TRAVELLER Digest 573

Topics covered in this issue include:

  1) In 500 years... (was Re: Let's Get On With It!) by "David E. Brooks Jr" <dbj@MPGN.COM>
  2) RE: CT/MT and TNE "discussion" by That Computer Guy <darkstar@UDel.Edu>
  3) RC Corporation: Transstar by lewis@chara.gsu.edu
  4) RE: CT/MT and TNE "discussion" by Rob Miracle <rwm@MPGN.COM>
  5) Re: In 500 years... (was Re: Let's Get On With It!) by Rob Miracle <rwm@MPGN.COM>
  6) Re: comments - and -"Forgotten Futures"? by Stefan Matthias Aust <sma@kiel.netsurf.de>
  7) Re:747 by fredm@datasync.com (Paul)
  8) Re: In 500 years... (was Re: Let's Get On With It!) by "David E. Brooks Jr" <dbj@MPGN.COM>
  9) RE: CT/MT and TNE "discussion" by That Computer Guy <darkstar@UDel.Edu>
 10) RE: In 500 years... (was Re: Let's Get On With It!) by That Computer Guy <darkstar@UDel.Edu>
 11) by ROWAN Iain <wm0iro@acresearch.sunderland.ac.uk>

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

Date: Tue, 30 Jan 1996 14:39:03 -0500 (EST)
From: "David E. Brooks Jr" <dbj@MPGN.COM>
To: traveller@MPGN.COM
Subject: In 500 years... (was Re: Let's Get On With It!)
Message-ID: <Pine.ULT.3.91.960130102652.5678A-100000@Central.KeyWest.MPGN.COM>

On Tue, 30 Jan 1996, Rob Miracle wrote:
> What I would like is that this current era would become another Long Night,
> like after the first Imperium crashed.  Marc could start the new Traveller
> several hundred years in the future.  Here are some criteria that I would
> like to see:

It's an interesting thought experiement to create a possible
future for the Traveller universe.  I'd like to throw out some of my
thoughts on the matter.

I think the first step would be to make a list of all the major events
and trends occuring in the 1200 timeframe and extrapolate from there.

Events and Trends, circa 1200:

- The Reformation Coalition is aggressively seeking technology
  and expanding their territory.

- Virus seems to be settling down (slightly), due to
  destructive strains eventually dying out.  Lack of spare
  parts are a likely problem for Virus as well.

- A friendly Virus strain has been encountered and relocated
  to somewhere within the Reformation Coalition.

- The Regency is looking to make an outward expansion.

- Something is causing the Zhodani to flee their territory
  and become refugees within the Regency.

- The Vargr have become minor player, mainly due to the
  devastating effects of Virus infection.

- The Hivers, of course, are busy trying to manipulate
  everyone they can (including themselves).

- Pockets of civilization exist through the wildlands, with
  each being unique.

Unknowns:

- We have no idea what is causing the Zhodani to leave their
  territory, but it is likely to be something related to
  psionics.

- The Aslan.  We are aware of clans within the Regency,
  but I don't recall any description of how badly the Aslan
  were affected by Virus.  A general assumption would be they
  suffered as much as the Imperium.

- The Solomani.  We can probably assume they suffered like the
  rest of Human civilization.

- The K'Kree.  We have no idea whatsoever, so we can again
  assume the worst.


To me, it seems that the most influential trends are the Zhodani
exodus, Reformation Coalition expansionism and the general tendency
for Virus to either die off or evolve into something a bit more
tolerable.  A lesser influence is the advancing ``Threat From the
Core'' that is causing the Zhodani to leave their space.

Given these, I can see the following happening:

- Regency society and politics will be increasingly influenced
  by the influx of Zhodani.  Given enough time, the Regency
  will no doubt incorporate elements of the Zhodani culture
  into their everyday lives.  In fact, if there are enough
  refugees entering the Regency, the very fabric of the
  Regency will change into something different indeed.   No
  doubt there will be the hardliners that distrust the Zhodani
  regardless of their actions.

- The Zhodani as they exist in 1200 are likely to be changed
  dramatically as they deal with their core-originated menace.
  If, as I suspect, the threat is psionic based, then the way
  they order their society around their psionic prowess will
  almost certainly have to change.  They may very well enter
  into full relations with the Regency in order to seek aid in
  turning back this threat.  The Zhodani Consulate will
  continue to exist, but perhaps be a little less eager to
  explore the galactic core, possibly bringing them into
  competition with the Regency for space to grow into.

- The Reformation Coalition is likely to have an explosive
  growth period as their anti-Virus technology improves and
  they decide to try to utterly destroy all vestiges of Virus.
  Of course, there will be those that feel that the
  cooperative strains of Virus should be accepted.  Naturally,
  this be a source of some internal strife.

- Virus will have to adapt if it is to survive, but it is
  unlikely it will thrive.  The region around the old Imperial
  Capital and areas of Vargr space will probably remain a
  bastion for Virus for a long time, but the awareness and
  determination of the Regency and Reformation Coalition to
  stamp out Virus will make it difficult at best for Virus.

- There will likely be a handful of moderately powerful
  governments to arise within the old Imperial space.  None of
  these will be as powerful as the Regency or the Reformation
  Coalition, but will no doubt be a factor.

Of course, there are faily general observations and over the week I'm
going to explore this further (I was looking for a campaign idea and
this looks like it).  If there is interest, I can post information as
I develop it.

Finally, Rob had made a statement on technology that I'd like to
comment on.

Rob had said:
>    And include a major tech-level jump.  Maybe its time that harnessed
> Anti-Matter drives for faster than J6 engines were in the game.  FTL
> communications, while expensive are possible, bascially replacing the Xboat
> routes with FTL hubs.  Communications from the FTL hubs to individual worlds
> would still be by normal jump means.  Have transporters functional etc.

We have to be careful with this.  Sure, it would be neat to have ultra
advanced technology, but if care is not taken, Traveller would turn into
something more akin to Star Trek.  (Don't get me wrong, I like Star
Trek, but Traveller isn't Star Trek).  For instance, if transporters
became available, the entire ship's boat concept would have to be
rethought.

But, then again, we can't say that the Regency and Reformation
Coalition _won't_ be doing research, either.  In this regard, the
Regency may have the upper hand, although the Reformation Coalition
could work in conjunction with the Hivers and be catching up quickly.

I for one wouldn't want the technology base to change significantly,
although Rob's FTL hub could be interesting (Rob, why don't you
elaborate on that for us?).

One idea I've been bouncing in my head for a while is something I've
been calling the 'Jump Squared' (JS) drive.  Essentially, it's an
improvement in the Jump Envelope that reduces the time required by
creating a purer environment.  Time required in J-space would be
reduced by 25-50% (A purer environment reduces the amount of J-space
friction encountered).  For a TL16-like environment, I wouldn't let JS
drives go any further than two or three parsecs, and perhaps be a
little touchy to use.

Later,

-- Dave

--
David E. Brooks Jr / dbj@MPGN.COM | GCS/O d? H+(-) s:+ g+ a w++(--) v
Tantalus Incorporated             | C++ UU++++$ UO P+>+++ L+ E N+ W+>+++
Key West, FL                      | M- V- po Y+ t+(++) !5 !j R+(++)>+++ G'
+1 305 293 8100 x15               | tv- b+>++ D B- e u+ h--- f+ r+++ n y?



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

Date: Tue, 30 Jan 1996 14:26:48 -0500
From: That Computer Guy <darkstar@UDel.Edu>
To: traveller@MPGN.COM
Subject: RE: CT/MT and TNE "discussion"
Message-ID: <199601301926.OAA22231@chopin.udel.edu>

In Reply to Your Message of Tue, 30 Jan 1996 14: 07:12 EST
Date: Tue, 30 Jan 1996 14:26:47 -0500
From: That Computer Guy <darkstar@chopin.udel.edu>

: At 12:47 PM 1/30/96 -0500, you wrote:
: >Isn't there any middle ground that can be found?  Everyone talks
: >about an FF&S "Lite," but what about a Traveller "Lite?"  Two levels
: >of complexity... if you want the detail, then take it.  Surely this
: >wouldn't be too hard to do. (Sorry if it brings up shades of
: >Dangerous Journeys/Mythus and it's Mythus Prime and Mythus Advanced,
: >but there we go.)
:
: That was the beauty of CT.  It had simple core rules.  They added
:
: So I think (IMO) that the Traveller Public would like to see a set of simple
: core rules, with addon enhancments (but don't include them in the same book
please).  Come out with smaller and more frequent supplements and adventures
: (and more cost effective).  Detail more aliens.  The Alien "Modules" were
: one of the greatest additions to the game, just as we looked forward to each
: quarters JTAS for a new "Contact" chapter.  FF&S is great, but don't make me
: have to use it.

I don't think there's any reason not to include the rules in the basic
book.  Part 1-basic rules, Part 2-optional rules.  It's that simple.

As for FFS, you don't have to use it.  I think that GDW's problem was
that they didn't filter the information correctly.  Everything that
was there, can and should have been presented in a simpler format.

The question is do we make simple core rules in one book and optional
ones in another, or do we publish everything in one big book.
Honestly, just because you got slapped in the face with TNE doesn't
mean that you should wish the same upon me with the new system.

Fact is that the little black books are dead.  If today's market
doesn't want them.  They want books with some meat to them, with nice
art, and that are complete unto themselves.  Don't believe me?  Look
at some of the top-selling games.  Anything by Vampire, Werewolf,
Shadowrun.  The core books for these systems have all the rules you
need.  Granted, each system also has 101 supplements, each of which
adds about 5gigillion new gadgets/races/powers/etc, and maybe two or
three new effects to combat or gameplay.

So what?  Traveller shouldn't be like the other games.  Nice idea.
However, if Traveller is to survive, it's got to attract new players,
not just make all of us happy.

Give me another big single volume like the TNE rulebook--just organize
it better this time.

       --Jerry

8) Jerry Alexandratos                %  "Nothing inhabits my    (8
8) darkstar@strauss.udel.edu         %   thoughts, and oblivion (8
8) darkstar@canary.pearson.udel.edu  %   drives my desires."    (8

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

Date: Tue, 30 Jan 96 14:51:04 -0500
From: lewis@chara.gsu.edu
To: traveller@MPGN.COM
Subject: RC Corporation: Transstar
Message-ID: <9601301951.AA28390@chara.gsu.edu>

Here is a write up on Transstar the former Solomani Megacorporation, that now
exists in the RC.  I'd be intrested in feedback.
Lewis

TRANSSTAR
History:Transstar was the largest and only Solomani Megacorporation. It was
a subsidiary of the Solomani party, and served as a source of income for the
 party.  Founded in 875, it was originally established as a means to
foster trade and commerce between worlds of the Solomani Confederation.
 Throughout most of its history it derived most of its profit from
interstellar trade, but it did branch out, primarily into finance and
insurance.
        After the Solomani Confederation conquered the Old Expanses during the
early parts of the Second War for Solomani Liberation, they sent in fleets to
administrate the territory, they also sent in Transstar to shape the economy
of the new territory. As it was owned by the Party, Transstar ships were also
used as Naval auxiliary ships, and were pressed into service carrying troops
and supplies. Transstar bought up and otherwise acquired dozens of
former Imperial Corporations.  The thought was that if you controlled a person's
livelihood, you controlled the person.  Also, why let profits go to Imperial
Corporations and Imperial sympathizers when the profits could go to the Party.
        By 1130 Transstar had established itself as an integral part of the
Old Expanses economy.  When the Virus hit the Old Expanses in 1130 it
wiped out most of Transstar along with the rest of Civilization.  Fija
weathered the Virus better than most worlds.  It lost technological
levels, but remained rather calm.  From a base on Fija Transstar
continued to operate throughout the Short Night. Transstar maintained
several starships during the Short Night.  The starport on Fija was
unable to repair jumpdrives, so after a decade Transstar was unable to
keep the ships jumpworthy.  They mothballed several but kept two in
service.  They were the 2000 ton Pride of Terra and the 400 ton Hokka.
 In 1177 the Hokka was exploring the outer Fijan system and suffered a
catastrophic drive failure and the entire crew slowly starved to death.
 The crew kept up a live video feed throughout the entire disaster.
Millions watched the tragedy on live trivid. After this Transstar kept
the Pride of Terra close to Fija.  Transstar took great pride in that
they had the largest function spacecraft on Fija, and they let people
know about it in their advertisements.  When the Hivers contacted Fija
in 1192, they sold Transstar parts to repair the Pride of Terra.  The
first mission of the revitalized Pride was the recovery of the Hokka.
Transstar broadcast the recovery and turned it into a public relations
bonanza.  When they returned to Fija, the dead crew-people of the Hokka
were given a heroes funeral.
        Transstar slowly began to restart interstellar trade between Fija
and the other members of the Dawn League. By 1201 they run ships between
all the worlds of the Reformation Coalition. They have about a dozen
relic ships, and have several new ones on order from the KeeEEka
Strongwall shipyard on Aubaine.  They are also pursuing negotiations
with several Free Traders to purchase their ships and to hire the crews
on as permanent employees.  The Pride of Terra is still the flagship of
the fleet, and was recently completely refitted at Dawn Construction's
Shipyard on Trybec.

Corporate Strategy: Transportation continues to be the number one
industry for Transstar, but they are diversifying. The leadership has
instituted a major expansion. They realize that best time to expand is
while the Coalition is still in its infancy, this way they can gain an
early lead, and be in a position to squish future competition. Their
insurance firm on Fija insures 30% of the Coalition civilian starships.
 They have a minority interest in KruyterCorp.  They recently bought
the leading manufacturer of machine tools on Baldur.  Recently they
launched a hostile takeover of Standard Astronics, the owner of the
shipyards on Aurora, which will soon be the second most important
shipyard in the Coalition. As only it and Aubaine will be able to
produce jump-2 vessels. The leadership wants Transstar to be a
Megacorporation once again.
       Transstar does not condone illegal operations by its executives, like
so many Imperial Megacorporations seemed to.  Its corporate environment was much
more used to being the Law, as it was part of the government.  Outside of the
of the Reformation Coalition, its respect for local law is a bit less, but still
rather high for a Megacorporatioin.
        Technically Transstar is still owned by the Solomani Party, but as
no one knows if it even exists anymore, Transstar operates independently, it
reinvests most of its profits, setting aside a small fraction in case
the Solomani Party makes a reappearance.  Since it does not have to pay
dividends to shareholders, it has a small advantage over traditionally
owned corporations.   It has been putting this advantage to good use,
buying up and forcing opponents out of business, when ever possible.
This has caused a bit of a public relations problem as Transstar moves
into small markets, displacing local business.  For the largest part
Transstar has dealt with this by offering lower prices and better
services.  It figures it can operate on a smaller profit margin in the
short run to insure long term profitability
        Transstar has a very good relationship with its employees.  Transstar
pays very well and has a excellent benefits package.  In its entire history
Transstar has never laid off an employee, even through the Hard Times, and the
Short Night.  Transstar will spare no effort to avenge or rescue employees that
are captured by terrorists, rebels or others. In exchange for these benefits,
Transstar demands excellence, and 110% effort.  Transstar also believes
in advanced training  for its employees, and pays for them to get
advanced college degrees.
         Transstar is a fervent supporter of the Reformation Coalition; you
can't have trade without civilization.  Transstar supports the
Centralist position, they would prefer to build up the Coalition,
rather than admitting dozens of low tech worlds that would drain
resources from the core worlds.  They do want new members, but at a
slower pace.  They would also rather expand rimward, towards Terra.
But the Federalists seem to want to go towards the Imperial Core.
Transstar donates money to Centralist politicians and offers them other
favors, such as free trips on Transstar shipping.
        There are persistent rumors that Transstar's leadership still subscribes
to the Solomani Cause, and that they give money to various right wing
groups such as the League of the Imperial Way.  The leadership denies
these, but the rumors still persist.

Corporate Structure:  The current incarnation of Transstar is headquartered on
Fija.  It has a large complex located in the capital.  The
Transportation Division and the Finance Division are located here.  The
Transportation Division has local headquarters on each world in the
Coalition, and on several worlds in the Wilds including Lancer/Aubaine,
Kal/Oriflamme and Teldora/Oriflamme. These
headquarters are charged with securing cargos for the ships, arranging
passengers and other business.
        The corporation is headed up by a President who is selected from
20 members of a Board of Directors.  The Board of Directors  select a President
by ballot.  New members to the Board are selected by current members of
the Board.  Members serve until they retire.  The membership is not
responsible to anyone but themselves.  The Board meets monthly on Fija.
 Board members travel
throughout the Coalition making deals and furthering the corporation.
        Transstar doesn't have a large security apparatus.  It has a few
security consultants, who design security systems for the various corporate
facilities.  It does employ security guards to protect factories and plants
that require protection.  It doesn't have a private army, or
intelligence service. If a need arises, Transstar often hires reliable
Freelancers.  It has enough contacts inside the RCES to know who is
reliable and who isn't.

Adventure Ideas:
Hostage: A member of the Board of Directors has been kidnaped by
Guild/terrorist or other criminal group.  They threaten to kill the
member if not paid a ransom.
Transstar needs a reliable group of Freelancers to rescue her.

Rescue: A Transstar ship exploring new trade opportunities in the Wilds
is overdue and presumed lost.  Transstar requires a Freelancer group to
find out why the ship dissapered, and if possible punish those
responsible.  It could be the  standard Virus/TED/Guild villain or the
ship may have simply broken down and needs the players to get spare
parts for it.  Or it may have misjumped and no trace of it will ever be found.

Investigation: A dedicated reporter believes that the Transstar Board
of Directors is providing funding for Human Supremist terrorists that
have been attacking Schalli.  She wants the players to help her break
into the corporate headquarters on Fija, find evidence supporting her
claim, and expose Transstar.

Terra or Bust: Transstar wants to know the fate of Sol, and is mounting
an expedition. Several Transstar executives are heading up the
expedition.  Transstar is sending several armed ships. Together they
stand a better chance of survival in the Wilds. They are hiring
Freelancers to act as scouts and security.  It is possible that someone
on board doesn't want the expedition to succeed, and will attempt to
sabotage the expedition.

Executive action: A member of the Board of Directors disagrees with current
corporate strategy, and wants to replace the current President with himself.
He is hiring disreputable characters to assassinate the President and several
other Directors.  The Directors are vacationing at an island resort on Aubaine.
The players could be the assassins or catch wind of the attempt and try to
stop it.

Annoying passenger: A member of the Board of Directors needs reliable
transportation to a nearby planet, to close a deal. The next Transstar
ship won't leave for another week, and that isn't soon enough.  The
Director would annoy the crew with his questions about everything.  But
if the crew deals with the Director politelyand they manage to impress
him/her they might walk away with an subcontract to carry freight for
Transstar, which could lead to all sorts of other adventures.

Corporate Rival: A rival corporation has been resisting Transstar attempts to
take over its territory. A new corporate executive dealt with this by hiring
thugs to kill the head of the rival corporation. This worked fairly well, in
fact so well that the local authorities investigated. The executive fled
the area, but the local media has gotten a hold of the story and
Transstar's name has been besmirched, the Board of Directors wants the
executive found and brought to justice. This will show that Transstar
doesn't support his actions.


References:
Book 7 : Merchant Prince
Alien Module 6 : Solomani
Solomani & Aslan
Path of Tears


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

Date: Tue, 30 Jan 1996 15:28:17 -0500
From: Rob Miracle <rwm@MPGN.COM>
To: traveller@MPGN.COM
Subject: RE: CT/MT and TNE "discussion"
Message-ID: <2.2.32.19960130202817.00e78dc4@TanSoft.com>

At 02:46 PM 1/30/96 -0500, Jerry wrote:
>As for FFS, you don't have to use it.

I beg to differ.  I have the TNE book in hand.  I can find no section of
that book that allows me to build a space ship, or customize the one that I
have.  Plain and simple, you have to use FF&S to build a Starship with TNE
rules.

The think is that there are 500+ people on list, which is a small percentage
of the Traveller market, and every one has an opinion on what Marc should do.

>I think that GDW's problem was
>that they didn't filter the information correctly.  Everything that
>was there, can and should have been presented in a simpler format.

I could not agree more.  I like cool art, stories in the side bars, or as
inserted frames are cool, but I want to start on page n, and go step by step
through the {character/ship/world/trade/npc/alien} generation.  One of the
cool things about MT was the fact that it had a Players Book, and a Refs
Book.  A ref could let the players read the Players book with no problems.
Players could pick that book up alone and it would help the GM out.

The problem with MT's players handbook was it didn't contain enough
information.  I think that the equipment and "players" library data should
have come in that one book as well as a description of the combat system.  I
think it helps new players and GM's out if everyone is familiar with the
system.  (Example: TNE has the skill descriptions in the Referee's section).

Rob
--
Rob Miracle (rwm@TanSoft.com)| GCS d-->--- !H s:++ !g !p au+ a34 w+ !v C++>++++
Tantalus Inc.  Key West, FL  | UU++++$ P--- L+ 3 E--- N+++ K-  W+ M-- V-- -po+
"You have a problem?  I have | Y-- t++ 5>++ jx R+++ G'''' tv+++ b D B- e++ u**
a plan!" -- Anton Devious    | h---- f r+++ n---- y++++


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

Date: Tue, 30 Jan 1996 15:59:05 -0500
From: Rob Miracle <rwm@MPGN.COM>
To: traveller@MPGN.COM
Subject: Re: In 500 years... (was Re: Let's Get On With It!)
Message-ID: <2.2.32.19960130205905.00e4508c@TanSoft.com>

At 02:42 PM 1/30/96 -0500, Dave Brooks wrote:
>I for one wouldn't want the technology base to change significantly,
>although Rob's FTL hub could be interesting (Rob, why don't you
>elaborate on that for us?).

Ok......

Basically, here is my FTL hub idea.  Scientists at the University of
Rhylanor discovered a way to project wave-form energy into J-Space.  Like
physicsal matter that is sent into J-Space, these energy waves preciptiate
out at predictable times and locations.  However the times were signficantly
less than physical matter.  100 KPH speed limit on cars, 300,000 KPS speed
limit on energy waves, go figure.... :-)

The scientists found that unlike matter, where the duration in J-space was
somewhat constant, i.e. 5-7 days, that wave energy had a duration of 3-5
days.  Thus the the Xboat could deliver data in 6 days, with the FTL system,
data could be delivered in 4 days, which is a significant increase.

There is however a trade off.  The cost of the FTL communication system is
very expensive, and the energy required is nearly double that of an Xboat
traveling the same distance.  However, the Regency feels that the speed
increase is worth it and has invested in a series of FTL hub networks that
based on J5 and J6 routes to connect major worlds in the Regency, and
letting the Xboat network, and regular mail carriers distribute out from the
hubs.  Thus a message from Jewell to Rhylanor has an average duration of 20
days, as compaired to the Xboat time of around 80 days via Xboat routes.

Communications along the FTL Net cost about 100 times that of Xboat rates,
and can only be used for electronic transfers.  Existing Xboat network hubs
have been retrofitted to also be FTL Receiver/Transmitter Units in key
locations along the FTL net.  New FTL only sites have been constructed in
key areas to allow J5 and J6 routes available.  The network is highly
regulated, with Regency business, intersteller banking, and military traffic
having the priority on the network.  Educational, Business, and Personal
traffic can be sent, but at a lower priority and may see an extra day per
hop delay because of the lower priority.

Jewell, Regina, Aramis, Lanth, and Rhylanor Sectors are currently served by
the FTL hub. Expansion to Lunion, Mora, and Glisten are planed as well as
expansion into the Deneb sector.  The Darrian goverment announced that its
scientists are close to completing a similar FTL net, but is slightly
incompatable.  A gateway is being designed to route traffic between the two
networks once the Darrian net is implemented though delays, lost packets,
and finger pointing will occasionally occur.  (Sorry couldn't resist that one).

What do you think?
Rob

--
Rob Miracle (rwm@TanSoft.com)| GCS d-->--- !H s:++ !g !p au+ a34 w+ !v C++>++++
Tantalus Inc.  Key West, FL  | UU++++$ P--- L+ 3 E--- N+++ K-  W+ M-- V-- -po+
"You have a problem?  I have | Y-- t++ 5>++ jx R+++ G'''' tv+++ b D B- e++ u**
a plan!" -- Anton Devious    | h---- f r+++ n---- y++++


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

Date: Tue, 30 Jan 1996 23:00:13 +0000
From: Stefan Matthias Aust <sma@kiel.netsurf.de>
To: traveller@MPGN.COM
Subject: Re: comments - and -"Forgotten Futures"?
Message-ID: <m0thO7Q-0001LcC@kiel.netsurf.de>

>I tried to get a copy of Forgotten Futures and my server sayz "cannot
>find requested server". Anyone out there have a copy or a correct address? This
>is the one I got:
>HTTP://WWW.TEIRZUCHT.UNI-KEIL.DE/~SMA/ForgottenFutures/
>Any help would be appriciated.

Word wide web addresses are case sensitive. You also turned "ie" into "ei".
The correct address should be

        http://www.tierzucht.uni-kiel.de/~sma/forgottenfutures/

If you still can't contact that server, please contact me.

bye
--
Stefan Matthias Aust  //  ...come on, kiss the frog!
        http://www.kiel.netsurf.de/homes/sma/


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

Date: Tue, 30 Jan 1996 17:01:44 -0600
From: fredm@datasync.com (Paul)
To: traveller@MPGN.COM
Subject: Re:747
Message-ID: <199601302301.RAA20690@osh1.datasync.com>

Debunked again.

>Huh?  Last time I was on a 747 it was (S=seat, _=isle):
>
>SSS_SSSS_SSS

I guess the 170 Rate is a bit too small.  Sorry if I screwed anybody up!

Paul

"I really need a good tagline!"

P.S.
>       I'd say you were thinking of First
>       Class, but 1st class is on the upper deck.

I'd say not, only rich people fly first class. =:)

I must have been thinking 737ish.  (Also, DC10 is SSS_SSSSS_SSS)

.. And now back to Traveller!


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

Date: Wed, 31 Jan 1996 00:11:05 -0500 (EST)
From: "David E. Brooks Jr" <dbj@MPGN.COM>
To: traveller@MPGN.COM
Subject: Re: In 500 years... (was Re: Let's Get On With It!)
Message-ID: <Pine.ULT.3.91.960130233649.14537C-100000@Central.KeyWest.MPGN.COM>

Uhm, I decided to double-check my facts (Okay, I should have before I
posted, but I don't have these references at my desk at work) and
discovered some inaccuracies in my earlier post.

A rather obvious mistake I made was:

> Events and Trends, circa 1200:
>
> - The Regency is looking to make an outward expansion.

A persual of the Regency Sourcebook discusses the frontier being
reopened, but not a general ``outward expansion''.  (Although that is
a possible effect, I suppose).

I had also said:

> To me, it seems that the most influential trends are the Zhodani
> exodus, Reformation Coalition expansionism and the general tendency
> for Virus to either die off or evolve into something a bit more
> tolerable.  A lesser influence is the advancing ``Threat From the
> Core'' that is causing the Zhodani to leave their space.

I underestimated the effect the Empress Wave (``Threat from the
Core'', as I put it) was having on the Zhodani and could possibly have
on the Regency (and possibly the Reformation Coalition?).

It appears the Regency is in for quite a ride starting at 1205.

Finally, I stated:

> - The Zhodani as they exist in 1200 are likely to be changed
>   dramatically as they deal with their core-originated menace.

After re-reading portions of the Regency Sourcebook, I think that
``Changed Dramatically'' would be a bit of an understatement.  If
there is as much in-fighting as they describe, there may not be much
left.

Perhaps after the effects of the Empress Wave are dealt with, the
Regency would begin a slow expansion spinward into Zhodani space.

-- Dave

--
David E. Brooks Jr / dbj@MPGN.COM | GCS/O d? H+(-) s:+ g+ a w++(--) v
Tantalus Incorporated             | C++ UU++++$ UO P+>+++ L+ E N+ W+>+++
Key West, FL                      | M- V- po Y+ t+(++) !5 !j R+(++)>+++ G'
+1 305 293 8100 x15               | tv- b+>++ D B- e u+ h--- f+ r+++ n y?


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Date: Wed, 31 Jan 1996 00:13:48 -0500
From: That Computer Guy <darkstar@UDel.Edu>
To: traveller@MPGN.COM
Subject: RE: CT/MT and TNE "discussion"
Message-ID: <199601310513.AAA17791@chopin.udel.edu>

In Reply to Your Message of Tue, 30 Jan 1996 15: 30:59 EST
Date: Wed, 31 Jan 1996 00:13:48 -0500
From: That Computer Guy <darkstar@chopin.udel.edu>

: At 02:46 PM 1/30/96 -0500, Jerry wrote:
: >As for FFS, you don't have to use it.
:
: I beg to differ.  I have the TNE book in hand.  I can find no section of
: that book that allows me to build a space ship, or customize the one that I
: have.  Plain and simple, you have to use FF&S to build a Starship with TNE
: rules.

No, you have to use FFS to build an "official" TNE ship.  There are so
many times when it shouldn't be a requirement.  I really think that
maybe we should create FUDGE: Traveller.  8)

Now if your argument is that there should be rules to build ships (as
oppossed to the way that I'm reading it which is there should be a
different set of rules for building them), I would have to disagree.
I'm sorry, but I think that one complete volume of Technical
Architecture is better than a small section in what should be
rulesbook, not design manual.

: The think is that there are 500+ people on list, which is a small percentage
: of the Traveller market, and every one has an opinion on what Marc should do.

Of course, but I'm just trying to make you all realize that not only
am I right, but it's my way or the highway!  8)

: >I think that GDW's problem was
: >that they didn't filter the information correctly.  Everything that
: >was there, can and should have been presented in a simpler format.
:
: I could not agree more.  I like cool art, stories in the side bars, or as
: inserted frames are cool, but I want to start on page n, and go step by step
: through the {character/ship/world/trade/npc/alien} generation.  One of the
: cool things about MT was the fact that it had a Players Book, and a Refs
: Book.  A ref could let the players read the Players book with no problems.
: Players could pick that book up alone and it would help the GM out.
:
: The problem with MT's players handbook was it didn't contain enough
: information.  I think that the equipment and "players" library data should
: have come in that one book as well as a description of the combat system.  I
: think it helps new players and GM's out if everyone is familiar with the
: system.  (Example: TNE has the skill descriptions in the Referee's section).

Hmm.  I can see where you're coming from as far as the separate books
are concerned.  However, having played Star Wars, I have to admit I
much prefer it when everyone has the same base rulebook.  Have a
player's section and a referee's section.  I think that cursory
Library Data that is open to all should be included in this, but the
hardcore, nitty-gritty, stuff should be saved for the supplements.  I
found the layout of the RSB (tiny-type withstanding) to be superb in
this respect.

Speaking of which, I also have to say that I loved the layout of the
RCVG as well.  Why?  Well, it wasn't 101 Vehicles.  It didn't just
give you the stats and a picture, it took you through the vehicles.  I
haven't seen a product this good (from a techie-side) since the
Starship Operator's Manual (and yes, I'm talking about all the RPG's
that I play or like).

Time for a cheap shot here.  Rob, I just wanted to thank you for
taking the time to respond to me in a rational, intelligent, and
comprehensive manner.  I find that I enjoy bouncing these ideas around
with you.  Unlike others on this list...

       --Jerry

8) Jerry Alexandratos                %  "Nothing inhabits my    (8
8) darkstar@strauss.udel.edu         %   thoughts, and oblivion (8
8) darkstar@canary.pearson.udel.edu  %   drives my desires."    (8

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

Date: Wed, 31 Jan 1996 00:19:45 -0500
From: That Computer Guy <darkstar@UDel.Edu>
To: traveller@MPGN.COM
Subject: RE: In 500 years... (was Re: Let's Get On With It!)
Message-ID: <199601310519.AAA17994@chopin.udel.edu>

In Reply to Your Message of Tue, 30 Jan 1996 16: 11:20 EST
Date: Wed, 31 Jan 1996 00:19:45 -0500
From: That Computer Guy <darkstar@chopin.udel.edu>

: At 02:42 PM 1/30/96 -0500, Dave Brooks wrote:
: >I for one wouldn't want the technology base to change significantly,
: >although Rob's FTL hub could be interesting (Rob, why don't you
: >elaborate on that for us?).
:
: Ok......
:
: Basically, here is my FTL hub idea.  Scientists at the University of
: Rhylanor discovered a way to project wave-form energy into J-Space.  Like
: physicsal matter that is sent into J-Space, these energy waves preciptiate
: out at predictable times and locations.  However the times were signficantly
: less than physical matter.  100 KPH speed limit on cars, 300,000 KPS speed
: limit on energy waves, go figure.... :-)
:
: What do you think?
: Rob

I like it!  It's interesting.  I did something very similar.  Well not
too much so.

I had the Jumpspace Institute make a breakthrough and create Jump
Gates.  Yes, I felt like using the stargate rules from FFS.  However,
I postulated they found that by setting up permanent jump structures,
they could achieve distances like j-12 to j-15.  Of course the great
trade off is that this is very, very expensive, and your destination
is always the same place.  However, it does unify things a bit more.
And yes, since they're jump gates, it still takes a week to travel
through them.  I felt that this lessened their impact, since you still
have a one week lag.  Mostly they're used to try to bridge the ends of
the Regency together and also to set up CP and outposts in the Wilds
without making it very tough to cross the Great Rift.

       --Jerry

8) Jerry Alexandratos                %  "Nothing inhabits my    (8
8) darkstar@strauss.udel.edu         %   thoughts, and oblivion (8
8) darkstar@canary.pearson.udel.edu  %   drives my desires."    (8

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

Date: Wed, 31 Jan 96 09:54:00 PST
From: ROWAN Iain <wm0iro@acresearch.sunderland.ac.uk>
To: tml <traveller@MPGN.COM>
Message-ID: <310FAD1D@missgate2.sunderland.ac.uk>


 "M.A. Trickett" <mat3@leicester.ac.uk> wrote:

>Generally, MT had a lot going for it (sorry, I haven't even *seen* CT
>let alone played the game... maybe I missed out on some huge
>formative experience?), but there were some problems.  Well, apart
>from the errata.  From what I can gather people liked the CGen
>system, though the vehicle design was a bit on the strange side, and
>thought that everthing else was cool enough.  TNE on the other hand,
>is "too complicted," or a wargamers dream... combat is over-complex,
>character generation isn't detailed enough and concentrates on
>military careers.  Oh yes, the Virus sucks...

I know that this isn't really your opinion, but that which you've
gathered from postings from people who dislike TNE, so don't
take this personally, but I had to comment on the assertion that
I have seen several times about TNE being too combat
oriented.  In some aspects I would agree that this is the case,
but not, as I am sure I have seen others say, in the character
generation process.

I am pretty ambivalent over the great debate as I can see good
and bad things in both CT and TNE (sorry, can't comment on MT).
One of the bad things about CT, which is a good thing about TNE
is CT's  overemphasis on military careers.  I really like the fact
that in TNE there are many non-military careers, all presented
with equal weighting to the military ones.  In CT it always felt like
a non-military career such as Belter was an afterthought, tacked
on to the game in a supplement.  I think that the TNE approach
is much better.  I was surprised when I first bought it to see that
the old expanded system which described what you did in each
year of each term was gone, but when I actually started using
the system I found that I really didn't care.  If I want an in-depth
background for my character, particularly one which actually
fits into the background I am using, well I'll use my imagination
and make one up.  I find this to be of much more use than
trying to shoehorn a prearranged series of strikes and
counter-insurgency actions into the background of my
character.

My .00002 grams of dustspice worth

Iain





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End of TRAVELLER Digest 573
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