7 Power Points.
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 3:59 AM
Subject: [streetfighter] Here comes a new challenger!

Hello Everyone!

My real name is Jerome (I am french). My nickname is backick (due to
street fighter rpg!). I have a french site on Conspiracy X
(www.sden.org/jdr/conspiracyx).

I started playing a Street Fighter RPG 7 years ago, before White WOlf
bought the license. When WW issued their RPG I switched to their game
because the fighting rules were excellent. I played this game a lot.
I stopped 2 years ago because, my players and I wanted to change (we
got involved in Star Wars, Conspiracy X and Warhammer...). But, SF
remains one of my favorite rpg because there is a lot of fun in it
and my players and I developed a very rich background (which the main
thing that is missing in the WW conversion I think).

I always had a question, I wanted to ask to other gamemasters. Don't
you think that tha cartwhell kick manoeuver is too powerful? I
changed the damage to -1 if not my nijitsu player was crushing anyone
with it.

Thanks!

Jérôme > backick



Group: streetfighter Message: 9418 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
The Thing... is probably one of the best combat monsters out there.  Well, at least if you interpret his "pseudopodia (extra limbs)" ability the way I did.  Don't forget, fighters with extra limbs get one extra die to Punch and Grab for each extra pair of limbs.  The Thing... can create limbs at will.  In other words, he can crank up his Technique ratings past their already high number.
 
I limited it to one pair of limbs per dot in Animal Hybrid, but that's still an extra +5.
 
heh heh heh.
-----Original Message-----
From: Andy Johnston [mailto:dlatrex@...]
Sent: Thursday, October 26, 2000 9:09 PM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] here's a question..

Well, As usual I agree with steve.
 
I also agree with you Darrick that the Art work is pretty bad, from a SF stand point and most of the characters are either Implausible, too weak, or just plain ol' 1 dimensional. 
I personally did like the more far-out characters such as Preatorian, and Drakis although I've never really incorperated them due to the obvious steric factors.
Kia, Kiritan, and Matrix make semi-reasonable appeareances in my adventures. Mainly as the first time example of one of the Extra-Backgound characters.
Only 2 months ago did i get any idea of how cool Dhakmer was, and I threw him into a story haphazardly.
Ravana and Shan Lung are kept as secret stuff for my characters to uncover, not to unlike Akuma.
 
The Unspeakables are different however. They're GREAT to me. They almost always make an appearance in the adventures, and normally leave quite a mark on the characters. Since, as with most of the contenders, they suffer a little bit from poor combat construction *cough THE THING cough*, I have made minor 'tweaks' to them.  For instance, if need be I supe up things' Techniques abit from his...'inummerat' # of additional limbs.  Also creative GM ideas for the animal hybrid basic attacks can have quite an effect on the characters gameplay.
Ahh well.
This is just my crazy madness.
o_O
 
----- Original Message -----
Sent: Thursday, October 26, 2000 5:36 PM
Subject: RE: [streetfighter] here's a question..


My biggest problem with Contenders was that most of the fighters in it were
too weak.  I remember a while back flipping through the book looking for a
challenge for my players and kept going "weak, weak, weak, hmm, could be...
eh, weak, weak, weak..."

For the most part they were too badly constructed.  Rolling Thunder, for
example, had no obvious advantages to being cybernetic.  I mean, Nychus
didn't even have stats for her blades or claws?  And Rix, Rank Four with
every damn move under the sun listed on his sheet.

You'll be happy to know that Eric the Red and the Chain were the first two
victims of Ravana during his debut in my game.  The Chain is much more
tolerable when he's had his spine ripped out.

Except for the "concept" characters who were supposed to be badasses, all of
the fighters were just ineffective.

I liked the Unspeakables, though.  I'm a big Lovecraft fan so I thought it
was funny.

-----Original Message-----
From: Darrick Chen [mailto:dare2live@...]
Sent: Thursday, October 26, 2000 5:28 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] here's a question..




>
>
>has anybody ran an adv. using..
>
>dhakmar
>
>
>praetorian
>the unspeakables
>

You know it's funny you ask this. Anyone who knew my rants before my
self-imposed hiatus, are well familiar with my quest to get this book. Well
last february I was finally able to procure a copy for retail price off
eBay. Finally, my collection was complete, the elusive sourcebook in my
hands. So I sat down to read it.

WARNING: WHAT FOLLOWS IS ONLY MY OPINION. PLEASE DO NOT FLAME. THANK YOU; WE

NOW RETURN TO OUR REGULARLY SCHEDULED PROGRAMMING.

To be honest, the Contenders characters, with few exceptions, are just about

the silliest things I've ever read. PArt of it was the uninspired character
design; I'm a kind-of manga artist, so visual design is part of a
character's appeal for me, especially for Street Fighter. In fact, I found
most of the character art ot be pretty boring with thier oddly proportioned
staures (especially the women)and bland, monochromatic costuming. Everthing
else was just kinda so-so.

What I did like:

Dhakmar was a pretty interesting character, both in terms of visual and game

design. I think he had/has real potential to be a third party in the World
Warriors vs Shadoloo conflict.

Eric the Red So Fine. Only becasue his name was funky.

Ravana. All sorts of cool. He even LOOKED frightening.

The non fighter NPCs: Actually a pretty fun bunch. Groupie aside, I found
Marcie Calahan, Master Takeshi, and Dr. Lao to be fairly interesting. I did
find it odd that if Marcie used to be a pro wrestler they didn't give her
the style or any accompanying maneuvers. Sai, the Green Ninja was a little
too hokey but she had her merits. Heck I even like Wolff Sprenger, though he

was justa  little too cookie cutter sleazeball-with-a-golden-heart reporter.

The War House: Even though I didn't like a few of the characters (see below)

it gets points for originality.

What I thought was okay:

The Gibson Girl: Interesting concept, but done before. Aslo, her character
design looked like she had two sacks of water down the front of her shirt
and she had a glazed look on her face. and no, I DON'T think it was to
convey the fact she was artificial.

Praetorian: I'm a little against the inclusion of aliens in Street Fighter,
but if they put him in, they should have provided more on this Intergalactic

situation he was in. At the very least they could have included a kit write
up for his "style". I will say however, I do think an intergalactic
gladiatorial conflict would make a great chronicle, but in a different
setting.

Team Extreme: Other than sounding like the gymnastics team that visits
elementary schools, I found it highly implausible that they would set up a
brother and sister duo to handle military operations alone. William Stanton
could be great as a NPC and the Cooper siblings are actually decent. I just
think they should have rounded out the team with more fighters.

Shan Lung: Better as an NPC than as a player character. Too easy to abuse,
though the concept is cool.


What I didn't like:

Midnight: Generic Ninja+Batman = boring. It's just another instance in a
long line of misunderstandings of the ninja. the one thing I ninja doesn't
want is to be noticed.

The Unspeakables: While this could be a good point of reference for
Darkstalkers characters, having obvious monsters really came across as
tacky. "The Thing That Should Not Be" also sounds like a 5o's horror movie.

K.O.: Not only did he look like Boris Badenov, if this weirdo ever showed up

in my campaign it would be to be brutally, yes BRUTALLY murdered. Probably
involving bloodthirsty dung beetles. Also, what was up with White Wolf's
affinity for Irish-Asian characters? Nothing against it, but it was unusual.

The Chain: What the HELL was this freak doing anywhere NEAR Street Fighter
material? Not only did he have THE most annoying face in the book, what was
UP with his obsession on his legs? Disturbing.

That's my rant, I guess. I was just a little diappointed, especially after
waiting so long to find the book. It of course has its merits, mostly due to

the style kits. I have to give White Wolf props for including lesser known
styles such as Lua and Pancriatium a presence in the game.

On that note: does anyone else find it odd that There was never an official
writeup for a Tae Kwon Do kit? I know there are more than enough
fan-produced kit available, but I do find it strange that one of the most
popular arts was never given its own writeup.

Anyway, I remain...

Darrick
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Group: streetfighter Message: 9419 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
--- In streetfighter@egroups.com, "Andy Johnston" <dlatrex@h...>
wrote:
> Well, As usual I agree with steve.
>
> I also agree with you Darrick that the Art work is pretty bad, from
a SF stand point and most of the characters are either Implausible,
too weak, or just plain ol' 1 dimensional.
> I personally did like the more far-out characters such as
Preatorian, and Drakis although I've never really incorperated them
due to the obvious steric factors.
> Kia, Kiritan, and Matrix make semi-reasonable appeareances in my
adventures. Mainly as the first time example of one of the
Extra-Backgound characters.
> Only 2 months ago did i get any idea of how cool Dhakmer was, and I
threw him into a story haphazardly.
> Ravana and Shan Lung are kept as secret stuff for my characters to
uncover, not to unlike Akuma.
>
> The Unspeakables are different however. They're GREAT to me. They
almost always make an appearance in the adventures, and normally leave
quite a mark on the characters. Since, as with most of the contenders,
they suffer a little bit from poor combat construction *cough THE
THING cough*, I have made minor 'tweaks' to them. For instance, if
need be I supe up things' Techniques abit from his...'inummerat' # of
additional limbs. Also creative GM ideas for the animal hybrid basic
attacks can have quite an effect on the characters gameplay.
> Ahh well.
> This is just my crazy madness.
> o_O


yeah I think that drakis and shan lung were the first dragon
characters in the game...however now that there is a dragon background
there are no stats for the actual dragon....wtf!! guess you have to
improvise that too..drakis is a "wild card" and shan lung just had to
be a villian if anything..

mesmeron

>
> ----- Original Message -----
> From: Steve Karstensen
> To: streetfighter@egroups.com
> Sent: Thursday, October 26, 2000 5:36 PM
> Subject: RE: [streetfighter] here's a question..
>
>
>
> My biggest problem with Contenders was that most of the fighters
in it were
> too weak. I remember a while back flipping through the book
looking for a
> challenge for my players and kept going "weak, weak, weak, hmm,
could be...
> eh, weak, weak, weak..."
>
> For the most part they were too badly constructed. Rolling
Thunder, for
> example, had no obvious advantages to being cybernetic. I mean,
Nychus
> didn't even have stats for her blades or claws? And Rix, Rank
Four with
> every damn move under the sun listed on his sheet.
>
> You'll be happy to know that Eric the Red and the Chain were the
first two
> victims of Ravana during his debut in my game. The Chain is much
more
> tolerable when he's had his spine ripped out.
>
> Except for the "concept" characters who were supposed to be
badasses, all of
> the fighters were just ineffective.
>
> I liked the Unspeakables, though. I'm a big Lovecraft fan so I
thought it
> was funny.
>
> -----Original Message-----
> From: Darrick Chen [mailto:dare2live@h...]
> Sent: Thursday, October 26, 2000 5:28 PM
> To: streetfighter@egroups.com
> Subject: RE: [streetfighter] here's a question..
>
>
>
>
> >
> >
> >has anybody ran an adv. using..
> >
> >dhakmar
> >
> >
> >praetorian
> >the unspeakables
> >
>
> You know it's funny you ask this. Anyone who knew my rants before
my
> self-imposed hiatus, are well familiar with my quest to get this
book. Well
> last february I was finally able to procure a copy for retail
price off
> eBay. Finally, my collection was complete, the elusive sourcebook
in my
> hands. So I sat down to read it.
>
> WARNING: WHAT FOLLOWS IS ONLY MY OPINION. PLEASE DO NOT FLAME.
THANK YOU; WE
>
> NOW RETURN TO OUR REGULARLY SCHEDULED PROGRAMMING.
>
> To be honest, the Contenders characters, with few exceptions, are
just about
>
> the silliest things I've ever read. PArt of it was the uninspired
character
> design; I'm a kind-of manga artist, so visual design is part of a
> character's appeal for me, especially for Street Fighter. In fact,
I found
> most of the character art ot be pretty boring with thier oddly
proportioned
> staures (especially the women)and bland, monochromatic costuming.
Everthing
> else was just kinda so-so.
>
> What I did like:
>
> Dhakmar was a pretty interesting character, both in terms of
visual and game
>
> design. I think he had/has real potential to be a third party in
the World
> Warriors vs Shadoloo conflict.
>
> Eric the Red So Fine. Only becasue his name was funky.
>
> Ravana. All sorts of cool. He even LOOKED frightening.
>
> The non fighter NPCs: Actually a pretty fun bunch. Groupie aside,
I found
> Marcie Calahan, Master Takeshi, and Dr. Lao to be fairly
interesting. I did
> find it odd that if Marcie used to be a pro wrestler they didn't
give her
> the style or any accompanying maneuvers. Sai, the Green Ninja was
a little
> too hokey but she had her merits. Heck I even like Wolff Sprenger,
though he
>
> was justa little too cookie cutter sleazeball-with-a-golden-heart
reporter.
>
> The War House: Even though I didn't like a few of the characters
(see below)
>
> it gets points for originality.
>
> What I thought was okay:
>
> The Gibson Girl: Interesting concept, but done before. Aslo, her
character
> design looked like she had two sacks of water down the front of
her shirt
> and she had a glazed look on her face. and no, I DON'T think it
was to
> convey the fact she was artificial.
>
> Praetorian: I'm a little against the inclusion of aliens in Street
Fighter,
> but if they put him in, they should have provided more on this
Intergalactic
>
> situation he was in. At the very least they could have included a
kit write
> up for his "style". I will say however, I do think an
intergalactic
> gladiatorial conflict would make a great chronicle, but in a
different
> setting.
>
> Team Extreme: Other than sounding like the gymnastics team that
visits
> elementary schools, I found it highly implausible that they would
set up a
> brother and sister duo to handle military operations alone.
William Stanton
> could be great as a NPC and the Cooper siblings are actually
decent. I just
> think they should have rounded out the team with more fighters.
>
> Shan Lung: Better as an NPC than as a player character. Too easy
to abuse,
> though the concept is cool.
>
>
> What I didn't like:
>
> Midnight: Generic Ninja+Batman = boring. It's just another
instance in a
> long line of misunderstandings of the ninja. the one thing I ninja
doesn't
> want is to be noticed.
>
> The Unspeakables: While this could be a good point of reference
for
> Darkstalkers characters, having obvious monsters really came
across as
> tacky. "The Thing That Should Not Be" also sounds like a 5o's
horror movie.
>
> K.O.: Not only did he look like Boris Badenov, if this weirdo ever
showed up
>
> in my campaign it would be to be brutally, yes BRUTALLY murdered.
Probably
> involving bloodthirsty dung beetles. Also, what was up with White
Wolf's
> affinity for Irish-Asian characters? Nothing against it, but it
was unusual.
>
> The Chain: What the HELL was this freak doing anywhere NEAR Street
Fighter
> material? Not only did he have THE most annoying face in the book,
what was
> UP with his obsession on his legs? Disturbing.
>
> That's my rant, I guess. I was just a little diappointed,
especially after
> waiting so long to find the book. It of course has its merits,
mostly due to
>
> the style kits. I have to give White Wolf props for including
lesser known
> styles such as Lua and Pancriatium a presence in the game.
>
> On that note: does anyone else find it odd that There was never an
official
> writeup for a Tae Kwon Do kit? I know there are more than enough
> fan-produced kit available, but I do find it strange that one of
the most
> popular arts was never given its own writeup.
>
> Anyway, I remain...
>
> Darrick
>
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___
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http://www.hotmail.com
>
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at
> http://profiles.msn.com
>
>
>
>
>
> eGroups Sponsor
Group: streetfighter Message: 9420 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
--- In streetfighter@egroups.com, "Darrick Chen" <dare2live@h...>
wrote:
>
> >
> >For the most part they were too badly constructed. Rolling
Thunder, for
> >example, had no obvious advantages to being cybernetic. I mean,
Nychus
> >didn't even have stats for her blades or claws? And Rix, Rank Four
with
> >every damn move under the sun listed on his sheet.
>
> Oh I totally forgot about Rolling Thunder. Good lord, what were they
> smoking? And that Cajun dude with (gasp) an extra robotic arm? Who
did they
> have writing this thing? Not to mention Mace/Jax. Of course it did
come out
> before MK3, or did it? (i think, they had no real stuff to
compliment their cybernectics!!)
>
> >You'll be happy to know that Eric the Red and the Chain were the
first two
> >victims of Ravana during his debut in my game. The Chain is much
more
> >tolerable when he's had his spine ripped out. (ouch!)
>
> One word: Yippee.

many few reasons why the book is cancelled
some people just didn't have a purpose so I either killed them or made
them villians

I use shade a lot he's kind of cool..

mesmeron
>
>
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___
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> http://profiles.msn.com
Group: streetfighter Message: 9421 From: Rogue Tiger Date: 10/27/2000
Subject: Re: Digest Number 240
Hey folks... been real busy lately, but wanted to respond to this one.

(J. Scott Pittman)
I know some people enjoy those kind of games, but "dark side" characters
should be bad guys. If you have a character taking pleasure out of beating
the living crap out of someone who called him a jerk, or would shoot him
through the spine for getting double-crossed, you've lost something
important, in my opinion, about role-playing games. They should be played
hero = player. I don't know about you, but I don't root for the villain when
i go to the movies.

[Tiger]
Interesting - you need to add a few IMHO's there ;-). I completely disagree,
of course. For me and my players roleplaying is about creating a person,
complete with their own (however flawed) psychoepistimology and an
appropriately derived set of morals, ethics, and motivations, and immersing
ourselves in the character and the worldsetting. IMHO, roleplaying is about
just that: playing a role. The character should be a creature that grows and
interacts and should have appropriate emotions and mindsets concurrent with
the worldsetting. To pidgeonhole a player to being strictly heroic and
"morally upright" and say that that's how a player SHOULD be is a tad
assumptive and inflexible. Why not play a reformed assassin (who still has
problems NOT killing people to solve his problems)? A streetpunk (with
virtually nothing) who sees streetfighting as a way out, but in the meantime
turns to crime to survive? A character obsessed with revenge against the
people who killed/harmed the ones he loved? A member of the Special Forces
played ACCURATELY by a player with combat experience (and who owns copies of
the appropriate field manuals)?

Mind you, I game with actors and writers, so there are those who play
characters (either good or evil) to explore the concept, and those who play
to simply interact with the world setting. Naturally our game sessions are
really intense; we use a de-munchkin'd version of SF (we still have all the
powers, just adjusted the styles and such to avoid silliness) and kept the
power level low so that the focus was on the characters and not the
abilities. The end result is a group of people who occassionally backstab or
backup each other depending on the character and situation, but a really
enjoyable and consistant campaign with a virtually unlimited life
expectancy. We've NEVER had a game go stale or characters that we've become
bored with.

(J. Scott Pittman)
I suppose if you're players like it, and all of them have no problem with
it, I have no real argument. Still, it would be fun to get them going
against true hero-types and get a lecture from them in morality.

[Tiger]
Actually, we're big on consequences. Be a badguy and if you're not careful
you'll find yourself either dead or behind bars. Be a goodguy and you might
just get yourself killed unless you're careful. We avoid unpleasantness such
as rape and torture (both as players and as GMs, though we did an
interesting detective "track the serial killer" campaign) as much as
possible, but often we find that "ends justifies the means" develop as the
character's situation becomes desperate or untenable.

But ultimately it IS just a game, and everyone plays to the rules that
everyone else agrees to. Just don't invite me to one of your games and
expect me to play Luke Skywalker, that's all. ;-)

Anyways, thought I'd add to the bandwidth. ;-P

-Tiger
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Group: streetfighter Message: 9422 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
Shade made for a great plot device. :)

Vega was in a bad mood. For reasons I don't quite recall, he planted a bomb
in the Sistine Chapel. He knew Cammy would be on the case, so he made his
"there's a bomb in the Sistine Chapel" phone call from an easily-traceable
hotel room. Hiding in the room was not Vega, but one of his ninja, armed
with a blowgun dart dipped in Black Chrysanthmum. Cammy enters the room and
the ninja leans out of the bathroom and fires the dart into her back.

Originally I'd planned on letting her stew in a coma for a while, but one of
my players got to be such a prick I wanted to remind him of the stakes we
were working with here, so she died.

Naturally, since I'd established Chun Li and Cammy as such good friends, our
favorite Chinese detective threw a fit. Following the funeral (which was a
damn good bit of roleplaying all around, if I do say so myself), she went on
a vendetta against Shade's syndicate upon discovering that he was the prime
manufacturer of this poison. She got in over her head, and wound up an
unwilling guest in The Pit. This was one week where only two of my players
showed, and one of them wasn't used to being party leader. So it was up to
him and the other guy to track down and rescue Chun Li before Shade did her
in. They managed to make it to The Pit just as Shade was engaging a
drugged-up Chun Li with his spear. They hid in the audience, and during a
critical moment in the fight, raised a ruckus and distracted Shade long
enough for Chun Li to turn the fight around by kicking him in the balls. He
threw his spear at her and it caught her in the face, tearing a nice wound
that left an ugly scar, even more so after that Sagat versus Ryu match I
mentioned when she charged the ring and took a punch in the stitches from
Sagat himself. After that she covered the side of her face with a thin,
metal, Kano-like covering.

Anyhoo, Chun Li finally beat Shade into unconsciousness and then stalked
over to him, planted her heel into the back of his neck, grabbed his hair,
and yanked. Snap. Shade was dead.

Of course, at the time, I hadn't played Alpha 3 yet and didn't know anything
about the old Cammy-is-a-Bison-clone storyline, so I figured hey, who but
Bison would know she was a clone? Vega probably thought he was doing Bison
a favor by taking her out. But Bison is nothing if not adaptable...

-----Original Message-----
From: mesmeron@... [mailto:mesmeron@...]
Sent: Friday, October 27, 2000 10:00 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: here's a question..

I use shade a lot he's kind of cool..

mesmeron
>
>
_
Group: streetfighter Message: 9423 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
oh, now I remember. Vega planted the bomb because he had been assigned the
task of getting David (M. Bison's son, having escaped from Mriganka) back.
Rather than chase him around Italy, he planted the bomb and said "Bring
David to the Chapel or it goes boom."

Of course, once the players (assigned by Interpol to get David from point A
to point B unharmed) took David to the Chapel in an effort to defuse the
bomb, Vega then told David he was pissed at Bison for killing his prize
student (Bison made an example of Dulcinea a while back; she and Sagat were
working on a job which the players ruined, so Bison broke her leg and then
let Balrog beat her to death while everyone, players included, watched) and
if David would join him, he would let him get back at his father for
'lovingly' training him in Ler Drit.

Heh. that bit with Dulcinea really flipped one of my players out. It was
the first time anyone had ever died in my campaign, and it was the direct
result of this character's actions. I never saw someone feel so guilty
(player, mind you, not character!) over an rpg in my life. hehe

-----Original Message-----
From: Steve Karstensen [mailto:skarstensen@...]
Sent: Friday, October 27, 2000 3:33 PM
To: streetfighter@egroups.com
Subject: RE: [streetfighter] Re: here's a question..


Shade made for a great plot device. :)

Vega was in a bad mood. For reasons I don't quite recall, he planted a bomb
in the Sistine Chapel. He knew Cammy would be on the case, so he made his
"there's a bomb in the Sistine Chapel" phone call from an easily-traceable
hotel room. Hiding in the room was not Vega, but one of his ninja, armed
with a blowgun dart dipped in Black Chrysanthmum. Cammy enters the room and
the ninja leans out of the bathroom and fires the dart into her back.

Originally I'd planned on letting her stew in a coma for a while, but one of
my players got to be such a prick I wanted to remind him of the stakes we
were working with here, so she died.

Naturally, since I'd established Chun Li and Cammy as such good friends, our
favorite Chinese detective threw a fit. Following the funeral (which was a
damn good bit of roleplaying all around, if I do say so myself), she went on
a vendetta against Shade's syndicate upon discovering that he was the prime
manufacturer of this poison. She got in over her head, and wound up an
unwilling guest in The Pit. This was one week where only two of my players
showed, and one of them wasn't used to being party leader. So it was up to
him and the other guy to track down and rescue Chun Li before Shade did her
in. They managed to make it to The Pit just as Shade was engaging a
drugged-up Chun Li with his spear. They hid in the audience, and during a
critical moment in the fight, raised a ruckus and distracted Shade long
enough for Chun Li to turn the fight around by kicking him in the balls. He
threw his spear at her and it caught her in the face, tearing a nice wound
that left an ugly scar, even more so after that Sagat versus Ryu match I
mentioned when she charged the ring and took a punch in the stitches from
Sagat himself. After that she covered the side of her face with a thin,
metal, Kano-like covering.

Anyhoo, Chun Li finally beat Shade into unconsciousness and then stalked
over to him, planted her heel into the back of his neck, grabbed his hair,
and yanked. Snap. Shade was dead.

Of course, at the time, I hadn't played Alpha 3 yet and didn't know anything
about the old Cammy-is-a-Bison-clone storyline, so I figured hey, who but
Bison would know she was a clone? Vega probably thought he was doing Bison
a favor by taking her out. But Bison is nothing if not adaptable...

-----Original Message-----
From: mesmeron@... [mailto:mesmeron@...]
Sent: Friday, October 27, 2000 10:00 AM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: here's a question..

I use shade a lot he's kind of cool..

mesmeron
>
>
_
Group: streetfighter Message: 9424 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: some things really don't surprise me
did you ever run an adv. with a player who thinks they know everything
those types of people get the group in so much trouble, they just
wouldn't believe it!!

I was running this one adv. with the x-men, and the characters were
trying to sneak up on magneto while he was flying with some nuclear
missiles..he wanted to put the blackbird on cloak, magneto can detect
it..how..because it's a big hunk of metal in the sky..thus it can be
detected by him..it's like "batman beyond" although he can turn
invisible he can still be detected..animals, infared devices..etc!!

what you guys think?
mesmeron
Group: streetfighter Message: 9425 From: Steve Karstensen Date: 10/27/2000
Subject: Re: some things really don't surprise me
nah, I got that beat. I ran a campaign with a player who DID know
everything.

seriously, this guy was a genius who had been pre-med before a back injury
put him on disability, so he spent all his time in front of the TV watching
Discovery or The Learning Channel. I couldn't put nothing over on him. But
it was good because he used to think aloud a lot, and by doing so he'd give
me clues as to how best to continue what I was doing. Long as I kept from
muttering "good call, I never thought of that", I then looked like a GM who
had all the answers. ;)

-----Original Message-----
From: mesmeron@... [mailto:mesmeron@...]
Sent: Friday, October 27, 2000 4:00 PM
To: streetfighter@egroups.com
Subject: [streetfighter] some things really don't surprise me



did you ever run an adv. with a player who thinks they know everything
those types of people get the group in so much trouble, they just
wouldn't believe it!!

I was running this one adv. with the x-men, and the characters were
trying to sneak up on magneto while he was flying with some nuclear
missiles..he wanted to put the blackbird on cloak, magneto can detect
it..how..because it's a big hunk of metal in the sky..thus it can be
detected by him..it's like "batman beyond" although he can turn
invisible he can still be detected..animals, infared devices..etc!!

what you guys think?
mesmeron
Group: streetfighter Message: 9426 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
--- In streetfighter@egroups.com, Steve Karstensen <skarstensen@c...>
wrote:
> Shade made for a great plot device. :)
>
> Vega was in a bad mood. For reasons I don't quite recall, he
planted a bomb
> in the Sistine Chapel. He knew Cammy would be on the case, so he
made his
> "there's a bomb in the Sistine Chapel" phone call from an
easily-traceable
> hotel room. Hiding in the room was not Vega, but one of his ninja,
armed
> with a blowgun dart dipped in Black Chrysanthmum. Cammy enters the
room and
> the ninja leans out of the bathroom and fires the dart into her
back.
>
> Originally I'd planned on letting her stew in a coma for a while,
but one of
> my players got to be such a prick I wanted to remind him of the
stakes we
> were working with here, so she died. (yeah I know those types)
>
> Naturally, since I'd established Chun Li and Cammy as such good
friends, our
> favorite Chinese detective threw a fit. Following the funeral
(which was a
> damn good bit of roleplaying all around, if I do say so myself), she
went on
> a vendetta against Shade's syndicate upon discovering that he was
the prime
> manufacturer of this poison. She got in over her head, and wound up
an
> unwilling guest in The Pit. This was one week where only two of my
players
> showed, and one of them wasn't used to being party leader. So it
was up to
> him and the other guy to track down and rescue Chun Li before Shade
did her
> in. They managed to make it to The Pit just as Shade was engaging a
> drugged-up Chun Li with his spear. They hid in the audience, and
during a
> critical moment in the fight, raised a ruckus and distracted Shade
long
> enough for Chun Li to turn the fight around by kicking him in the
balls. He
> threw his spear at her and it caught her in the face, tearing a nice
wound
> that left an ugly scar, even more so after that Sagat versus Ryu
match I
> mentioned when she charged the ring and took a punch in the stitches
from
> Sagat himself. After that she covered the side of her face with a
thin,
> metal, Kano-like covering.
>
> Anyhoo, Chun Li finally beat Shade into unconsciousness and then
stalked
> over to him, planted her heel into the back of his neck, grabbed his
hair,
> and yanked. Snap. Shade was dead.
>
> Of course, at the time, I hadn't played Alpha 3 yet and didn't know
anything
> about the old Cammy-is-a-Bison-clone storyline, so I figured hey,
who but
> Bison would know she was a clone? Vega probably thought he was
doing Bison
> a favor by taking her out. But Bison is nothing if not adaptable...

that would be a good storyline..the real cammy is in mjrianka abd the
players have to rescue her..yes he is very adaptable..I tell my
players if you ever him..use tactics..if not..start balling up that
paper!!

>
> -----Original Message-----
> From: mesmeron@h... [mailto:mesmeron@h...]
> Sent: Friday, October 27, 2000 10:00 AM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Re: here's a question..
>
> I use shade a lot he's kind of cool..
>
> mesmeron
> >
> >
> _
Group: streetfighter Message: 9427 From: Steve Karstensen Date: 10/27/2000
Subject: Re: here's a question..
nah, more like that she's not really dead, or the Psycho Drive has the
ability to jump-start a corpse. Next time the players are in England, they
may be treated to the sight of Evil Cammy punching her way out of her grave.
When the time is right, of course.

-----Original Message-----
From: mesmeron@... [mailto:mesmeron@...]
Sent: Friday, October 27, 2000 4:10 PM
To: streetfighter@egroups.com
Subject: [streetfighter] Re: here's a question..

that would be a good storyline..the real cammy is in mjrianka abd the
players have to rescue her..yes he is very adaptable..I tell my
players if you ever him..use tactics..if not..start balling up that
paper!!

>
Group: streetfighter Message: 9428 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
--- In streetfighter@egroups.com, Steve Karstensen <skarstensen@c...>
wrote:
>
> nah, more like that she's not really dead, or the Psycho Drive has
the
> ability to jump-start a corpse. Next time the players are in
England, they
> may be treated to the sight of Evil Cammy punching her way out of
her grave.
> When the time is right, of course.
hey meet me in the chat room!!

>
> -----Original Message-----
> From: mesmeron@h... [mailto:mesmeron@h...]
> Sent: Friday, October 27, 2000 4:10 PM
> To: streetfighter@egroups.com
> Subject: [streetfighter] Re: here's a question..
>
> that would be a good storyline..the real cammy is in mjrianka abd
the
> players have to rescue her..yes he is very adaptable..I tell my
> players if you ever him..use tactics..if not..start balling up that
> paper!!
>
> >
Group: streetfighter Message: 9429 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: some things really don't surprise me
--- In streetfighter@egroups.com, Steve Karstensen <skarstensen@c...>
wrote:
>
> nah, I got that beat. I ran a campaign with a player who DID know
> everything.
>
> seriously, this guy was a genius who had been pre-med before a back
injury
> put him on disability, so he spent all his time in front of the TV
watching
> Discovery or The Learning Channel. I couldn't put nothing over on
him. But
> it was good because he used to think aloud a lot, and by doing so
he'd give
> me clues as to how best to continue what I was doing. Long as I
kept from
> muttering "good call, I never thought of that", I then looked like a
GM who
> had all the answers. ;)
>
> -----Original Message-----
> From: mesmeron@h... [mailto:mesmeron@h...]
> Sent: Friday, October 27, 2000 4:00 PM
> To: streetfighter@egroups.com
> Subject: [streetfighter] some things really don't surprise me
>
>
>
> did you ever run an adv. with a player who thinks they know
everything
> those types of people get the group in so much trouble, they just
> wouldn't believe it!!
>
> I was running this one adv. with the x-men, and the characters were
> trying to sneak up on magneto while he was flying with some nuclear
> missiles..he wanted to put the blackbird on cloak, magneto can
detect
> it..how..because it's a big hunk of metal in the sky..thus it can be
> detected by him..it's like "batman beyond" although he can turn
> invisible he can still be detected..animals, infared devices..etc!!
>
> what you guys think?
> mesmeron


yeah but now xavier's been captured by bison..for his insidious plot
and the x-men have to rescue him..so far sadly no one's thought of any
tactics..so far the plan is to capture all of the worlds best psychics
take their energy intesify it with the mind control cannon and make a
psychic bomb...that will enslave everyone on earth or absorb all of
the psychic telekinetic power into bison...and make him
armageddon!!(onslaught)

what you think
mesmeron
Group: streetfighter Message: 9430 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: Re: here's a question..
--- In streetfighter@egroups.com, Steve Karstensen <skarstensen@c...>
wrote:
>
> nah, more like that she's not really dead, or the Psycho Drive has
the
> ability to jump-start a corpse. Next time the players are in
England, they
> may be treated to the sight of Evil Cammy punching her way out of
her grave.
> When the time is right, of course.
>
> It's like in one adv I ran when chun li got injured and was in the
hospital and the players had to protect her, while they were fighting
some shadoloo street fighters, one player "we'll just call him billy
bad ass" decided to forge ahead in chun li's room sure enough there
was vega I even let him pull out his little gun...tumbling attacks are
so killer..good thing they were fighting in the hospital, cause he
sure needed one...that's what happens when you go without backup

mesmeron

>
> >
Group: streetfighter Message: 9431 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: here's a question..
Actually, that's a Cthulhu reference from Call of Cthulhu based on HP
Lovecrafts horror novels. Ever hear of the Necronomicon?
So both Metallica and Contenders could have been drawing from the same
mythos.
  I beleive that the music drew upon Lovecraft, and that Contenders drew upon the album (knowing that it drew upon the Cthulhu books, thus drawing upon both sources).
  I would find it hard to beleive someone with any real liking for fantasy, adventure and sci-fi could not have heard of Lovecraft, lol. Did you see the obvious refrence to Lovecraft in The Mouth of Madness?
  By the way, I think one of the most bizzare things in any of Lovecraft's works was not a monster, but a color. A guy found a rock (I think it was a rock) from a meteor or something like that and it was a color he could not place. It wasn't a mixture of colors he knew, and it wasn't black or white, it was something he had never seen before,a NEW color to him that he knew should somehow not exist. WEIRD.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 9:13 PM
Subject: Re: [streetfighter] here's a question..

On Thu, 26 Oct 2000 22:42:54 -0700 "J. Scott Pittman"
<joespitt@...> writes:
> Did anyone else notice that the Unspeakables were made to reflect a
> Metallica album? there's even a song called The Thing That Shold Not
> Be

Actually, that's a Cthulhu reference from Call of Cthulhu based on HP
Lovecrafts horror novels. Ever hear of the Necronomicon?
So both Metallica and Contenders could have been drawing from the same
mythos.

Knight of the Black Rose
"Absolute Destiny Tango"

Group: streetfighter Message: 9432 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: Here comes a new challenger!
  It hapened that way all the time wwhen it was in my game. That thing was the dreded Maneuver of the Killer Player, for gosh sakes. Sure, you could defend against it someewhat, but mostly it just beat the pulp out of people, especialy if they had already made their Maneuver.
  We get our full damage from each attack in the tournaments? I must have misunderstood that. There have been plenty of times I have missed or caused very little damage in the tournaments.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 6:22 AM
Subject: RE: [streetfighter] Here comes a new challenger!

oh, I never said it shouldn't cost more or have higher pre-reqs.  Just that it's no more or less dangerous in gameplay than a lot of other moves.  The main reason it KO's so quick in the tournaments is because you always get your full damage rating.
 
granted, that in and of itself should tell you something, but it'll rarely happen that way in a regular game.
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Friday, October 27, 2000 2:06 AM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Here comes a new challenger!

The CHAMPS system i designed (and posted) breaks down all the Maneuvers from Street Fighter into basic mathmatical equasions, so you can see which maneuvers were too weak and too powerful. Cartwheel Kick, although not unstoppable, is too powerful considering it's requirements. No doubt about it. everyone argues over it, and it's just plain scary to see in action here in the tournaments (it holds the record for the quickest KO).
  In CHAMPS, you can "fix" Maneuvers by making them fall within CHAMPS rules, thus making up your own version of Cartwheeel Kick that everyone should agree is "legal". Although it is only one of many versions possible, here is what I came up with in CHAMPS for a "legal" version of Cartwheel Kick:
 
 

Cartwheel Kick

Dogs of War Version

Created with the CHAMPS system

Kick Maneuver

Tag: Kick + Athletics

Path to Learn:

Athletics 5, Kick 4, Backflip

Description

: The fighter rolls in a series of cartwheels, striking with feet and fists over and over

Basic Modifiers

: cost: 1 willpower (-50), speed +0, damge +1 (+50x2)(per hex), move +4 (100x2) = 250

Advantages/Weaknesses

: Straight Line Only(-50), Push(400), Increased damage (+1 per hex, +100) = 450

Technique/Maneuver Requirements

: Kick 4 (-60), Athletics 5 (-120), Backflip (-2) = -182

Total Construction Points

: 518

Basic Power Point Cost

: 10.36 (10)

Special Power Points Modifiers

: -4 PP from Backflip

Power Points

:
MCKF (CHAMPS version), Western Kickboxing (CHAMPS version) 5, Associated Maneuver 7

Notes

: First, I added the obvious requirement of Backflip, which takes away the requirement of Athletics 2 (as Backflip requires Athletics 3), but it will decrease my final Power Point cost by 3. I now add a new Athletics requirement of 5 and a Kick requirement of 4. This gives me a new total of 518 construction points, or 10 Power Points, reduced to 7 with Backflip. Only Styles that have a -2 Power Point Tag for Athletics + Kick Maneuvers will be able to purchase Cartwheel Kick, and at a high cost to them of 5 Power Points, unless the Maneuver is associated with their Style, in which case they can purchase the maneuver for 7 Power Points.
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 3:59 AM
Subject: [streetfighter] Here comes a new challenger!

Hello Everyone!

My real name is Jerome (I am french). My nickname is backick (due to
street fighter rpg!). I have a french site on Conspiracy X
(www.sden.org/jdr/conspiracyx).

I started playing a Street Fighter RPG 7 years ago, before White WOlf
bought the license. When WW issued their RPG I switched to their game
because the fighting rules were excellent. I played this game a lot.
I stopped 2 years ago because, my players and I wanted to change (we
got involved in Star Wars, Conspiracy X and Warhammer...). But, SF
remains one of my favorite rpg because there is a lot of fun in it
and my players and I developed a very rich background (which the main
thing that is missing in the WW conversion I think).

I always had a question, I wanted to ask to other gamemasters. Don't
you think that tha cartwhell kick manoeuver is too powerful? I
changed the damage to -1 if not my nijitsu player was crushing anyone
with it.

Thanks!

Jérôme > backick




Group: streetfighter Message: 9433 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: here's a question..
If you use my Dragon Background from Dogs of War, there is a reason that there are no stats for dragons....
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 6:54 AM
Subject: [streetfighter] Re: here's a question..

--- In streetfighter@egroups.com, "Andy Johnston" <dlatrex@h...>
wrote:
> Well, As usual I agree with steve.
>
> I also agree with you Darrick that the Art work is pretty bad, from
a SF stand point and most of the characters are either Implausible,
too weak, or just plain ol' 1 dimensional. 
> I personally did like the more far-out characters such as
Preatorian, and Drakis although I've never really incorperated them
due to the obvious steric factors.
> Kia, Kiritan, and Matrix make semi-reasonable appeareances in my
adventures. Mainly as the first time example of one of the
Extra-Backgound characters.
> Only 2 months ago did i get any idea of how cool Dhakmer was, and I
threw him into a story haphazardly.
> Ravana and Shan Lung are kept as secret stuff for my characters to
uncover, not to unlike Akuma.
>
> The Unspeakables are different however. They're GREAT to me. They
almost always make an appearance in the adventures, and normally leave
quite a mark on the characters. Since, as with most of the contenders,
they suffer a little bit from poor combat construction *cough THE
THING cough*, I have made minor 'tweaks' to them.  For instance, if
need be I supe up things' Techniques abit from his...'inummerat' # of
additional limbs.  Also creative GM ideas for the animal hybrid basic
attacks can have quite an effect on the characters gameplay.
> Ahh well.
> This is just my crazy madness.
> o_O


yeah I think that drakis and shan lung were the first dragon
characters in the game...however now that there is a dragon background
there are no stats for the actual dragon....wtf!! guess you have to
improvise that too..drakis is a "wild card" and shan lung just had to
be a villian if anything..

mesmeron


  ----- Original Message -----
  From: Steve Karstensen
  To: streetfighter@egroups.com
  Sent: Thursday, October 26, 2000 5:36 PM
  Subject: RE: [streetfighter] here's a question..
>
>
>
  My biggest problem with Contenders was that most of the fighters
in it were
  too weak.  I remember a while back flipping through the book
looking for a
  challenge for my players and kept going "weak, weak, weak, hmm,
could be...
  eh, weak, weak, weak..."
>
  For the most part they were too badly constructed.  Rolling
Thunder, for
  example, had no obvious advantages to being cybernetic.  I mean,
Nychus
  didn't even have stats for her blades or claws?  And Rix, Rank
Four with
  every damn move under the sun listed on his sheet.
>
  You'll be happy to know that Eric the Red and the Chain were the
first two
  victims of Ravana during his debut in my game.  The Chain is much
more
  tolerable when he's had his spine ripped out.
>
  Except for the "concept" characters who were supposed to be
badasses, all of
  the fighters were just ineffective.
>
  I liked the Unspeakables, though.  I'm a big Lovecraft fan so I
thought it
  was funny.
>
  -----Original Message-----
  From: Darrick Chen [mailto:dare2live@h...]
  Sent: Thursday, October 26, 2000 5:28 PM
  To: streetfighter@egroups.com
  Subject: RE: [streetfighter] here's a question..
>
>
>
>
  >
  >
  >has anybody ran an adv. using..
  >
  >dhakmar
  >
  >
  >praetorian
  >the unspeakables
  >
>
  You know it's funny you ask this. Anyone who knew my rants before
my
  self-imposed hiatus, are well familiar with my quest to get this
book. Well
  last february I was finally able to procure a copy for retail
price off
  eBay. Finally, my collection was complete, the elusive sourcebook
in my
  hands. So I sat down to read it.
>
  WARNING: WHAT FOLLOWS IS ONLY MY OPINION. PLEASE DO NOT FLAME.
THANK YOU; WE
>
  NOW RETURN TO OUR REGULARLY SCHEDULED PROGRAMMING.
>
  To be honest, the Contenders characters, with few exceptions, are
just about
>
  the silliest things I've ever read. PArt of it was the uninspired
character
  design; I'm a kind-of manga artist, so visual design is part of a
  character's appeal for me, especially for Street Fighter. In fact,
I found
  most of the character art ot be pretty boring with thier oddly
proportioned
  staures (especially the women)and bland, monochromatic costuming.
Everthing
  else was just kinda so-so.
>
  What I did like:
>
  Dhakmar was a pretty interesting character, both in terms of
visual and game
>
  design. I think he had/has real potential to be a third party in
the World
  Warriors vs Shadoloo conflict.
>
  Eric the Red So Fine. Only becasue his name was funky.
>
  Ravana. All sorts of cool. He even LOOKED frightening.
>
  The non fighter NPCs: Actually a pretty fun bunch. Groupie aside,
I found
  Marcie Calahan, Master Takeshi, and Dr. Lao to be fairly
interesting. I did
  find it odd that if Marcie used to be a pro wrestler they didn't
give her
  the style or any accompanying maneuvers. Sai, the Green Ninja was
a little
  too hokey but she had her merits. Heck I even like Wolff Sprenger,
though he
>
  was justa  little too cookie cutter sleazeball-with-a-golden-heart
reporter.
>
  The War House: Even though I didn't like a few of the characters
(see below)
>
  it gets points for originality.
>
  What I thought was okay:
>
  The Gibson Girl: Interesting concept, but done before. Aslo, her
character
  design looked like she had two sacks of water down the front of
her shirt
  and she had a glazed look on her face. and no, I DON'T think it
was to
  convey the fact she was artificial.
>
  Praetorian: I'm a little against the inclusion of aliens in Street
Fighter,
  but if they put him in, they should have provided more on this
Intergalactic
>
  situation he was in. At the very least they could have included a
kit write
  up for his "style". I will say however, I do think an
intergalactic
  gladiatorial conflict would make a great chronicle, but in a
different
  setting.
>
  Team Extreme: Other than sounding like the gymnastics team that
visits
  elementary schools, I found it highly implausible that they would
set up a
  brother and sister duo to handle military operations alone.
William Stanton
  could be great as a NPC and the Cooper siblings are actually
decent. I just
  think they should have rounded out the team with more fighters.
>
  Shan Lung: Better as an NPC than as a player character. Too easy
to abuse,
  though the concept is cool.
>
>
  What I didn't like:
>
  Midnight: Generic Ninja+Batman = boring. It's just another
instance in a
  long line of misunderstandings of the ninja. the one thing I ninja
doesn't
  want is to be noticed.
>
  The Unspeakables: While this could be a good point of reference
for
  Darkstalkers characters, having obvious monsters really came
across as
  tacky. "The Thing That Should Not Be" also sounds like a 5o's
horror movie.
>
  K.O.: Not only did he look like Boris Badenov, if this weirdo ever
showed up
>
  in my campaign it would be to be brutally, yes BRUTALLY murdered.
Probably
  involving bloodthirsty dung beetles. Also, what was up with White
Wolf's
  affinity for Irish-Asian characters? Nothing against it, but it
was unusual.
>
  The Chain: What the HELL was this freak doing anywhere NEAR Street
Fighter
  material? Not only did he have THE most annoying face in the book,
what was
  UP with his obsession on his legs? Disturbing.
>
  That's my rant, I guess. I was just a little diappointed,
especially after
  waiting so long to find the book. It of course has its merits,
mostly due to
>
  the style kits. I have to give White Wolf props for including
lesser known
  styles such as Lua and Pancriatium a presence in the game.
>
  On that note: does anyone else find it odd that There was never an
official
  writeup for a Tae Kwon Do kit? I know there are more than enough
  fan-produced kit available, but I do find it strange that one of
the most
  popular arts was never given its own writeup.
>
  Anyway, I remain...
>
  Darrick
 
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>
>
>
>
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Group: streetfighter Message: 9434 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: Digest Number 240
  Well, I never said heroes had to be Luke Skywalker or Superman, lol. I think some of the most interesting characters are "reformed" or those who reform as the story progresses. My players and I are VERY devoted to story over rules, we just think it's more fun to try to figure out how much someone can take and still come out as a "hero" (which has, of course, more than one definition), as opposed to watching someone take whatever means are neccessary to win or survive.
  I have had players play crime bosses, hookers, crimminals of all sorts, but in the end, when forced to make the decision between some truly evil thing and the right course of action, the characters would chose the right thing to do. Note that that is "in the end". just like Han Solo or the Mariner from Waterworld, there have been plenty of characters who had to learn that they were good people the hard way.
  Playing villains who have total freedom to do whatever they want (and most players who would not really feel any guilt over "erasing" a few people) is what almost brought role playing down. Players can, and will, have hurt feelings when another player uses a character to kill theirs. People who hear about the game "where I used my gun to shoot some defenseless guy through the head" will naturally stray away from rpg and will even tell others that it is indeed Satan Worship (which is has a reputation for).
  IN MY OPINION, role-play games should be used to create great stories about how people come to redeem themselves or others, to overcome their flaws, to find love, and to overcome incredible odds to thwart evil and create a better world for others. Even rough characters can do this (just look at Blade, Army of Darkness, Xena, etc, etc.).
  That's enough for one letter.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 8:36 AM
Subject: Re: [streetfighter] Digest Number 240

Hey folks... been real busy lately, but wanted to respond to this one.

(J. Scott Pittman)
I know some people enjoy those kind of games, but "dark side" characters
should be bad guys. If you have a character taking pleasure out of beating
the living crap out of someone who called him a jerk, or would shoot him
through the spine for getting double-crossed, you've lost something
important, in my opinion, about role-playing games. They should be played
hero = player. I don't know about you, but I don't root for the villain when
i go to the movies.

[Tiger]
Interesting - you need to add a few IMHO's there ;-). I completely disagree,
of course. For me and my players roleplaying is about creating a person,
complete with their own (however flawed) psychoepistimology and an
appropriately derived set of morals, ethics, and motivations, and immersing
ourselves in the character and the worldsetting. IMHO, roleplaying is about
just that: playing a role. The character should be a creature that grows and
interacts and should have appropriate emotions and mindsets concurrent with
the worldsetting. To pidgeonhole a player to being strictly heroic and
"morally upright" and say that that's how a player SHOULD be is a tad
assumptive and inflexible. Why not play a reformed assassin (who still has
problems NOT killing people to solve his problems)? A streetpunk (with
virtually nothing) who sees streetfighting as a way out, but in the meantime
turns to crime to survive? A character obsessed with revenge against the
people who killed/harmed the ones he loved? A member of the Special Forces
played ACCURATELY by a player with combat experience (and who owns copies of
the appropriate field manuals)?

Mind you, I game with actors and writers, so there are those who play
characters (either good or evil) to explore the concept, and those who play
to simply interact with the world setting. Naturally our game sessions are
really intense; we use a de-munchkin'd version of SF (we still have all the
powers, just adjusted the styles and such to avoid silliness) and kept the
power level low so that the focus was on the characters and not the
abilities. The end result is a group of people who occassionally backstab or
backup each other depending on the character and situation, but a really
enjoyable and consistant campaign with a virtually unlimited life
expectancy. We've NEVER had a game go stale or characters that we've become
bored with.

(J. Scott Pittman)
I suppose if you're players like it, and all of them have no problem with
it, I have no real argument. Still, it would be fun to get them going
against true hero-types and get a lecture from them in morality.

[Tiger]
Actually, we're big on consequences. Be a badguy and if you're not careful
you'll find yourself either dead or behind bars. Be a goodguy and you might
just get yourself killed unless you're careful. We avoid unpleasantness such
as rape and torture (both as players and as GMs, though we did an
interesting detective "track the serial killer" campaign) as much as
possible, but often we find that "ends justifies the means" develop as the
character's situation becomes desperate or untenable.

But ultimately it IS just a game, and everyone plays to the rules that
everyone else agrees to. Just don't invite me to one of your games and
expect me to play Luke Skywalker, that's all. ;-)

Anyways, thought I'd add to the bandwidth. ;-P

-Tiger
_________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.

Share information about yourself, create your own public profile at
http://profiles.msn.com.


Group: streetfighter Message: 9435 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: some things really don't surprise me
I had a player who aced college. He played a genuis (who appers in the ANGELS setting in my EPICS game) and the player really was one.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 1:03 PM
Subject: RE: [streetfighter] some things really don't surprise me


nah, I got that beat.  I ran a campaign with a player who DID know
everything.

seriously, this guy was a genius who had been pre-med before a back injury
put him on disability, so he spent all his time in front of the TV watching
Discovery or The Learning Channel.  I couldn't put nothing over on him.  But
it was good because he used to think aloud a lot, and by doing so he'd give
me clues as to how best to continue what I was doing.  Long as I kept from
muttering "good call, I never thought of that", I then looked like a GM who
had all the answers. ;)

-----Original Message-----
From: mesmeron@... [mailto:mesmeron@...]
Sent: Friday, October 27, 2000 4:00 PM
To: streetfighter@egroups.com
Subject: [streetfighter] some things really don't surprise me



did you ever run an adv. with a player who thinks they know everything
those types of people get the group in so much trouble, they just
wouldn't believe it!!

I was running this one adv. with the x-men, and the characters were
trying to sneak up on magneto while he was flying with some nuclear
missiles..he wanted to put the blackbird on cloak, magneto can detect
it..how..because it's a big hunk of metal in the sky..thus it can be
detected by him..it's like "batman beyond" although he can turn
invisible he can still be detected..animals, infared devices..etc!!

what you guys think?
mesmeron






Group: streetfighter Message: 9436 From: azathoth05@aol.com Date: 10/27/2000
Subject: Re: here's a question..
Actually those are all Cthulhu references, as are Metalica's songs.

In a message dated 10/26/00 11:41:18 PM Eastern Daylight Time,
joespitt@... writes:

<< Did anyone else notice that the Unspeakables were made to reflect a
Metallica album? there's even a song called The Thing That Shold Not Be
>>
Group: streetfighter Message: 9437 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: here's a question..
Yes, i understood that from the start, i was just wondering if anyone had noticed the album.
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 6:42 PM
Subject: Re: [streetfighter] here's a question..

Actually those are all Cthulhu references, as are Metalica's songs. 

In a message dated 10/26/00 11:41:18 PM Eastern Daylight Time,
joespitt@... writes:

<< Did anyone else notice that the Unspeakables were made to reflect a
Metallica album? there's even a song called The Thing That Shold Not Be
  >>

Group: streetfighter Message: 9438 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: tips on how to be a bad gm or storyteller
10. run your adv. like "dragon's lair" if the players don't do a
certain thing the whole adv stops

9. run campaigns your players hate

8. run the same scenario over and over again

7. never allow yourself to be corrected

6.let npc's do all the work for them

5. announce to your players that someone is sneaking behind them but
they don't know that, duh you just told them!! (true story)

4. run their characters

3. have them take on people you know and they know they can't beat

2. make up weapons off the top of your head

1. you knew it was your turn to run something, so you started thinking
about it the minute you sat down at the table, so you just run it off
the top of your head!!
Group: streetfighter Message: 9439 From: mesmeron@hotmail.com Date: 10/27/2000
Subject: the one thing I couldn't stand
I know we have all had this one before

your'e running something and the one person who isn't in the adv.
always has something to say..the "peanut gallery" who always seems to
have the answer for everything..

me: hey man you wan't in on this?

pg: uh, no man I have to leave soon

and stays the whole adv. I'm like if your'e not going to play either
sit back and listen, go read a book or something and shut the $^%$
up!!



mesmeron
Group: streetfighter Message: 9440 From: J. Scott Pittman Date: 10/27/2000
Subject: Re: tips on how to be a bad gm or storyteller
here are some more:
 
1. Don't give a player a roll if you can't accept that he passes the roll.
  (i once passed a 1d100 roll, and I needed a "1". i made it and I was beyond thrilled as it was at a climatic part of the adventure. The DM overrulled the roll, and I failed the action. that one still urks me and it was like 5 years ago.
 
2. Don't have a story so "stiff' that the players can't alter it (and the ending).
  We have a storyteller who makes up every game like this. he has a set course and you WILL fall within that course no matter what the heck you do.
 
3. Don't be scared not to have a huge, climatic battle if the player gets a great idea; you can have one next game, and the players will talk for years about the time that player X stopped a villian with one spell (true story).
  A high-level illusionist was in a party i was running, and they were attacked by a giant cat with hundreds of hit points and terrible attacks 9these were 20-30 level characters). The illusionist cast a spell that wouls kill the creature if it did not pass it's save, and it did not! So instead of "fudging" the roll, the beast died. That was it. I thought the players would be disappointed; instead, they still talk about how the illusionist downed the dragon-like animal with a single spell.
 
4. Tell the player all the negatives to a roll BEFORE he makes the roll.
 
5. Don't give the players equipment you aren't prepared for them to use all the dang time
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 7:40 PM
Subject: [streetfighter] tips on how to be a bad gm or storyteller



10. run your adv. like "dragon's lair" if the players don't do a
certain thing the whole adv stops

9. run campaigns your players hate

8. run the same scenario over and over again

7. never allow yourself to be corrected

6.let npc's do all the work for them

5. announce to your players that someone is sneaking behind them but
they don't know that, duh you just told them!! (true story)

4. run their characters

3. have them take on people you know and they know they can't beat

2. make up weapons off the top of your head

1. you knew it was your turn to run something, so you started thinking
about it the minute you sat down at the table, so you just run it off
the top of your head!!


Group: streetfighter Message: 9441 From: Darrick Chen Date: 10/27/2000
Subject: Re: some things really don't surprise me
>
>I was running this one adv. with the x-men, and the characters were
>trying to sneak up on magneto while he was flying with some nuclear
>missiles..he wanted to put the blackbird on cloak, magneto can detect
>it..how..because it's a big hunk of metal in the sky..thus it can be
>detected by him..it's like "batman beyond" although he can turn
>invisible he can still be detected..animals, infared devices..etc!!
>
>what you guys think?


Well theoretically most "cloaking" devices work off of bending light waves
around an object, not changing the inherent nature of said object itself.
So, Magneto should have absolutely no problem detecting a "big hunk of metal
in the sky". Also, the darn thing would still make a heck of alot of noise.

-Darrick
>
>

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Group: streetfighter Message: 9442 From: Knight of the Black Rose Date: 10/28/2000
Subject: Re: here's a question..
> I would find it hard to beleive someone with any real liking for
fantasy, adventure and sci-fi could not have heard of Lovecraft, lol.
Did you see the obvious refrence to Lovecraft in The Mouth of
> Madness?

I certainly noticed it when the director mentioned it was one of the
story's sources. But yeah, the whole ancient race returning theme was
quite noticeably similar to Lovecraft's monsters.

Knight of the Black Rose
"Absolute Destiny Tango"
Group: streetfighter Message: 9443 From: Steve Karstensen Date: 10/28/2000
Subject: Re: here's a question..
are you referring to "The Colour Out of Space"?  The color in that story was *sentient*.  Talk about warped.
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, October 27, 2000 6:18 PM
Subject: Re: [streetfighter] here's a question..

Actually, that's a Cthulhu reference from Call of Cthulhu based on HP
Lovecrafts horror novels. Ever hear of the Necronomicon?
So both Metallica and Contenders could have been drawing from the same
mythos.
  I beleive that the music drew upon Lovecraft, and that Contenders drew upon the album (knowing that it drew upon the Cthulhu books, thus drawing upon both sources).
  I would find it hard to beleive someone with any real liking for fantasy, adventure and sci-fi could not have heard of Lovecraft, lol. Did you see the obvious refrence to Lovecraft in The Mouth of Madness?
  By the way, I think one of the most bizzare things in any of Lovecraft's works was not a monster, but a color. A guy found a rock (I think it was a rock) from a meteor or something like that and it was a color he could not place. It wasn't a mixture of colors he knew, and it wasn't black or white, it was something he had never seen before,a NEW color to him that he knew should somehow not exist. WEIRD.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 9:13 PM
Subject: Re: [streetfighter] here's a question..

On Thu, 26 Oct 2000 22:42:54 -0700 "J. Scott Pittman"
<joespitt@...> writes:
> Did anyone else notice that the Unspeakables were made to reflect a
> Metallica album? there's even a song called The Thing That Shold Not
> Be

Actually, that's a Cthulhu reference from Call of Cthulhu based on HP
Lovecrafts horror novels. Ever hear of the Necronomicon?
So both Metallica and Contenders could have been drawing from the same
mythos.

Knight of the Black Rose
"Absolute Destiny Tango"


Group: streetfighter Message: 9444 From: Steve Karstensen Date: 10/28/2000
Subject: Re: Here comes a new challenger!
No, you get your full number of damage *attempts*.  So if you could roll eight damage tests for your CWK (Ath 4 + 4 for the attack, say) you'll always get those eight rolls.
 
Enforce the scenery-blockage rule in your game and see what happens.  if the move hits a wall, it stops.
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, October 27, 2000 6:21 PM
Subject: Re: [streetfighter] Here comes a new challenger!

  It hapened that way all the time wwhen it was in my game. That thing was the dreded Maneuver of the Killer Player, for gosh sakes. Sure, you could defend against it someewhat, but mostly it just beat the pulp out of people, especialy if they had already made their Maneuver.
  We get our full damage from each attack in the tournaments? I must have misunderstood that. There have been plenty of times I have missed or caused very little damage in the tournaments.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 6:22 AM
Subject: RE: [streetfighter] Here comes a new challenger!

oh, I never said it shouldn't cost more or have higher pre-reqs.  Just that it's no more or less dangerous in gameplay than a lot of other moves.  The main reason it KO's so quick in the tournaments is because you always get your full damage rating.
 
granted, that in and of itself should tell you something, but it'll rarely happen that way in a regular game.
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Friday, October 27, 2000 2:06 AM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Here comes a new challenger!

The CHAMPS system i designed (and posted) breaks down all the Maneuvers from Street Fighter into basic mathmatical equasions, so you can see which maneuvers were too weak and too powerful. Cartwheel Kick, although not unstoppable, is too powerful considering it's requirements. No doubt about it. everyone argues over it, and it's just plain scary to see in action here in the tournaments (it holds the record for the quickest KO).
  In CHAMPS, you can "fix" Maneuvers by making them fall within CHAMPS rules, thus making up your own version of Cartwheeel Kick that everyone should agree is "legal". Although it is only one of many versions possible, here is what I came up with in CHAMPS for a "legal" version of Cartwheel Kick:
 
 

Cartwheel Kick

Dogs of War Version

Created with the CHAMPS system

Kick Maneuver

Tag: Kick + Athletics

Path to Learn:

Athletics 5, Kick 4, Backflip

Description

: The fighter rolls in a series of cartwheels, striking with feet and fists over and over

Basic Modifiers

: cost: 1 willpower (-50), speed +0, damge +1 (+50x2)(per hex), move +4 (100x2) = 250

Advantages/Weaknesses

: Straight Line Only(-50), Push(400), Increased damage (+1 per hex, +100) = 450

Technique/Maneuver Requirements

: Kick 4 (-60), Athletics 5 (-120), Backflip (-2) = -182

Total Construction Points

: 518

Basic Power Point Cost

: 10.36 (10)

Special Power Points Modifiers

: -4 PP from Backflip

Power Points

:
MCKF (CHAMPS version), Western Kickboxing (CHAMPS version) 5, Associated Maneuver 7

Notes

: First, I added the obvious requirement of Backflip, which takes away the requirement of Athletics 2 (as Backflip requires Athletics 3), but it will decrease my final Power Point cost by 3. I now add a new Athletics requirement of 5 and a Kick requirement of 4. This gives me a new total of 518 construction points, or 10 Power Points, reduced to 7 with Backflip. Only Styles that have a -2 Power Point Tag for Athletics + Kick Maneuvers will be able to purchase Cartwheel Kick, and at a high cost to them of 5 Power Points, unless the Maneuver is associated with their Style, in which case they can purchase the maneuver for 7 Power Points.
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 3:59 AM
Subject: [streetfighter] Here comes a new challenger!

Hello Everyone!

My real name is Jerome (I am french). My nickname is backick (due to
street fighter rpg!). I have a french site on Conspiracy X
(www.sden.org/jdr/conspiracyx).

I started playing a Street Fighter RPG 7 years ago, before White WOlf
bought the license. When WW issued their RPG I switched to their game
because the fighting rules were excellent. I played this game a lot.
I stopped 2 years ago because, my players and I wanted to change (we
got involved in Star Wars, Conspiracy X and Warhammer...). But, SF
remains one of my favorite rpg because there is a lot of fun in it
and my players and I developed a very rich background (which the main
thing that is missing in the WW conversion I think).

I always had a question, I wanted to ask to other gamemasters. Don't
you think that tha cartwhell kick manoeuver is too powerful? I
changed the damage to -1 if not my nijitsu player was crushing anyone
with it.

Thanks!

Jérôme > backick





Group: streetfighter Message: 9445 From: gero24@hotmail.com Date: 10/28/2000
Subject: CartWheel Kick
This is the cartwheel kick i use in my games, its been twisted and
modified so it is still powerful, but not so cheap of an attack.

Cartwheel Kick
Power Points: 3
Requirements: Kick 2, Back Flip
The fighter flips into an acrobatic cartwheel, smashing her feet and
fists into her opponent over and over again. The amount of ground
covered is truly amazing. This move is also used to put distance
between a fighter and an opponent who is pressing her too hard.
System: A Cartwheel Kick must travel in a straight line in any of the
six directions available to the Street Fighter. For every hex
traveled without hitting an opponent, the damage adjustment goes up
by 1 to a maximum of +6. When an opponent is encountered, the fighter
does not stop but pushes her opponent back one hex, For each hex an
opponent is pushed back, the opponent suffers one attack using the
modifiers below. The fighter may end her turn in any hex she likes
along her line of travel. This has a limitation, it can never hit an
opponent more times than the attackers Dexterity Attribute.
Cost 1 Will Power
Speed +0
Damage +0*
Move +2


they could go the multiple hits or get some damage bulit up with some
distance, or a little of both.
Example: Lee is fighting Jackel, Lee just threw Jackl 5 hexes away
from his throw. Lee has Lightfeet, a 6 Athletics, and a 6 Dexterity.
He uses his Cartwheel kick maneuver. Jackel is 5 hexes away and is
dizzed from the throw. Lee figures thats a +5 adjustment and attacks.
And decides to spend an extra willpoer point to activate his Light
feet maneuver. Hitting Jackel with +5 damage adjustment 5 times.
things are not looking good for the Egyptian fighter, Jackel is gonna
probally be knocked out from that one.

i have an alternate health rules, that allow a character more
flexibilty and explains why a "Heros/Villians" take so much
punishment, that would kill mr.joe average.

thats my two cents
Gero
Group: streetfighter Message: 9446 From: Darrick Chen Date: 10/28/2000
Subject: Enter the Double Dragon
>Or the guys from double dragon

Oh it's ON, now........ :)

This is great. I've been waiting for an excsue to tackle these bad boys from
THE quintessential sidescrolling fighting game.

I'm a bit bored at work right now, so I thought I'd give translating the Lee
Brothers a try. Mind you, I'm not up on the mythos, except for a bit of the
mid-nineties cartoon, which I am NOT going to include here. So anyway,
here's my two cents.

I've written here some "base stats" for the Lee Bros, based mostly on thier
video game existance. I've chosen not to include stats pertaining to the
movie, animated series, or limited comic book run, becasue I didn't feel any
of those really fit in with the SF mythos. Feel free to alter this stats as
you see fit, of course.

Name: William (Billy) and James (Jimmy) Lee
Style: Not really sure here. From what I've seen in a variety of mediums,
the Lee bros practice something akin to kung fu. My best bet is Kenpo,
though.
School: Double Dragon Dojo (I think)
Team: Double Dragon
Concept: Street Fighters (A little silly, but nothing else fits, yes?)

Attributes
Physical: Strength 5, Dexterity 5, Stamina 5
Social: Charisma 3, Manipulation 1, Appearance 4 (
Mental: Perception 4, Intelligence 4, Wits 5

Abilities
Talents: Alertness 5, Interrogation 4, Intimidation 4 (Are YOU gonna mess
with them?), Insight 4,
Streetwise 5, Subterfuge 2

Skills: Blindfighting 4, Drive 3, Leadership 4, Security 3, Stealth 3,
Survival 3

Knowledges: Arena 1 (I don't think they actually HAVE an arean, unless
there's one in theior dojo, hmmmm), Computer 2, Investigation 3, Medicine 2,
Mysteries 4, Style Lore 4

Backgrounds: Allies 3,Contacts 4 ,Resources 1

Techniques: Punch 5, Kick 5, Block 2, Grab 3, Athletics 4, Focus 3,
Weapons 2,

Chi: 10
Willpower:10

Health: 15

Techniques
I don't have my Maneuvers list handy so I'm doing this from memory. Feel
free to add to this list.

Headbutt, Throw, Haymaker, Power Uppercut, Spinning Backfist, Elbow Smash,
Hurricane Kick (most definitely!), Spinning Thrust Kick, Grapple Defense,
Joint Lock, Punch Defense, Kick Defense, BackFlip, Kippup, Knee Basher. Art
of Breaking, Chi Kung Healing. (Most of these moves were taken from SNES'
Super Double Dragon)

Weapons Proficiencies: Knife, Nunchaku, Staff, Thrown Weapons

As for a way to introduce the Lee Bros. and interesting way to do it is to
assume the DD games took place real time, i.e back int he late 80s early
90's. The Lee Bros. could be a sort of modern day folk heroes among newr or
younger street fighters. The Lee boys could either be training new fighters
(subject to approval of course) or basically be living the quiet life. I
don't think either of them would have ever competed for sport (hence, no
rank listing).

Another interesting concept is if they aren't a part of the tournies, what
if they weren't aware of Shadoloo? By now they'd probably have had enough of
the whole corrupt organization thing. Plus chances are one of them would be
married or at least attached to that fine lookin' Marion. One possible
chronicle would be try and get the Doube Dragons to enter the fight, or at
least convince them of the danger.

Or if you want to go from the mystical standpoint, you could say that Double
Dragon is title passed down from generation to generation, so that the
powers of A Dragon may be used to vanquish a great evil. THe Lees took care
of whatever huge evil organization that was plaguing them at that time, but
now Shadoloo's even meaner and nastier so now they have to "pass it on".

That's my spin on it anyway. The Lee Bros made a sort-of Cameo in my
Alternate Universe storyline....their names were on the list of the dead.


Cheers!



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Group: streetfighter Message: 9447 From: cliff rice Date: 10/28/2000
Subject: Streetfighter Twink Top 5
#5: If at any time you say "Ok the Wushu
practishoners polymorph spell wears of and you now
face a 300 foot long red dragon"

#4: If the average first rank fighter could kick
Goku's and vagetas ass at the same time.

#3: Oh, and by the way storyteller my character
inherited the armor of mars from his grand father.

#2: Why yes you can learn that wountain shattering
move from mortal kombat Anialation.

And the number one phraise your streetfighter game
might be twinkish.

#1: sure you can have 50 experience points just by
beating Zangeif.


Any one elso have any twinkiisims out there.




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Group: streetfighter Message: 9448 From: cliff rice Date: 10/28/2000
Subject: Re: Enter the Double Dragon
WOW! this is about how i would make them except for
maby less chi and will and more health. (gotta nit pic
somewhere hehehe!) any way these are damn cool stats!

Cliff
--- Darrick Chen <dare2live@...> wrote:
>
> >Or the guys from double dragon
>
> Oh it's ON, now........ :)
>
> This is great. I've been waiting for an excsue to
> tackle these bad boys from
> THE quintessential sidescrolling fighting game.
>
> I'm a bit bored at work right now, so I thought I'd
> give translating the Lee
> Brothers a try. Mind you, I'm not up on the mythos,
> except for a bit of the
> mid-nineties cartoon, which I am NOT going to
> include here. So anyway,
> here's my two cents.
>
> I've written here some "base stats" for the Lee
> Bros, based mostly on thier
> video game existance. I've chosen not to include
> stats pertaining to the
> movie, animated series, or limited comic book run,
> becasue I didn't feel any
> of those really fit in with the SF mythos. Feel free
> to alter this stats as
> you see fit, of course.
>
> Name: William (Billy) and James (Jimmy) Lee
> Style: Not really sure here. From what I've seen in
> a variety of mediums,
> the Lee bros practice something akin to kung fu. My
> best bet is Kenpo,
> though.
> School: Double Dragon Dojo (I think)
> Team: Double Dragon
> Concept: Street Fighters (A little silly, but
> nothing else fits, yes?)
>
> Attributes
> Physical: Strength 5, Dexterity 5, Stamina 5
> Social: Charisma 3, Manipulation 1, Appearance 4 (
> Mental: Perception 4, Intelligence 4, Wits 5
>
> Abilities
> Talents: Alertness 5, Interrogation 4, Intimidation
> 4 (Are YOU gonna mess
> with them?), Insight 4,
> Streetwise 5, Subterfuge 2
>
> Skills: Blindfighting 4, Drive 3, Leadership 4,
> Security 3, Stealth 3,
> Survival 3
>
> Knowledges: Arena 1 (I don't think they actually
> HAVE an arean, unless
> there's one in theior dojo, hmmmm), Computer 2,
> Investigation 3, Medicine 2,
> Mysteries 4, Style Lore 4
>
> Backgrounds: Allies 3,Contacts 4 ,Resources 1
>
> Techniques: Punch 5, Kick 5, Block 2, Grab 3,
> Athletics 4, Focus 3,
> Weapons 2,
>
> Chi: 10
> Willpower:10
>
> Health: 15
>
> Techniques
> I don't have my Maneuvers list handy so I'm doing
> this from memory. Feel
> free to add to this list.
>
> Headbutt, Throw, Haymaker, Power Uppercut, Spinning
> Backfist, Elbow Smash,
> Hurricane Kick (most definitely!), Spinning Thrust
> Kick, Grapple Defense,
> Joint Lock, Punch Defense, Kick Defense, BackFlip,
> Kippup, Knee Basher. Art
> of Breaking, Chi Kung Healing. (Most of these moves
> were taken from SNES'
> Super Double Dragon)
>
> Weapons Proficiencies: Knife, Nunchaku, Staff,
> Thrown Weapons
>
> As for a way to introduce the Lee Bros. and
> interesting way to do it is to
> assume the DD games took place real time, i.e back
> int he late 80s early
> 90's. The Lee Bros. could be a sort of modern day
> folk heroes among newr or
> younger street fighters. The Lee boys could either
> be training new fighters
> (subject to approval of course) or basically be
> living the quiet life. I
> don't think either of them would have ever competed
> for sport (hence, no
> rank listing).
>
> Another interesting concept is if they aren't a part
> of the tournies, what
> if they weren't aware of Shadoloo? By now they'd
> probably have had enough of
> the whole corrupt organization thing. Plus chances
> are one of them would be
> married or at least attached to that fine lookin'
> Marion. One possible
> chronicle would be try and get the Doube Dragons to
> enter the fight, or at
> least convince them of the danger.
>
> Or if you want to go from the mystical standpoint,
> you could say that Double
> Dragon is title passed down from generation to
> generation, so that the
> powers of A Dragon may be used to vanquish a great
> evil. THe Lees took care
> of whatever huge evil organization that was plaguing
> them at that time, but
> now Shadoloo's even meaner and nastier so now they
> have to "pass it on".
>
> That's my spin on it anyway. The Lee Bros made a
> sort-of Cameo in my
> Alternate Universe storyline....their names were on
> the list of the dead.
>
>
> Cheers!
>
>
>
>
_________________________________________________________________________
> Get Your Private, Free E-mail from MSN Hotmail at
> http://www.hotmail.com
>
> Share information about yourself, create your own
> public profile at
> http://profiles.msn.com
>
>


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Group: streetfighter Message: 9449 From: J. Scott Pittman Date: 10/28/2000
Subject: Re: here's a question..
Thats the one
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Saturday, October 28, 2000 10:39 AM
Subject: Re: [streetfighter] here's a question..

are you referring to "The Colour Out of Space"?  The color in that story was *sentient*.  Talk about warped.
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, October 27, 2000 6:18 PM
Subject: Re: [streetfighter] here's a question..

Actually, that's a Cthulhu reference from Call of Cthulhu based on HP
Lovecrafts horror novels. Ever hear of the Necronomicon?
So both Metallica and Contenders could have been drawing from the same
mythos.
  I beleive that the music drew upon Lovecraft, and that Contenders drew upon the album (knowing that it drew upon the Cthulhu books, thus drawing upon both sources).
  I would find it hard to beleive someone with any real liking for fantasy, adventure and sci-fi could not have heard of Lovecraft, lol. Did you see the obvious refrence to Lovecraft in The Mouth of Madness?
  By the way, I think one of the most bizzare things in any of Lovecraft's works was not a monster, but a color. A guy found a rock (I think it was a rock) from a meteor or something like that and it was a color he could not place. It wasn't a mixture of colors he knew, and it wasn't black or white, it was something he had never seen before,a NEW color to him that he knew should somehow not exist. WEIRD.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 9:13 PM
Subject: Re: [streetfighter] here's a question..

On Thu, 26 Oct 2000 22:42:54 -0700 "J. Scott Pittman"
<joespitt@...> writes:
> Did anyone else notice that the Unspeakables were made to reflect a
> Metallica album? there's even a song called The Thing That Shold Not
> Be

Actually, that's a Cthulhu reference from Call of Cthulhu based on HP
Lovecrafts horror novels. Ever hear of the Necronomicon?
So both Metallica and Contenders could have been drawing from the same
mythos.

Knight of the Black Rose
"Absolute Destiny Tango"



Group: streetfighter Message: 9450 From: J. Scott Pittman Date: 10/28/2000
Subject: Re: Here comes a new challenger!
oh, I see what you mean. Yeah, we used the "hit-a-solid-object-stops-cwk rule in my games, but the Maneuver was still quite deadly. Most characters that used it purposely stayed back a bit to line themselves up for a straight line, full move hit in a large ring.
  In my tournament rules I posted there is no boundry to the ring. Mabye there should be for Maneuvers like CWK
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Saturday, October 28, 2000 10:41 AM
Subject: Re: [streetfighter] Here comes a new challenger!

No, you get your full number of damage *attempts*.  So if you could roll eight damage tests for your CWK (Ath 4 + 4 for the attack, say) you'll always get those eight rolls.
 
Enforce the scenery-blockage rule in your game and see what happens.  if the move hits a wall, it stops.
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, October 27, 2000 6:21 PM
Subject: Re: [streetfighter] Here comes a new challenger!

  It hapened that way all the time wwhen it was in my game. That thing was the dreded Maneuver of the Killer Player, for gosh sakes. Sure, you could defend against it someewhat, but mostly it just beat the pulp out of people, especialy if they had already made their Maneuver.
  We get our full damage from each attack in the tournaments? I must have misunderstood that. There have been plenty of times I have missed or caused very little damage in the tournaments.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 6:22 AM
Subject: RE: [streetfighter] Here comes a new challenger!

oh, I never said it shouldn't cost more or have higher pre-reqs.  Just that it's no more or less dangerous in gameplay than a lot of other moves.  The main reason it KO's so quick in the tournaments is because you always get your full damage rating.
 
granted, that in and of itself should tell you something, but it'll rarely happen that way in a regular game.
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Friday, October 27, 2000 2:06 AM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Here comes a new challenger!

The CHAMPS system i designed (and posted) breaks down all the Maneuvers from Street Fighter into basic mathmatical equasions, so you can see which maneuvers were too weak and too powerful. Cartwheel Kick, although not unstoppable, is too powerful considering it's requirements. No doubt about it. everyone argues over it, and it's just plain scary to see in action here in the tournaments (it holds the record for the quickest KO).
  In CHAMPS, you can "fix" Maneuvers by making them fall within CHAMPS rules, thus making up your own version of Cartwheeel Kick that everyone should agree is "legal". Although it is only one of many versions possible, here is what I came up with in CHAMPS for a "legal" version of Cartwheel Kick:
 
 

Cartwheel Kick

Dogs of War Version

Created with the CHAMPS system

Kick Maneuver

Tag: Kick + Athletics

Path to Learn:

Athletics 5, Kick 4, Backflip

Description

: The fighter rolls in a series of cartwheels, striking with feet and fists over and over

Basic Modifiers

: cost: 1 willpower (-50), speed +0, damge +1 (+50x2)(per hex), move +4 (100x2) = 250

Advantages/Weaknesses

: Straight Line Only(-50), Push(400), Increased damage (+1 per hex, +100) = 450

Technique/Maneuver Requirements

: Kick 4 (-60), Athletics 5 (-120), Backflip (-2) = -182

Total Construction Points

: 518

Basic Power Point Cost

: 10.36 (10)

Special Power Points Modifiers

: -4 PP from Backflip

Power Points

:
MCKF (CHAMPS version), Western Kickboxing (CHAMPS version) 5, Associated Maneuver 7

Notes

: First, I added the obvious requirement of Backflip, which takes away the requirement of Athletics 2 (as Backflip requires Athletics 3), but it will decrease my final Power Point cost by 3. I now add a new Athletics requirement of 5 and a Kick requirement of 4. This gives me a new total of 518 construction points, or 10 Power Points, reduced to 7 with Backflip. Only Styles that have a -2 Power Point Tag for Athletics + Kick Maneuvers will be able to purchase Cartwheel Kick, and at a high cost to them of 5 Power Points, unless the Maneuver is associated with their Style, in which case they can purchase the maneuver for 7 Power Points.
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 3:59 AM
Subject: [streetfighter] Here comes a new challenger!

Hello Everyone!

My real name is Jerome (I am french). My nickname is backick (due to
street fighter rpg!). I have a french site on Conspiracy X
(www.sden.org/jdr/conspiracyx).

I started playing a Street Fighter RPG 7 years ago, before White WOlf
bought the license. When WW issued their RPG I switched to their game
because the fighting rules were excellent. I played this game a lot.
I stopped 2 years ago because, my players and I wanted to change (we
got involved in Star Wars, Conspiracy X and Warhammer...). But, SF
remains one of my favorite rpg because there is a lot of fun in it
and my players and I developed a very rich background (which the main
thing that is missing in the WW conversion I think).

I always had a question, I wanted to ask to other gamemasters. Don't
you think that tha cartwhell kick manoeuver is too powerful? I
changed the damage to -1 if not my nijitsu player was crushing anyone
with it.

Thanks!

Jérôme > backick






Group: streetfighter Message: 9451 From: gero24@hotmail.com Date: 10/28/2000
Subject: Re: Enter the Double Dragon
oh i am impressed with them, but more health and less chi.

i have a semi-challange . . .

River City Ransom.

the vilians in that were some bad ass dudes in thier day

or how about the style of Ninjitsu practiced by the ninja turtles?

Casey Jones vs, Shadowloo?

or Eric Draven; aka The Crow

Mel Gibsons Character in the Lethal Weapon series

or how about some professional Wrestlers of any company ECW, WCW, WWF
Mankind, Sting, Rey Mysterio Jr., The Rock?

Thats my two cents . . .
Gero
Group: streetfighter Message: 9452 From: Steve Karstensen Date: 10/29/2000
Subject: Re: Here comes a new challenger!
uh, yea.  it's generally a good idea to set up some form of ring boundaries, especially for tournaments.  at the very least, have people crowd in at the "edge" of the arena.  I usually use a physical ring, mat, or room with walls for my arenas, and in the case of a mat, in the event of a "ring out", the fighters are usually returned to their starting positions.
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Saturday, October 28, 2000 10:33 PM
Subject: Re: [streetfighter] Here comes a new challenger!

oh, I see what you mean. Yeah, we used the "hit-a-solid-object-stops-cwk rule in my games, but the Maneuver was still quite deadly. Most characters that used it purposely stayed back a bit to line themselves up for a straight line, full move hit in a large ring.
  In my tournament rules I posted there is no boundry to the ring. Mabye there should be for Maneuvers like CWK
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Saturday, October 28, 2000 10:41 AM
Subject: Re: [streetfighter] Here comes a new challenger!

No, you get your full number of damage *attempts*.  So if you could roll eight damage tests for your CWK (Ath 4 + 4 for the attack, say) you'll always get those eight rolls.
 
Enforce the scenery-blockage rule in your game and see what happens.  if the move hits a wall, it stops.
 
-----Original Message-----
From: J. Scott Pittman <joespitt@...>
To: streetfighter@egroups.com <streetfighter@egroups.com>
Date: Friday, October 27, 2000 6:21 PM
Subject: Re: [streetfighter] Here comes a new challenger!

  It hapened that way all the time wwhen it was in my game. That thing was the dreded Maneuver of the Killer Player, for gosh sakes. Sure, you could defend against it someewhat, but mostly it just beat the pulp out of people, especialy if they had already made their Maneuver.
  We get our full damage from each attack in the tournaments? I must have misunderstood that. There have been plenty of times I have missed or caused very little damage in the tournaments.
 
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Friday, October 27, 2000 6:22 AM
Subject: RE: [streetfighter] Here comes a new challenger!

oh, I never said it shouldn't cost more or have higher pre-reqs.  Just that it's no more or less dangerous in gameplay than a lot of other moves.  The main reason it KO's so quick in the tournaments is because you always get your full damage rating.
 
granted, that in and of itself should tell you something, but it'll rarely happen that way in a regular game.
-----Original Message-----
From: J. Scott Pittman [mailto:joespitt@...]
Sent: Friday, October 27, 2000 2:06 AM
To: streetfighter@egroups.com
Subject: Re: [streetfighter] Here comes a new challenger!

The CHAMPS system i designed (and posted) breaks down all the Maneuvers from Street Fighter into basic mathmatical equasions, so you can see which maneuvers were too weak and too powerful. Cartwheel Kick, although not unstoppable, is too powerful considering it's requirements. No doubt about it. everyone argues over it, and it's just plain scary to see in action here in the tournaments (it holds the record for the quickest KO).
  In CHAMPS, you can "fix" Maneuvers by making them fall within CHAMPS rules, thus making up your own version of Cartwheeel Kick that everyone should agree is "legal". Although it is only one of many versions possible, here is what I came up with in CHAMPS for a "legal" version of Cartwheel Kick:
 
 

Cartwheel Kick

Dogs of War Version

Created with the CHAMPS system

Kick Maneuver

Tag: Kick + Athletics

Path to Learn:

Athletics 5, Kick 4, Backflip

Description

: The fighter rolls in a series of cartwheels, striking with feet and fists over and over

Basic Modifiers

: cost: 1 willpower (-50), speed +0, damge +1 (+50x2)(per hex), move +4 (100x2) = 250

Advantages/Weaknesses

: Straight Line Only(-50), Push(400), Increased damage (+1 per hex, +100) = 450

Technique/Maneuver Requirements

: Kick 4 (-60), Athletics 5 (-120), Backflip (-2) = -182

Total Construction Points

: 518

Basic Power Point Cost

: 10.36 (10)

Special Power Points Modifiers

: -4 PP from Backflip

Power Points

:
MCKF (CHAMPS version), Western Kickboxing (CHAMPS version) 5, Associated Maneuver 7

Notes

: First, I added the obvious requirement of Backflip, which takes away the requirement of Athletics 2 (as Backflip requires Athletics 3), but it will decrease my final Power Point cost by 3. I now add a new Athletics requirement of 5 and a Kick requirement of 4. This gives me a new total of 518 construction points, or 10 Power Points, reduced to 7 with Backflip. Only Styles that have a -2 Power Point Tag for Athletics + Kick Maneuvers will be able to purchase Cartwheel Kick, and at a high cost to them of 5 Power Points, unless the Maneuver is associated with their Style, in which case they can purchase the maneuver for 7 Power Points.
J. Scott Pittman
EPICS game designer and professional artist
www.dragonslayergames.com
"Imagination is more important than information" - Albert Einstein
----- Original Message -----
Sent: Thursday, October 26, 2000 3:59 AM
Subject: [streetfighter] Here comes a new challenger!

Hello Everyone!

My real name is Jerome (I am french). My nickname is backick (due to
street fighter rpg!). I have a french site on Conspiracy X
(www.sden.org/jdr/conspiracyx).

I started playing a Street Fighter RPG 7 years ago, before White WOlf
bought the license. When WW issued their RPG I switched to their game
because the fighting rules were excellent. I played this game a lot.
I stopped 2 years ago because, my players and I wanted to change (we
got involved in Star Wars, Conspiracy X and Warhammer...). But, SF
remains one of my favorite rpg because there is a lot of fun in it
and my players and I developed a very rich background (which the main
thing that is missing in the WW conversion I think).

I always had a question, I wanted to ask to other gamemasters. Don't
you think that tha cartwhell kick manoeuver is too powerful? I
changed the damage to -1 if not my nijitsu player was crushing anyone
with it.

Thanks!

Jérôme > backick







Group: streetfighter Message: 9453 From: Knight of the Black Rose Date: 10/29/2000
Subject: Re: CartWheel Kick
My god, the modified CWK still seems so ungodly powerful . . . 5 hits, at
+5?
I would probably say to make it balanced... that the damage modifier goes
up per distance traveled, but it only hits once.

Knight of the Black Rose
"Absolute Destiny Tango"
Group: streetfighter Message: 9454 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: Here comes a new challenger!
--- In streetfighter@egroups.com, "J. Scott Pittman" <joespitt@t...>
wrote:
> oh, I see what you mean. Yeah, we used the
"hit-a-solid-object-stops-cwk rule in my games, but the Maneuver was
still quite deadly. Most characters that used it purposely stayed back
a bit to line themselves up for a straight line, full move hit in a
large ring.
> In my tournament rules I posted there is no boundry to the ring.
Mabye there should be for Maneuvers like CWK
> J. Scott Pittman
> EPICS game designer and professional artist
> www.dragonslayergames.com
> "Imagination is more important than information" - Albert Einstein
> ----- Original Message -----
> From: Steve Karstensen
> To: streetfighter@egroups.com
> Sent: Saturday, October 28, 2000 10:41 AM
> Subject: Re: [streetfighter] Here comes a new challenger!
>
>
> No, you get your full number of damage *attempts*. So if you
could roll eight damage tests for your CWK (Ath 4 + 4 for the attack,
say) you'll always get those eight rolls.
>
> Enforce the scenery-blockage rule in your game and see what
happens. if the move hits a wall, it stops.
>
> -----Original Message-----
> From: J. Scott Pittman <joespitt@t...>
> To: streetfighter@egroups.com <streetfighter@egroups.com>
> Date: Friday, October 27, 2000 6:21 PM
> Subject: Re: [streetfighter] Here comes a new challenger!
>
>
> It hapened that way all the time wwhen it was in my game. That
thing was the dreded Maneuver of the Killer Player, for gosh sakes.
Sure, you could defend against it someewhat, but mostly it just beat
the pulp out of people, especialy if they had already made their
Maneuver.
> We get our full damage from each attack in the tournaments? I
must have misunderstood that. There have been plenty of times I have
missed or caused very little damage in the tournaments.
>
> J. Scott Pittman
> EPICS game designer and professional artist
> www.dragonslayergames.com
> "Imagination is more important than information" - Albert Einstein
> ----- Original Message -----
> From: Steve Karstensen
> To: streetfighter@egroups.com
> Sent: Friday, October 27, 2000 6:22 AM
> Subject: RE: [streetfighter] Here comes a new challenger!
>
>
> oh, I never said it shouldn't cost more or have higher pre-reqs.
Just that it's no more or less dangerous in gameplay than a lot of
other moves. The main reason it KO's so quick in the tournaments is
because you always get your full damage rating.
>
> granted, that in and of itself should tell you something, but
it'll rarely happen that way in a regular game.
> -----Original Message-----
> From: J. Scott Pittman [mailto:joespitt@t...]
> Sent: Friday, October 27, 2000 2:06 AM
> To: streetfighter@egroups.com
> Subject: Re: [streetfighter] Here comes a new challenger!
>
>
> The CHAMPS system i designed (and posted) breaks down all the
Maneuvers from Street Fighter into basic mathmatical equasions, so you
can see which maneuvers were too weak and too powerful. Cartwheel
Kick, although not unstoppable, is too powerful considering it's
requirements. No doubt about it. everyone argues over it, and it's
just plain scary to see in action here in the tournaments (it holds
the record for the quickest KO).
> In CHAMPS, you can "fix" Maneuvers by making them fall
within CHAMPS rules, thus making up your own version of Cartwheeel
Kick that everyone should agree is "legal". Although it is only one of
many versions possible, here is what I came up with in CHAMPS for a
"legal" version of Cartwheel Kick:
>
>
> Cartwheel Kick
>
> Dogs of War Version
>
> Created with the CHAMPS system
>
> Kick Maneuver
>
> Tag: Kick + Athletics
>
> Path to Learn: Athletics 5, Kick 4, Backflip
>
> Description: The fighter rolls in a series of cartwheels,
striking with feet and fists over and over
>
> Basic Modifiers: cost: 1 willpower (-50), speed +0, damge +1
(+50x2)(per hex), move +4 (100x2) = 250
>
> Advantages/Weaknesses: Straight Line Only(-50), Push(400),
Increased damage (+1 per hex, +100) = 450
>
> Technique/Maneuver Requirements: Kick 4 (-60), Athletics 5
(-120), Backflip (-2) = -182
>
> Total Construction Points: 518
>
> Basic Power Point Cost: 10.36 (10)
>
> Special Power Points Modifiers: -4 PP from Backflip
>
> Power Points: MCKF (CHAMPS version), Western Kickboxing
(CHAMPS version) 5, Associated Maneuver 7
>
> Notes: First, I added the obvious requirement of Backflip,
which takes away the requirement of Athletics 2 (as Backflip requires
Athletics 3), but it will decrease my final Power Point cost by 3. I
now add a new Athletics requirement of 5 and a Kick requirement of 4.
This gives me a new total of 518 construction points, or 10 Power
Points, reduced to 7 with Backflip. Only Styles that have a -2 Power
Point Tag for Athletics + Kick Maneuvers will be able to purchase
Cartwheel Kick, and at a high cost to them of 5 Power Points, unless
the Maneuver is associated with their Style, in which case they can
purchase the maneuver for 7 Power Points.
>
> J. Scott Pittman
> EPICS game designer and professional artist
> www.dragonslayergames.com
> "Imagination is more important than information" - Albert
Einstein
> ----- Original Message -----
> From: Jérôme Rolli
> To: streetfighter@egroups.com
> Sent: Thursday, October 26, 2000 3:59 AM
> Subject: [streetfighter] Here comes a new challenger!
>
>
> Hello Everyone!
>
> My real name is Jerome (I am french). My nickname is backick
(due to
> street fighter rpg!). I have a french site on Conspiracy X
> (www.sden.org/jdr/conspiracyx).
>
> I started playing a Street Fighter RPG 7 years ago, before
White WOlf
> bought the license. When WW issued their RPG I switched to
their game
> because the fighting rules were excellent. I played this
game a lot.
> I stopped 2 years ago because, my players and I wanted to
change (we
> got involved in Star Wars, Conspiracy X and Warhammer...).
But, SF
> remains one of my favorite rpg because there is a lot of fun
in it
> and my players and I developed a very rich background (which
the main
> thing that is missing in the WW conversion I think).
>
> I always had a question, I wanted to ask to other
gamemasters. Don't
> you think that tha cartwhell kick manoeuver is too powerful?
I
> changed the damage to -1 if not my nijitsu player was
crushing anyone
> with it.
>
> Thanks!
>
> Jérôme > backick
>
>
>
>
>
>
>
>
> eGroups Sponsor

what I used to do was when they tried to do it was punch them in the
nuts...when they tried too funny
mesmeron
Group: streetfighter Message: 9455 From: gero24@hotmail.com Date: 10/29/2000
Subject: Re: CartWheel Kick
why is that so bad; +5 for 5 hits? at worse it inflicts 14 damage a
hit, with a Strength of 8; oh i remember the book rules use
Technique as damage bonus

i use Tech-Hits due to technique, in which if you roll more successes
the more damage you inflict. every 2 successes you gain 1 dice of non-
blockable damage. so if ya fighting a blocking monster like E.Honda,
and ya cant seem to get any damage past thier sok totals, tech-hit
them to death.

we had a fight once where only tech-hits count, it was a brutal
battle.

also certin maneuvers are too brutal to generate tech-hits, i am
currently writing a compendium, called Tome of the Arts. it has tons
of streetfighter stuff in it, includingg 100+ fighting styles, some
400+ maneuvers, and the whole system is place on my modifications
over the last 6 or so years to the streetfighter system.

well thats my two cents,
Gero


--- In streetfighter@egroups.com, Knight of the Black Rose
<anton_figueroa@j...> wrote:
> My god, the modified CWK still seems so ungodly powerful . . . 5
hits, at
> +5?
> I would probably say to make it balanced... that the damage
modifier goes
> up per distance traveled, but it only hits once.
>
> Knight of the Black Rose
> "Absolute Destiny Tango"
Group: streetfighter Message: 9456 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: tips on how to be a bad gm or storyteller
--- In streetfighter@egroups.com, "J. Scott Pittman" <joespitt@t...>
wrote:
> here are some more:
>
> 1. Don't give a player a roll if you can't accept that he passes the
roll.
> (i once passed a 1d100 roll, and I needed a "1". i made it and I
was beyond thrilled as it was at a climatic part of the adventure. The
DM overrulled the roll, and I failed the action. that one still urks
me and it was like 5 years ago.
>
> 2. Don't have a story so "stiff' that the players can't alter it
(and the ending).
> We have a storyteller who makes up every game like this. he has a
set course and you WILL fall within that course no matter what the
heck you do.
>
> 3. Don't be scared not to have a huge, climatic battle if the player
gets a great idea; you can have one next game, and the players will
talk for years about the time that player X stopped a villian with one
spell (true story).
> A high-level illusionist was in a party i was running, and they
were attacked by a giant cat with hundreds of hit points and terrible
attacks 9these were 20-30 level characters). The illusionist cast a
spell that wouls kill the creature if it did not pass it's save, and
it did not! So instead of "fudging" the roll, the beast died. That was
it. I thought the players would be disappointed; instead, they still
talk about how the illusionist downed the dragon-like animal with a
single spell.
>
> 4. Tell the player all the negatives to a roll BEFORE he makes the
roll.
>
> 5. Don't give the players equipment you aren't prepared for them to
use all the dang time

here's a few more:
make the thugs as tough or tougher than the players..so they can fight
them for hours without really getting into the mission of the
adventure

run something that theyr'e not familiar with (i.e some other player's
previous or current adventure)

try to run a campaign with a loose knit group, so you'll never finish
it cause that one person "has to work..etc"

run an adventure with too many players

allow more than one stamina roll when death comes a knockin

show favoritism toward a certain player or character

run an adventure where the players are fighting a certain villian, and
you know that all he has to do is one action and the players are
crippled or killed

what you think

mesmeron
>
> J. Scott Pittman
> EPICS game designer and professional artist
> www.dragonslayergames.com
> "Imagination is more important than information" - Albert Einstein
> ----- Original Message -----
> From: mesmeron@h...
> To: streetfighter@egroups.com
> Sent: Friday, October 27, 2000 7:40 PM
> Subject: [streetfighter] tips on how to be a bad gm or storyteller
>
>
>
>
> 10. run your adv. like "dragon's lair" if the players don't do a
> certain thing the whole adv stops
>
> 9. run campaigns your players hate
>
> 8. run the same scenario over and over again
>
> 7. never allow yourself to be corrected
>
> 6.let npc's do all the work for them
>
> 5. announce to your players that someone is sneaking behind them
but
> they don't know that, duh you just told them!! (true story)
>
> 4. run their characters
>
> 3. have them take on people you know and they know they can't beat
>
> 2. make up weapons off the top of your head
>
> 1. you knew it was your turn to run something, so you started
thinking
> about it the minute you sat down at the table, so you just run it
off
> the top of your head!!
>
>
> eGroups Sponsor
Group: streetfighter Message: 9457 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: how to be a bad player
1. ignore warnings that the storyteller gives you about a certain
action

2. make a character from the comics that you don't know everything
about..."gee I didn't know he could fly"

3. enter a fight with no tactics

4.stay one dimensional..don't find any fancy ways to use your skills
just keep doing the same thing over and over again

5.ignore information..

6. take on the boss villian by yourself
Group: streetfighter Message: 9458 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: SFSTG - Useless Maneuvers and their Uses
--- In streetfighter@egroups.com, Howard Collins <howard@a...> wrote:
> NOTE: Posting to old list and new one as well. Blah.
>
> Nelson, Christopher T wrote:
>
> > By the way, can anyone come up with a good rationale for
disallowing
> > Aborts to Blocking Special Maneuvers (Punch Defense, et al)? I've
>
> > > been
> > > trying to find one for ages, but the best I can do is that since
> > > they're
> > > "special" blocks you can't just fling one up as a last-ditch
effort to
> > > save your ass, unlike a reg. block or a Jump, but then by that
> > > reasoning
> > > I should allow you to Abort to a Move, too...
> > >
> > You don't allow aborting to movement? So how do you get
> > away from grapplers? ???
> > I dunno, we've always played defaults like really basic
> > instinctive defensive maneuvers...
> > You know, like an instant reaction to something. So,
> > as such, you could go to a block (or basic move) easily,
> > but anything more complex than that would be out
> > of the question, as it is something you would have to
> > 'plan' for. IE, a punch-defense assumes that you are planning
> > on your opponent throwing a punch at you, while aborting
> > to a defense implies that your opponent surprised you in some
way...
>
> Nah, abort to Move isn't specifically allowed; abort to Jump is,
making Jump
> a pretty necessary maneuver for survival. Also, you can get away
from
> grapplers with moves like the jab... enemy moves into your hex, you
take a
> step back and pop him, he's out of luck. This works out really well
in
> play, as a sustained hold from a stong grappler is a fight-ender,
and he
> WILL eventually get it off.
>
> Oh, and since an interrupt happns at any point during a turn, the
key is
> timing. For instance, someone moves in two hexes with a flying
tackle , so
> you move to the side and jab BEFORE they enter your hex... whoops,
he moves
> into the hex after you pop him for one point and slams you.
However, if
> you time it so that he goes to grab you in your hex and THEN step
back and
> jab, you're in good shape.
>
> It may seem unfair to grapplers, but consider the alternative:
without this
> rule, grapplers cannot be stopped, and anyone with a flying tackle
is
> UNBEATABLE. For instance: Flying Tackle Guy comes in, Jab Guy
steps back
> and jabs, Flying Tackle guy keeps moving and nails him, ready for
the Flying
> Tackle to Iron Claw combo (with Kippup). Flying Tackle guy will
never ever
> lose a fight unless the enemy is a faster grappler.
>
> This also adds a whole new dimension to mobility and blocking, etc.
For
> instance, here comes Spinning Pile Driver Guy, you better hope your
Flash
> Kick will dizzy him, since you can't go anywhere. (This
disadvantage to
> no-move maneuvers also makes Triple Strike even more absurdly
useless than
> it already is.)
>
> It also makes the Jab into what is should be, a
maneuvering/setup/defensive
> strike, giving the jabber an opportunity to get out of a hold, just
use the
> movement to get the hell away from Dragon Kick Guy, or step into an
> advantageous position to set up a combo, all while doing some measly
> damage. And of course, measly damage is the drawback of the jab.
Yes
> Christy Martin won on 3 perfect jabs, but that was just because her
opponent
> was already so trashed that she was unable to do a thing about it.
>
> zen no mind is at the top of my list
mesmeron
>
>
>
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Group: streetfighter Message: 9459 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: Storytelling Combat
--- In streetfighter@egroups.com, "Steve 'Doom Trooper' Karstensen"
<skarsten@s...> wrote:
> Well folks, I've been meaning to put a piece up on my site
> about this for some time, and Christopher's recent questions have
caused
> me to consider doing it soon... But before I do, I'm going to spew
my
> ideas here to get feedback.
>
> The main premise is, and most new Gamemasters forget this, is that
> storytelling will overcome any loopholes in the game system with a
bit
> of forethought.
>
> For example... you say you have a rank 3 fighter who can beat Sagat?
> that rank three fighter should never be able to take Sagat in a
> tournament fight. Why? Because Sagat would never *fight* a Rank 3
in a
> tournament. He wouldn't waste his time to even teach the punk a
> lesson. He's got better things to do with his time... like obsess
over
> Ryu.
> You say your character is a one-trick wonder and keeps abusing his
> maneuvers? If it annoys you as a storyteller, imagine how much it
must
> annoy the spectators who are watching the fight. They're not there
to
> watch a foot race, tumbling match, or acrobatics exhibition. They
wanna
> see two shmucks booting one another in the head. Glory and/or honor
> penalties abound for players who become broken records.
>
> You got a player who abuses Musical Accompaniment? No? Well, I had
> one. He'd duct-tape his headphones to his noggin prior to getting
into
> a fight. He stopped that practice when the tournament was raided
and he
> had to flee for his life, then got creamed by a car he didn't hear
> coming.
>
> Anyway, the point is, you as a gamemaster have the right and the
duty to
> reign in your munchkiny players. Street Fighter emphasizes combat
> advancement over regular advancement, unlike other White Wolf
games...
> but that advancement is not supposed to come easily. Senseis who
know
> the top-of-the-line maneuvers are supposed to be neither easy to
find
> nor easy to deal with. A munchkin will probably not have lived up
to
> any honorable sensei's ideas of restraint and dignity, and thus will
> probably not be allowed the honor of learning the maneuver they've
> searched the world over for. Even if they have, the teaching may be
a
> lot more than they can handle!
>
> of course, players who get really good for their rank are going to
be
> drawing challenges like there's no tommorow, which can be bad if
they
> have to use Chi and Willpower to beat some shmuck who called them
out in
> a bar right before they went to storm the Shadoloo fortress where
they
> *really* need those disposables...

I really feel ya on that one..yeah use your "flaming dragon punch" to
take out that thug, now what are you gonna do when the real villian
comes out?? some people just use a sledgehammer to swat a fly!!

Let them know the consequences of their "backing" "yeah, we'll take
care of this mess for you, but when you finish, we've got another
mission for you!!"

mesmeron
>
>
> ----
> Read this list on the Web at
http://www.makelist.com/list/streetfighter/
> To unsubscribe, email to streetfighter-unsubscribe@...
> To subscribe, email to streetfighter-subscribe@...
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Group: streetfighter Message: 9460 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: Storytelling Combat
--- In streetfighter@egroups.com, "Steve 'Doom Trooper' Karstensen"
<skarsten@s...> wrote:
> Well folks, I've been meaning to put a piece up on my site
> about this for some time, and Christopher's recent questions have
caused
> me to consider doing it soon... But before I do, I'm going to spew
my
> ideas here to get feedback.
>
> The main premise is, and most new Gamemasters forget this, is that
> storytelling will overcome any loopholes in the game system with a
bit
> of forethought.
>
> For example... you say you have a rank 3 fighter who can beat Sagat?
> that rank three fighter should never be able to take Sagat in a
> tournament fight. Why? Because Sagat would never *fight* a Rank 3
in a
> tournament. He wouldn't waste his time to even teach the punk a
> lesson. He's got better things to do with his time... like obsess
over
> Ryu. ( yeah let him fight adon or some other up and coming thai
boxer!!) hwa jai from fatal fury or racha blood from "flying warriors"



> You got a player who abuses Musical Accompaniment? No? Well, I had
> one. He'd duct-tape his headphones to his noggin prior to getting
into
> a fight. He stopped that practice when the tournament was raided
and he
> had to flee for his life, then got creamed by a car he didn't hear
> coming. (that's funny!!)
>
>
>
>
> ----
> Read this list on the Web at
http://www.makelist.com/list/streetfighter/
> To unsubscribe, email to streetfighter-unsubscribe@...
> To subscribe, email to streetfighter-subscribe@...
> --
> Start a FREE E-Mail List at http://www.makelist.com !
Group: streetfighter Message: 9461 From: cliff rice Date: 10/29/2000
Subject: Re: how to be a bad player
I agree with you except on number 6 a halmark of the
game is the hero overcoming the villan this is usually
done after the villan has kicked all the rears of his
opposition and only a loan hero remains than a
climatic battle takes place in which the villan is
promptly defeated weather this if permanent is weather
the story teller wants the villan to make a return
preformance.

CLiff


--- mesmeron@... wrote:
>
> 1. ignore warnings that the storyteller gives you
> about a certain
> action
>
> 2. make a character from the comics that you don't
> know everything
> about..."gee I didn't know he could fly"
>
> 3. enter a fight with no tactics
>
> 4.stay one dimensional..don't find any fancy ways to
> use your skills
> just keep doing the same thing over and over again
>
> 5.ignore information..
>
> 6. take on the boss villian by yourself
>
>


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Group: streetfighter Message: 9462 From: mesmeron@hotmail.com Date: 10/29/2000
Subject: Re: how to be a bad player
--- In streetfighter@egroups.com, cliff rice <shinzite@y...> wrote:
> I agree with you except on number 6 a halmark of the
> game is the hero overcoming the villan this is usually
> done after the villan has kicked all the rears of his
> opposition and only a loan hero remains than a
> climatic battle takes place in which the villan is
> promptly defeated weather this if permanent is weather
> the story teller wants the villan to make a return
> preformance.
>
> CLiff

you know one of those really powerful viliians that require a team
effort to beat, but you want to outshine everybody..I wouldn't fight
bison by myself
mes

hey I'll be in the chat room!
>
>
> --- mesmeron@h... wrote:
> >
> > 1. ignore warnings that the storyteller gives you
> > about a certain
> > action
> >
> > 2. make a character from the comics that you don't
> > know everything
> > about..."gee I didn't know he could fly"
> >
> > 3. enter a fight with no tactics
> >
> > 4.stay one dimensional..don't find any fancy ways to
> > use your skills
> > just keep doing the same thing over and over again
> >
> > 5.ignore information..
> >
> > 6. take on the boss villian by yourself
> >
> >
>
>
> __________________________________________________
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