Traveller-digest      Saturday, June 28 1997      Volume 1997 : Number 1498



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Re: Battledress and Heroism
A common task description
Re: Rule of Man (ROM) TL
Re: Rule of Man (ROM) TL
Re: TL of the Rule of Man (Don't call it Ramshackle!)
Re: TL of the Rule of Man (Don't call it Ramshackle!)
Re: Chargen Revisions for T41
Re: Generic task description.
Re: Generic Task Descriptions
Re: Rule of Man (ROM) TL
Re: Character Generation Pages in WFW95
the Dead Horse...enough already
Re: Task System, Game Design, etc.
Re: Space Combat Probabilities
Re: TL of the Rule of Man (Don't call it Ramshackle!)
2d10

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

Date: Fri, 27 Jun 1997 18:26:20 -0400
From: Roderick Darroch Elliott <rellio@po-box.mcgill.ca>
Subject: Re: Battledress and Heroism

Douglas E. Berry wrote:

[snip]
>>
>>Yes, but tankers need only fear artillery rounds or shots fired from other
>>tanks.
>
>They also have to worry about ATGMs like the TOW-2 being fired from every
>bush, land mines, Infantry firing AT-4s into their tracks for a mobility
>kill, and the ever popular greande through the hatch.  This is why, much to
>the Armor's disgust, they still need to work with the infantry.
>
>At Ft. Irwin, I kept a T-72 crew pinned inside their disabled tank for over
>an hour by simply popping of a round everytime I saw something move.  It
>was about 100F outside, I hate to think what it was like in that box...
[snip]


	Dunno whether you've heard about it, but there's this game out for
the Mac and PC called TacOps.  It's written by an retired USMC Major.  It's
basically a modern-day tactical combat simulator.  The graphics are
rudimentary; they could probably have been implemented on a mid-80's Mac no
sweat.  The game engine is viciously, brutally good.  Chillingly so.

	It's made me dead certain that not going into the army was a good
thing.  If this is anything near realistic, a ground war in Europe would
have been a bloody nightmare...

	It's also made me regret that it's not mroe modular; player-defined
units would have been cool... gaming a TL-7 OpFor BTR regiment going up
against a platoon in BD would be interesting :).

	But anyhow, I'd strongly recommend taking a look at TacOps if
you're into that sort of game.

R.D. Elliott <rellio@po-box.mcgill.ca>

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

Date: 28 Jun 1997 03:31:30 GMT
From: Rob_Prior@nybe.north-york.on.ca (Rob Prior)
Subject: A common task description

Rather than bickering over which task description is better, I think we could
best help Marc by providing him with a shopping list of task systems, with
benefits and drawbacks clearly described.  (Obviously, I like my suggestion
of including multiple task systems in T4.1 :-)

While I hate to make a suggestion and skip out of the work, I seem to be
missing about half the digests, and getting the rest out-of-sequence, so I'm
not a good person to do the final summation.  Possibly someone neutral could
volunteer for this.  "J"?  Eris?  Volker?

As a ground rule, every system should be able to use the standard task
description so clearly summarized by "J":

     To create a Traveller task system
     Formidable, Psychology, Int
     Referee: SS gets a credit in T4.1, SF starts a flame war on the TML
     decrease difficulty if designer has experience with other game systems
     increase difficulty if designer is a munchkin


If some kind person could summarize the systems already suggested, and
possibly even sort them into sequence from Space Opera to Bonded Superdense
SF, we would have a very useful resource.  

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

Date: Sat, 28 Jun 1997 00:40:52 -0400
From: hdhale@siscom.net (Harold Hale)
Subject: Re: Rule of Man (ROM) TL

Anders Backman writes:

>Global terraforming is not so much a technological thing as it is an
>economic. 

   Absolutely.  If we wanted to, we could be up at Mars right now
raising the atmospheric pressure, and starting up a nice colony.  Of
course all that would take many years and cost about as much as the
Gross Domestic Product of several larger European countries for a year,
but hey!  It's where you want to spend the money...

   In the CT Solomani Rim supplement, there's mention of a world,
Hephaistos, where there was "one of the few completed terraforming
projects in the Imperium".  The impression you get is that global
terraforming is not something outside the capability of the TL 15 Third
Imperium, it was just something that wasn't done on a regular basis.

>We're working our asses off to create a runaway greenhouse world
>right now which is on the scale of terraforming albeit in the wrong
>direction.

   Truth is, the scientists don't know *what* pumping a bunch of extra
greenhouse gases (CO2 being the primary) will do to the ecosystem. 
There are indeed models that point to the possibility of massive coastal
flooding and palm trees in New York City, *but* there is also the real
possibility that nothing much will happen at all, and that the ecosystem
will find a way to absorb the greenhouses gases faster.  It could also
be that Earth has been warming all on its own for a couple hundred years
and will get warmer no matter what we do.

   Don't get me wrong, screwing with the ecosystem too much is a *bad*
thing because of the uncertainty of it all, not because of any specific
threat of global warming.

   Sorry for the commentary.  Back on topic... 

>As for this uplift stuff despite it being canon I totally ignore it as it
>smells like Solomani propaganda and is not consistent with MY view of
>Solomani (Military inclined, clever but aggressive and oppressive - kind of
>like the US during the 50:s)

   My impression of the Solomani Confederation is that while there are
worlds and groups of star systems within it that are "free", overall the
State is Big Brother, closely monitoring those it considers a threat,
and keeping an eye on everyone else just in case.  True enough, the
Solomani people don't think of it as an oppressive regime, but then they
consider all the security checks and I.D. stuff to be part of normal
life.  Also, the central government is *very* careful to maintain the
veneer of a free, open society, taking strong measures in public for
reasons of "state security", and in private to maintain their control. 
"Dr. Carter was arrested yesterday for treason against the Solomani
people" or maybe Dr. Carter has an unfortunate grav car "accident" or
doesn't return from vacation.  The public suspects nothing, but the
truth has all the hallmarks of a totalitarian regime.

   The US was not particularly oppressive in the 1950s, though I'm sure
Hollywood has given you a different impression.  Were certain people
monitored secretly because of their activities (most of which were
perfectly innocent)?  Certainly.  But overall people here experienced
freedom, certainly more freedom than they are now in a lot of respects. 
If you want to draw parallels between the Solomani Confederation and an
ancient Earth culture, a better comparison would be with the people who
used red stars on their vehicles, not white (come to think of it, they
used red practically everywhere, even on their flag).  Called themselves
"People's Republic" and stuff like that...

Regards,

Harold

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

Date: Sat, 28 Jun 1997 01:08:59 -0400
From: hdhale@siscom.net (Harold Hale)
Subject: Re: Rule of Man (ROM) TL

Rupert Boleyn writes:
 
>>    BTW, the number of your jump drives is only one measure of
>> technology, there are many. many others.  It just so happens that 
>> jump technology is one of the best indicators of relative 
>> technological advancement, which is why it is used as an example so 
>> often.
>
>Especially if you're a Major Race eplaining your superiority to a 
>Minor Race :)

   Point well made.

Regards,

Harold

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

Date: Sat, 28 Jun 1997 01:06:31 -0400
From: hdhale@siscom.net (Harold Hale)
Subject: Re: TL of the Rule of Man (Don't call it Ramshackle!)

Peter Newman writes:

>Exactly, and as Marc says economics is everything in Traveller.

   Economics explains a lot more than Traveller...

>But according to World Builders Handbook some TL 15 worlds were capable
>of producing items of up to TL 18 and some TL 16 worlds were capable of
>producing items of up to TL 19 !

   That explains why I keep seeing the Starship Enterprise (tm) in
certain sections of Traveller illustrations.  It's kind of subtle, I
think it was using a captured Romulan cloaking device.

   I'm familar with what DGP's World Builder's Handbook says.  I'm also
certain that no one intended for upper limit for any world's technology
to exceed TL 16 (the highest TL within the Imperium, if you exclude the
Sabmiqys of course)--if for no other reason than it throws game balance
out the window.

>Yes they should be more careful & mindfull of past canon but TL 14 items
>from planets with a High Common TL of 12 _is_ past cannon & they are
>abiding by it.

   Wrong.  Past canon is that the RoM had TL 12, and that WBH presents a
system that allows you to create a more detailed tech levels for worlds
of the Third Imperium.

   In matters of canon, GDW material always takes precedence over DGP
material when there is a contradiction.

>Maybe The Second Empire made consumer products with atomic clocks in
>them designed to self destruct after 2000 years so they were all
>destroyed by 1100 but worked fine in year 0  :)

   Or maybe those who are trying to rationalize what is a pretty
obvious, but easily explained bit of errata ("the vacc suits were in
fact TL 13 not TL 14 as stated") should spend less time dancing an Irish
jig and more time helping Marc Miller (and those providing him with
canon material that *fits* the existing storyline) fix what's wrong with
T4.

Regards,

Harold

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

Date: Sat, 28 Jun 1997 01:40:51 -0400
From: hdhale@siscom.net (Harold Hale)
Subject: Re: TL of the Rule of Man (Don't call it Ramshackle!)

Ethan Henry writes:

>>    This would not have been foolish at all, at least for Terran
>> industrialists.  Upgrading everything in the Vilani Imperium would cost
>> untold amounts of MCr, and the only source for the upgrades (at least
>> initially) would be worlds that were part of the Terran Confederation. 
>> This would make the Vilani economically dependent on the Terrans for
>> many years to come.
>
>Well, I did say "in hindsight". It probably seemed like a _great_
>idea at the time. Its final effect was probably to hurt Vilani
>infrastructure more than it helped it though.

   There were probably Vilani worlds that managed to upgrade to TL 12
standards without having to resort to importing Terran stuff to the
point that it shut down local factories, but you're probably right--many
industrial worlds in former Vilani territory looked like an old East
German factory town after reunification (or Cleveland c.1978 for those
of us in the US) after a few decades of Terran "marketing" and
"assistance".

>Yes, of course. Finding TL 13 artifacts would be possible. I don't think
>they'd be so shabby either... anything that still works after a thousand
>years or so is to be respected, regardless of TL. TL 14 is right out
>though.

   TL 13 artifact equipment (especially if you could find working
examples) would be of tremendous value to the Syleans.  Think of all the
technological deadends they could avoid.  I'm rather suprised that it
would take the Third Imperium some 450 years to progress from TL 12 to
13, so there must not have been all that much of it that survived.

>Now, the RoM did have some areas where their technology was higher 
>than anything ever seen in the mainstream Imperium, even in the 1100s,
>like genetic and medical technology, possibly robotics as well. It
>might be possible for travellers to find some interesting robotic
>goodies towards the rim... hmmm...

   I'm afraid not.  The essay in MT's Referee's Companion on Robotics
was pretty clear that robotics in the RoM didn't progress beyond TL 12. 
And as for genetic and medical technology, well you should be able to do
some pretty advanced stuff at TL 12.  

   That of course shouldn't stop myths and legends from developing about
ultra advanced RoM technology (sort of like the urban legends about 100
mile per gallon/kilometer per liter carburetors, U.S. Air Force aircraft
that look and perform like flying saucers, etc.).  I would have no
problem with that, so long as those myths and legends didn't turn out to
be real (well game real anyway).

Regards,

Harold

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

Date: Sat, 28 Jun 1997 01:43:33 -0400
From: Peter Miller <pmiller@linkeasy.net>
Subject: Re: Chargen Revisions for T41

Eris Reddoch wrote:
>
> >Could somebody get a copy of this from Marc and translate it into
> >something that Word 6.0/Win 3.1 can read?  (With Marc's permission, of
> >course..) I would really like to see a copy.
> 
> I've got a copy of Word 6.0, and I think it can read the Word 95
> format..isn't that what Marc has the draft in?

If it can, please make a copy (and Marc, please let him) in a different
format, perhaps in both Word 6.0 and standard ASCII text for others to
view if possible.   I use WP 6.0 and it can't view more than Word6.   I
got ahold of the Chargen, tried to convert, but it _really_ screwed it
up, making it not very conductive to analysis, so I decided to pass. 
However, I would like a chance to see it, if it can be converted by
someone.

Thanks,

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

Date: Sat, 28 Jun 1997 01:40:49 -0400
From: Peter Miller <pmiller@linkeasy.net>
Subject: Re: Generic task description.

CardSharks@aol.com wrote:
> 
>
> I like the comments (which give direction to someone just breezing through
> the system). They are also "qualitative" (as opposed to quantitative), which
> gives players more latitude to decide on the relative difficulty to be
> imposed.
> 
> Of course the mechanic then says, "Well, I'm being cautious, which negates
> the confined space problem" (unless there's a rush).
> 
> The assisting part is really just making this a co-operative task.

Marc, (and others),

Check our Eris' generic task format, derived from both this and Marc's
original T4 task layout.  It works the same, but, IMHO in a more elegant
fashion as opposed to the 'more difficult, much more difficult', etc.

Eris Reddoch wrote:
>
> A more generic Task Description:
> 
>     To detect a gas giant 1 parsec away (12 hours)
>     (Education,Survey,DMs) < Difficult, Uncertain
> 
>     +DM for each gas giant beyond 1
>     -DM if only one gas giant present
>     -DM if target star is I, II, or III
>     --DM for each parsec beyond 1

Well, I love it personally, and would like to see it adapted.  The use
of +, ++, etc. lets more be in the description in a less verbose
fashion, plus it cincludes, time, the situation, the information etc.
needed for all task systems.  The next step is for the task systems
themsevles to all use the same names! :)

> SS: You find you left Cr100 in the pocket last time.

Sounds good to me Marc :)

- -- 
________________________________________________ Peter J. Miller
TravWeb Central - http://www.dragonfire.net/~pm/traveller/

"Virutally anything mentioned in a story or article can be transferred
to the Traveller environment.  Orbital cities, nuclear war, alien
societies, puzzles, enigmas, absolutley anything can occur, with
imagination being the only limit."
                                - Marc W. Miller (CT Book 3)

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

Date: Sat, 28 Jun 1997 01:36:31 -0400
From: Peter Miller <pmiller@linkeasy.net>
Subject: Re: Generic Task Descriptions

Eris Reddoch wrote:
>
> A more generic Task Description:
> 
>     To detect a gas giant 1 parsec away (12 hours)
>     (Education,Survey,DMs) < Difficult, Uncertain
> 
>     +DM for each gas giant beyond 1
>     -DM if only one gas giant present
>     -DM if target star is I, II, or III
>     --DM for each parsec beyond 1
> 
> I'm not going to say my suggested layout is *better* than Marc's, but I
> think it is more generic, and it still gives all the information you'd need
> to use it with T4/T4.1..and I *think* MT.

I definitely support this!  It gives people the chance to choose their
task system, to choose how to calculate additions and subtractions due
to difficulty (i.e.. DMs or Level increases\decreases).  Also, it
includes time, which is definitely a major thing needed in the task
system.

Paul D. Owensby wrote:
>
>as well. While I know what you are describing in your 2nd example, if I was
>a beginning ref, I don't think I'd have a real clue *what* exactly I was 
>supposed to do with those things. Add, subtract, multiply? Time to dig out 
>the main rules (and the latest upgrades and variants in the Journal: this game
>does remind me of _Star Fleet Battles_ on occasion <g>) and try and remember
>what page all this was on... But give me a task like the first one, and the
>memory prompts are there already to help me remember what it is I'm supposed to be
>doing.

I think I disagree with this Paul.  First, I think you can assume that
even a first-time referee (never played an RPG in his/her life) should
be able to remember a one-line formula to figure out target numbers for
the task system (i.e.. stat+skill, stat+3*skill, stat\5+skill, etc.). 
Also, they could have target numbers worked out before game too if they
figured remembering a one line formula was too much.  Even the simplest
of RPGs require some memorization of something.

Secondly, as the variants, they're completely Ref dependent.  If the Ref
can't remember or understand the variant rule...don't use it!  Most
games will not undergo a task system change mid campaign, or mid
adventure so all that is needed to remember is the one formula to task
creation.

The last part of the task layout (see above) may cause confusion, as to
the amount of adjustment (positive or negative) to apply to the task
roll.  However, I think it can be assumed that a Referee should have
some degree of skill in this kind of area, relative difficulties, and
most will catch on after a while.  If you think back to your first games
of RPGs they didn't exactly go off perfectly, you and your players have
got to expect some difficulties.

Also, i don't think it's too much to ask that the new Traveller does
cater to (not saying be subservient too) the older generation of
Traveller players, who want the ability to modify the rules.  After all,
most RPGs say 'change the rules if you want', so therefore there should
be some way to change the rules to your liking without destroying your
ability to easily use published materials.

Anyhow, that's all just my opinion, feel free to tear it apart.

- -- 
________________________________________________ Peter J. Miller
TravWeb Central - http://www.dragonfire.net/~pm/traveller/

"Virutally anything mentioned in a story or article can be transferred
to the Traveller environment.  Orbital cities, nuclear war, alien
societies, puzzles, enigmas, absolutley anything can occur, with
imagination being the only limit."
                                - Marc W. Miller (CT Book 3)

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

Date: Sat, 28 Jun 1997 02:01:22 -0400
From: hdhale@siscom.net (Harold Hale)
Subject: Re: Rule of Man (ROM) TL

Leroy William Lu Guatney writes:

>Actually, I have been thinking about this a little more lately.  I am
>withholding sources (for now) because I want to get reasonable opinions
>on the subject.  I do see a consensus forming here, rather than a debate
>about canon, and that pleases me quite well, thank you!  The canonality
>of my sources are not some obscure quote taken out of context, but very
>clear references.  Last I knew, even _you_ had the sources I had, so
>until I am ready, be content with doing your own research (like we did).

   "I have in my hand here a list of known Communists within the U.S.
State Department."

                                  -Senator Joseph McCarthy

   "I have in my hand here a list of known sources that prove that the
RoM had a tech level well in excess of 12."

                                  -Leroy William Lu Guatney

   As stated elsewhere, I have no problem with rumors and myths
surrounding the true TL of the RoM, particularly in the M:0 Third
Imperium, where it isn't even certain yet that Terra is the homeworld of
all of humanity.  Sending the PCs chasing off after some supposed piece
of TL 17 RoM equipment, only to get their ship and themselves shot up in
the process, would make a cool M:0 scenario.  But we need to make sure
that rumor and myth don't get confused for fact (OK, in the end it
wasn't TL 17 equipment, it was only TL 13--but didn't you have fun
tracking it down?  Why are you looking at me like that?  It's only
paper...).  This is not AD&D, it's Traveller.

Regards,

Harold

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

Date: Sat, 28 Jun 1997 02:09:48 -0400 (EDT)
From: VolantZep@aol.com
Subject: Re: Character Generation Pages in WFW95

In a message dated 97-06-25 06:48:35 EDT, you write:

<< Value	Int	Edu
 0	Braindead	Illiterate
 1		
 2		Basic Reading
 3	Impaired	Grade School
 4		Ed Certificate
 5	Below Average	High School
 6	Average	Associate
 7	Average	Bachelors
 8	Average	Masters
 9	Above Average	
 A	Superior	Doctorate
 B	Very Superior	
 C	Gifted	
 D	Very Gifted	
 E	Genius	
 F <----------------------Supra-Genius (Wile E. Coyote)  

Couldn't resist        };-p

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

Date: Sat, 28 Jun 1997 02:09:53 -0400 (EDT)
From: VolantZep@aol.com
Subject: the Dead Horse...enough already

I for one think we have thooughly discussed about every concieveable angle on
the task system.  I'm sure Marc has _MORE_ than enough information to hash
out a workable solution that hopefully most of us can live with.  I know that
no matter what he does some of us will still use the system they prefer.  I
for one will likely use the T4.1 as I'm sure it will be well thought out and
very playable ( as if you care what I will use).

Can we move on?

Warmest Regards,

Todd

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

Date: Sat, 28 Jun 1997 02:09:51 -0400 (EDT)
From: VolantZep@aol.com
Subject: Re: Task System, Game Design, etc.

In a message dated 97-06-26 01:01:28 EDT, you write:

<< 
 In a message dated 97-06-24 22:06:44 EDT, Marc Miller writes:
 
 >>>
 Thank you for your email. What I have to trust is that after I come to a
 decision, I will be able to withstand the flames.
 
 Marc Miller
 <<<
 
 Marc,
 
 As a long time fan, I am pleased that you:
  1) are even on this list
  2) Listen to what people have to say
  3) Respond with ideas and suggestions
 
 After the past few days (weeks?, months?) of the great task debate of 97
 I will be happy to accept any system you decide upon. (I will adapt it
 to my play style as I have done will every other traveller system) :)
 
 Thank you for your time, and efforts. I recognize that this not an easy
 task to do, what with 300 very opinionated fans watching your every
 move. Good luck and please know that many out here are thankful for your
 attention. I hope whatever you end up with will end this debate for once
 and all. I will withhold my flamethrower for other targets.  ;->
 
 
 Bob Sanders
 <snips of several other similar posts>

Here here!!

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

Date: Fri, 27 Jun 1997 23:31:47 -0700
From: bmac@astro.ucla.edu (Bruce Alan Macintosh)
Subject: Re: Space Combat Probabilities

>Personally, I like 30,000 km range bands, or hexes for a more detailed
>combat system.  
30000 km range bands/hexes are great. Unfortunately, when we were putting
together FFS2/TTA, with only vague notes on a combat system, we were pretty
much told to use 5000/50000/500000/5000000 km range bands; so FFS2/TTA
sensors are all based around that (tweaked a little to allow intermediate
range bands - you can buy a 50000km sensor, or a 160000km, or 500000 km, etc.)
and weapons designers are encouraged to rate weapons at 50000/500000km only.
If T4.1 space combat is going to use 30000km hexes rather than the log scale
of range bands - which I personally would think is good (using 30000km, that
is) - much of TTA is wrong and needs to be fixed. This is one of the perils
of doing the design system before the combat system, which various people 
tried to warn IG of...

Bruce

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

Date: Sat, 28 Jun 1997 03:17:51 -0400
From: hdhale@siscom.net (Harold Hale)
Subject: Re: TL of the Rule of Man (Don't call it Ramshackle!)

RFXn writes:

>        Uh... just nitpicking again. Imperium did produce experimental TL 17 
>technology. 
>
>        MT Rebellion Sourcebook, adventure "Nail Mission" features
>Voroshilef-class battleships "with a highly experimental
>Disintegrator-A spinal mount, which convenietly fit into the space
>left by removing the particle accelerator-R" (Rebellion Sourcebook,
>p.92).
>
>        MT Ship Design sequence in MT Referee's Manual states on p. 71 that 
>Disintegrator-A spinal mount is TL 17 technology. Since the PCs are 
>sent to retrieve spares for these crucial weapons from 
>Depot/Corridor, it must be assumed that the weapons were of Imperial 
>manufacture, not any Ancient artifacts or Vorlon imports. :P

      Ah yes, good call.  *But*, that could easily be explained as stuff
they got from the weapons labs of the Darrians.  Since the Imperium and
the Darrians were allies, it is only natural that the Darrians would
hand over a few prototypes every so often so that the Imperial naval
types could tinker with them.  How would you like to be the Imperial
logistics officer who had to explain to the admiral *and* to the tech
rep from the Darrians why it is you sent critical components of an
experimental weapon to a testing facility that's now in a war zone...not
exactly good for career advancement.

Regards,

Harold

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

Date: Wed, 01 Jan 1997 11:37:46 -0800
From: Evyn MacDude <wmacdude@concentric.net>
Subject: 2d10

Well we've been busy beavers havn't we:
17 digest behind in three days!?!?!
Well here are some comments:

> From: "Chris Cox" <chriscox@ix.netcom.com>
> 
> >From a mechanical point of view KBv2 seems fine. But for my style of running
> games neither it or its T4 father will work for me. I basically like the
> ultimate determination about whether a task succeeds or not belonging to the
> GM and not the players.  With T4 and KBv2 the GM announces the difficulty
> level then the player take over rolling their dice and ultimately announcing
> whether or not they have succeeded.  I prefer a system where the players make
> their rolls and then the GM tells them the outcome.  This not only allows the
> GM to build up suspense over the outcome of the task but also allow the GM to
> fix the results if they want to.  I'll admit that my preference does result
> from many years of successfully running Champions this way.  If Marc's final
> choice for a task system doesn't allow for this type of GMing then I will
> probable use an variant of MT or a simplified version of CORPS.

Cris, A man I can agree with, Roll the dice and I'll tell you what it
did.

In another vein.
Oh vag, as I will restate for you Count me in the list for change with
out
a system.


> From: Rob Miracle <rwm@MPGN.COM>
> 
> I am taking a vacation!!!!
> 
> Dave Brooks (dbj@tansoft.com) will be dealing with list issues in my
> absence.  I doubt that I will have the ability to check my email while I am
> gone.
> 
> See ya back on 7/7.
> 
> Rob

Damn, is it time for the semi annual crash of the TML, Already?!?
Have a fine VaKa Rob


> From: "David J. Golden" <goldendj@pcisys.net>
> 
> At 07:57 am 06/26/97 +0100, you wrote:
> >>For those who are interested, and want to discuss creating a detailed
> >>system, my first cut at the calculations are posted at

Hay Dave, Can we leave this on the TML for awhiles, PLEASE..
(We need something to water down the TASK police action)


> From: jlindsay@direct.ca (James Lindsay)

> This makes absolutely no sense.  No matter how skilled you are, an
> M-16 will not penetrate the hide of an M1 Abrams (one of numerous
> "perfect defenses" vs small arms).  

Hun, This man most likly was not in the military, 'cause "The Golden
BB" is a common leacture when I was in. This theory is that the
higher the volume of fire, No matter what size, the more apt you are
to have fatal shot to any said target. BTW I can think of couple of
ways to Mission Kill a M1 right off the bat.

> US ship:  "This is the aircraft carrier USS Missouri.  We are a large
> warship of the US Navy.  Divert your course NOW!" (you can almost
> /feel/ the arrogance)

Y'all sure this was the USS Missouri? Cause last I looked she was a 
Battlewagon, But I believe the Arrogance.
On a seprate note, James did the canadian navy ever change their
uniforms?
The last ones I saw were hidious, Still din't stop me from buying drinks
thou..


> From: CardSharks@aol.com
> 
> In a message dated 97-06-27 15:29:41 EDT, you write:
> << 
>  In fact I have a better idea. Change the description to:
>  
>          To put on a Vacc suit
>          Average, DEX, Vacc suit
>          more difficult if in a confined space
>          less difficult if another character is assisting
>          SF: Vacc suit is ripped and must be repaired
> >>
> 
> I like the comments (which give direction to someone just breezing through
> the system). They are also "qualitative" (as opposed to quantitative), which
> gives players more latitude to decide on the relative difficulty to be
> imposed.
> 
> Of course the mechanic then says, "Well, I'm being cautious, which negates
> the confined space problem" (unless there's a rush).
> 
> The assisting part is really just making this a co-operative task.
> 
> SS: You find you left Cr100 in the pocket last time.
> 
> Marc
 
I like this to Not so much a system but a discription, easy to port to
what ever Task system you happen to use.

Evyn
- -- 
Buddas Palm met Rilley's Oak,
The Tibetian mugger met
the Louisville slugger.

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End of Traveller-digest V1997 #1498
***********************************
