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FSFNET BITNET Fantasy-Science Fiction Fanzine Volume 05 Number 01
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| | BITNET Fantasy-Science Fiction Fanzine
___|___________|___ X-Edited by 'Orny' Liscomb <CSDAVE@MAINE>
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CONTENTS
X-Editorial Orny
Complete Game Design Orny
Origin of a "PBM" Game Stephen Tihor
Nuclear Autumn Joseph Curwen
ELFQUEST Supplement Review Richard Jervis
A National Gaming Organization Mike Barbre
Date: 072086 Dist: 157
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X-Editorial
Well, hello, and welcome to the roleplaying game and other
assorted miscellany issue of FSFnet! Included in this issue you will
find some interesting gaming-related articles, including an article
by a gentleman who has designed a rather extensive PBM game. There
are also a few odd tidbits, including an extra story by Joseph
Curwen. Issue VOL5N02 will be out very soon after you receive this
issue, and will return to the Dargon project with some more
excellent fantasy fiction by BITNET authors. I'd also like to
mention that we might be losing some of our Dargon authors, and
would like to encourage readers who dabble in writing to try their
hand at writing a Dargon story. It is, after all, a writing project
for the authors, and an excellent writing exercise.
As for news, there is some. New books are appearing left and
right, as well as reprints, so I would suggest that people check
several bookstores for their favorite authors, and perhaps some new
ones. Also, I highly recommend the Bowie/Henson movie "Labyrinth".
Although the plot is a little bit contrived, the remainder of the
film is well worth the admission price. Bowie was highly bearable in
his role as Goblin King, and Henson created some effects that really
shake you up. I would go see the movie twice or three times simply
to appreciate the action. Excellent film.
But on to the meat of the matter, an issue dedicated to the fine
art of roleplaying gaming. Enjoy, and we'll see you in Dargon in a
couple weeks!
-Orny <CSDAVE @ MAINE>
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Complete Game Design
There are four aspects of every roleplaying game that must be
properly coordinated and supervised by the gamemaster to result in a
successful game or campaign. In this short article I shall attempt
to share some of what I have learned in my gamemastering experiences.
The first and most basic step in any game is choosing what game
rules system to use. There are virtually countless rules systems
available commercially, and most gamemasters feel that they are
sufficient for their purposes. Some gamemasters decide that the
rules are acceptable with minor modifications. A few gamemasters
eventually undertake to create their own rule systems. All
gamemasters, however must choose between these options, and I have
developed some criteria by which gamemasters may choose the systems
they use. Firstly, the gamemaster should know what he wants from the
system, weighing elements he desires to incorporate and elements he
wishes to avoid. Special attention should be given to the tradeoff
between realism and playability. Finally, the best way to understand
the shortcomings and strengths of a game is to playtest it.
Playtesting is one of the strongest tools of the game designer, and
is the proving grounds for the system. Overall, an intelligent
choice of game systems, be they commercially available or
self-designed, is a critical point in game design.
The second aspect of a game which must be addressed is the game
locality and environment. THis includes the layout of the land,
geographical features, maps, towns, NPCs, and so forth. The best
policy to create an environment is to start small. Often gamemasters
start out by drawing entire continents, and run into trouble when
play concentrates on a smaller scale. Detailed maps are excellent
tools, and accomplish the dual purposes of arousing player interest
and avoiding the creation of generic "areas" that lack in detail.
Thirdly is scenario design; the adventure. When designing an
adventure, keep the players interest in mind. Bring the party
together in a logical and believable manner. As soon as is
convenient, grab their interest by giving them a major event to
think over. For example, they find out that several people have
disappeared from their town. This will give the players something to
think about and a purpose to unite them. As the major plot builds
up, throw in minor subplots (ie they find out that the trusted
sheriff is a werewolf), leading up to the climax of the major plot.
For each adventure, there is a time to think and a time to act, and
your players should not be confused as to which is which. A balance
of "think'n'sweat" and "hack'n'slash" will keep everyone happy.
During each session your players should feel a sense of achievement
or gain, as well as some doubt at the mess they've gotten themselves
into. The purpose of the game is to make your players feel some of
the emotions of their characters, and to suspend their disbelief
just enough. A well designed scenario is a major factor in this.
The final point is not an aspect of the game, but of the
gamemaster. As gamemaster, you must carefully implement the game
system, the environment, and the scenario to have a successful game.
Your performance in actually running the game can make a
badly-designed game exciting, or a well-designed game a flop. THe
first thing to remember is to know the game system. Having to
constantly page through rules detracts from the players enjoyment of
the game, and is rather unprofessional. Keeping things moving is
very important. Waiting for the players to stumble upon a key clue
is futile and aggravating for the players. It is also important to
not be predictable in what you do. Players who know what you will do
are bored players. Finally, make the players play the roles of their
characters. That's what roleplaying is all about.
A careful management of the game system, the campaign, the
scenario, and your gamemastering style will result in successful
all-around game design. Each aspect has its pitfalls, which must be
learned to be avoided. I hope that sharing my gamemastering
experiences are of use to you in yours.
-Orny <CSDAVE @ MAINE>
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Origin of a "PBM" game
I have been involved in fantasy gaming and, to a lesser extent,
wargaming since the late 60s when I started dropping by the old SPI
offices in New York for their Friday night playtest sessions. A
number of my friends also playtested for SPI and some of them, such
as Greg Costikyan, went on to become professional game designers. It
is only natural to want to design one's own game after seeing so
much happen in this environment, but I always found the heavily
competitive style and the WW II orientation of traditional wargaming
uncomfortable.
With the arrival of D&D in late 1974 I found a medium in which I
was comfortable working, and have been involved in running various
rolegames ever since. Edi Birsan, another NY area gamer with a more
wargaming bias, changed his campaign from face to face to a fantasy
wargame/miniatures campaign (reversing the evolutionary path of D&D)
which many NY area players found interesting. Unfortunately it had a
strong flavor of gamesmaster intervention which was generally felt to
be a "bad thing."
Most of my effort (and that of our group) went into evolving our
local rules systems first from D&D and the later our own design in a
project for SPI, part of which was eventually degenerated into their
RPG, Dragonquest. The idea of a "play by mail" style game in a
fantasy envrionment continued to intrigue me. Last summer a couple
of my friends who were playing in a number of commercial PBM games
suggested that it would be interesting to do our own game. The idea
immediately appealed to me but I felt that it had to be designed for
computer moderation from the begining. After a couple of
brainstorming sessions we agreed on a number of game principles:
Each player would BE a single character in the world
Every character or unit could only control up to FIVE
other characters, units, or provinces, but those
characters or units could control up to FIVE other
characters, or units, or provinces, etc
No control would be perfect and permanent but we are
playing a fantasy game, not Computer Illuminati, so it
would not be easy to seize control of a fifth of player's
entire hierarchy of control
While a unit remained loyal then command and control would
be perfect (telepathy is a wonderful spell)
Each character would have skills which could be improved
over time and new skills could be learned
The game would be set in an Earth-like world where the
technology was that of the middle ages, magic worked, and
intelligent species other than humanity existed.
The basic turn would be one month
A person, unit, stack of units, or province could execute
one order per month
A lone rider on horse back could cover four provinces in
one month if not attacked
The game would be entirely computer moderatable with no
human intervention in the adjudication of individual
orders needed (i.e. no special orders; if it's worth doing
it's worth making a part of the program)
There is limited information about the world, the actions
of other players, and the exact values of the various skills
More information could be discovered in the course of play
The multi-player diplomatic aspects and limited
information would provide the major initial challenges
A player need not fight for "world domination" to enjoy
playing; movement and combat should be credible for both
armies and small parties of adventurers
The wargaming aspects would be done first since they would
draw more people into the game
New rules modules and thus activities and playing styles
will be added transparently
New players can join at any time
People and places are basically the same things and many
of the same options apply to both, thus you can control
a city directly and it in turn may have mercenary units
working for it.
It turned out that I was the only one of the designers in a
position to code extensively so I ended up writing the entire 12k
lines of C. I chose "portably written" C rather than LISP as the
implementation language to insure that the game would be very
portable, there would be adequate fast implementations available for
the top of the line microcomputers on which the game would
eventually have to live if it worked well enough to move it beyond a
hobby project. My general goal would be for it to expand to the
point that it can be run be a NY area game company as a "for-profit"
project and I can stop having to run the turns myself and
concentrate on development.
This winter I felt the program was solid enough that I started
collecting local playtesters. The first six turns were run weekly
but as people gradually came to want longer turn deadlines we moved
to biweekly turns. Then people wanted more actions so I moved the
basic action from units of a month with four weekly movement/combat
phases to units of a week, with some actions taking more than one
unit. The underlying implementation of time was designed to to
handle very small quantums of action since I felt uncomfortable with
large turns containing many smaller phases and more comfortable with
actions taking place in continuous time. Breaking the monolithic
month required only changing a couple of constants.
With the move to a longer turnaround it became possible to have
players not within shouting distance and I solicited some additional
playtesters using the Usenet newsgroup net.games.frp. We currently
have 21 active playerships and perhaps 14 semi-active ones. Many of
the more active players are network players since they have faster
communications than even some of the "face-to-face" players do. It
has been interesting watching the flow of message from player to
player as initally everyone took advantage of the anonymity of
messages sent though the gamesmaster and the newsletter rather than
simply exchanging phone numbers and addresses. In the last few turns
the communications rate has climbed steadily as one player seized
the capitol and others began aligning themselves against his
position. As I send this off the Game is turning the year counter
over. People are now writing orders for the first "lune" of the
second year of play. One effect of the continuing nature of the
playtest is that players continue to join the game as time goes on.
To adjust for the inital position effect the starting resources a
player was given increased steadily over the first seven turns to
compensate for not being able to submit moves for the earlier turns.
Some players are also being placed on a second land mass to separate
them from then rather messy war starting on the mainland until they
get their sea legs, as it were. (Most players take a couple of turns
to get the feel for how things are done.)
Lately my efforts have been divided fairly evenly between
expanding the world by adding additional places and NPCs; adding
documentation such as lore sheets on provinces, players, and skills;
and, expanding the basic game options by adding additional uses for
skills, enhancing the underlying economic model and sections of the
game that are only now being used (the first player ship on the high
seas prompted me to finish the "Storms at Sea module", and add new
major modules. The current big project is the Heroic Adventures,
random encounter sequences which present options for actions and
support for attacking Dragons with one Hero rather than one Legion.
We lost a few players when the spring term ended at several
schools. It is time to add a some additional players with stable
network access. If anyone wants to contact me I can be reached at:
UUCPnet: {ihnp4,seismo,...}!cmcl2!tihor
ARPAnet: TIHOR@NYU-ACF1 or TIHOR@NYU
BITnet: TIHOR@NYUACF
Copies of the setup package are available on request but are
fairly lengthy to send over UUCP links. They can be picked up via
anonymous FTP from NYU.ARPA (or NYU.EDU) as ~ftp/pub/tihor/rules.
The current newsletter is .../tihor/newsletter and is included with
setups. The costs for network turns are negligable so there is no
charge for people getting their turns in person or by e-mail but it
is recommended that most network players send me a couple of SASEs
for hand written responses if they include an ad in the T'NYC Times
(the newsletter) which solicit responses since some players will be
giving me handwritten replies.
-Stephen Tihor <TIHOR @ NYUACF>
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Nuclear Autumn
In the last days of a decadent race, the eternal children sought
what tawdry pleasures they could, well knowing but never realizing
that their time was nearly at an end. These were the Glorious Days,
filled with all the myth and wonder of Man's devising. And myth and
wonder there were. So much so that a man might live out his entire
life, which could no longer be adequately measured in years, without
perceiving even the slightest hint of the cold realities which had
faced their historical predecessors. No pleasure palace of Kubla
Khan could compare with the vast panorama of delusion in which Man
had enfolded himself. In truth, the commonalities of such an
existence would have caused even the most tainted of Sultanates to
blush. But of course, the act of blushing itself had grown to be
only the vaguest of myths, half-heartedly sought by countless
numbers of pleasure seekers who were incapable of conceiving of any
emotion leading to its expression. Life had reached the bounds of
Man's finite imagination, but still the populace desired more.
It was inevitable. The sensual pleasures had been exploited to
their fullest. The intellectual pleasures had long since been
abandoned as requiring such great an effort for such small returns.
Looking back across those final years, one recognizes the odious
progression of those dissatisfied with the ability to define one's
own existence with such precision. One sees a steady growth in the
numbers of those who desired hardships and death, and those who
wished to savor the things that the society constructed by their
forefathers had forbidden them. Perhaps it all arose naturally from
the destructive instinct in Man, which while carefully channeled by
society into acceptable forms could only achieve the palest of
expressions. Society had done its best to compromise with this
force, providing more and more outlets of outre expression which
would have shocked any sane individual of another age. But the
attractions of the forbidden were felt in much greater proportions
by those unused to any form of self-discipline. There could be no
compromise.
Small sects of discontents arose and grew in number until they
encompassed the greater part of the entire population. They were
dissatisfied with mechanized life and sought refuge in artificial
wildernesses, harkening back onto the mythical days of their
ancestors when Man vied directly with Nature in continuous combat.
But it was not enough, as as they knew that they were in an
instant's communication with great mechanized forces capable of
easily overcoming any task, there could be no full appreciation of
the struggle to survive. As long as any man had access to such
devices, their day to day victories in the "Wilderness" shown shallow.
And so after a long period of fruitless pursuit, an unspoken
resolution formed in the minds of each and every man. Man must be
freed from his devices, freed to struggle once more in a world where
the combat was meaningful, a world with obstacles worthy of
challenging Man once again. But turning off the machines would not
be enough, not so long as they could be reactivated. To free Man
would require that society and its machines were totally and
irrevocably destroyed. This presented Man's first real challenge in
centuries for the devices of Man's society had been constructed to
withstand any mishap unscathed. They could not be averted from their
continuous and ever present functioning.
Man puzzled long over this dilemma without solution, until one
day a very unfashionable elder, who had chosen to seek pleasure in
the lost knowledge of Man's history, struck upon a forgotten record.
It seemed that in the days long before civilization, Man had done
violence unto himself in massive numbers. The very concept was at
once unbelievable and exciting to these souls trapped into passivity
by their societial machine. But even more than this, it presented
hope. In some forgotten era of the race, Man had constructed engines
capable of destruction well beyond even their own comprehension.
Man's fear had caused these engines to go unused and unremembered
but not untended. As was the practice of all the Great Builders,
these engines of violence were perpetually maintenanced by machines
which would last until Armageddon.
Here at last was a solution. There was no discussion. They were
driven by their desperation, knowing there was nothing to lose.
Resolutely, the masses uncovered the engines of destruction and set
them about their inevitable course. They awaited hopeful of their
outcome, hopeful of escape.
And Man looked upon a new day....a new beginning.
-Joseph Curwen <C418433 @ UMCVMB>
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ELFQUEST the Roleplaying Game (tm)
Companion I and The Sea Elves Review
This was intended to be a short review of the new gaming aids
for Elfquest players by Chaosium, but in discussion with others I
found that the one thing all of us seem to miss was an extended
table of Contents or an index of sorts. Personally I lean too
heavily on such things when learning a new game, from lack of
familiarity or laziness or just for some semblance of speed when
trying to involve others in my scenario.
When the Companion came out in August I had hoped for a
compendium of sorts, or perhaps a gamemasters guide to tables and a
quick reference outline for character generation. While it was full
of information both expected and desired, there was no index. So I
made my own. At the end of this article I'll list the list of "Poor
Richard's Index". This is by no means exhaustive or complete, as I
was only attempting to narrow down the areas of info. A complete
listing would include the Two manuals, the Companion, the Sea
Elves, references to the Quest , the Fanclub, and anything else one
might find useful. That is a tall order when the original idea was to
shorten reference time, not expand it.
Podium aside, I'll get onto the review at hand. Firstly the
Elfquest Companion opens with some updates to the game made
necessary by issues 19 and 20 of Elfquest in an errata section. For
example, the modification of the rule about shaping dead wood made
necessary by Redlance's actions, and information about the gas
bombs used by Ol' Maggotty.
Also, the stats for 17 more characters from the quest are
included, but 'Rotsap and splinters in me hand! No new soul-names!'
The section on Finding an Elfname is useful... my basic rule is if
you don' t pick one, One will be given.... "Help with Elf design" is
interesting, I nicknamed it "How to draw elves the Pini way." It
gives some filling out for NPC's as well as being a good guide-line
for undecided characters. "Wolf Ecology" is a comparative study of
the wolves on "The World of Two-moons" and those of Terrestrial ilk.
I think this should be "must" reading for players and Gamemasters
alike to help with role-playing and to help dispel some
misconceptions about wolves. The Wolfhaven Holt, a divergent branch
of wolfriders, gives some good ideas for Holt development in your
game. A pseudo-history is included, and the module; "The Dying
River" is meant to be played by a branch of Wolfhaven elves. (This
doesn't preclude others, it's merely a suggestion.) The Second
Module, "Fire Flight" is for several Plains elves. "The Sea Elves" is
a complete culture supplement for Elfquest based on the concept that
some High ones fled from the humans only to run into the ocean. They
colonized several islands with the help of dolphin like creatures
known as wave-dancers. The supplement is divided into sections on
history, the islands and the creatures who inhabit them. We are
given five new powers and three excellent modules. "Stormcoming
Hunt" is a race against time and tide, "Littlesmoke Island"
provides a backdrop for exploration of heretofore undiscovered
islands, and "Assault of Smalltower Island" presents a different
view of elves, in the role of pirates! I'll not say a lot more about
the modules so as not to spoil the surprises, except that they look
real nice and that there's more to them than their names imply. The
Elfquest Companion I and The Sea Elves are available from Chaosium,
INC. Box 6302-eqc, Albany CA 94706-0302 for about $6.00.
-Richard Jervis <C78KCK @ IRISHMVS>
POOR RICHARD'S ELF INDEX FOR Elfquest (tm)
(Sections are caps, tables are marked with a dash, and
Characters are in quotes. Numbers suffixed with an 's' represent
selections in The Sea Elves.)
A-
Age 18
-Age Factor Table 21
Animal Bonding 42
Animal Lore 21,51
Antidotes 8
Anti-Healing 39
Armour 62
Astral Projection 42
ATTACKING 49
Automatic Success 24
B-
-Beginning skills table 2s
Birth Rate 9
Blue Mountain Folk 10,66-67
Bond Animals 24
Bone-shaping 8s
C-
Characteristics 19
" Increasing 29
"Clearbrook" 20
Climb 21,34
COMBAT 45-63
-Combat Jargon Table 46-47
- " Modifiers Table 57
" results 54-55
Communication 21,34,4s
Covered Targets 56
CREATING AN ELF 16
Critical Attacks 49
" Parry 51
" Success 25
Climb 21,31
D-
DAMAGE 30-32
" Bonus 20
Darkness 56
Derived Characteristics 20
Desert Elves 12,69
Dexterity 47
Dodge 21,34,52
E-
-Earthquake Severity table 7s
-Encounter table 17s
ELFQUEST EXPRESSIONS 73
Elf Lore 21,34
Experience Bonus 20
F-
Finding 44
Firestarting 40
Fish-finding 8s
Fishing and Hunting 4-5s
Fist and Kick 58
Fleshshaping 41
Fumble 25
-Fumble Tables 52
G-
Game day 32
GAME SYSTEM 24
Gobacks 10,67-69
Grappling 59
Great Waves 7s
- " " table "
H-
Healing 32,41
" Lore 21,34
-Height and Weight Table 19
High Ground 56
High Ones 12
Hit Points 20
Hit Point Location 30
Homing Instinct 8s
Humans 13,71
Human Lore 21,35
I-
THE ISLANDS 6-7s
Island flora and fauna 6s
Impale 50,52
J-
Jump 21,35
K-
"Kahvi" 67
L-
LANGUAGES 13
" Lore 21,35
"Leetah" 66
Levitation 41
M-
MAGIC 21-23,38,5s
" Feeling 44
" points 20
" powers 38,8-9s
" use 48
Manipulation 21,36
Melee Activities 48-49
" Round 33-46
" Skills 49
Weapons 57-58
Mind snare 45
" Stun 44
Mineral Lore 21,36
-Missed Throw Table 38
Missiles 59-60
-Missile Weapons Table 60
Mounted Combat 55
Movement 20,47-48
-Movement Rate Table 33
N-
Name 16
Natural Weapons 58
Nets 60-62
O-
"Olbar" 70
OTHER TRIBES 64-72
P-
Parry 51
" an impale 51
passageways 56
perception 21,36
-Perception Modifiers 37
-Pirate Statistics table 18s
Plains Elves 12,70
Plant Lore 21,37
" Shaping 41
Power Gain Roll 29
Preparing a weapon 48
Preservers 13,72
Previous Experience 21-22
R-
"Rayek" 64
Recognition 9,19
Recognized Lifemate 18
"Redlance" 18
Research 30
-Resistance Table 26
Ride 21,37
Ride Skill Limit 51
Rockshaping 42
S-
"Savah" 64
SEA & ISLAND CREATURES 9-16s
-Sea Elf Characteristics and skills 2s
Sea Elves 12,68-69,2-5s
Seismic Activity 6-7s
Sending 23,45
Shape Changing 42
Shield 45,51,63
Simple Success 24
SKILLS 34
-Skills Table 21
-Skills Results Table 25
Skill Training 27
Skill vs Skill 24-25
Social Structure 4s
Special Attack 50
- " Attributes Table 23
" Environments 55
" Success 25
Stealth 21,37
-Stealth Terrain Modifiers 37
Stormseeing 8-9s
Strike Rank 20,47
- " " Table 47
- " " Modifiers Table 20
Sunfolk 10,65-66
Surprise 48
Swim 21,37
Synopsis 13-16
T-
Telepathic Powers 42
-Terrain Effects Table 33
Time and Movement 32
Throw 21,38
Trolls 71-72
Troll Lore 38
Turns 33
Two Attacks 51
U-
Unfavorable Environments 56
Underwater 56
V-
-Volcanic Eruption table 7s
W-
Water Control 9s
Wavedancers 4s
Weapons 5s
Weapon Description 62-63
" Length 47
" Use 57
Weather 6s
"Winnowill" 67
Wolfriders 10,24
CHARACTER GENERATION SEQUENCE
Age: 2d10 x 2d6
Recognition: age/10 on 1d100
Recognized mate alive? POW x 5 on 1d100
Roll Basic stats: page 19
Dmg Bonus: If STR + SIZ >= 25....
Experience Bonus: INT/2
Hit Points: (CON + SIZ)/2
Magic Points: POW
Strike Rank Mod: Table on Page 20
Special Attributes: Max of 2 rolls on table (23)
Previous Exp Tot Basic Stats X # on Age factor chart (page 21.)*Basic
Stats can be increased (except INT or SIZ)
Initial Skills: Table on 21
Talent Roll: 1D100
Weapon use: Table on 58
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Launching a National University Gaming Organization
My name is Mike Barbre and I am the Vice President of the
University Gamers Unlimited at the University of Missouri in St.
Louis. I am sending you all this note in the hope that you will feel
as I do. It is time to begin a national organization for gaming
among the universities of the world. This can help each of us in
many ways. I will list some of the benefits below;
A list of people who share your gaming interests.
When budgeting time arrives at the universities,
belonging to a national organization is a big plus.
I will work to get each member a standing discount at the
various companies who make our favorite games.
(idea) a newsletter put out annually.
(idea) a newsletter of the highest quality containing just
advertising from our favorite companies (I like looking at ads)
and anything else we can think of.
Ok, your saying what will it cost? Answer: nothing more than
your groups address. If I get enough of a response I will make up a
form letter along with a signup sheet to be copied and provided to
each member of your groups. Each member (hope) would fill out and
return the signup sheet. By doing so I will add the names to a
universal gaming database. Using the miracle of SAS I will then make
a 'phone book' and send it to everyone. Generally this would be a
forum of gamers, with the benefits of a university. If you are
interested at all please send me a note, and if possible provide the
address (on campus) of your favorite gaming organization. I thank
you for your time and hope to hear from you soon.
Mike Barbre <S4898002 @ UMSLVMA>
University Gamers Unlimited
250 University Center, UMSL
8001 Natural Bridge Road
St. Louis, MO. 63121
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