
-------- TML Message #1638 --------

Archive-Message-Number: 1638
Subject: GameMaster '90
Date: Tue, 23 Oct 90 11:25:40 PDT
From: James T Perkins <jamesp@metolius.WR>


Okay, okay, Mark.  I'll send in my trip report. :-)

Friday went pretty much as Richard and Mark described.  One thing I can
mention is, if you ever send art to GDW, make sure you either send along
a frame and matting, or a return envelope :-).

One thing the Con reminded me about gamers (since I've been away from
playing games for about 6 years) is that gamers get really carried away.
And when they get carried away, they sometimes get rather loud...  Not
only was Clay-O-Rama loud ("The Flaming Eye" was interrupted by a loud
20-player cheer of "STOMP! STOMP! STOMP! STOMP! STOMP!" from the
Clay-O-Rama table), but at one point in the day a handsome fellow at one
of the AD&D tables, who had a penchant for standing as he played,
brought me straight out of intense character playing for "Total Recall"
at the table next door, with a ear-splitting primal scream.  Apparently
it affected everyone else in the room similarly, because the room
instantly became dead silent, and 300 eyes were focused unflinchingly on
the young fellow at the end of the room.  A second or two later people
recovered their composure and gave him scattered applause and cheers, he
gave the rest of the room a deep bow, and all went back to playing their
games.

Mark, you wanted me to post the gory details of the BattleTech campaign.
Everyone YAWN now before you read further.  :-) The ref (a young fellow
with dark hair, wry grin, and the name "SHAD" written on his forehead in
green soluble marker) threw down about 10 'mech sheets in front of us.

I picked a moderate 'mech called a "Dragon", which weighs in at about 60
tons and is armed with Long Range Missles, an Autocannon/5 and an arm-
and back-mounted Medium Laser.  While my compatriots all party down the
middle of the hex map with heavier 'mechs, I decide to rapidly skirt
down the right side; that way, my right side is safe from attack.
Suddenly, I discover another mech left and above me on the hillside! He
wounds me and I return fire, wounding him.  He jumps down off the hill
next to me and fires some more (A light 'mech - a Wasp, I see!).  And
then a Locust comes by (another light 'mech).  I shoot the Wasp --
ineffective.  The Wasp misses and the Locust hits.  I kick the Wasp, and
the locust takes off to fry other fish.  The Wasp keels over.  I start
to repeatedly kick the Wasp while he fires back at me.  Eventually the
Wasp becomes an inert, twisted pile of metal, and I resume sidling down
the side of the map to fire LRM's at a new opponent.

Meanwhile, across the map, Richard is facing repeated "death from above"
from a Commando - a kamikaze jump-on-opponent type of attack.  Between
damage taken by consistently missing Richard, and fire vectored in from
all the other player mechs, he finally finishes himself off in his final
leap, and crashes into a riddled heap at Richard's side.  On the other
side of the table, no matter how hard he tries, Mark can't hit anyone,
despite trying to come over and rescue my 'mech, and he is being ignored
by the enemy.  Worse than that, his dice fail to cooperate.

At the end, they awarded me the "Best Player" trophy, which I humbly
accepted.  I feel I earned it through a combination of luck, asking lots
of questions of a Battletech expert that was co-GMing, and a small
amount of previous tactical wargaming experience.

Richard hasn't shared anything he learned in the "How to get Published"
seminar.  Come on, Richard, let's share some of this with the group.

You should've seen how hard Mark role-played in the "Total Recall"
campaign, faced with his character's wife, he is forced to basically
struggle within himself and with her over the topic that she is a
dangerous liar.  I *know* I couldn't have maintained character at that
point.  Maybe the fact that the character wife, Lori, has the same name
as Mark's real wife, helped him keep character focus.

The other real gem of the Total Recall game was the young fellow playing
the rich-bitch character of Leona Trump.  Dependent upon her hubby,
Larry, but amazingly resourceful with the pistols made from the company
she owns, she was played wonderfully and was very believable (and
annoying at times).  Ron's quick-thinking improvisation of a prop was
another good story.  Leona calls up Larry on the video, and guess who
appears on the screen but the image of Arnold Shwarzenegger.  Ron holds
the picture in front of his face, looking at Leona's player, and says
(in a deep, legato Arnold accent), "Leona honey, what's wrong?!".  The
table erupts in raucous laughter.  Ron was able to milk laughs out of
that prop and accent all afternoon.

The Flaming Eye adventure was a lot like Eastern Pennsylvania to me.
That is, I think that Eastern Pennsylvania must look very pretty when
you aren't looking at it through smog from an expressway.  I was sitting
at Gary's table, while Richard and Mark were at Joe's table -- I had
thought it might be fun to get a little different slant on it than Mark,
since Mark and I had shared the previous three sessions.  Guess I
should've stayed with the more experienced gamers.  I picked a Scout
that was a highly experienced engineer, who chose to run light and not
be the party leader.  Unfortunately, I resorted to poking ideas at the
leader on several occasions, and acted as treasurer despite the fact
that duty ought to fall on the captain.  My attempts at characterization
were encouraged by Gary, but the other players did not seem interested
in characterization, and seemed more interested in exercising their
skill DM's, having their very own starship, and provoking Vilani police
with automatic weapons rather than having more subtle fun.  I got the
impression that Gary was moving quickly through the adventure to get it
over with, more because of the other players, as well as the distracting
noises and short playtime.

When I really came to understand characterization and ROLE playing in
games, some years back, it was like a light went on in my head and I
could see wonderful possibilities.  I guess the other players at my
table are lucky that they had not had that freeing experience.  :-) I
hope that some day I can play with Gary when he is free to concentrate
on his refereeing or play - he is quite talented, clever, and very good
at making characters come alive - when there are fewer distractions,
more time, and the more appreciative players.

It was really wonderful to be "on the inside" of the convention -
especially wonderful in our case because we didn't do any of the work on
it.  :-) The opportunities to meet and talk to Ron, Gary, Joe, Patricia,
Joe Jr., Ken, Dave, and all the others I haven't mentioned was terrific.
They were all excellent hosts.  I think Joe and Gary appreciated us for
having serious Traveller GM's to bounce ideas off of, and we enjoyed
bouncing our own ideas off them.  I appreciated their candor and
friendliness.

I'd like to thank Mark again for providing transportation, and Richard
for the breakfast he treated us to.  I also enjoyed the chance I had to
get to know Richard and Mark better (what else is there to do but talk
when on the road 16 hours round trip:-) )? I had such a great time that
if anyone is stupid enough to invite me, I'll do it again next year.

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
traveller-request@metolius.wr.tek.com	     Beaverton, Oregon, USA
uunet!metolius.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

-------- TML Message #1639 --------

Archive-Message-Number: 1639
Date:     Tue, 23 Oct 90 16:44:25 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 17

It's been a busy week as far as designs go, so I figured I might as well
upload a few more today.  Rumor has it that these will soon be available on ftp
for those with that capability.

Rob Dean

******************************************************************************


Grav Bike TL13

     The grav bike is a popular recreational and very light transport vehicle 
at appropriate tech levels.  This example includes a fairing to reduce the 
wind resistance of the rider, and a fair amount of enclosed cargo space 
(enough for a couple of suitcases.)

  CraftID: Grav Bike, TL13, Cr2940
     Hull: 1/2, Disp=0.037, Conf=4SL, Armor=1F, Loaded=364.1kg,
           Unloaded=108.1kg
    Power: 1/2, FuelCell=0.06MW, Dur=14/42
     Loco: 1/2, Std Grav, Thrust=0.5t, TopSpeed=450kph, Cruise=338kph,
           NOE=40kph, MaxAccel=0.37G
     Comm: Radio=VDist(50km)
  Sensors: 1*Headlight
      Off: Hardpoints=1, No weapons
      Def: -
  Control: 1*Electronic
    Accom: Seats=Open*1
    Other: Fuel=84liters, Cargo=0.25kl, ObjSize=Small, EmLevel=Moderate
NOTE:  After doing this one I noticed that the smallest standard grav unit you
are allowed to build has a one ton thrusts, making this an illegal design. 
However, as it is two tech levels above the introduction of grav units, perhaps
they have discovered how to miniaturize them a bit.

Bumblebee Light Air Raft TL11

     The Bumblebee is a light air raft intended for use on planets where 
hydrocarbon fuels are inexpensive and readily obtainable.  In such situations 
the turbine engine is more cost effective than either fusion power or fuel 
cells.  There are no significant differences between the TL11 version shown 
here, and the TL10 version.
  
  CraftID: Bumblebee Light AirRaft,TL13, Cr30,212
     Hull: 1/2, Disp=0.75, Conf=4SL, Armor=4E, Loaded=3.93t,
           Unloaded=1.79t
    Power: 1/2, MHD Turbine=0.8MW, Dur=1/3
     Loco: 1/2, Std Grav, Thrust=7.5t, TopSpeed=1000kph, Cruise=750kph,
           NOE=40kph, MaxAccel=0.9G
     Comm: Radio=VDist(50km)
  Sensors: 2*Headlights, Radar=Dist(5km), ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*7
    Accom: Seats=Cramped*3, Env=basic env
    Other: Fuel=0.84kl, Cargo=1.3kl, ObjSize=Small, EmLevel=Moderate 


Brumby Enclosed Air Raft TL11

     The Brumby is a high speed grav vehicle built to IISS specifications, 
and frequently used as an auxiliary vessel aboard lower TL Type S scouts.  

  CraftID: Brumby Enclosed AirRaft, TL11, Cr1,303,000
     Hull: 4/9, Disp=4, Conf=1AF, Armor=8E, Loaded=31.4t,
           Unloaded=23.1t
    Power: 1/2, Fusion=8MW, Dur=30/90
     Loco: 1/2, Std Grav, Thrust=75t, TopSpeed=1590kph, Cruise=1192kph,
           NOE=150kph, MaxAccel=1.4G
     Comm: Radio=FarOrbit, LaserComm=Continental(5000)
  Sensors: ActEMS=Distant(5km), PassEMS=VDist(50km), ActObjScan=Form, 
           ActObjPin=Form, PassEnScan=Form
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Comp0*2, 26*DynLink
    Accom: Seats=ExtOccRoomy*2, Bunk*1, Env=basic env, basic ls, ext ls
    Other: Fuel=8.64kl, Cargo=7.7kl, ObjSize=Small, EmLevel=Moderate 


Type S Scout/Courier TL11

     The TL11 Scout Courier is the first to mount thrusters for deep space 
propulsion, and has a sensor package that includes a neutrino sensor and a 
densitometer.  A full envrionmental suite is carried, but as with any Type S, 
true comfort is difficult to obtain in such a cramped situation.  The cost 
given below does not include an auxiliary vehicle, but provision for carrying 
soemthing in the 4 ton class is made (typically a Brumby or other similarly 
sized air raft.)  An onboard fuel purifier gives the vessel the capability 
for extended wilderness missions.

  CraftID: Type S Scout/Courier, TL11, MCr60.253 
     Hull: 90/225, Disp=100t, Config=1AF, Armor=40E, Loaded=1713t,
           Unloaded=1323t
    Power: 6/12, Fusion=540MW, Duration=30/90 
     Loco: 5/10, Maneuver=2, 3/6, Jump=2, Cruise=1590kph, Max=2120kph, 
           Agility=1
     Comm: Radio=System, Laser=System, Maser=System
  Sensors: EMS Active(FarOrbit), EMS Jammer (FarOrbit),
           EMS Passive(Interstellar), Neutrino Sensor (1Gw),
           High Pen Densitometer (1m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Form, PassObjPin=Form,
           PassEnScan=Rout, PassEnPin=Form
      Off: Hardpoints=1

                  Missile=x01
           Batteries        1
           Bearing          1

      Def: DefDM+4

               SandCaster=x03
           Batteries        1
           Bearing          1

  Control: Computer Mod2*3, 2*HeadsUpDisplay, 290*DynLink
    Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6, Staterooms=4,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=400kl (1 jump-2+30 days), Cargo=362kl, Fuel Scoops, Fuel 
           Purifier (12hr), SubCraft=1*4ton, ObjSize=Avg, EmLevel=Faint

-------- TML Message #1640 --------

Archive-Message-Number: 1640
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Win $100 in the DGP Survey Sweepstakes!!!
Date: Tue, 23 Oct 90 14:52:31 PDT

Hey, TMLers!!  How'd you like a shot at winning $100.00?  Sounds pretty
good, huh?  Well, all you have to do is take a few minutes and fill out
a copy of the Official DGP RPG Survey shown below.  Once you're done,
just mail the completed copy back to me (markc@hpcvss.cv.hp.com) or,
if you can't get through for some reason, to the TML moderator
(jamesp@metolius.wr.tek.com) before November 20th.  This will allow
us to bundle and forward all the returned surveys to the good people
at DGP before the entry deadline of November 30th.  After the deadline,
one lucky survey returnee will be drawn at random to receive $100.00
in credit towards current and/or future DGP products.

The E-mailing instructions given below are for subscribers on GEnie, so
you can disregard them, although the U.S. Mail address IS valid.  If
you want to mail a hard copy of your survey directly to DGP instead
of returning it to us, that's find too.  The address is listed below.

Help Joe and Gary find out what a large group of rabid travellers really
want in an RPG.  This way, we all win!!

Later,

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

P.S. Just in case you scoff at the free drawing idea ("Aw, I NEVER win
that sort of thing!"), I'm living proof that sometimes you CAN get lucky.
Last year, I sent in one of the surveys from an issue of Travellers
Digest, and promptly won a free subscription!  Not bad, huh?

- ------8<----------8<-----------Cut Here---------8<------------8<---------------

ROLEPLAYING GAME SURVEY SWEEPSTAKES
If you play roleplaying games, are just interested in playing
roleplaying games, or you just like taking surveys -- you are invited 
to fill out the following survey. The survey deadline is November 30, 
1990. E-Mail it to DIGEST.GROUP, or print it out and mail it regular
US Mail to:

  Digest Group Publications
  8979 Mandan Ct.
  Boise, ID  83709-5850


PRIZE OF $100!
A winner will be randomly drawn from all the survey respondents to
receive a prize of $100 as a credit toward DGP products. You can
either take this prize in our current products, or you can save it and
apply your credit toward a free copy of the new roleplaying game and
support materials we are designing. As a special bonus, all products
you get from us with this credit are POST PAID (the shipping doesn't
count against your credit, we'll pay that as a service to our winner).

Name........:
Age.........:
Occupation..:
Eduation....:
Telephone...:

1. How many hours per month do you dedicate to playing roleplaying games?
   ___ less than 2 hours
   ___ 2-4 hours
   ___ 5-8 hours
   ___ 9-16 hours
   ___ 17-24 hours
   ___ Over 24 hours

2. What is the average age of your gaming group?
   ___ under 15
   ___ 15-17
   ___ 18-20
   ___ 21-25
   ___ 26-30
   ___ 31-35
   ___ over 35

3. Assume you are in a store to buy a new roleplaying game, and a sample of
   the game is open and available on the counter for you to look over.
   Which factors would influence you the most in your decision to BUY the
   game? Rank the factors from 1 to 10.

   ___ Artwork/graphics (game art is attractive and inspiring)
   ___ Text editing (text has minimal gramatical/spelling errors)
   ___ Realistic rules (rules are accurate and realistic)
   ___ Game packaging (materials are eye-catching and soundly constructed)
   ___ Background (background is well thought out)
   ___ Clarity of presentation (Material easy to grasp, with good examples)
   ___ Game accessories (game has lots of nice accessories)
   ___ Uniqueness (game background, rules, or presentation unlike any other)
   ___ Playable rules (rules are easy and elegant)
   ___ Affordability (game has a low price)

   10=the most likely to influence you
    1=the least likely to influence you

4. If you enjoy science fiction, rank the following from 1 to 5 according to 
   your preference. 

   Time Period...
   ___ Current/Near Future: 0-50 years
   ___ Mid future: 50-500 years
   ___ Far future: 500 - 5,000 years
   ___ Distant future: 5,000+
   ___ Past/Any: time travel, Atlantis, Jules Verne

   5=the most interesting
   1=the least interesting

   Scope/Locale...
   ___ Earthbound
   ___ Solar-system bound
   ___ Local interstellar
   ___ Far interstellar
   ___ Intergalactic

   5=the most interesting
   1=the least interesting

5. Rank these factors of game rule design. Rank them from 1 to 10.

   ___ Fast running rules that don't break the pace of adventure
   ___ Detailed personality and background generation for characters
   ___ Ultra-detailed hit resolution
   ___ Extensive rules for generating game background, settings, creatures, etc.
   ___ Detailed rules for activities other than combat (swimming, falling, etc.)
   ___ Detailed rules for interpersonal activities (negotiating, bribing, etc.)
   ___ Game-time character improvement and/or advancement
   ___ Detailed task resolution system for character activities
   ___ Minimal learning curve on the rules (e.g., 15 minutes then you play)
   ___ Rules to randomly generate adventures

  10=the most important
   1=the least important

6. What types of adventures do you like best? Rank the types from 1
   to 5.

   ___ Combat
   ___ Exploration/problem solving
   ___ Interpersonal/roleplaying
   ___ Mystery/murder
   ___ Economic/trade

   5=the most interesting
   1=the least interesting

7. Which of the following RPG genres are your most favorite? Rank them
   from 1 to 15.

   ___ sword and sorcery (Conan)
   ___ high fantasy (Tolkien)
   ___ galactic empires
   ___ giant robots
   ___ horror
   ___ cyberpunk
   ___ historical/historical fantasy (Robin Hood)
   ___ space exploration
   ___ light-hearted science fiction/fantasy
   ___ military science fiction
   ___ spy/espionage
   ___ superhero
   ___ post-holocaust
   ___ time travel
   ___ multi-genre (Torg, Rifts, etc.)

   15=the most favorite
    1=the least favorite

8. When playing an RPG, have you ever run a non-human character?
   ___ Yes
   ___ No

   Do you play a non-human often or seldom? 
   ___ Often
   ___ Seldom


9. What elements do you prefer in a roleplaying game? Rank the
    following items from 1 to 10.

    ___ Magic
    ___ Psionics
    ___ Instantaneous travel (teleportation/warp drives)
    ___ Aliens/Monsters
    ___ Supernatural elements
    ___ Ultrahigh technology
    ___ Intricate background
    ___ Weapons
    ___ Vehicles/hardware
    ___ Unusual settings/locations

   10=the most interesting
    1=the least interesting

10. Assume you are in a game store looking at some new games. What
    would you think the subject matter of the following titles 
    would be, and rank them in the order in which you would likely look at
    the game box to learn more about them. Rank the titles from 1 to 10.

    ___ Mortals, Mammoths & Myths
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Scoop
        Game topic:________________________________________________
        ___________________________________________________________

    ___ A.I.
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Discovery
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Timers
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Tech Lord
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Millenium
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Atomic Heroes
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Fantastic Era
        Game topic:________________________________________________
        ___________________________________________________________

    ___ Eon     
        Game topic:________________________________________________
        ___________________________________________________________

   10=the most interesting
    1=the least interesting

11. What roleplaying game do you think has the: 
                                       -----------RPG game title------------
    o Best rules?.....................:
    o Best packaging?.................:
    o Best graphics?..................:
    o Most comprehensive background?..:
    o Which is your all-time favorite?:

12. Which do you have more use for (select one)?
    ___ adventures
    ___ background supplements

13. Below are some unorthodox ideas for how to do a roleplaying game.
    Indicate what you think of each idea.

    -------------------------------------------------------------------
    Game does not use dice
    (Methods other than random generators put in the element of
    uncertainty)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game uses mostly guidelines rather than rules
    (Unless the rule can be expressed with a mathematical formula, the
    game presents a guideline/rule-of-thumb instead)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game does not use a game master/referee
    (Methods are provided whereby the players can self-administer an
    adventure)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game has no rulebook
    (Each adventure/weapon/device has its own set of mini-rules)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game illustrates each and every setting/event/creature/weapon/device
    (25-50% of the content would be pictures instead of text. In your
    rating, also realize you would pay significantly more if the game had 
    this high of an illustration ratio)

    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------
    Game based on a 3-hole binder presentation
    (Basic set comes with a binder, all supplements come as
    a shrink-wrapped pack of three-hole punched lose pages)


    What do you think of this idea?
    __ It's stupid
    __ Bit strange
    __ Just different
    __ Interesting
    __ Pretty clever

    Would this one factor keep you from buying the game?
    __ No, it would make me want the game more!
    __ Don't care, if the rest of the game is good.
    __ Uncertain. I might not want a game like this.
    __ Probably would. This seems too different for my taste.
    __ Yes, I would put the game down and look for something else.

    -------------------------------------------------------------------

14. What's the most expensive RPG you've ever considered purchasing?
    Title:__________________________

    How much did it cost?  $________
    Did you buy it? _ Yes  _ No

15. How many fiction books do you read per year?  ___
    List your top 3 authors.
    ________________________
    ________________________
    ________________________

16. Do you read any science-fiction, fantasy, or gaming-related magazines? 
    If so list the top three titles.
    ________________________
    ________________________
    ________________________

17. Do you regularly read comic books? If so, name your top three titles.
    ________________________
    ________________________
    ________________________

18. If you own a computer, what type/brand is it?
    ___ IBM PC or compatible
    ___ Macintosh
    ___ Amiga
    ___ Atari ST
    ___ Other: _________________

19. Do you buy/play computer games? _ Yes  _ No

    Which kind do you prefer (select one):
    ___ text adventure
    ___ graphic adventure
    ___ arcade adventure

20. How much do you typically pay for a computer game you buy?
    ___ under $30
    ___ $30 to $40
    ___ $40 to $50
    ___ $50 to $60
    ___ $60 to $70
    ___ $70 to $80
    ___ over $80

-------- TML Message #1641 --------

Archive-Message-Number: 1641
Subject: Trip Report
Date: Wed, 24 Oct 90 7:45:37 PDT
From: Richard Johnson <richard@agora.UUCP>

First, Robert was quoting Mark.  I NEVER talk about myself in
third person.  :-)

Congratulations to  (uh oh - I forgot your name) for getting the
justice rules into Challenge.  GDW pays more than DGP.

I said earlier we saw videos of the DGP offices - that was supposed
to be the GDW offices.  Monday morning lethargy.

I WILL talk about getting published.  Just give me a couple of days
to get caught up on the PBEM.  All the players decides to PLAY while
we were gone :-).  I;ve just completed the latest version of the
lsit of addresses, and the team asignments.  I sent it to Mark, Mike,
Dan, and a couple of other notable people, so we wouldn't clutter the
list.  Write to one of us to get a copy.  (You really should get the
updated version, many addresses have changed.)

Actually, James won the Battle Tech game because he was the ONLY
gamer to actually kill an opponent.  Mark and I spent most of our
time wounding and crippling, then mvoing on to more hostile targets.
and "Shad" had a penchant for mech suicide.

Role playing is much more fun.  Albeit a lot harder to rate in
a tournament situation.

Richard

-------- TML Message #1642 --------

Archive-Message-Number: 1642
Subject: Getting Published
Date: Wed, 24 Oct 90 19:03:31 PDT
From: Richard Johnson <richard@agora.UUCP>

Here it is, probably not as promised.  Advice on how
to get published.

1.  Carry a little book around with you ALL THE TIME.
    Put every fleeting, seemingly interesting, idea in it to use later.

2.  Write for and get the "Writer's Guidelines" and "Schedule"
    for the magazine (presumably either Challenge or Journal).

3.  Pick one of your ideas and write about it.  Get someone to 
    proofread it, even if they don't actually review/edit it.

    There is a difference.  Proofing is mainly checking spelling
    and grammar (what I'm not so hot at), and editing deals more
    with getting ideas organized and well-presented.  On a request
    only basis, I am volunteering to help with the latter.  I do
    that sort of thing for a living, and it doesn't really take me
    long.  It's free if it's on-line :-).

4.  Send a cover letter/proposal (really an ad) to the magazine
    of your choice.  Explain what you want to do, why it works 
    well in their magazine, how it fits their schedule, and how
    long it is.  It's OK to guess on some of this stuff, after
    all, this is only a proposal.

5.  They will probably turn you down.  Try again with another idea,
    and maybe the old idea at a different magazine.  NEVER send 
    the same stuff to two different mags at the same time! (I tell
    you three times!!!)  ALWAYS keep trying.  Eventually you'll
    either crack the editor that doesn't like your stuff, or you'll
    get good enough, or (s)he'll tell you how to fix it.

6.  They finally accept an article.  Make sure you keep the editor
    informed of your progress.  Absolutely make sure the mag knows
    well in advance if you'll be late -- even one day late.  If you
    screw up on this or the multiple mags bit, you're out of the
    business for a long, long time.

7.  Your article will probably need illustrations, drawings, or maps.
    Both the Journal and Challenge have staff artists.  According to
    Gary and Joe, the artists at GDW really want some control over
    the art.  DGP is not quite so bad.  Create some sketches that
    show and tell what you need, but don't waste any time on them
    (unless you are an artist).  If you want to sell visual art, all
    the same rules apply, only you usually get paid less, have less
    time to do things, and less control over what gets done.

8.  Continue doing articles for the magazines.  After you have done
    many, and are consistent, you can contact them for ideas about
    adventures, modules, and possibly even game components.  Every
    gaming magazine relies on a very small handful of consistent
    producers.  The people who get the juicy assignments are the
    ones who already have a track record.  Unless you're Steven
    King, don't try to sell them the big stuff until they know you
    well.

Richard




-------- TML Message #1643 --------

Archive-Message-Number: 1643
Subject: What would you call the windows on an X-boat?
Date: Wed, 24 Oct 90 19:19:11 PDT
From: Richard Johnson <richard@agora.UUCP>

(Do I really have to answer?  :-)


-------- TML Message #1644 --------

Archive-Message-Number: 1644
Date:     Wed, 24 Oct 90 16:53:49 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, Part 18

I was reading the latest issue of TD which came into my hands this past
weekend, and noticed that the Traveller Q&A section specifically mentioned
partial use of power plants as a legitimate option in extending duration.
So, as I was looking over those TL11 Vargr warships in the rebellion
Sourcebook, I wondered if they couldn't be improved upon a bit. The first
40 ton craft took about 20 minutes to do, and each of the succeeding ones took
less than 10 minutes (on paper) with most of the data needed already looked up 
and laid out.

Good Gaming,

Rob Dean

- ---------------------------------------------------------------

Glyptodon Walkter Tank TL13

     The Glyptodon is an experimental vehicle produced by LSP for the plane
tary army of Lunion.  Ordered in very small quantities, it is used by spe
cialized mountain warfare units for operations in very rough terrain.  


  CraftID: Glyptodon Wlaker Tank, TL13, Cr4,662,000
     Hull: 5/12, Disp=5, Config=4USL+turret, Armor=60F, Loaded=286.2t,
           Unloaded=285.8t
    Power: 1/2, Fusion=60MW, Dur=5/15
     Loco: 2/4, Legs=6, P/W=209, RoadSpeed=268kph, OffRoad=161kph
     Comm: Radio=Planetary, LaserComm=Continental
  Sensors: EMM, EMS Active(Regional), EMS Passive(Interplanetary), 
           Neutrino Sensor(1MW), LowPenDensitometer(50m), ActObjScan=Diff,
           ActObjPin=Diff, PassObjScan=Diff, PassObjPin=Diff,
           PassEnScan=Routine, PassEnPin=Diff
      Off: Hardpoints=1

                      Pen/          Max     Auto   Dngr
                      Attn    Dmg   Range   Tgts   Spc    Sig   ROF
    Fusion Gun FY-13  71/5     30 VDist(21)  2      -     H     40 
    2*5MW Beam Laser  30/3     12 VDist(25)  2      -     L     40

      Def: -
  Control: Comp1*1, HeadsUpHoloDisplay*1
    Accom: Seats=Adequate*1 (Commander), Env=Basic env, basic ls
    Other: Fuel=6kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

Shetland Light ATV TL13

     The Shetland is a light walker ATV for those who prefer legged vehi
cles.  It is fully equipped for any environment, and the fuel cell can be 
operated in open or closed cycle mode.  

  CraftID: Shetland Light ATV, TL13, Cr59,574
     Hull: 3/7, Disp=3, Config=4USL, Armor=4F, Loaded=17.0t,
           Unloaded=11.1t
    Power: 1/2, 8*FuelCells=1.08MW, Dur=30/90 (or 80hrs closed cycle)
     Loco: 1/2, Legs=4, P/W=63, Road Speed=122kph, Offroad=97kph
     Comm: Radio=Regional(500km)
  Sensors: Headlights*2, Light Amplification
      Off: Hardpoints=1
      Def: -
  Control: Elec*16
    Accom: Seats=ExtOccAdequate*3 (Driver, 2 passengers), Env=Basic env,
           basic ls, extended ls, airlock
    Other: Fuel=2.304kl, Cargo=5.7kl, ObjSize=Small, EmLevel=Moderate

Sword Worlds Majestic Class Heavy Cruiser TL11

     The Majestic class heavy cruiser is a standard Sword Worlds design, 
although very similar vessels can be found serving in Imperial and Vargr 
navies of equal tech level.  Equipped with a fuel purifier, a squadron of up 
to 30 forty ton landers or fighters, and a company of marines, the Majestic 
is capable of independent operations, and is frequently found as a flagship 
for a squadron of smaller craft.  Normal operating power is approximately 50% 
of the full power capacity, and the endurance given below is for non-combat 
operations.  Each hour at combat power uses fuel for two hours at non-combat 
power. Cost of auxiliary craft is not included below.

  CraftID: Majestic class Heavy Cruiser, TL11, MCr18160
     Hull: 27000/67500, Disp=30000t, Config=1SL, Armor=52E,
           Loaded=638759t, Unloaded=580580t
    Power: 3000/6000, Fusion=270000MW, Duration=30/90 
     Loco: 1350/2700, Maneuver=2, 810/1620, Jump=2, Cruise=750kph,
           Max=1000kph, Agility=0
     Comm: Radio=System*3, Laser=System*3, Maser=System*3
  Sensors: EMS Active(FarOrbit)*3, EMS Jammer (FarOrbit)*3,
           EMS Passive(Interstellar)*3, Neutrino Sensor (1Gw),
           High Pen Densitometer (1m), ActObjScan=Rout,
           ActObjPin=Rout, PassObjScan=Form, PassObjPin=Form,
           PassEnScan=Rout, PassEnPin=Form
      Off: Hardpoints=300

                PartAcc=K00     Missile=x70     BeamLaser=xx8
           Batteries    1                12                 5
           Bearing      1                11                 5

                PlasmaGun=x04
           Batteries        1
           Bearing          1

      Def: DefDM+4

               SandCaster=x09
           Batteries        8
           Bearing          7

  Control: Computer Mod5fib*3, 150*HeadsUpDisplay, 49000*DynLink
    Accom: Crew=432 (18 bridge, 101 engineer, 17 maintenance, 65 gunners,
           90 flight, 120 troops, 17 command, 4 medical), Staterooms=432,
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=109350kl (1 jump-2+30 days half power), Cargo=49774kl,
           Missile Magazine=1500kl (50b-r), Fuel Scoops, Fuel Purifier 
           (12hr), SubCraft=30*40ton, ObjSize=Large, EmLevel=Strong

Sword Worlds Nymph class Fighter TL11

     The Nymph is a long endurance fighter in common Sword World service.  
Notable for its design which sacrifices agility in favor of a main battery of 
2 beam lasers, it also features an armored hull, giving some protection 
against the secondary batteries of larger vessels.

  CraftID: Nymph Class Fighter, TL11, MCr83.75
     Hull: 36/90, Disp=40, Conf=1AF, Armor=52E, Loaded=1618.5t
           Unloaded=1605.8t
    Power: 12/24, Fusion=1020MW, Dur=13/39
     Loco: 7/14, Maneuver=6, Max=4200kph, Cruise=3150kph, NOE=150kph,
           Agility=1
     Comm: Radio=System, LaserComm=FarOrbit
  Sensors: EMM, EMS(Act)=FarOrbit, EMS(Pass)=Interplanetary,
           ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
      Off: Hardpoints=1

            BeamLaser=xx2     Missile=x01
           Batteries    1               1 
           Bearing      1               1

      Def: DefDM+6
  Control: Comp3*3, HeadsUpDisplay*2, 220*DynLink
    Accom: Crew=2 (Commander/Gunner, Pilot), Small Staterooms*2, Env=basic 
           env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=160.9kl, ObjSize=Avg, EmLevel=Faint

Sword Worlds Sprite class Lander TL11

     The Sprite is a derivative of the Nymph fighter class.  It is intended 
to carry a full squad of infantry and their carrier vehicle, plus a reasona
ble amount of additional cargo, to a planetary surface as rapidly as possi
ble.  Given these operating parameters, there was no need to provide exces
sive fuel tankage, or extended accommodations for the crew.  However, extend
ed life support in installed in case other operations are required.  Addi
tional fuel tankage could easily be installed in the cargo bay to extend 
duration, and modular habitat units could be carried.

  CraftID: Sprite Class Lander, TL11, MCr45.22
     Hull: 36/90, Disp=40, Conf=1AF, Armor=40E, Loaded=1089t,
           Unloaded=858t
    Power: 6/12, Fusion=540MW, Dur=3/9
     Loco: 7/14, Maneuver=6, Max=4200kph, Cruise=3150kph, NOE=150kph,
           Agility=3
     Comm: Radio=System, LaserComm=FarOrbit
  Sensors: EMM, EMS(Act)=FarOrbit, EMS(Pass)=Interplanetary,
           ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
      Off: Hardpoints=1
      Def: DefDM+8
  Control: Comp3*3, HeadsUpDisplay*2, 50*DynLink
    Accom: Crew=2 (Commander, Pilot), Seats=16*Roomy, Env=basic env, basic
           ls, extended ls, grav plates, inertial comp
    Other: Fuel=19.44kl, Cargo=230kl (17t), ObjSize=Avg, EmLevel=None

Sword Worlds Ariel class Pinnace TL11

     The Ariel is a derivative of the Nymph fighter class.  It is intended to 
provide a reasonable landing and independent operation capability for larger 
craft.  Only one crew memeber is actually required to operate the vessel, but 
six small staterooms provide long term accomodations for up to 5 passengers.  
More can easily be carried for short trips.

  CraftID: Ariel Class Pinnace, TL11, MCr19.7
     Hull: 36/90, Disp=40, Conf=1AF, Armor=40E, Loaded=728.5t,
           Unloaded=556.7t
    Power: 3/6, Fusion=270MW, Dur=30/90
     Loco: 3/6, Maneuver=3, Max=2850kph, Cruise=2137kph, NOE=150kph,
           Agility=2
     Comm: Radio=System
  Sensors: EMS(Act)=Planetary, EMS(Pass)=Interplanetary,
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Rout
      Off: Hardpoints=1
      Def: DefDM+5
  Control: Comp1*3, HeadsUpDisplay*2, 100*DynLink
    Accom: Crew=1 (Pilot), Passengers=5, Small Staterooms=6
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=97.2kl, Cargo=165kl, ObjSize=Avg, EmLevel=Faint

-------- TML Message #1645 --------

Archive-Message-Number: 1645
Date: Thu, 25 Oct 90 10:37:06 -0600
From: FELLOWS STEVEN B -5 CR <sfellows@slate.mines.colorado.edu>

Subj:  Question on publishing 



Richard provided us with some really helpful tips , so I have a 
question.

I heard that it is useful to always provide a SASE with any correpsondence
with an editor, especially if the editor does not know you or you are an
unknown.

Steven B. Fellows
sfellows@slate.mines.colorado.edu.



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