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Why do you hate me ? Hybrid is a great rpg !

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C++

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Dec 25, 2000, 2:51:59 PM12/25/00
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Hybrid is 30% '86 MU TSR rpg, 30% Mage - the Ascension,
30% Aberrant, 5% Champions 4th Edition rpg, & 5% Fuzion.

Good bye. This is my final post ! This is really be my final
post, just when I was about to like convert Champions 4th
Edition rpg to Hybrid. I am sure you will not miss me. I
am sorry if I annoyed you but it seems that my Hybrid rpg
was disliked by most people here, very much it seems. Bye.

You do not understand what you are about lose.


Sent via Deja.com
http://www.deja.com/

SD Anderson

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Dec 25, 2000, 3:27:28 PM12/25/00
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C++ wrote:

> Good bye. This is my final post ! This is really be my final
> post, just when I was about to like convert Champions 4th
> Edition rpg to Hybrid. I am sure you will not miss me. I
> am sorry if I annoyed you but it seems that my Hybrid rpg
> was disliked by most people here, very much it seems. Bye.

Your latest final goodbye.

Incidentally it wasn't hybrid objected to, though what I've
seen of it makes the excesses of Dangerous Journeys look like
TWERPS in terms of complexity/complicatedness.

Your consistent inability to understand basic nettiquite is
what makes most people hope that this really IS your final post no
matter how much we know otherwise.

C++

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Dec 25, 2000, 4:44:44 PM12/25/00
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> Your consistent inability to understand basic nettiquite is
> what makes most people hope that this really IS your final post no
> matter how much we know otherwise.
>

Net ettiquite ? I'm not the one that's name calling ; it's mostly you
guys that's doing the name calling just to set the record straight. The
idea behind 'Hybrid' is to relace complexity with simplicity although
you might need complexity to reduce it to simplicity. Anyway, I posted
earlier that instead having pages of stats : all you need is STR, which
you get by converting all of his/her/its stats to STR which is then
converted to Psyche..

Example : STR 36 in Champions 4th Edition would be reduced to STR 18
Fuzion which is then reduced to Psyche 9 which is reduced to 3 dots or
3 Quantum points in Aberrant or STR 81 in '86 MU TSR rpg . Wow ! Simple.
You do not then need pages of information about characters & objects.

Mike McClain

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Dec 25, 2000, 5:11:43 PM12/25/00
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well, it's not that we hate you, necessarily, so much as that you give
us a "system":
1)with no playable conflict resolution--do you know anything about
statistics, or quantum physics for that matter? Not all outcomes can be
known before they occur. If I buy a lottery ticket, there are several
different outcomes possible--I get nothing, i get some money, i get a
lot of money. The reason why dice are used in most games is that they
generate a probability range, which is then modified by circumstances,
and the capabilities of the characters involved, to yield a range of
possible outcomes which is "fair" for a given situation. success or
failure is not automatic, though there are outcomes which are more
probable or less probable than others. You have a system where if one
character has a one point higher psyche, then they always defeat the
character with the lower score. That is not consistent with the spirit
of RPGs, not consistent with the spirit of comic books, novels, and
movies, and not consistent with quantum physics either(do the names
Schrodinger and Heisenberg mean anything to you?)
2)with no setting, background or campaign information--we don't even
know WHY everybody has only one stat to define them. Does damage in
conflict reduce the psyche stat? If two characters have equal stats in
everything, who prevails? How do you determine who goes first in combat?
If a character in your game universe flips a coin, is the winner of the
coin toss the character with the higher psyche score? What is the
purpose of the characters in the campaign? What are they striving for?
Is it possible for characters to improve themselves, or is it pointless
since their status in existence is entirely predetermined by their
initial psyche score?
3)with no personality--what is there about this game that makes it more
PLAYABLE AND FUN than an existing RPG?

If you can't answer these questions, then maybe game design is not in
your future...

mike

C++

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Dec 25, 2000, 6:35:38 PM12/25/00
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In article <3A47B5C9...@home.com>,

Mike McClain <mikem...@home.com> wrote:
> well, it's not that we hate you, necessarily, so much as that you give
> us a "system":
> 1)with no playable conflict resolution--do you know anything about
> statistics, or quantum physics for that matter?

You do not need to know it's total complexity to use basic principles :
for example, you know that objects fall but you do not need to prove it
to see if you would fall if stepped off a roof of a building : you will
fall unless there is a difference between your total points & your
default points in 'Hybrid', greater the difference the greater th
mutant power

Not all outcomes can be
> known before they occur.

Most people do not know all the variables so they assume some things
are random but they are not; although, YES, there is some probability
but idea is to reduce that randomness as much as possible with
equations, NOT increase the randomness with dices : you don't see
engineers rolling dices when they're building bridges, skyscrapers, or
a supercomputer :: they use equations to figure out best possible
outcome with least amount of waste or system failure, with equations
& running those simulations either on paper, calculator, computer, or
through his imagination if he or she is able to do latter

If I buy a lottery ticket, there are several
> different outcomes possible--I get nothing, i get some money, i get a
> lot of money.

Yes, but depending on the variables availabe that are taking place at
that time & moment. If you shut the machine off, for example, you will
not get an outcome : cause & effect is what I'm abdicating, but I never
totally ruled out randomness but it's not as large as most of you think
it is : it's extremely small & minute but significant when all its'
parts are added to its totality or sum of various random variables

The reason why dice are used in most games is that they
> generate a probability range, which is then modified by circumstances,
> and the capabilities of the characters involved, to yield a range of
> possible outcomes which is "fair" for a given situation.

Yes, same in Hybrid, but "fair" is defined through equations through
the one state variable, Psyche, which is derived from STR, which is
derived by converting all his/her/its stats to various STR's & adding
up all the STR's but in manner simpler to doppler effect & resoance
which then gives final STR, which is then converted to Psyche : process
simpler to making honey where final product is sum of all it's actions

success or
> failure is not automatic, though there are outcomes which are more
> probable or less probable than others. You have a system where if one
> character has a one point higher psyche, then they always defeat the
> character with the lower score.

That depends on how you define defeat. If you mean straight forward
combat then answer is "No" ; but, if you define with range of possible
outcomes that you might consider a 'win' then "Yes". Example : if
player A has 9 total points & 5 default points with [9-5] or 4
difference points but player B has 9 total points but only 2 difference
point then player A wins even though he has [4-2] or 2 greater
difference points, similar to doppler effect in physics : whole idea
behind 'Hybrid' is outcome or winner is determine by doppler effect &
resonace. Another example, for example, player A [ let's say a Titant ]
has 25 total points but 5 difference point giving him him [25-5] or 20
default [ apperance, which includes height & mass density ] points &
player B has 15 total points but 10 difference points giving him 5
defualt points then player B [let's say a mutant ] wins because he has
[10-5] or 5 greater difference points even though he has [25-15] or 10
less Psyche points than player A, the Titan : winner determined by
doppler effect & resonance [ direction of power used : example, Batman
is be able to stay alive fighting Hulk because Hulk is preoccupied
smashing buildings rather than fighting Batman ], meaning if stronger
or more powerful player is preoccupied, his attack is weaker giving
player B a fighting advantage, but only temporarily, as player A with
more resources would be able to recuperate faster than player B.

That is not consistent with the spirit
> of RPGs, not consistent with the spirit of comic books, novels, and
> movies, and not consistent with quantum physics either(do the names
> Schrodinger and Heisenberg mean anything to you?)
> 2)with no setting, background or campaign information--we don't even
> know WHY everybody has only one stat to define them.

In Hybrid "Psyche" works in 2 ways : static & dynamic, where genetics
or inorganic matter such as robots/androids/& cyborgs are considered
static [ if they have 0 difference points ] & difference points is
considered dynamic which determines level & magnitude of mutant power.

Does damage in
> conflict reduce the psyche stat?

Yes, as lifespan is decreased with increase in conflict, if opponent is
stronger else lifespan is maintained if opponent is weaker : like in
regards to Elders of MU vs. Galactus during the '80s MU comics, where
because Elders took on a more powerful entity they needed the Soul Gems
so that their lifespan would not be reduced. But, if they had used a
single Infinity Gem, their task would have been easier as 10 Soul Gems
= 1 Infinity Gems : it seemed even with their billion years of
experience, they were too dumb to figure this out & so Galactus was
weakened in the attack but not destroyed & some Elders nearly died.


If two characters have equal stats in
> everything, who prevails?

You use the Batman analogy, meaning if your opponent is preoccupied
then he has a weaker advantage which is why you don't see Batman
sleepig on the job, so to speak : he's always on the alert for possible
trouble

How do you determine who goes first in combat?

Whoever feels like making the first move. If player A [hero] wants to
see a football game while player B [villain] wants to rob a bank :
there might not be a fight if player A really wants to see a football
game. So, player B would successfully rob a bank unless hero had a
significant greater difference & might be able to detect the possible
robbery alert police by sounding the alarm by his tk.

Blackberry

unread,
Dec 25, 2000, 8:11:51 PM12/25/00
to
On Mon, 25 Dec 2000 23:35:38 GMT, C++ wrote:
>
>In article <3A47B5C9...@home.com>,
> Mike McClain <mikem...@home.com> wrote:
>> well, it's not that we hate you, necessarily, so much as that you give
>> us a "system":
>> 1)with no playable conflict resolution--do you know anything about
>> statistics, or quantum physics for that matter?
>
>You do not need to know it's total complexity to use basic principles :
>for example, you know that objects fall but you do not need to prove it
>to see if you would fall if stepped off a roof of a building : you will
>fall unless there is a difference between your total points & your
>default points in 'Hybrid', greater the difference the greater th
>mutant power

BTW, this can all be discussed on the new eGroup HybridRPG. Cross-mailing to
that list.

What if you are, say, Purple Girl, or Rusty, or Dazzler? You fall from a high
building; you have Psyche of X. How does your power keep you from falling?

HybridRPG needs a power resolution mechanic. You need to *define* it. Is this
it?

1. GM sets a difficulty number for the task.
2. If character's Default Points and Total Points are different, they succeed.
3. If character's Psyche equals or exceeds the difficulty, they succeed.

> Not all outcomes can be
>> known before they occur.
>
>Most people do not know all the variables so they assume some things
>are random but they are not; although, YES, there is some probability
>but idea is to reduce that randomness as much as possible with
>equations, NOT increase the randomness with dices : you don't see
>engineers rolling dices when they're building bridges, skyscrapers, or
>a supercomputer :: they use equations to figure out best possible
>outcome with least amount of waste or system failure, with equations
>& running those simulations either on paper, calculator, computer, or
>through his imagination if he or she is able to do latter

Characters in RPGs have statistics, attributes, potentials, skills, knowledges,
powers, and abilities so that players don't have to be experts in everything
their characters are expert in. For example, I could play Reed Richards, but I
am not an expert in physics or chemistry. The numbers on the character sheet
abstract it for me within the rules of the game system. It doesn't matter
whether the system uses dice, cards, or just number vs. number, but it needs to
have *some* way to resolve situations that is used in every case (with few
exceptions).

> The reason why dice are used in most games is that they
>> generate a probability range, which is then modified by circumstances,
>> and the capabilities of the characters involved, to yield a range of
>> possible outcomes which is "fair" for a given situation.
>
>Yes, same in Hybrid, but "fair" is defined through equations through
>the one state variable, Psyche, which is derived from STR, which is
>derived by converting all his/her/its stats to various STR's & adding
>up all the STR's but in manner simpler to doppler effect & resoance
>which then gives final STR, which is then converted to Psyche : process
>simpler to making honey where final product is sum of all it's actions

Let's say I have Enormo the Human Brick, who has Psyche 5. Another player has
JetBolt, master of air blasts, who has Psyche 6.

In the Hybrid system, there is no way Enormo could ever win a fight against
JetBolt, right? Even if JetBolt acts stupidly and Enormo uses superior tactics,
and would normally win, under the physical laws of our normal universe?

>
> success or
>> failure is not automatic, though there are outcomes which are more
>> probable or less probable than others. You have a system where if one
>> character has a one point higher psyche, then they always defeat the
>> character with the lower score.
>
>That depends on how you define defeat. If you mean straight forward
>combat then answer is "No" ; but, if you define with range of possible
>outcomes that you might consider a 'win' then "Yes". Example : if
>player A has 9 total points & 5 default points with [9-5] or 4
>difference points but player B has 9 total points but only 2 difference
>point then player A wins even though he has [4-2] or 2 greater
>difference points, similar to doppler effect in physics : whole idea
>behind 'Hybrid' is outcome or winner is determine by doppler effect &

>resonace. [...]

Define "Total Points" and "Default Points". Let's say I'm creating a character.
How many Psyche Points do I get? How many Total Points do I get? How many
Default Points do I get? Is it specific to a campaign or is it set in the
rules, or is it based on offsets, like GURPS Advantages/Disadvantages?

>>How do you determine who goes first in combat?
>
>Whoever feels like making the first move. If player A [hero] wants to
>see a football game while player B [villain] wants to rob a bank :
>there might not be a fight if player A really wants to see a football
>game. So, player B would successfully rob a bank unless hero had a
>significant greater difference & might be able to detect the possible
>robbery alert police by sounding the alarm by his tk.

Let's take my example of Enormo vs. JetBolt. I say I want to go first.
JetBolt's player also says he wants to go first. Now who does? The one with
the greater "Difference"? What if we have the same difference and the same
Psyche?

Also, what does the "Difference" *mean*? Not how you calculate it, but what
does it represent?

--------------------
"It's enough to make you wonder sometimes if you're on the right planet."
-- Frankie Goes to Hollywood
Brian -- le...@NOnwlinkSPAM.com -- remove "NOSPAM"

C++

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Dec 25, 2000, 10:12:48 PM12/25/00
to
In article <928r8...@edrn.newsguy.com>,

Blackberry <le...@NOnwlinkSPAM.com> wrote:
> On Mon, 25 Dec 2000 23:35:38 GMT, C++ wrote:
> >
> >In article <3A47B5C9...@home.com>,
> > Mike McClain <mikem...@home.com> wrote:
> >> well, it's not that we hate you, necessarily, so much as that you
give
> >> us a "system":
> >> 1)with no playable conflict resolution--do you know anything about
> >> statistics, or quantum physics for that matter?
> >
> >You do not need to know it's total complexity to use basic
principles :
> >for example, you know that objects fall but you do not need to prove
it
> >to see if you would fall if stepped off a roof of a building : you
will
> >fall unless there is a difference between your total points & your
> >default points in 'Hybrid', greater the difference the greater th
> >mutant power
>
> BTW, this can all be discussed on the new eGroup HybridRPG. Cross-
mailing to
> that list.

I can not find this new newsgroup by name of "HybridRPG".
So, where is it ? ? Thanks for trying to set one up, though.

>
> What if you are, say, Purple Girl, or Rusty, or Dazzler? You fall
from a high
> building; you have Psyche of X. How does your power keep you from
falling?
>

For example if you have 0.000000000000000000000000000000000000000000001
difference in Psyche between your total & default [ your appearance :
non-mutant genetic code or just inorganic matter such as plastic or
metal in an android ] then you may fall & be seriously hurt but not
killed, depending on your awarness of your power & how efficiently you
use it. Just having a 1 point difference is enough to release or
manipulate energy release that of a thermo-nuclear blast. Having a 2
point difference is enough to generate a solar flare but for
regenerative power like Wolverine's healing factor, player needs a lot
more difference points which is why in 1 or 2 issues of late '70s or
early '80s X-Men, you see Wolverine holding an alien crystal & having
very large amount of power which he later gave thinking he could not
handle the responsiblity : what the comic writers were really saying is
that if Wolverine converted his healing factor to pure TK, he would
power power similar to Cyclops of X-Men but Wolverine prefered his
healing factor & adamentium skeleton [ force field in Hybrid ] in '70s
& '80s X-Men timeline.

> HybridRPG needs a power resolution mechanic. You need to *define*
it. Is this
> it?
>

Yes : just difference between his/her/its total points & default
points [ what he/she/it was born with : that which part has no
supernatural attributes; or, organic & inorganic matter that which does
not have any supernatural attributes ] which give a difference or
difference points, greater the difference the greater the power
he/she/it has. So, a Sentinel with no difference points can still have
supernatural attribute to stop a mutant by having access to a tacyion
field placed within it by its creator like a microscopic Cosmic Egg.

> 1. GM sets a difficulty number for the task.
> 2. If character's Default Points and Total Points are different, they
succeed.

Yes, as long as task does not require more difference points than
he/she/it has access to. For example, the Wrecking Crew can not defeat
Thor, unless the Thor they are fighing is a clone with attributes equal
to Tombstone.

> 3. If character's Psyche equals or exceeds the difficulty, they
succeed.
>

Only if difference points [ Total - Default ] is greater than
difficulty.

> > Not all outcomes can be
> >> known before they occur.
> >

But, you can approximate : that's what Calculus is about ::
approximation. Hell, even Newton didn't have exact answers but that
didn't stop him from making approximations which was close ( enough )
to the exact solution or answer.

Again, it depends on their difference points & their personality : with
0 difference points, both Enormo the Human Brick & JetBolt would have 0
powers, meaning they would just be names for wrestlers, nothing more.

> In the Hybrid system, there is no way Enormo could ever win a fight
against
> JetBolt, right?

Again, that depends on their difference points & their personality
[likes, dislikes, & their ability to concentrate on 1 job before going
or moving onto the next assignment, meaning the less ADD the greater
the result; Batman is assumed to have near 0 ADD, lot of concentration]

Even if JetBolt acts stupidly and Enormo uses superior tactics,
> and would normally win, under the physical laws of our normal
universe?

JetBolt[6] would win if he just pretended to be stupid
but if he was stupid then it would be a draw with Enormo[5].


>
> >
> > success or
> >> failure is not automatic, though there are outcomes which are more
> >> probable or less probable than others. You have a system where if
one
> >> character has a one point higher psyche, then they always defeat
the
> >> character with the lower score.
> >

That's usually true; that's how outcomes are determined in physics, not
with dices, but with doppler effect & resonance [ direction of doppler
effect ].

They both go first, like your enemy has a gun & you have a gun : both
of your can certainly try to shoot at same time but one you have a
quicker reflex, with outcome determined by magnitude of concentration &
amount access to resources or magnitude of resources.

What if we have the same difference and the same
> Psyche?

Then, personality or level of concentration & past experience would
determine the outcome. But, for the most part, it would be a draw.
Example, if a kid has same total & difference points as an adult :
fight would be a draw, even though the adult has more experience. The
rule applies in physics : in terms of collision between particles. You
end up with a draw or both getting equally damaged with equal amount of
exchange of kinetic energy from one to the other & vice-versa.

>
> Also, what does the "Difference" *mean*?

The difference between his total & default points.
Total being his or it total points, calculated differently
with a female gender but results are basically the same.

Not how you calculate it,

Difference = Total - Default ; it is similar to way sound waves [ part
of the electromagnetic spectrum ] interact with its environment.


but what
> does it represent?

Greater the difference ( in value ) between his/her/its total points &
default points, greater the power. For it to have a difference (
points ), it has to have access to a tachyion ( field ) globule(s)
placed within or/and on its surface by its creator which is similar to
a micrscopic or subatomic 'Cosmic Egg', term used in '86 MU TSR rpg.

In 'Hybrid', Psyche comes in 2 forms : static & dynamic. Most Psyche in
the real world or universe is static although it was once dynamic [
primordial soup of energy once ]. Total points is simply an objects's
total points; while, difference points is simply how much he/she/it can
overcome static ( not changing or what appears as constant to humans )
laws of physics. Good analogy might be physics being like glass, which
some say is solid while others say is liquid, where the molecules of
glass are still moving about in referenc to its environment but at a
very slow rate, which is determined by its static properties. Now, that
same glass with 0.0 total points & 0.0 default points were to suddenly
have 1.0 difference point then it would have sufficient energy input
which if converted to output would be equal to a thermo-nuclear blast.

So, in 'Hybrid', science can be simulated by doppler effect & resonance
[ direction of doppler effect ] or simply by : Total points - Default
points = Difference points, greater the Difference the greater the
object can overcome laws of physics as perceived by humans.

Another example, in "Hybrid" rpg :

let us say that both Thomas Edison & Nikola Telsa have 7 difference
points & but TE with 4 Default points & NT with 3 Default points :
Thomas Edison wishes to abdicate DC or direct current & Nikola Telsa
wishes to abdicate AC or alternate current. Now, Thomas Edison's DC [
direct current ] works in grids like squares or hexagons : you
calculate that area of grid of DC which if converted to a straight line
is equal to AC or alternating current which is why AC has greater
distance than DC, at least in 'Hybrid' rpg. But, since TE has 11 total
points & NT has 10 total points, the one with the greater total points
when in this case when both have equal amount difference points, where
one with greater total points wins the fight, so to speak, in this rpg.

>
> --------------------
> "It's enough to make you wonder sometimes if you're on the right
planet."
> -- Frankie Goes to Hollywood
> Brian -- le...@NOnwlinkSPAM.com -- remove "NOSPAM"
>
>

Marc Lombart

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Dec 25, 2000, 11:56:57 PM12/25/00
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On Mon, 25 Dec 2000 19:51:59 GMT, C++ <ts...@my-deja.com> wrote:

>Good bye. This is my final post ! This is really be my final

What's this? The 4th fucking time you tell us a final good-bye
jerk?

--
Marc el Kato
mailto:master...@netzero.net
ICQ UIN: 3337155
Please, reply either to the group or via eMail, not both.

Marc Lombart

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Dec 25, 2000, 11:56:58 PM12/25/00
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On Mon, 25 Dec 2000 23:35:38 GMT, C++ <ts...@my-deja.com> wrote:

>ou do not need to know it'

Hey, fucking liar. Three posts ago you wrote that you would no
longer post, yet here you are.

Marc Lombart

unread,
Dec 25, 2000, 11:57:00 PM12/25/00
to
On Tue, 26 Dec 2000 03:12:48 GMT, C++ <ts...@my-deja.com> wrote:

>I can not find this new newsgroup by name of "HybridRPG".
>So, where is it ? ? Thanks for trying to set one up, though.

This guy is such a loser he doesn't even understand the term
mailing list and looks to newsgroups to find one. Sheesh. eGroups
mailing list dummy.

C++

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Dec 26, 2000, 12:22:06 AM12/26/00
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Ok, I'm leaving.

Bye.

Lone Wolf

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Dec 26, 2000, 12:41:21 AM12/26/00
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Drink Dran-o. It tastes like chicken.

-----
Lone Wolf
I'm rooting for the crocodile.

"You try the best you can
try the best you can
the best you can is good enough."
- Radiohead, Optimistic

"He sets the rules in opposition. It's the goof of all time.
Look but don't touch. Touch, but don't taste! Taste, don't
swallow. Ahaha! And when you're jumpin' from one foot to
the next, what is he doing? He's laughin' his sick, fuckin'
ass off! He's a tight-ass! He's a sadist! He's an absentee
landlord. Worship THAT? NEVER!"
- John Milton (Al Pacino), The Devil's Advocate

"You try the best you can
try the best you can
the best you can is good enough."
- Radiohead, Optimistic

Marc Lombart

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Dec 26, 2000, 12:12:06 PM12/26/00
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On Tue, 26 Dec 2000 05:22:06 GMT, C++ <ts...@my-deja.com> wrote:

>Ok, I'm leaving.
>
>Bye.
>

Yet again.

PaulnTerri1

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Dec 26, 2000, 5:07:42 PM12/26/00
to
C++,

I feel so sorry for you, unable to express yourself in any way other
than name calling and unwanted, incomprehensible postings to this newsgroup. I
pity your lonely, miserable existence. I will pray for you over the holidays
and I hope you find some constructive purpose for your sad, small life. Happy
Christmas and God bless you.

PC

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