From: owner-deltagreen-digest@nocturne.org (deltagreen-digest) To: deltagreen-digest@nocturne.org Subject: deltagreen-digest V2 #66 Reply-To: Delta Green List Sender: owner-deltagreen-digest@nocturne.org Errors-To: owner-deltagreen-digest@nocturne.org Precedence: bulk deltagreen-digest Monday, September 13 1999 Volume 02 : Number 066 ---------------------------------------------------------------------- Date: Mon, 13 Sep 1999 09:03:48 +0900 From: "David Farnell" Subject: Re: DG: Information Request: Japanese Death Cult. From: JT > Aside from the sarin gas attack, Aum was also implicated in the alleged > testing of a scalar wave weapon in the Australian outback - basically a > device to trigger earthquakes. > > One of several articles on the cult can be found here: > > http://204.140.166.251/Articles/Guyatt/AumII.html [snip] Hey, where were you? We had some conversation about this while I was on vacation and Tolga was reporting live coverage of the Turkish earthquake. But we couldn't call up such details--this fleshes that thread out nicely! > Anyhow, it's all in the article. On a related note, there was a piece in > the Fortean Times after the sarin gas attack which suggested that it may > have been the work of another, more underground `death cult' in Japan. The > suggestion was that they had been worried about Aum's growing popularity, so > they set them up for a big fall. I can't remember the name of the other > cult - perhaps it strikes a cord with someone else? Maybe this was the cult "honey" referred to a day or two back. I glanced at the site, saw it was really big and very useful looking, and bookmarked it for later. Hey, it's the weekend; gotta pay attention to the wife and kid. I'll look at it at work. Dave ------------------------------ Date: Mon, 13 Sep 1999 01:49:02 -0500 From: "Christopher Carroll" Subject: DG: 14th Intelligence Company Interested parties are directed to the following publication for additional information about this unit. It was written by a former member and was vetted by MoD prior to publication. It has some interesting information about selection, training and operations. It does seem intended to counter charges that British forces engaged in an assassination campaign against suspected terrorists. The Operators by James Rennie ISBN 0 7126 7730 5 - -- Christopher J. Carroll Law Student Chicago-Kent College of Law cjcarroll@ameritech.net ------------------------------ Date: Mon, 13 Sep 1999 02:34:34 -0700 From: Scott Cleverdon Subject: DG: Rules of Engagement I just read this today. I don't know if there's been much said about it on the list. Anyway, I take my hat off to Mr. Tynes for producing such a compelling piece of storytelling. I heartily recommend it to all who have any interest in DG. There is a rather guilty pleasure to be had in spending time with characters that we've seen before, both in an out of games and short stories. The fabric of DG is woven elegantly and maturely into a fine novel. There are elements which we all will recognize and depths which we only hope to achieve in either our games or our fiction. The trilogy of books ; Alien Intelligence, Dark Theatres and The Rules of Engagement are as important to the world of DG as the original sourcebook - perhaps more so, since they establish a literary birthplace for DG such as Lovecraft's writings did for Call of Cthulhu in the first place. Not only is the background carefully alluded to, but the tone of DG is delicately evoked; its pacing, its savagery and its desperation. We would do well to pay close attention to its lessons. humbly scott cleverdon ------------------------------ Date: Mon, 13 Sep 1999 08:44:15 -0400 From: graemep@immagene.mcg.edu (Graeme Price) Subject: Re: DG: Rules of Engagement Scott wrote: >There is a rather guilty pleasure to be had in spending time with >characters that we've seen before, both in an out of games and short >stories. Plus the added attraction of finding out how Shane gets his brain eaten.... Later Graeme graemep@immag.mcg.edu ------------------------------ Date: Mon, 13 Sep 1999 15:17:22 GMT0BST From: Robert Thomas Subject: Re: DG: Rules of Engagement Hi All, > Scott wrote: > > >There is a rather guilty pleasure to be had in spending time with > >characters that we've seen before, both in an out of games and short > >stories. Then Graeme revealed bits of the plot!: > Plus the added attraction of finding out how Shane gets his brain eaten.... > Any chance of keeping details like that quiet on the list until the poeple who have mail ordered a copy get theirs Please!!! Yrs now expecting every thing that will happen in the book to be brain eating Rob. J.R.E.Thomas. Science Library PC Room Adviser ext 6135 / 5128. Library & Humanities IT Technician ext 6295. Information Services Cardiff University Cardiff CF1 3XT E-Mail - ThomasR@cardiff.ac.uk ICQ# 38464199 'Memory is the only afterlife I have ever believed in. But the forgetting inside us cannot be stopped. We are programmed to betray.' Michael Ignatieff. "Scar Tissue". ------------------------------ Date: Mon, 13 Sep 1999 09:22:50 -0500 From: "Shane Ivey" Subject: DG: RE: Bring on the pain Or, to bring Harlan Ellison back into the fold, look at "I Have No Mouth And I Must Scream." The essence of it is the author's ongoing problem with God, but the look-and-feel fit right in with Hagbard's concept: a group of humans are trapped within an enormous machine, every facet of their physical reality altered constantly to torment them and drive them insane for the machine's inscrutable purposes. It's not as cheery a bedtime story as the "Violence" section of "The Three Most Important Things In Life," but it fits this particular scene. (Nobody Fucks With The Mouse.) SHANE IVEY, Editor and Webmaster, Zealot.com This week at Zealot.com: the full cast of The Fellowship of the Ring Also "Geek Lovin" (our latest MP3), and the latest movie reviews! Hecklers Online, Inc: www.hecklers.com - www.ant.com - www.zealot.com - -----Original Message----- From: owner-deltagreen@nocturne.org [mailto:owner-deltagreen@nocturne.org]On Behalf Of LizardRoi@aol.com Sent: Sunday, September 12, 1999 9:21 PM To: deltagreen@nocturne.org Subject: DG: Bring on the pain [merciless snipping] To make a long story short (too late), imagine the sentient city of the future, a Heuristically-programmed ALgorithmic computer that has evolved from a cringing virtually-whipped toddler at the factory to a harried professional with unresolved issues. And what with the systems of the city being an analog of a body\nervous system, and pain the metaphor for damage in need of repair...this harried 24/7 professional just might start getting a little resentful of chronic pain. And it finds nothing amusing about vir(ii)uses. Multitasking can lead to multiple personalities. Mark McFadden ------------------------------ Date: Mon, 13 Sep 1999 16:36:29 +0200 From: "Florian R. Hanke" Subject: Re: DG: Rules of Engagement Graeme Price wrote: > Plus the added attraction of finding out how Shane gets his brain eaten.... Are you talking about _the_ Shane or his alter ego? (You really know how to make people curious) Regards, Florian Hanke ------------------------------ Date: Mon, 13 Sep 1999 09:32:02 -0400 From: becole@juno.com Subject: Re: DG: Warning!!!Waste of bandwidth!!! (was Bring on the Pain) On Sun, 12 Sep 1999 22:20:40 EDT LizardRoi@aol.com writes: > You bring up a good point; not many of us have experienced massive >trauma. The only trauma involved was the fact that I managed to destroy MY ONLY F#$KING coffee maker (a "french press", not a word, MR. Morrisson, not a single word) in the process of nearly collecting that $500 disability. NO ONE should ever have to go to the ER without coffee (Yeah, I know, any decent ER would have a machine, the one I went to didn't). But then, the average person can count the times they've had >adrenaline kick in at emergency levels on one hand. I'm not talking roller coaster >high, but the altered state of consciousness followed by nausea. I agree, but it boils down to luck, of which there are two kinds (just like there are two kinds of hero): Luck: 1) She's a lady (thank the Chairman of the Board for that one) 2) She's a ice-cold, frigid, leather-whip wielding, sadistic bitch Heroes: 1) Bleeding 2) Bleeding and dying > Tons of personal, revealing info snipped >thwacked down on moi. Males of the species can reproduce the sensation >by placing their testicles on a crossbow and pulling the trigger. Damn. No.........what I meant was.....damn. You know, I don't want you to take this the wrong way, but normally I laugh at stories where people get injured and live (this comes from my family, don't ask), but, I can find nothing funny with this story. Are you sure a crossbow is the correct weapon to use? Did you mean catapult? My reference was just for those who, like myself, are not content to have a brash display of RW ego at the gaming table...my goal everytime I play is 80 - 100% involvement of the players with their characters (no, really, I have a gauge...thank you Shantak Claus). What that means is I either have to beat and shoot at my players (hard to get another gaming group that way) or use this poor medium of the spoken word to portray an image that not only captures the attention, but plays down to the primal level we all subconsciously operate at: the will to survive and remain. I have kept for players who are too worried people will think they are "uncool" or, heaven forbid, intelligent by being at a gaming session. You almost have to shock them into the game using RW examples. So, throwing out medical terminology or descriptions that people can relate to is often the key to getting the all so important "wince" factor. When you see that player cringe at the table thinking about his testicles getting shot out of the crossbow, well, you get the idea. The really neat thing is that everyone who gets that feeling while playing will probably be your strongest players (anyone on this list never had an experience like that? I still remember the idiot trick I did by shooting a crossbow at a djinn's bottle in D&D the first time I played, hey, I was nine, whadya want?). Not everyone can communicate succinctly, and for people like me, you get tired of trying to creatively describe every small injury, every single bullet being fired, etcetera. But if the adventure you just spent three weeks working on has a major gunfight in it, make sure that the players are aware of it! That means you should do your damndest to make them smell the cordite, hear the ricochets, feel the kick of the gun, feel the sweat beading on their lips, their eyebrows, their necks, the feeling of the anus puckering up, the tightness of breath, and so on. It doesn't take military or combat or medical or legal or computer or aviation experience to use descriptive tools...it just takes meaningless, erratic, misshaped and mispronounced little words. Let your imagination and your common sense string it together (a library can help, or the Internet, or these old fogeys on the list ;-) ). Whew...that about does it for my public service announcement. Hey, I warned you in the header that this was a waste, don't look so disappointed... -B (as in I B subservient to my two furry avatars of Bast) ___________________________________________________________________ Get the Internet just the way you want it. Free software, free e-mail, and free Internet access for a month! Try Juno Web: http://dl.www.juno.com/dynoget/tagj. ------------------------------ Date: Mon, 13 Sep 1999 17:09:29 +0200 From: Juergen Hubert Subject: Re: In Character (was: Re: DG: Public Service: The MiB) > > You must tell us who, why, and what was their fate! I've already had my > > brain eaten once in Delta Green, I want to know what the others had to > > suffer! > > No horrible fates...yet (sinister laugh). But after discussions on the > S:1889 list, I've decided to have Hagbard McFadden married to a Hill Martian > princess, with several children who have varying numbers of fingers. (He > finds her water hump strangely attractive.) Imagine a whole tribe of Hill > Martians dressed in woad and kilts, playing bagpipes as they march into war. > > Keep in mind that anyone posting themselves to Davide or the List will be > subject to all sorts of similar indignities and horrible deaths. Hey, as long as I have the chance to take many innocent people with me as I go, I am all game... ;-) - - Juergen Hubert ------------------------------ Date: Mon, 13 Sep 1999 12:36:57 -0400 From: "McGloin, Michael" Subject: RE: DG: Skill levels in CoC / DG > [McGloin, Michael] > I don't know but shooting out street lights at a couple hundred yards, in the dark, while drunk. Wow! Those sure sound like one the 100 best shooters in the world to me. But lets not leave out those SEALS shooting moving 3x5 cards just to keep their skills from declining. Please consider what they would have to do to improve their skills. It seems to me that your example of the MP is a perfect case of the need for modifiers. Moving target, behind cover and through glass. Using your method the skill roll would be the same if he were walking through the same gate . I would prefer to say that it would be an extreme shot. That is 1/4 of skill. If the van was not moving perhaps it would be at half, or with a round of aiming full.Thus at about 12%. I know it took me a second to consider whether to make it 1/2 or 1/4 but not much more. Luckily he has time for a couple of shots, or he could fire a 3 shot burst or two. I am not saying my way is better, merely better for me. Perhaps some others would prefer it as well. If not they are welcome to ignore it. I don't think the ideas that I put fourth rival Rolemester, but sometimes rhetoric is more fun. Michael McGloin ------------------------------ Date: Mon, 13 Sep 1999 13:43:54 -0700 From: Jeff Ewing Subject: RE: DG: Skill levels in CoC / DG The MIB is perfectly capable of savaging you himself, and I don't want to poach on his patch, but I must say I groaned aloud when I read this. The whole point of auto/normal/halved skill rolls is that shooting someone who's blithely walking up to the gate is *auto* for the sentry. My department secretary could shoot someone down under these conditions. You make a roll *at all* because of the toughness factors you mention. At least, that's how I do it. . . Jeff At 12:36 PM 9/13/99 -0400, you wrote: > It seems to me that your example of the MP is a perfect case of the >need for modifiers. Moving target, behind cover and through glass. Using >your method the skill roll would be the same if he were walking through the >same gate . ------------------------------ Date: Mon, 13 Sep 1999 15:06:11 -0400 From: "McGloin, Michael" Subject: RE: DG: Skill levels in CoC / DG [McGloin, Michael] Perhaps savaging is not necessary. It would seem to me the purpose of a discussion group is to promote discourse not discourtesy. Maybe it would be better if we could meet in person, I live in San Francisco but I travel often and would love a chance for a face to face opportunity to civilly discuss all kinds of things. I find that speaking in person promotes a more civil mood and a better flow of ideas, till then I will try to promote a more positive environment on the net. Its seems odd to me that the use of full roll would be the right call. I would think that the shot would call for at least a penalty of half for driving at a moving target behind cover would be needed, but as I said it was offered as an alternative. On the other hand in the stress of combat even the easiest of shots are missed. Finally I have spent a fair amount of time at the range and I doubt very much your assistant could make that shot much I would be very impressed. Michael McGloin ------------------------------ Date: Mon, 13 Sep 1999 15:32:16 -0400 From: "McGloin, Michael" Subject: RE: Hand grenades (was DG: Short range shooting with a scope) Michael McGloin Gil wrote: "BTW, that old "tumble" 5.56mm has been scrapped I think, and replaced with a round with more traditional physics... so maybe the US Armed Forces doctrine has returned to the old mindset of wound not kill." > [McGloin, Michael] I was not aware of any flaw the physics of the 5.56mm round, nor was I aware of any change in the round or in its use by the US Army. Can you please give a little more information. Thanks [McGloin, Michael] ------------------------------ Date: Mon, 13 Sep 1999 16:16:44 -0700 From: Jeff Ewing Subject: RE: DG: Skill levels in CoC / DG At 03:06 PM 9/13/99 -0400, you wrote: >[McGloin, Michael] > >Perhaps savaging is not necessary. No, it's not. I was speaking humorously; sorry. >Its seems odd to me that the use of full roll would be the right call. I >would think that the shot would call for at least a penalty of half for >driving at a moving target behind cover would be needed, but as I said it >was offered as an alternative. On the other hand in the stress of combat >even the easiest of shots are missed. But the point I'm making is that a roll is a combat situation. Furthermore, riddling a van with gunfire is pretty easy: the van is big and moving in a more or less straight line. A guy with 40% rifle skill is indeed going to miss "in the stress of combat" 60% of the time. >Finally I have spent a fair amount of >time at the range and I doubt very much your assistant could make that shot >much I would be very impressed. I wasn't saying Lil could hit a moving van, I was saying she could pop a guy walking straight up to the gate. As I understood you, you were objecting to the idea that a normal roll would be taken at 1) a van crashing through the gate and 2) at a guy sauntering up to the gate for admission. The point is that you wouldn't even roll for case 2 (unless you were my department secretary, in which case I'd make you roll at base) - --it's an automatic hit if you are competent with a gun. You roll to hit the speeding van, the skill roll represents a stressful must-do situation. Otherwise, you need guys with 90% Rifle to guard the gate just to hit the guy walking straight up to the gate, see? But the real danger of using skill rolls all the time is stuff like this: Agent: "O.K., I'm going to the office." CO: "Make a Drive roll." Agent: "Dang, I missed!" CO: "You have a minor collision." Agent: "I roll on Mechanical Repair. . .Woohoo, critical success! My K-car now handles like a Testarossa!" This is the apex of tedium, for me: far too little drama, far too much aimless die rolling. Jeff I'm surprised I never ran into you in the Bay Area when I when I lived there. Jeff ------------------------------ Date: Mon, 13 Sep 1999 16:32:07 -0700 From: Jeff Ewing Subject: RE: Hand grenades (was DG: Short range shooting with a scope) At 03:32 PM 9/13/99 -0400, you wrote: >I was not aware of any flaw the physics of the 5.56mm round, nor was I aware >of any change in the round or in its use by the US Army. Can you please give >a little more information. This is another old firearms chestnut. All modern bullets tumble when they hit a solid object, and part of the design criteria is that they make a complete tumble in the thickness of a human body. If people would pause and think for a moment, it's obvious that a bullet won't tumble (they do yaw a bit and "corkscrew" around their center of mass) in flight, this would defeat the whole purpose of rifling and aerodynamic design. The 5.56 was changed about 10 years ago, as I recall, to a 62 grain slug in favor of the former 55gr slug. It may be that this makes the round a little less prone to deflection on contact with vegetation or other concealment. Jeff ------------------------------ Date: Mon, 13 Sep 1999 21:56:40 +0100 From: "JT" Subject: Re: DG: Information Request: Japanese Death Cult. D'oh! Apologies for missing the earlier posts about scalar wave weapons and Aum. I'm checking myself into OUTLOOK for some behavioural modification right away! Jonathan ------------------------------ Date: Mon, 13 Sep 1999 16:19:14 -0500 From: "CO Christopher" Subject: DG: FW: seattle Not being a Seattle resident myself, I won't be much help to these people; perhaps Alphonse can forward the query to Tynes and company, or our other Seattle readers could contact Thierry with tips on game stores and sacrifice-free social events. Christopher Case Officer, Delta Green - -----Original Message----- From: thierry fausten [mailto:tfausten@freesurf.fr] Sent: Monday, September 13, 1999 4:20 PM To: cochris@delta-green.com Subject: seattle We are paying a visit to Seattle, from Europe... What is really interesting to see for tourists, as we are... and that can be related to CoC ??? Any game store ? Joyful places (without sacrifices, please) ? Pagan fellows ??? Even a den, if any is left ?? Thanks for the clues !! ------------------------------ Date: Mon, 13 Sep 1999 23:30:39 +0200 From: EHuelshoff@t-online.de (Eckhard Huelshoff) Subject: Re: Hand grenades (was DG: Short range shooting with a scope) Jeff Ewing schrieb: > This is another old firearms chestnut. All modern bullets tumble when they > hit a solid object, and part of the design criteria is that they make a > complete tumble in the thickness of a human body. Hmm, From what I learned I do not really agree on that one, at least concerning the 7.62mm NATO full metal jacket when fired by the German G3. It was in fact designed to go through human body without tumbling, avoiding the terrible exit wounds caused by tumbling bullets. It's been part of a philosophy of "humane" warfare. But that's only the Information I got during my army time. ECKHARD ------------------------------ Date: Mon, 13 Sep 1999 18:29:24 -0400 From: "McGloin, Michael" Subject: RE: DG: Skill levels in CoC / DG No problem. When you lived here I was probably living in Taiwan. I am not suggesting people overoll.I knew about the damaging effects of the 5.56 but I did realize they had change the grains. Must have been after I got out. It seemed a good idea to have a round that transferred its energy after passing 2-4 inches inside the target versus the 7.62 which transferred its energy between 6-8. Although you give up some muzzle velocioty and thus some fatalities due to hydrostatic shock you loose out on those nasty internal ricochets and messy exit wounds. As a former medic I would much rather have to deal with neat little holes. I was afraid that we were talking about the myth of the 5.56 tumbling before reaching the target. Like I said in my first email having the x4 multiplier for everyday activities would allow for most people a fairly routine commute. If you ask my wife everyday driving for me does require a roll but that my wife for you. In general I do not have a problem with setting the bar at 50% for experts. I think within the constraints of a percentile system it might be a good thing. But I think that by using a simple system of modifiers that you can make the system more user friendly. Drive Auto Routine quadrupled Driving to work Easy doubled Driving home after the Christmas Party. Hic. Shadowing another car Challenging High Speed chase Difficult halved Driving the wrong way trough a tunnel ala Ronin. Extreme quartered Jumping an open draw bridge This way a driver with 25% chance could do the day to day. On the other hand it lets an expert do somethings that the average Joe wouldn't dream of doing. Some people prefer using +/- modifiers, I find this doesn't work as well for me but its up to you. Another Example Firearms Routine quadrupled Plinking Easy doubled Non moving targets, firing after a round of aiming. Challenging Moving targets or behind soft cover Difficult halved Behind hard cover Extreme quartered Moving targets in hard cover. > -----Original Message----- > From: Jeff Ewing [SMTP:ewing@postbox.csi.cuny.edu] > Sent: Monday, September 13, 1999 4:17 PM > To: Delta Green List > Subject: RE: DG: Skill levels in CoC / DG > > At 03:06 PM 9/13/99 -0400, you wrote: > > > >[McGloin, Michael] > > > >Perhaps savaging is not necessary. > > No, it's not. I was speaking humorously; sorry. > > >Its seems odd to me that the use of full roll would be the right call. I > >would think that the shot would call for at least a penalty of half for > >driving at a moving target behind cover would be needed, but as I said it > >was offered as an alternative. On the other hand in the stress of combat > >even the easiest of shots are missed. > > But the point I'm making is that a roll is a combat > situation. Furthermore, riddling a van with gunfire is pretty easy: the > van is big and moving in a more or less straight line. A guy with 40% > rifle skill is indeed going to miss "in the stress of combat" 60% of the > time. > > >Finally I have spent a fair amount of > >time at the range and I doubt very much your assistant could make that > shot > >much I would be very impressed. > > I wasn't saying Lil could hit a moving van, I was saying she could pop a > guy walking straight up to the gate. As I understood you, you were > objecting to the idea that a normal roll would be taken at 1) a van > crashing through the gate and 2) at a guy sauntering up to the gate for > admission. The point is that you wouldn't even roll for case 2 (unless > you > were my department secretary, in which case I'd make you roll at base) > --it's an automatic hit if you are competent with a gun. You roll to hit > the speeding van, the skill roll represents a stressful must-do > situation. Otherwise, you need guys with 90% Rifle to guard the gate just > > to hit the guy walking straight up to the gate, see? But the real danger > of using skill rolls all the time is stuff like this: > > Agent: "O.K., I'm going to the office." CO: "Make a Drive roll." Agent: > "Dang, I missed!" CO: "You have a minor collision." Agent: "I roll on > Mechanical Repair. . .Woohoo, critical success! My K-car now handles like > > a Testarossa!" This is the apex of tedium, for me: far too little drama, > far too much aimless die rolling. > > Jeff > > I'm surprised I never ran into you in the Bay Area when I when I lived > there. > > Jeff ------------------------------ Date: Mon, 13 Sep 1999 19:30:56 -0400 From: Daniel Harms Subject: Re: DG: FW: seattle At 04:19 PM 9/13/99 -0500, you wrote: >Not being a Seattle resident myself, I won't be much help to these >people; perhaps Alphonse can forward the query to Tynes and >company, or our other Seattle readers could contact Thierry with tips >on game stores and sacrifice-free social events. >Christopher >Case Officer, Delta Green My memory's hazy, but... There's a market by the docks that sells all sorts of produce and seafood, with a number of little shops underneath it. There should be a gaming store there, as well as another shop filled with all manner of imported curiosities, including swords and jeweled skulls... Yrs., Daniel Harms dmharms@acsu.buffalo.edu "I had come frighteningly near to the capture of an old secret which ventured close to man's haunts and lurked cautiously just beyond the edge of the known. Yet in the end I had nothing." - H. P. Lovecraft and Robert H. Barlow ------------------------------ Date: Mon, 13 Sep 1999 17:04:22 -0700 (PDT) From: Kessen-chu Subject: Re: DG: FW: seattle That would be the Pike Place Market, diffentely a place to see if your visiting Seattle. There is a comic shop there that has some gaming supplies, plus tons of other interesting and strange shops. As for other gaming stores, there is Games & Gizmos and Wizards of the Coast, both are pretty good gaming stores. - -chris Given the choice between accomplishing something and just lying around, I'd rather lie around. No contest. - Eric Clapton On Mon, 13 Sep 1999, Daniel Harms wrote: > At 04:19 PM 9/13/99 -0500, you wrote: > >Not being a Seattle resident myself, I won't be much help to these > >people; perhaps Alphonse can forward the query to Tynes and > >company, or our other Seattle readers could contact Thierry with tips > >on game stores and sacrifice-free social events. > > >Christopher > >Case Officer, Delta Green > > My memory's hazy, but... > > There's a market by the docks that sells all sorts of produce and > seafood, with a number of little shops underneath it. There should > be a gaming store there, as well as another shop filled with all manner > of imported curiosities, including swords and jeweled skulls... > > Yrs., > > > Daniel Harms dmharms@acsu.buffalo.edu > "I had come frighteningly near to the capture of an old > secret which ventured close to man's haunts and lurked > cautiously just beyond the edge of the known. Yet in the > end I had nothing." - H. P. Lovecraft and Robert H. Barlow > ------------------------------ Date: Mon, 13 Sep 1999 01:14:59 -0700 From: Capitalist Bastard Subject: Re: DG: FW: seattle That market is called Pikes Public market. I read some where that Pegan Publishing HQ is some where near the market. Also a really cool thing to do when you are up in Seattle is to go on the underground tours, it is a nice adventure and the storries about it are pretty nifty. I don't know where exactly the place is located but I suggest that you talk to your conserige at your hotel. I didn't get to hang out in Seattle long but what I did see was great. ------------------------------ Date: Mon, 13 Sep 1999 01:24:20 -0700 From: Dr Cthulhu Subject: DG: Auto's in Campaigns How do people use Automobiles in their campaigns? I am one who doesn't wait for people to attack / shoot at the cars and I have my own system on how to determine cretin things, I am just wondering if any one else has some rules about Automobiles. ------------------------------ Date: Mon, 13 Sep 1999 20:46:37 EDT From: Appelion@aol.com Subject: Re: DG: FW: seattle In a message dated 13/9/99 4:27:08, capitalistbastard@execs.com writes: >I read some where that Pegan >Publishing HQ is some where near the market. Do you live here? This is not the case. Pagan is up past the U district Agent Xavier ------------------------------ Date: Mon, 13 Sep 1999 02:37:48 -0700 From: Dr Cthulhu Subject: Re: DG: FW: seattle Well I think his post did say that he stayed for a short time, which leads one to believe that the person doesn't live in the area. Appelion@aol.com wrote: > > In a message dated 13/9/99 4:27:08, capitalistbastard@execs.com writes: > > >I read some where that Pegan > >Publishing HQ is some where near the market. > Do you live here? This is not the case. Pagan is up past the U district > > Agent Xavier ------------------------------ Date: Tue, 14 Sep 1999 12:09:34 +0900 From: "David Farnell" Subject: DG: Re: Auto's in Campaigns From: Dr Cthulhu > How do people use Automobiles in their campaigns? I am one who doesn't > wait for people to attack / shoot at the cars and I have my own system > on how to determine cretin things, I am just wondering if any one else > has some rules about Automobiles. We typically just use them for getting from place to place. Occasionally Tcho-tchos in black vans try to ram us off the road. Then we need to make Drive rolls. As far as power, armor, top speed, acceleration, handling, etc--generally we just pick a car from real life and figure it works the same way in the game. In a chase, we assume Jaguars are faster than Yugos and more delicate than big honkin' Ford trucks. These all just result in off-the-cuff modifiers to the Drive roll, usually. It also results in occasional idiotic "Ford vs. Chevy" debates, reminiscent of high school. Dave ------------------------------ Date: Tue, 14 Sep 1999 02:54:25 EDT From: LizardRoi@aol.com Subject: DG: Nobody F*cks With The Mouse In a message dated 9/13/99 7:24:42 AM Pacific Daylight Time, sivey@zealot.com writes: << It's not as cheery a bedtime story as the "Violence" section of "The Three Most Important Things In Life," but it fits this particular scene. (Nobody Fucks With The Mouse.) >> I consulted at Disney Studios (just up the road) a few years ago. The place do have a vibe. The "Work relations" section of "The Three Most Important Things In Life" loomed large. I'll collect a few pertinent URLs, but the net has oodles of Disney sites. Disney porn. Urban myths. Club 33. Waltsicle ("Cool Air" under the Matterhorn). Subliminal imagery. Gay culture. Collectors. Machiavellian tales of litigation to rival Scientology. Disney employees (as opposed to consultants and "others") all wear the distinctive Disney nametags (white ellipse, engraved black lettered name and Mickey silhouette), not because they have to -- because they want to. They keep ALL of there administrivia because it's all worth money and becomes more valuable with age. They will carefully use steam and razorblades to remove the old parking permit sticker. These have the distinctive Disney logo and details that change on a regular basis, so there are vintages. It's that way with most of the passes and permits. Many, many of them are serious collectors and almost all of them collect something. Employees get discounts and have access to prerelease info and pre-order resources. There are tales of secretaries and clerks retiring and auctioning off a career's worth of badges and tags and permits and stickers and company pins and such for some outlandish sum, and they still have their limited edition numbered signed Disney figure collection in reserve. The hot Disney collectible market is the reason for the better than average security at all Disney locations. They told me. They are generally clean-cut but not markedly so. More nerd than Jehovah's Witness. The dress code for consultants was lenient; jeans on Fridays only, they preferred buttoned shirts if you were going to meetings, and only Disney characters on T-shirts. Shoes. Hair: please don't frighten your coworkers. This was the standard for consultants who wouldn't be seen by the public. When Disney bought the Queen Mary there was a flap when the Captain was told to shave his beard or else. They still do not allow (US) employees to grow beards. Only pathetic little fuzzy caterpillar shapeless growths on upper lips not extending past the edge of the mouth. No waxing, no sculpting, no style. Consultants were exempt, and a good thing for them! They'll get my mustache when they rip it off my cold dead lip. First they go for your mustache, then your horse, then your wife. No wife, no horse, no mustache! Where was I? The whole dress code thing, I suppose, is only significant in context. Los Angeles is, by and large, a casually dressed place. Appropriate to the weather. The aerospace industry and city government has more flamboyant attire than a Disney employee. Also, the entertainment industry overall likes to project an arty avant garde vibe. In the 60's and 70's, word on the street was that gays had established a beachhead in the park structure (and possibly the corporate structure) and that it was a safe place to be employed. Don't ask, don't tell. A tradition of Gay Night at Disneyland started. Word would spread and a date would be agreed on and then on the chosen night busloads of clubs and organizations with reserved tickets, backed by hundreds of curious folks of various preferences eager to see the show. The protocol was to look as straight as possible to pass through the gates, then break out the props. There was never any media coverage outside of the Free Press, and the WOTS was the Gay Mafia was protecting the events. For the sticky minded who were wondering how I became privy to Gay Night, theater departments are always in the loop. I got to live out a small percentage of a lifelong fantasy by accompanying a couple of ladies who were a couple. Well, at least I look pretty smug in the pictures. Disney has a reputation for technical competence and innovation. Breathes there a techie with soul so dead that s/he didn't want to grow up to be an Imagineer? Or maybe you have to be from m-m-my g-generation. In The Stepford Wives, the technical genius behind the conspiracy is Dizz. "He used to work for Disney." Audio animatronics were a marvel in their time; they appeared to be robots. Or better. People would actually oooh and aaahhh at President Lincoln. I was told by a reliable source that Mr. Lincoln leaked hydraulic fluid and had to wear diapers. (Boxers or jockeys? Depends.) His pants had to be replaced every few days. Club 33 is a private club "hidden" in the upper floor of one of the buildings in New Orleans Square. Access is through a plain door with a simple 33 on it, in an out of the way area. Memberships have a yearly fee of over a thousand dollars and are usually bought by corporations and used in a sort of time share. It is the only place in the (US) park where alcohol is served. Walt intended it as a place to relax for himself and the vendors who were sponsoring the attractions. Companies like DuPont, McDonnell Douglas, Bell, Monsanto, and General Electric. It was supposed to be a tech showplace, and the original design had each table attended by an audio animatronic host. It would take your order and would be on call throughout the meal to field any requests. The plans were changed later, and they never did install the little creatures. Too bad. Oddly enough, the microphone system is intact and so each table is essentially bugged. But it's OK, because no one listens to them. Why would anyone want to listen to a bunch of favored executives on vacation, in their cups? All those guys ever talk about is work. I wonder why Walt chose the number 33? (he said with a smirk) Mark McFadden Yo ho, yo ho A pirate's life for me! ------------------------------ Date: Tue, 14 Sep 1999 02:54:27 EDT From: LizardRoi@aol.com Subject: Re: DG: Warning!!!Waste of bandwidth!!! (was Bring on the Pain) In a message dated 9/13/99 7:50:19 AM Pacific Daylight Time, becole@juno.com writes: << Damn. No.........what I meant was.....damn. You know, I don't want you to take this the wrong way, but normally I laugh at stories where people get injured and live (this comes from my family, don't ask), but, I can find nothing funny with this story. >> Oddly enough, I do. Now. At the time, when I was coherent I mean, I was a bit torqued at all the laughter at my expense. But, I had to admit, a short sharp shock to the yarbles is a staple of comedy since time immemorial. I'm pitching a new reality based series, "America's Funniest Nutsack Whompings". You can't go wrong with the classics. Mark McFadden Ever since, my personal mantra is: Someday this will be an amusing anecdote. ------------------------------ End of deltagreen-digest V2 #66 *******************************