Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

WANTED: munchkin generator

12 views
Skip to first unread message

Lord Stingray

unread,
Jan 26, 1993, 7:40:38 PM1/26/93
to

I have seen many posts about new character generators and have
followed the thread about "competing" character generating programs.
I was wondering if anyone has come up with a 2nd Ed. munchkin
generator yet.

:)
--
___ ++++++++++++++++++++++++++++++++++++++++++++++++++++++
/ /__ + Dwaine Gonyier + "Intelligence is just an +
/____/ + dcgo...@eos.ncsu.edu + excuse for human error." +
++++++++++++++++++++++++++++++++++++++++++++++++++++++

Mike Marcelais

unread,
Jan 27, 1993, 5:59:09 PM1/27/93
to
In article <1993Jan27....@mcs.kent.edu>, ad...@mcs.kent.edu (Adam Dray) writes:

|> In article <1993Jan27....@ncsu.edu>, dcgo...@eos.ncsu.edu (Lord Stingray) writes:
|> >
|> > I was wondering if anyone has come up with a 2nd Ed. munchkin
|> > generator yet.
|>
|> Sure.
|>

#include <stdio.h>
#define MUNCH 25

void main(void)
{
int i;
for(i=0;i<6;i++)
printf("%d ",MUNCH);
printf("\n\nItems:\n Wand of Unlimited Wishes (infinite charges)\n");
}


+-------------------------------------+------------------------------+
| Mike Marcelais | mrma...@eos.ncsu.edu |
| 356 Tucker, Box 04783, NCSU | Fourth Bryan Productions |
| Raleigh, NC 27607 | #include <disclaim.h> |
+-------------------------------------+------------------------------+
| if the above address bounces, then try the address below: |
| mrmarcel%eos.nc...@ncsuvx.ncsu.edu |
+--------------------------------------------------------------------+

Sea Wasp

unread,
Jan 27, 1993, 8:31:43 PM1/27/93
to
In article <1993Jan27....@mcs.kent.edu> ad...@mcs.kent.edu writes:
>> #include <sdtio.h>
>> #define ACCEPTABLE_STAT 18
>> main (void)
>> { int i;
>> for (i=0; i<5; i++) printf("%d\n", ACCEPTABLE_STAT);
>> }

>Hee, hee. I must be tired. Before I get a hundred messages telling me I don't
>know how to program, I should say that it should be "stdio.h".

>The loop is correct. Munchkins don't use Intelligence, so there are only five
>stats... =)

Of course munchkins use intelligence. Where else do you get all those
extra proficiency slots?

And the #define is wrong; 18 isn't even worth bothering with. Only
girly-man pretend munchkins think an 18 matters.


Sea Wasp
/^\
;;;

the DM

unread,
Jan 27, 1993, 10:41:59 AM1/27/93
to
Well There seems to be alot of talk on the net about T1-4 and I've been
wondering about some thing. What does everyone on net land think of the
new adventers that TSR is publishing, Personally for the most Part I think
that they stink, There too much campaign info in most of them so that
it's difficult to pick up the module and use it for your own campaign.
TSR wants you to run there campaign using there campaign oriented
products. This didn't seem to be the case with the older modules.
I still use most of them, as they are easily adaptable to any situation.

For example I run a campaign in Greyhawk with the party's headquarters
just south of Dulstrand (an area I all the Free Coast). They have had
numerous runins with the Scarlet brotherhood. I used A2 secret of the
slavers stockade as an outpost of the Brotherhood, and Now I'm using
A3 aerie of the slavelord as there headquarters in The Pomarj during the
war. They are easily adaptable with only minor changes required to make
them work into my campaign, there isn't so much background info.

What is everyone elses opinion about this?? My only thought was that
this is what TSR wanted to produce to try and expand there game worlds
and are perhaps delegating the other type of adventers to DUNGEON magazine
(I don't know as I don't get it) any comments..????

Pat Ellis

the DM

unread,
Jan 27, 1993, 12:15:32 PM1/27/93
to
Organization: University of Maine System
Date: Wednesday, 27 Jan 1993 12:07:52 EST
From: The illustrius Pat Ellis (the DM) <IO1...@MAINE.MAINE.EDU>
Message-ID: <93027.120...@MAINE.MAINE.EDU>
Newsgroups: rec.games.frp.dnd
Subject: Old Moduels what will happen???
References: <93027.100...@psuvm.psu.edu>

Well Another question for hte netlanders out there, with all of this
talk about T1-4 I have come up with yet another question? Anyone out
ther have any clue as to TSR's plans for there older material?? Seems
to me that if they played things right, they could reissue most of the
classic's (the A's, I's, S's, etc.) in second edition format in about
four years or so. In this way, many if not most new players would
consider this new material, they would have never seen it. I hope TSR
does reprint stuff eventually, it really is a shame that such greats as
Ravenloft, the GDQ's and the Slavelords series will never been seen by
(most) future AD&Ders......

Pat Ellis
type: dirm pw <enter>

Adam Dray

unread,
Jan 27, 1993, 5:12:38 PM1/27/93
to
In article <1993Jan27....@ncsu.edu>, dcgo...@eos.ncsu.edu (Lord Stingray) writes:
>
> I was wondering if anyone has come up with a 2nd Ed. munchkin
> generator yet.

Sure.


#include <sdtio.h>
#define ACCEPTABLE_STAT 18

main (void)
{ int i;

for (i=0; i<5; i++) printf("%d\n", ACCEPTABLE_STAT);
}

Granted, it's not much, but it works. =)

Adam.


--
ad...@mcs.kent.edu The word is my oyster,
and meaning is
a tiny grain of sand.

Adam Dray

unread,
Jan 28, 1993, 1:06:08 PM1/28/93
to
In article <26...@blue.cis.pitt.edu>, sea...@vm2.cis.pitt.edu (Sea Wasp) writes:
>
> Of course munchkins use intelligence. Where else do you get all those
> extra proficiency slots?

=)


> And the #define is wrong; 18 isn't even worth bothering with. Only
> girly-man pretend munchkins think an 18 matters.

I wouldn't know.

Adam Dray

unread,
Jan 27, 1993, 5:26:47 PM1/27/93
to

> #include <sdtio.h>
> #define ACCEPTABLE_STAT 18
>
> main (void)
> { int i;
>
> for (i=0; i<5; i++) printf("%d\n", ACCEPTABLE_STAT);
> }

Hee, hee. I must be tired. Before I get a hundred messages telling me I don't
know how to program, I should say that it should be "stdio.h".

The loop is correct. Munchkins don't use Intelligence, so there are only five

stats... =)

Michael G. Wright

unread,
Jan 28, 1993, 8:20:30 AM1/28/93
to
dcgo...@eos.ncsu.edu (Lord Stingray) writes:


> I have seen many posts about new character generators and have
>followed the thread about "competing" character generating programs.
> I was wondering if anyone has come up with a 2nd Ed. munchkin
>generator yet.

Sure! It rolls 15d6 for each stat, of which you take the best 3. If you aren't
satisfied with a particular roll, you may roll it up to 10 times. After stats
are done, you are randomly given 15000 x.p. worth of magical items "to start
off with".
Of course, with munchkins, it's easier to say "You see a potential
combat scene. Of course before they can do anything you've killed them all.
Move on." It saves time that way and keeps the game going.

Any improvements or suggestions?

--
Michael Wright _-_|\
LaTrobe University, / \ Hang on! I've got to think of something
Melbourne, Australia. \_.-_*/ smart to put in here now!
wri...@latcs1.lat.oz.au v

Dave Woods

unread,
Jan 28, 1993, 9:36:38 PM1/28/93
to
Personally, I am really disapointed in the quality of new TSR modules. I
purchased a copy of 'Thoughts of Darkness' thinking that one couldn't go
wrong with an idea like vampire mindflayers!
Bzzzt wrong!

The module was basically a script, the only real decisions the players got
was which nameless, faceless 15th level drow to fight (of which there were
hords).
Gimme a break.
Eight 15th level MUs in one particular encounter, all IDENTICAL!!
You don't suppose perhaps ONE of them might have a few hit points more or less?
Or perhaps that they might have a slightly VARIED selection of spells rather
than all having the same ones??

Like I said, gimme a break...

Dave Woods
dwo...@watserv1.uwaterloo.ca

Mars, The Bringer of War

unread,
Jan 28, 1993, 1:41:46 PM1/28/93
to
The unfortunate phenominon you have observed is the
corporatization of TSR (or T$R, as some prefer it...) Beginning
several years ago when EGG was given the boot by TSR's board of
directors, TSR has but aggresively pushing AD&D as a major
marketing venture, pumping out the the then new 2nd Edition
materials at a furious pace, and phasing out the "old TSR"
leading to the resignation of many of the top game designers.
The result was that AD&D became rather than a labor of love by
its creator, a "product," a marketing venture. I went recently
and compared the price of a complete AD&D system (all the books
only, no extras) and the 2nd ed., and the latter was far more
expensive (largely due to the new monsterous compendium
format). Whatever your opinion on the quality of the system,
which some love and some hate, the cost aspect is unargueable.
This is reflected in TSR's modules as well, in addition to my
private opinion that in the push to crank them out, quality was
suffered, they are definitely arranged so as to expand and deal
with TSR's published worlds (Greyhawk, FR, etc.) so that you
will go out and buy them, too. As a marketing gimmick, this
has succeeded admirably, and I think we all know how TSR rakes
it in hand over fist, but unfortunately, it is us, the gamers,
who suffer.

Mars

mar...@rcfisher.austin.ibm.com

unread,
Jan 29, 1993, 9:35:23 AM1/29/93
to
In article <93027.104...@MAINE.MAINE.EDU>,

IO1...@MAINE.MAINE.EDU (the DM) writes:
>
> Well There seems to be alot of talk on the net about T1-4 and I've been
> wondering about some thing. What does everyone on net land think of the
> new adventers that TSR is publishing, Personally for the most Part I think
> that they stink, There too much campaign info in most of them so that
> it's difficult to pick up the module and use it for your own campaign.
> TSR wants you to run there campaign using there campaign oriented
> products. This didn't seem to be the case with the older modules.
> I still use most of them, as they are easily adaptable to any situation.
>

[The rest is deleted]

> Pat Ellis

I have to agree. When I first started DMing the modules TSR sold
where filled with detailed lairs, dungeons, strongholds, etc. Now the
modules seem to be full of "campaign" material an little detail. The
reason I purchased modules was for the detials not the setting. I find
generating details very tedious, so I would buy a module take the specifics
and make my own generalities (i.e. just like Pat was discribing). After
gathering 12 or so modules one had a goodly amount of material which could
be cut and pasted into ones campaign. With the new modules, I find this
difficult to do and that the amount of detail which is usable in this manner
to be small.
I would like to see some feedback on this via mail since I have just
changed sites and I am not sure my messages are being posted and that my
mail is being delivered. If you send mail please send a copy to this account
and to fred...@ccwf.cc.utexas.edu, so I will be able to cross check.

nilram the tyrannical
mar...@rcfisher.austin.ibm.com

mathew

unread,
Feb 1, 1993, 1:48:32 PM2/1/93
to
ja...@Virginia.EDU ("Mars, The Bringer of War") writes:
> its creator, a "product," a marketing venture. I went recently
> and compared the price of a complete AD&D system (all the books
> only, no extras) and the 2nd ed., and the latter was far more
> expensive (largely due to the new monsterous compendium
> format). Whatever your opinion on the quality of the system,
> which some love and some hate, the cost aspect is unargueable.

All you're basically saying is that there are more books for AD&D II than
there were for the original game. Why is this a problem? All you actually
*need* to play AD&D is 1xDMG, 1xPHB, 1xMC. Moderately expensive, but not
crippling. I, for one, much prefer the new format, as all the *necessary*
stuff is in three volumes. The new Monstrous Compendium format is a big
gain, too.

I don't care how many million other books TSR releases, as I'm unlikely to
buy any of them. I picked up the Greyhawk background book cheap because it
had some Gods and other useful background stuff; as an atheist, I've never
been very good at inventing Gods. :-) But I don't need stuff like the
Fighter's Handbook; beginning players who do need it can buy it, I can leave
it. Everyone's happy.

The only people who have cause to whinge are those who feel some strange
compulsion to collect every single rulebook.

> This is reflected in TSR's modules as well, in addition to my
> private opinion that in the push to crank them out, quality was
> suffered, they are definitely arranged so as to expand and deal
> with TSR's published worlds (Greyhawk, FR, etc.) so that you
> will go out and buy them, too.

Again, what's the problem? Those who want to run a Greyhawk campaign can do
so. Those who want to use their own campaign world are presumably creative
enough to chop and change the appropriate bits.


mathew

Scott webster

unread,
Feb 2, 1993, 12:29:46 AM2/2/93
to

Watsfic (the University of Waterloo Science Fiction club) is hosting an
AD&D 2nd edition tournament and Games Fair on March 5th through 7th. This
is in Waterloo Ontario, so if you are too far away, sorry.
Anyways, this is a team co-operative competition, with 6 people per team.
Individuals can enter, and they will be added to partial teams as they
come up. The tournament name is "Demons Among Us". There will also be a
Champions Tournament, titled "Solar Patrol". There will be numerous other
games being played, but prizes are only offered for the AD&D and Champions
games. Entry fee is $6, or $30 for team of six, for one tournament.
Registration in both competitions costs $8, or $40 for a team of six.
Entrance into any other game, or the games auction, costs $2 but is free
if you have any of a large number of qualifications.
For information on the games weekend, the tournaments, or to register,
contact Patrick at (519) 578-6378 or (519) 742-5197. You can also mail
the club at
Wats-fic c/o Federation of Students
Campus Centre
University of Waterloo
Waterloo Ontario
N2L 3G1

Make cheques payable to Wats-fic. If you pay, and send a self-addressed,
stamped envelope, we will send you confirmation of your registration.

--
******************************************************************************
May all your blades strike true and your spells never fail!!

The Weasel :)'

Christopher T Chiu

unread,
Feb 2, 1993, 2:05:53 PM2/2/93
to
mathew writes:
> All you actually *need* to play AD&D is 1xDMG, 1xPHB, 1xMC.
>Moderately expensive, but not crippling. I, for one, much prefer
>the new format, as all the *necessary*
>stuff is in three volumes. The new Monstrous Compendium format is a big
>gain, too.

Yeah, but it's pretty expensive to buy all three volumes!
But now TSR is going to release a NEW Monstrous Manual,
a hardback which replaces the old Monster Manual. Look for
it in June!

(LOOK at it first--it's going to cost $25!)

Comments?

From a curious adventurer,
Genghis
mitt...@athena.mit.edu

Benjamin R Pierce

unread,
Feb 2, 1993, 2:07:00 PM2/2/93
to
In article <930201.184832.6...@mantis.co.uk>, mat...@mantis.co.uk (mathew) writes...


The problem I see with this is that in concentrating on quantity (by cranking
out new "Complete Whatever" books and campaign worlds hither and yon), TSR is
giving quality the short end of the stick. Most of what TSR puts out these
days is (IMHO) very slick, very pretty, and has no substance whatsoever.
Granted, the old stuff wasn't perfect (as detractors of AD&D are quick to point
out,) but it was original, and breaking new ground. The new stuff has full
tewnty years of role-playing evolution to draw on, but seems to me to have much
less worthwhile material (relatively) than the typical module @1982. The "Let's
Box an Eight Dollar Module And Sell It For Twenty" mentality also gets on my
nerves.

--Ben

Mars, The Bringer of War

unread,
Feb 2, 1993, 6:38:00 PM2/2/93
to
OK. Ithink someone kind of missed my point, I was not bashing
2nd ed., I was merely observing that the format T$R's been
using reminds me of the old Gauntlet videogame, designed
mostly just to get your money. Admittedly, all you need to
play is the DMG, PH, and MC, but that was also true in the
first ed., and cost (adjusting for inflation) about the same.
However, the MC's, whileI agree that the looseleaf is nice,
also contain far fewer monsters than the old books, and at $15
a pop, that adds up quick if you want some variety without
having to make up all your own beasties. I like that quote
"very slick, very pretty, but lacking in substance" and find it
very accurate. My point was that while almost all TSR modules
have been set in TSR worlds, the latest flood of them seem to
me to be much more dependant on them, in an effort to push
sales of TSR's world boxed sets; while at the same time seeming
a good bit less thought out and balanced than many of the older
ones.

Mars

Jeff Gostin

unread,
Feb 4, 1993, 1:00:54 AM2/4/93
to
ad...@mcs.kent.edu (Adam Dray) writes:

> Hee, hee. I must be tired. Before I get a hundred messages telling me I don

> know how to program, I should say that it should be "stdio.h".
> The loop is correct. Munchkins don't use Intelligence, so there are only fiv

> stats... =)

WARNING: THIS IS FUNNY.... IF YOU DON'T LIKE PROGRAMMING HUMOR, SKIP
THIS... MUNCKIN.C below :-) :-)
^L

Of course, here is the SURE FIRE method of getting the ultimate
munchkin:

#include <float.h>
void main(void)
{

struct toughstats {long double str,intl,dex,cha,con,wis;} toughnpc;
typedef toughstats mychar;

while (mychar.str<toughnpc.str)
{
mychar.str^=toughnpc.str;
}
while (mychar.intl<toughnpc.intl)
{
mychar.intl^=toughnpc.intl;
}
while (mychar.wis<toughnpc.wis)
{
mychar.wis^=toughnpc.wis;
}
while (mychar.dex<toughnpc.dex)
{
mychar.dex^=toughnpc.dex;
}
while (mychar.con<toughnpc.con)
{
mychar.con^=toughnpc.con;
}
while (mychar.cha<toughnpc.cha)
{
mychar.cha^=toughnpc.cha;
}

printf("\nIn order to defeat the average NPC, you'll need the");
printf("following character:\nSTR %lg\nINT %lg",mychar.str,mychar.intl);
printf("\nWIS %lg\nDEX%lg\nCON%lg",mychar.wis,mychar.dex,mychar.con);
printf("\nCHA%lg\nHappy hunting!!\n",mychar.cha);
}


--Jeff

...From a tiny little node called Eternal!
--
/|Email to: jgo...@eternal.chi.il.us, off...@infopls.chi.il.us
/ |Smail to: Jeff Gostin, 917 High Ridge Pass, Carol Stream IL 60188
\ |Vmail to: 708-293-5526
\|Flames to: tras...@eternal.chi.il.us

0 new messages