
-------- TML Message #189 --------

Date: Wed, 4 Jan 89 23:09:11 est
From: revolver.gatech.edu!alanf@gatech.UUCP (Daniel Alan Fleming)
Subject: books and supplements
Archive-Message-Number: 189


Well, I *FINALLY* got around to buying part of Traveller.  The only problem
is that I don't know exactly how much of it there is (not including Mega-Trav).
What I have is:
Book 1 : Characters and Combat
Book 2 : Starships
Book 3 : Worlds and Adventures
Book 5 : High Guard

Supplement 3 : The Spinward Marches
Supplement 8 : Library Data (A_M)
Supplement 11: Library Data (N-Z)

Journal : Best of.  Vol 1
Journal : Best of...Viol 2

(Opps...forgot 1)

Supplement 12: Forms and Charts

What I need to know is what all books are there, how much are they and are 
they all still in print?  Any Errata's out there for the books?  Any hints
and such?

Thanks in advance...     - Alan

Alan Fleming
alanf%revolver.gatech.edu@gatech.edu
2515 NE Expressway, Apt N-2
Atlanta, Ga.  30345
(404) 634-8014

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
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-------- TML Message #190 --------

Subject: Re: books and supplements
Date: 05 Jan 89 09:56:48 PST (Thu)
From: jamesp
Archive-Message-Number: 190



> What I need to know is what all books are there, how much are they and are 
> they all still in print?  Any Errata's out there for the books?  Any hints
> and such?

Since I'm not familiar with all of GDW's Traveller products, I thought
it would probably be okay if I forwarded your question to the Traveller
Mailing List.  You'll probably get better answers from other listees.

The books I have (or know about) are:

Book 0	(An Introduction to Traveller)
Book 1	Characters and Combat
Book 2	Starships
Book 3	Worlds and adventures
Book 4	Mercenary
Book 5	High Guard
Book 6	Scouts
Book 7	(Merchants?)
Book 8	(Robots?)

Supplement 1	(1001 Characters)
Supplement 2	Animal Encounters
Supplement 4	(Citizens of the Imperium?)
Supplement 6	76 Patrons
Supplement 7	Traders and Gunboats

Adventure 1	(Kinunir?)
Adventure 4	Leviathan
Adventure 7	Broadsword
Double Adventure 5	Horde/The Chamax Plague

High Passage	Issue Number Two (by Fasa)

The Best of the Journal of the Travellers' Aid Society	Volume 1

I also have the MegaTraveller boxed set, and 4 or 5 Challenge magazines.
Unfortunately, I couldn't tell you what's still in print and what isn't.

James

- ----------------------------------------------------------------------
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Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
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-------- TML Message #191 --------

Subject: Freight or Cargo?
Date: 28 Jan 89 13:24:57 PST (Sat)
From: jamesp
Archive-Message-Number: 191



The Trade and Commerce flowchart is on page 50 of the MegaTraveller
Referee's Manual (step 5 Freight and Cargo).

I am not certain exactly what to do for Freight and Cargo.  Do I roll on
the "Available Lots" table once for Freight and once for Cargo each
week? Or do you roll on the table once each week and randomly assign
each lot as freight or cargo? I've decided for now to run with the first
assumption.

Coming soon to a computer near you...  A trade and commerce generation
program (written in C for UNIX, but intended to be portable).

James

- ----------------------------------------------------------------------
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Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
- ----------------------------------------------------------------------
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The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #192 --------

Subject: Administrivia
Date: 07 Mar 89 20:14:07 PST (Tue)
From: ("James T. Perkins") jamesp@dadla.LA.TEK.COM
Archive-Message-Number: 192



[To quote Tom Peterson, a local business celebrity famed for his crew
cut and late-late-late night television ads for home entertainment
items...  "WAKE UP! WAKE UP!"]

Well, it happened again.  The automatic list mailer broke down.  I
discovered this because traveller mail has started to flow on
rec.games.frp again, and I was surprised to see many messages were from
listees.  I'm starting to feel rather frustrated with it and am
considering receiving all traveller mail and processing it by hand.  As
it was, everything mailed in the interim was lost, again!

It was the same problem it was a a year and a half ago; the permission
on the LOG file was wrong, so it was unwriteable by the local mail
delivery system.  I've added even more debugging/message trapping to the
dumb thing to make recovery of lost messages more probable.

I think it all happened when I blew away my account and asked the
operator to restore all those files... the modes must've gotten messed
up.

GROWWLLL!!! Hate these dumb computers! Hate these dumb computers! Hate...

If you got this message and it isn't too much trouble to send an
acknowledgement, it would help me feel a little better.  Since I don't
want to get inundated with EVERYONE's response, please only respond if
you are feeling in a particularly helpful mood today...]

- ----------------------------------------------------------------------
James T. Perkins		Traveller Mailing List Administrator
Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
- ----------------------------------------------------------------------
INTERNET: traveller-request@dadla.la.tek.com
CSNET:	  @RELAY.CS.NET:traveller-request@dadla.LA.TEK.COM
UUCP:	  {uunet,decvax,gatech,hplabs}!tektronix!dadla!traveller-request

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #193 --------

From: c9c-aa@dorothy.Berkeley.EDU (Brad Post)
Subject: Traveller PBM
Date: 20 Feb 89 19:54:05 GMT
Archive-Message-Number: 193


Hi,
  I've been running a Traveller PBM for about 3 months now, and I've noticed
that the Traveller Mailing List is not recieving mail anymore.  Well I was
wondering if the people out there in net land would like to read the adventure
that is going on.  This is just me asking you guys out there, if you would like
to read the moves.  I know the players are enjoying it, and I just thought, 
since I can't post to the Traveller List anymore, that you people might want to
have some interesting readings.  Well please respond and tell me what you think
I should do.  Because I wont post if no one wants to read them.  Just wastes
space.

Brad Post
ARPA:  bpost@violet.berkeley.edu
UUCP:  ...ucbvax!violet!bpost

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #194 --------

From: asulaima@udenva.cair.du.edu (SULAIMAN)
Subject: Re: Traveller PBM and etc
Date: 21 Feb 89 04:28:37 GMT
Archive-Message-Number: 194


In article <10132@pasteur.Berkeley.EDU> c9c-aa@dorothy.Berkeley.EDU (Brad Post) writes:
>  I've been running a Traveller PBM for about 3 months now, and I've noticed
>that the Traveller Mailing List is not recieving mail anymore.  Well I was
>wondering if the people out there in net land would like to read the adventure
>that is going on.  This is just me asking you guys out there, if you would like

Please do so it is kinda getting tiring out here on netland as there is little 
or no discussion of sfrpg especially traveller/megatraveller which seems to
turn up in most every survey as everyone's favorite.
If there are any Megatraveller GM's out there I would like to hear from them
on the net as would quite a few other people.
If anyone has an inner line on the new Megatraveller ship rules
1. How do you build an auxiliary bridge?
2. In combat when they are talking about sensor tasks and the first one 
being free. Does that imply both Scan and Pinpoint?
3. Do you have to do separate sensor tasks for every unit out there. Would
make fighter groups brutal if you do especially for ships with small
hull #s because there are only so many turrets to forgo. They'd all 
burn into visual range and nail your ship with pinpoint criticals.


For those who don't know there is another 10 page extra errata sheet for MT
available from GDW or Digest Group for a SASE this is in addition to an
earlier one dated Oct 88. 


	A. Sulaiman

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #195 --------

From: mikeyu@eleazar.dartmouth.edu (Mike Yu)
Subject: Re: Traveller Characters
Date: 23 Feb 89 07:44:51 GMT
Archive-Message-Number: 195


In article <9375@bloom-beacon.MIT.EDU> fabbott@athena.mit.edu (Freeland K Abbott) writes:
>In article <10174@pasteur.Berkeley.EDU> c9c-aa@dorothy.Berkeley.EDU (Brad Post) writes:
>>
>>	"Me, well . . . my name is Steven Cortland, ex-Marine.  I'm just trying 
>
>  Geez, all these ex-military types... does Traveller still require
>viable characters to go through military training?  I own the basic

	My character, Steve Cortland, was in the Imperial Marine for four 
tours of duty.  His father was a successful businessman, and Steve wanted
nothing to do with business...it was too boring a lifestyle for his taste.
So he joined the Marines, a practice not uncommon today.  This was the only
thing that he thought would challenge him.  Four tours later, he retired
with the rank of Force Commander, and a wealth of experience and skills that
being a businessman would never have given him.  I CHOSE to play an ex-mili-
tary type, because I had an idea for a character personality, and wanted to
go with it...

- -Mike
 Steven Cortland, Force Commander, Imperial Marines (ret.)

Michael K. Yu        | InterNet: mikeyu@eleazar.Dartmouth.EDU
Dartmouth College    | UUCP: ...!{harvard,linus,inhp4}!dartvax!eleazar!mikeyu
Hinman Box 2940      | "Life is but a terminal illness, that we all contract at
Hanover, NH  03755   |  birth, and to which we all eventually succumb."

The Travel

From jamesp@dadla.wr.tek.com Tue Oct 17 07:05:08 1989
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Status: R


-------- TML Message #189 --------

Date: Wed, 4 Jan 89 23:09:11 est
From: revolver.gatech.edu!alanf@gatech.UUCP (Daniel Alan Fleming)
Subject: books and supplements
Archive-Message-Number: 189


Well, I *FINALLY* got around to buying part of Traveller.  The only problem
is that I don't know exactly how much of it there is (not including Mega-Trav).
What I have is:
Book 1 : Characters and Combat
Book 2 : Starships
Book 3 : Worlds and Adventures
Book 5 : High Guard

Supplement 3 : The Spinward Marches
Supplement 8 : Library Data (A_M)
Supplement 11: Library Data (N-Z)

Journal : Best of.  Vol 1
Journal : Best of...Viol 2

(Opps...forgot 1)

Supplement 12: Forms and Charts

What I need to know is what all books are there, how much are they and are 
they all still in print?  Any Errata's out there for the books?  Any hints
and such?

Thanks in advance...     - Alan

Alan Fleming
alanf%revolver.gatech.edu@gatech.edu
2515 NE Expressway, Apt N-2
Atlanta, Ga.  30345
(404) 634-8014

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #190 --------

Subject: Re: books and supplements
Date: 05 Jan 89 09:56:48 PST (Thu)
From: jamesp
Archive-Message-Number: 190



> What I need to know is what all books are there, how much are they and are 
> they all still in print?  Any Errata's out there for the books?  Any hints
> and such?

Since I'm not familiar with all of GDW's Traveller products, I thought
it would probably be okay if I forwarded your question to the Traveller
Mailing List.  You'll probably get better answers from other listees.

The books I have (or know about) are:

Book 0	(An Introduction to Traveller)
Book 1	Characters and Combat
Book 2	Starships
Book 3	Worlds and adventures
Book 4	Mercenary
Book 5	High Guard
Book 6	Scouts
Book 7	(Merchants?)
Book 8	(Robots?)

Supplement 1	(1001 Characters)
Supplement 2	Animal Encounters
Supplement 4	(Citizens of the Imperium?)
Supplement 6	76 Patrons
Supplement 7	Traders and Gunboats

Adventure 1	(Kinunir?)
Adventure 4	Leviathan
Adventure 7	Broadsword
Double Adventure 5	Horde/The Chamax Plague

High Passage	Issue Number Two (by Fasa)

The Best of the Journal of the Travellers' Aid Society	Volume 1

I also have the MegaTraveller boxed set, and 4 or 5 Challenge magazines.
Unfortunately, I couldn't tell you what's still in print and what isn't.

James

- ----------------------------------------------------------------------
James T. Perkins		Traveller Mailing List Administrator
Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
- ----------------------------------------------------------------------
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The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #191 --------

Subject: Freight or Cargo?
Date: 28 Jan 89 13:24:57 PST (Sat)
From: jamesp
Archive-Message-Number: 191



The Trade and Commerce flowchart is on page 50 of the MegaTraveller
Referee's Manual (step 5 Freight and Cargo).

I am not certain exactly what to do for Freight and Cargo.  Do I roll on
the "Available Lots" table once for Freight and once for Cargo each
week? Or do you roll on the table once each week and randomly assign
each lot as freight or cargo? I've decided for now to run with the first
assumption.

Coming soon to a computer near you...  A trade and commerce generation
program (written in C for UNIX, but intended to be portable).

James

- ----------------------------------------------------------------------
James T. Perkins		Traveller Mailing List Administrator
Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
- ----------------------------------------------------------------------
INTERNET: traveller-request@dadla.la.tek.com
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The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #192 --------

Subject: Administrivia
Date: 07 Mar 89 20:14:07 PST (Tue)
From: ("James T. Perkins") jamesp@dadla.LA.TEK.COM
Archive-Message-Number: 192



[To quote Tom Peterson, a local business celebrity famed for his crew
cut and late-late-late night television ads for home entertainment
items...  "WAKE UP! WAKE UP!"]

Well, it happened again.  The automatic list mailer broke down.  I
discovered this because traveller mail has started to flow on
rec.games.frp again, and I was surprised to see many messages were from
listees.  I'm starting to feel rather frustrated with it and am
considering receiving all traveller mail and processing it by hand.  As
it was, everything mailed in the interim was lost, again!

It was the same problem it was a a year and a half ago; the permission
on the LOG file was wrong, so it was unwriteable by the local mail
delivery system.  I've added even more debugging/message trapping to the
dumb thing to make recovery of lost messages more probable.

I think it all happened when I blew away my account and asked the
operator to restore all those files... the modes must've gotten messed
up.

GROWWLLL!!! Hate these dumb computers! Hate these dumb computers! Hate...

If you got this message and it isn't too much trouble to send an
acknowledgement, it would help me feel a little better.  Since I don't
want to get inundated with EVERYONE's response, please only respond if
you are feeling in a particularly helpful mood today...]

- ----------------------------------------------------------------------
James T. Perkins		Traveller Mailing List Administrator
Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
- ----------------------------------------------------------------------
INTERNET: traveller-request@dadla.la.tek.com
CSNET:	  @RELAY.CS.NET:traveller-request@dadla.LA.TEK.COM
UUCP:	  {uunet,decvax,gatech,hplabs}!tektronix!dadla!traveller-request

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #193 --------

From: c9c-aa@dorothy.Berkeley.EDU (Brad Post)
Subject: Traveller PBM
Date: 20 Feb 89 19:54:05 GMT
Archive-Message-Number: 193


Hi,
  I've been running a Traveller PBM for about 3 months now, and I've noticed
that the Traveller Mailing List is not recieving mail anymore.  Well I was
wondering if the people out there in net land would like to read the adventure
that is going on.  This is just me asking you guys out there, if you would like
to read the moves.  I know the players are enjoying it, and I just thought, 
since I can't post to the Traveller List anymore, that you people might want to
have some interesting readings.  Well please respond and tell me what you think
I should do.  Because I wont post if no one wants to read them.  Just wastes
space.

Brad Post
ARPA:  bpost@violet.berkeley.edu
UUCP:  ...ucbvax!violet!bpost

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #194 --------

From: asulaima@udenva.cair.du.edu (SULAIMAN)
Subject: Re: Traveller PBM and etc
Date: 21 Feb 89 04:28:37 GMT
Archive-Message-Number: 194


In article <10132@pasteur.Berkeley.EDU> c9c-aa@dorothy.Berkeley.EDU (Brad Post) writes:
>  I've been running a Traveller PBM for about 3 months now, and I've noticed
>that the Traveller Mailing List is not recieving mail anymore.  Well I was
>wondering if the people out there in net land would like to read the adventure
>that is going on.  This is just me asking you guys out there, if you would like

Please do so it is kinda getting tiring out here on netland as there is little 
or no discussion of sfrpg especially traveller/megatraveller which seems to
turn up in most every survey as everyone's favorite.
If there are any Megatraveller GM's out there I would like to hear from them
on the net as would quite a few other people.
If anyone has an inner line on the new Megatraveller ship rules
1. How do you build an auxiliary bridge?
2. In combat when they are talking about sensor tasks and the first one 
being free. Does that imply both Scan and Pinpoint?
3. Do you have to do separate sensor tasks for every unit out there. Would
make fighter groups brutal if you do especially for ships with small
hull #s because there are only so many turrets to forgo. They'd all 
burn into visual range and nail your ship with pinpoint criticals.


For those who don't know there is another 10 page extra errata sheet for MT
available from GDW or Digest Group for a SASE this is in addition to an
earlier one dated Oct 88. 


	A. Sulaiman

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #195 --------

From: mikeyu@eleazar.dartmouth.edu (Mike Yu)
Subject: Re: Traveller Characters
Date: 23 Feb 89 07:44:51 GMT
Archive-Message-Number: 195


In article <9375@bloom-beacon.MIT.EDU> fabbott@athena.mit.edu (Freeland K Abbott) writes:
>In article <10174@pasteur.Berkeley.EDU> c9c-aa@dorothy.Berkeley.EDU (Brad Post) writes:
>>
>>	"Me, well . . . my name is Steven Cortland, ex-Marine.  I'm just trying 
>
>  Geez, all these ex-military types... does Traveller still require
>viable characters to go through military training?  I own the basic

	My character, Steve Cortland, was in the Imperial Marine for four 
tours of duty.  His father was a successful businessman, and Steve wanted
nothing to do with business...it was too boring a lifestyle for his taste.
So he joined the Marines, a practice not uncommon today.  This was the only
thing that he thought would challenge him.  Four tours later, he retired
with the rank of Force Commander, and a wealth of experience and skills that
being a businessman would never have given him.  I CHOSE to play an ex-mili-
tary type, because I had an idea for a character personality, and wanted to
go with it...

- -Mike
 Steven Cortland, Force Commander, Imperial Marines (ret.)

Michael K. Yu        | InterNet: mikeyu@eleazar.Dartmouth.EDU
Dartmouth College    | UUCP: ...!{harvard,linus,inhp4}!dartvax!eleazar!mikeyu
Hinman Box 2940      | "Life is but a terminal illness, that we all contract at
Hanover, NH  03755   |  birth, and to which we all eventually succumb."

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #196 --------

From: Martin-Charles@cs.yale.edu (Charles Martin)
Subject: Re: Traveller Characters
Date: 22 Feb 89 18:42:36 GMT
Archive-Message-Number: 196


In article <9375@bloom-beacon.MIT.EDU>, fabbott@athena (Freeland K Abbott) writes:
>  Geez, all these ex-military types... does Traveller still require
>viable characters to go through military training?

This is my primary problem with GDW's conception of Traveller.  Almost
everything they produce is oriented towards the military.  I think
there's a lot of SF roleplaying possible with other backgrounds---some
of it might even be violent!

The best thing for Traveller refs was Supplement 4, Citizens of the
Imperium, which had starts for Doctors, Hunters, Scientists, Nobles,
Bureaucrats, Diplomats, and six other non-military types (okay, they
included Pirates and Barbarians as well).  The worst thing for Trav
were Books 4, 5, and etc: Mercenary and High Guard.  Suddenly the
military would have four times the number of skills as other
characters and all of it oriented towards violent action.  No thanks.

As for MegaTraveller, it looked worse all around so I skipped it.

Charles Martin // INTERNET: martin@cs.yale.edu // BITNET: martin@yalecs.bitnet
UUCP: {cmcl2,harvard,decvax}!yale!martin

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-------- TML Message #197 --------

From: bradsol@tony.ucsb.edu (Bradley Solberg)
Subject: Re: Traveller Characters
Date: 22 Feb 89 19:35:42 GMT
Archive-Message-Number: 197


In article <9375@bloom-beacon.MIT.EDU> fabbott@athena.mit.edu (Freeland K Abbott) writes:
>In article <10174@pasteur.Berkeley.EDU> c9c-aa@dorothy.Berkeley.EDU (Brad Post) writes:
>>
>>says, "Well my name is Samantha, and I used to be in the Scout Service."
>
>  Geez, all these ex-military types... does Traveller still require
>viable characters to go through military training?  I own the basic

Actually the Scout service was the best place for Samantha to learn her
specialty...flora and fauna of worlds in which humans can survive.  She
is not combat trained...what she does know is from having to deal with
big, dangerous animals and from barroom brawls.
	She would be most upset if you considered her ex-military...
the scouts are civil-service, yes, but she spent the 5th frontier war
helping refugees survive, not killing Zhodani.

	"I thought you were against killing"
	"Well...he was more animal than human anyway..."

	-Brad

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-------- TML Message #198 --------

From: c9c-aa@dorothy.Berkeley.EDU (Brad Post)
Subject: Trav PBM: Turn2
Date: 23 Feb 89 19:48:29 GMT
Archive-Message-Number: 198


Here is Turn #2 in its entirety.  I didn't edit it at all.

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


	First I would like to thank all the players for getting me their
moves on time, and second I would like to tell you all of how I will post
these moves from now on.  There will be 3 sections to these postings, the
first being a note section, in where you all will find any corrections to the
last turn, and anything else that might be of interest.  Second will be the
Passengers move, which plainly is for the passengers.  And the Third section
will be the Crew move.  Now you might have doubts as to why I post both
moves together, and to tell you, it's just easier.  Everything I put in these
postings are for general knowledge, and personal moves will go out with these
general moves too.  And now for Turn #2! (Audience applauds, and cheers :-)

******************************************************************************
			Notes
******************************************************************************

Here is a map of the Passengers' deck:


	---------------------------------------------------------
	|		|		|			|
	|		|  Stairs Down  *			|
	|    Galley	|---------------|			|
	|		|					|
	|		|					|
	|-------#-------|					|
	|							|
	|							|
	|							|
	|		Common Room				|
	|							|
	|							|
	|							|
	|----------------------|	   |--------------------|
	|		       |           |                    |
	|  Stateroom A	       #           #  Stateroom B       |
	|		       |           |                    |
	|----------------------|	   |--------------------|
	|		       |	   |			|
	|  Stateroom C	       #           #  Stateroom D       |
	|		       |	   |			|
	|----------------------|	   |--------------------|
	|		       |	   |			|
	|		       |	   |			|
	|  Stateroom E	       #           #  Stateroom F       |
	|		       |	   |			|
	|----------------------|-----*-----|--------------------|



Symbols:

| and - are walls
# are sliding doors
* are iris valve doors


Rooms:
Stateroom	Occupant
- --------- 	-------------
   A		Erc Haven
   B 		Samantha
   C		Robert Riechten
   D		Steven Cortland		
   E		Charlie and Dan
   F		Moe and Curly


Here is a list of the Players and their addresses:

Player			Real Name & address
- -----------------	---------------------------------------
Samantha		Brad Solberg  bradsol@tony.ucsb.edu
Captain Moray		Ed Driscoll   ...umix!neti2!ejd
Erc Haven 		Kurt Hoyt     hoyt%skipp.DEC@decwrl.dec.com
Erekosse		Dave Kerven   ...bellcore!argus!mars!dsk
Steve Cortland		Mike Yu	      Michael.K.Yu@mac.Dartmouth.Edu


MISTAKE:
   I had put down in the first turn that the worlds (LEWIS & ARAMANX) are
in the RHYLANDOR Sub-Sector, well I must have been asleep, because as the
pilot and navigator, and everyone else pointed out, they are in the ARAMIS
Sub-Sector, sorry :-)

****************************************************************************
		Passengers' Move
****************************************************************************  

	The Captain thanks you all and then leaves through the iris door,
that leads to the stairs.  As soon as the door closes, Robert gets up and 
says to Charlie, "Sorry, but I can't play, I'm really tired and I haven't
slept for twenty hours, I really need some sleep."
	"That's okay," says Charlie, "I'll play with Dan."
	Robert gets up and straightens out his custom made Solomani suit, and
you all notice a bulge underneath his left shoulder, right below the chest, a
perfect location for a shoulder holster.  Because of the size of the bulge,
your guess is that it could be anywhere from a snub pistol to a Derringer-type
pistol, or even a cut-up Auto Pistol.  Moe and Curly just breifly notice, and 
pay no attention otherwise, and they both go back to some serious reading.
Steve notices, but hides his shock as he walks over to the CRT.  Robert walks
down the corridor, and you all hear the door open and close.
	Steve, sits down at the CRT, and begins to punch up the info on the 
Lewis sector. [I will show you all this, since everyone wants to do it, but
I will make refernece to each player spending the time doing so.]


Lewis Subsector Data (Last Update:  1-1109)
- --------------------------------------------------

Primary		Turan		F8 V

    0		Keebor		YS00000-0

    1		Tyrs		Y560000-0

    2		Rew		Y400000-0

    3		Poulan		Y670000-0

    4		Small Gas Giant
         45	Sden		Y466200-1

    5		Lewis		X427402-D	Ni	R701 Im 
          7	Purvis		Y210000-0

    6		Ural		Y300000-0

    7		Rase		Y900000-0


Lewis is a penal colony run by both the Imperial Navy and Marine Corps. 
Permission to come within 100 planetary orbits is prohibited, unless proper ID 
is given to the Planetary Radio Operators.  Violation of this is against 
Imperial Law (Sect. XI, A.1), and no responability is lain upon the Empire if
damage occurs.

Sden is a small but habitable planet, located within 50 orbits of the Gas Giant,
in the system.  Researchers found the beginnings of primate evolution evident in
65-798, and have been returning every ten years to follow up on the progress of
the evolution of the planet.  Because of the scientific importance of this
planet, it has been declared off limits to landings, but the Gas Giant is still able to be used as a raw refuelling center.  Scientists have found many of the 
same characteristics of Terra (Solomani Rim), such as the natural resources, 
flora, and fauna, plus the wide range of animals.  The last scientific 
landing on Sden was in 130-1108, and they found the beginnings of a bronze 
working society, though very small, numbering in the 100's, it was the pure
beginning of civilization.

....End of Data on Lewis Subsector


	As Steve is busy punching up the data on the CRT, Samantha walks over
to Erc, and says "So you are spending your retirement visiting worlds.  I have 
just spent the last six months in the Regina and Lanth Subsectors cruising
the Spinward Main.  I don't know about this area of space ...."              
  	"I really don't know much about it either, thanks why I'm here."
	"Well what I ment to say was that since most of my time in the Service,
I spent it on the Frontier ...."
	"Guarding the liquor I gather," mumbles Erc.
	Continuing without notice, "and I was wondering where you've been? 
What worlds you enjoyed the most, and which you would stay away from."
	"All the red ones my dear," chuckles Erc. "But seriously, I have been
through five of the sixteen subsectors already, they've been:  Glisten, Lunion,
Mora, Lanth, and Rhylandor.  This makes my sixth and there are many worlds 
to watch out for, like Sorel for example ...."

	Samantha and Erc talk until lunch of the many places they have both 
been and many places neither has been, but they would like to go.  Steve starts
playing a Hologame version of Rolling Thunder (for those Video Game lovers)
and plays for about an hour after getting off the CRT.  Moe and Curly use the 
CRT after Steve is done with it, and Charlie and Dan play a total of two games
before the Captain appears and begins lunch service.  Robert misses lunch and
afterwards, the Captain speaks privately with both Samantha and Erc.  Also,
Erekosse is here, he has eaten lunch with the passengers, and has challenged
Steve to a Hologame of his choosing.

	"It is custom on my ship that I invite memeber of the passenger list, 
who have either been a pilot, or might have piloted a starship to join me after
dinner for drinks and conversation in the crew lounge.  Since both of you fit
into this category nicely, I would be honored if you would both join me," says
the Captain to both Samantha and Erc.  "You will also be albe to talk with
Erekosse, since he will be there too."

********************************************************************************
		Crew Move
********************************************************************************

	Captain Moray walks down the stairs, passing through another iris door.
He stops briefly to check the door lock, and enters the cargo bay.  The ceiling
is three meters high, and the cargo crates are stacked neatly.  He pulls a 
liquid crystal clipboard from the wall and begins checking the manifest and the
crates.  He nods as he comes to each group, and checks them off accordingly.
His final check is the crate of clothing that is from the Arter Apparel Corp.
Hmmn, I wonder if this is who Robert works for, he thinks to himself. It might 
just be worth the effort to check up on this company.  He has walked to the
other end of the cargo hold and is standing in front of another door.  He places
the clipboard on the wall next to a comlink, and signals his Navigator that he
has completed his rounds.  He then goes through another iris and goes into the
Engine room to check the purr of his ships' engines.

	Erekosse Wildantor finishes up the checks on the navigational computer,
and then leans back in his chair, another cargo to run, and more money to
make, he thinks.  This time I think I can't blow it on the gambling, I gotta
save some in case we need it for ship parts.  He notices that the CRT in the 
passengers' common room is requesting info on the Lewis sector, and he okays it
with the touch of a control.  Not that he needs to, but it's always okay to make
sure that the computer doesn't give anymore access than is necessary to the 
passengers.  He checks his heads-up display and looks into the streaking 
whiteness of jumpspace.  Well since I have a week, might as well do something
useful, he thinks, and with some quick touches of the console, he punches up a 
hologame of Star Wars.  He grabs the controls to his ship, that are hooked up to
the display and blasts off to another galaxy until lunchtime.


- --
 Well, here is the end of turn #2, I hope I've covered it all.  I will
be away until Jan. 14th, so I would like everyone to have there moves to me
no later than Jan. 20th.  Thanks a lot and have a great vacation.

 Oh, I will mail each of you an additional private turn, if have need of one.

NOTE:  All material posted is copyrighted Brad Post, circa 1988, any use of 
  this material without the author's consent is a felony.

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@volet.Berkeley.Edu       |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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

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-------- TML Message #199 --------

From: RWMIRA01@ULKYVX.BITNET (Rob Miracle)
Subject: MegaTraveller Questions
Date: 26 Feb 89 20:10:00 GMT
Archive-Message-Number: 199


I have a MegaTraveller question for those of you who have played MT before.
I have been a Traveller player/ref for about eight years.  I have to admit
that I never learned the High Guard combat rules.  But then again, the regular
Traveller Ship combat rules suited our needs fine.  I am trying to figure out
the Ship Combat of MT since I am getting ready to start reffing the first
serious Traveller, since MT came out.  I plan to simplify things some, but
I need a basic understanding of how the thing works.

Would someone please mail me a dialog or example of a ship to ship combat
involving the two following ships:

Type S Scout Courier            Type T Patrol Cruiser
Computer 1bisX3                 Computer 3x3
DefDM    +4                     DefDM    +4
Armor    40G                    Armor    40G
1 Turret, 3 beam Lasers, TL-13  4 Turrets, 3 beams Lasers each TL-13
Range 10,000km (Near)
Each has a Gunner(Turret Wpns)-1 in each Turret.

Naturally, the Scout should be beaten easily.  Please only include the
To Hit, To Penetrate, and To Damage rolls.  I understand the target aqusitions
etc.

Now what I have so far, for the scout is +1(Computer), -4(Type T's DefDM),
+1(Gunner) and the roll+dms needs to be an 11 or better on 2d6.  Thus, at this
point the scout ship needs a 13 to hit, but there is a Weapon Table DM that I
do not understand where it comes from.  Each turret has a UCP factor of 4.  Is
this the +dm for the weapon?  On the Beams table (Page 99) This would imply
that a UCP 1 beam needs a 10 (makes sense), a UCP 2, a 9 etc until a UCP of A
needs an 11 (of course I could be reading this chart wrong.)  Why does a Meson
gun, on the same chart, need a 4 to hit for a factor 1 gun and a 9 to hit for
a factor H gun when a factor H is considerably more powerful.  Then
penetration is less understandable.

Damage is also kinda confusing.  Lets say that the Patrol Cruiser fires one
battery at the Scout/Courier, then by the rules, the Patrol Cruiser will
automatically do 3 critical hits in addition to any other damage caused.  That i
s
kinda excessive.  To complicate things, Since the UCP of the laser turret is 4,
it gets a -6 on regular damage rolls, so the best that can be hoped for on a
2d6-6 roll is a 6.  On the damage chart, that gives us the options of: No
Damage, Weapon -1, Weapon -1, Fuel -1, Weapon -1.  So it is possible to do
no damage (2d6 roll = 3 - 6 = No Damage) and have three critical hits, in
which the ship is destroyed.  Makes good sense huh?

Now I know that I have to be missing somethings somewhere.  In all the rest of
the game nothing makes as much sense as this!  I like Traveller but this is too
bizarre.
  Also, if things haven't changed
since High Guard, small ships don't do much da

- -----
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

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-------- TML Message #200 --------

From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: Re: Traveller Characters
Date: 23 Feb 89 00:16:00 GMT
Archive-Message-Number: 200


In article <1239@hub.ucsb.edu> bradsol@tony.UUCP (Bradley Solberg) writes:
>In article <9375@bloom-beacon.MIT.EDU> fabbott@athena.mit.edu (Freeland K Abbott) writes:
>>In article <10174@pasteur.Berkeley.EDU> c9c-aa@dorothy.Berkeley.EDU (Brad Post) writes:
>>>
>>>says, "Well my name is Samantha, and I used to be in the Scout Service."
>>
>>  Geez, all these ex-military types... does Traveller still require
>>viable characters to go through military training?  I own the basic

If, in your campaigns, only military characters are "viable", then
I suspect it is because those campaigns revolved around military
themes and combat.  MT offers all the training services that
appeared in Traveller and its supplments. It is possible to
generate scientists, politicians, nobles, and several others.
Whether or not these characters are "viable" depends heavily on
the campaign.  I tend to run/participate in campaigns where the
primary elements are trade & commerce, piracy, and politics.
Any character with a background in these areas is viable in
this setting, whereas military skills only come into play
for things like protecting trade routes.

I've been a Traveller player/ref for over six years (more like
seven or eight, I guess).  If someone wants to run a campaign
without a military emphasis, Traveller and MT provide plenty of room
to do so.

- -- 
Ed Driscoll
ejd@caen.engin.umich.edu

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-------- TML Message #201 --------

From: morrison@pyr.gatech.EDU (William B. Morrison)
Subject: VOTE: Traveller vs. MegaTraveller - which do you prefer?
Date: 22 Feb 89 19:06:06 GMT
Archive-Message-Number: 201



I'm taking a poll of which version is preferred -- Traveller or MegaTraveller.
I've played Traveller (2nd release with a lot of Paranoia Press expansions) and
I like it's free-form which makes it easy to change the game to your liking and make it as simple/complex as you like. On the other hand, I haven't played 
MegaTraveller (but I have heard reports of it being too in-depth technically 
that you loose some in the play).

So, what's your vote? Tell me (via email, please) which version you prefer and 
why. Be as long or short as you want and I'll post the results in a week or so
(eg. please don't flood the net with redundant postings when it only takes a 
week for a summary).  If you prefer another scifi (pronounced 'skif-ee') game,
tell me about it, and I'll post that in the summary too. Also, please include
what expansions you're using, what they do for the game, and whether they're 
still available (eg. Paranoia Press put out some _great_ stuff but went out of 
business anyway).

See you in 1-2 weeks with the results (I may post a subsequent article if I 
get a large response).

Bill Morrison
morrison@pyr.gatech.edu

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-------- TML Message #202 --------

From: c9c-aa@dorothy.Berkeley.EDU (Brad Post)
Subject: Trav PBM: Turn #3
Date: 2 Mar 89 00:41:12 GMT
Archive-Message-Number: 202


Well I hoped you liked the first two turns, because this is where the fun
really starts.  Just to note, you are reading turn #3, and the game is on
turn #7.  If you have any comments about the game, I'ld love to hear them,
it would be fun to know what you "the readers" think is going on, and that
might add some interesting things for the "players" to think about.

Well onto turn #3.

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

	Hello there, I hope you all had a great vacation, I know I did.  Now  I
didn't recieve a turn from either Ed or Kurt, but I will play this by ear 
anyway.  Please, from now on, mail all responses to the turn as: Turn (#) 
Response.  This will make it easier for me, to sort through my mail, and not
accidentaly delete anything.  Well, I hope you all have your Traveller minds in
gear, 'cause here we go.

*******************************************************************************
				NOTES
*******************************************************************************

Reminder:  I will get you the floor plans to the ship ASAP.  The copier broke
  	down where I work, and didn't get it done.

Note to Samantha:
	You can go ahead and create the info on your friend at Aramanx.  Just
mail me whatever you decide.

By the way, when you all boarded, you were asked to check all your weapons.

*******************************************************************************
			Passengers' Move
*******************************************************************************

	Erc and Samantha graciously accept the Captains' invitation to drinks
in the crew lounge.  Steve has accepted Erekosses' challenge to a hologame of
quickdraw, and they begin after Steve goes to his stateroom and returns.  
Samantha sit down by the CRT and begins requesting info about the Lewis 
Subsector, and Erc retires to his stateroom for a nap.
	Dan and Charlie go to thier stateroom and return with papers and a 
portable lap-top computer with heads-up display.  They both begin working
on what seems to be business.  They have schematics, manuals, and some small
circuit board/computer chip testing equipment out.  Moe and Curly both return
to thier stateroom, and are not seen till almost dinner.  
	Around 3:30, Robert walks out of his stateroom in slacks and shirt,he
is also wearing a windbreaker jacket over his shirt, the bulge is not noticeable
anymore.  He picks up some reading material and reads until dinner.  Samantha
has punched up some info on the Arter Apparel Corporation [you all get to 
see this since you all will do it anyway]:

	Arter Apparel Corporation, was established in 1067, and was founded by
Arter Espinoza, of Paya.  Mr. Espinoza dealt at first with designing and 
producing clothes for the working man, that were both affordable and fashionable
for the time.  He spent 10 years working from 1 factory on Paya, when the 
Imperial Government gave him a contract to produce clothes for the Navy.  These
clothes were basically for the enlisted personell in the mechanical, engineering and technical services.  His clothing designs were both practical and very
rugged.
	The contract propelled Arter from a small time manufacturer to a major
one.  He expanded across the Spinward Main, and in ten more years had grown 
almost twenty times his original size.  But in 1093, he declared bankruptcy, and
shut down entirely.  The reason for his closeing was not know, but in 1101 his
son, Hernan, re-open the original factory on Paya.  The company has remained
small since, and is working on another deal with the Imperial Navy.  This 
contract, if it goes through, would reopen nineteen of the twenty-five shut
down factories.

- ----<Above Data compilied before 1109
- -----<Data Below compilied 1115

	Arter Espinoza was believed to of had connections with both the Zhodani,
Vagr, and Aslan.  He was rumored to of had many dealings with all three races
that went possibly as far as selling Imperial uniforms to them.  It is unknown
if any of this data is true, but speculation is that this information was
found out by the Imperial Navy, and they caused the shutdown of Arter Apparel.
It is also rumored that Arter Espinoza had dealings with Steven Anderssen, the
rumored head of the Valhalla Family.


	Dinner is served promptly at 6:00 pm, and the Captain and Erekosse
are dining with you.  The meal is standard and all are present at a table that
elevated out of the floor.  The Captain is at the head of the table, and 
Erekosse to his right.  The table is circular, and going right to left, from the
Captain, this is how you are seated:
	
		Captain, Erekosse, Dan, Samantha, Robert, Steve, Moe, 
		Erc, and to the Captains' left is Curly

	You all sit down and begin to eat, and the discussion is plain until 
Robert asks, "So Captain, how long have you owned this ship?"
	"I've worked on it my entire carrer."
	"No, I meant how long have you been the single partner?"
	"Why do you ask?"
	"Well, I was just wondering what I could do with a ship like this," 
says Robert as his hand goes into his jacket, with a stern look on his face.
	"What do ...."
	"GUN!!!!" yells Steve ....


*******
	Well here is Turn #3, I hope you liked it, because it's gonna get more
interesting.  All responses are due to me by Feb. 1. No Later, if I get them 
sooner, we'll get turn #4 out, until then.

NOTE:  This material is copyrighted, Brad Post, circa 1988, any use of this
 material without the author's consent is a felony.

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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List Administrator: traveller-request@dadla.la.tek.com

-------- End of TML Messages --------


-------- TML Message #203 --------

Subject: Test of Traveller Mailing List
Date: 07 Mar 89 19:28:38 PST (Tue)
From: ("James T. Perkins") jamesp@dadla.LA.TEK.com
Archive-Message-Number: 203



No need to respond to this...  I just want to see if the list software is
really working correctly.  If you get this message all is well.

James

 ___    ___   ___
|   \  / _ \ / __|  James T. Perkins, jamesp@dadla.la.tek.com, (503)629-1149
| |> || |_| |\__ \  Tektronix, Dig Sys Div, DAS Sys Software, SW Integration
|___/ |_| |_||___/  MS 92-725, PO Box 4600, Beaverton, OR 97075

This package is sold by weight, not by volume.  Some settling of contents may
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-------- TML Message #204 --------

Subject: Re: Administrivia 
Date: Wed, 08 Mar 89 12:32:18 +0000
From: waddell%compsci.bristol.ac.uk@nss.cs.ucl.ac.uk
Archive-Message-Number: 204


I got your message ...

Gareth.

[I'd wondered what had happened to the list ...]


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-------- TML Message #205 --------

Date: Wed, 8 Mar 89 11:17:38 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: Test
Archive-Message-Number: 205



This is a test to see if I can mail to the list again.  Ignore it.

Brad


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-------- TML Message #206 --------

Date: Wed, 8 Mar 89 13:38 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Traveller Mailing List
Archive-Message-Number: 206


Please add me to the Traveller Mailing List.  I have several ideals and
questions and could benifit from the list.

Thank You
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01


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-------- TML Message #207 --------

Date: Wed, 8 Mar 89 11:44:59 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: PBM: Turn 4
Archive-Message-Number: 207



Well a good number of people responded to a questionaire I mailed out, and
thanks.  I hope the rest of you are enjoying this as much as everyone else
said they were.  Here is turn #4, and I am also going to post these to the
traveller mailling list, since it's back in operation.

- ----------
	Ah, hello there.  Well so far so good, no real problems that couldn't
be taken care of in getting your responses.  I'm going to start posting to
rec.games.pbm, if you guys want me to, since mail from my place to some of
you guys takes about a week.  So include in your next response if you can read
rec.games.pbm.  And now onto Turn #4.


*******************************************************************************
				NOTES
*******************************************************************************

I will put the maps of the ship in the mail by 2-10, so expect them soon.  I
have not had time to draw them up yet.

I have a new address: c9c-aa@dorothy.berkeley.edu 
If you recieve mail from here, don't throw it out, I just use this account
just as much as bpost@violet.  Still mail all turns to bpost@violet though.


*******************************************************************************
			Passengers' Move
*******************************************************************************


(continued from turn3)

	"Why do you ask?"
	"Well, I was just wondering what I could do with a ship like this," 
says Robert as his hand goes into his jacket, with a stern look on his face.
	"What do ...."
	"GUN!!!!" yells Steve ....

	Roberts reaction is fast, but Steve's is a bit faster.  Robert's arm
comes partway out of his jacket, as Steve grabs it at the elbow.  Samantha,
reacting to Steve, uses her glass as a dagger, thrusting it into Robert's face.
It breaks, cutting his cheek, right below his right eye.  
	Erc notices Moe, drawing a weapon, and grabs him and they both fall to
the floor.  Erekosse sees that Roberts' gun is out of his jacket and throws
Capt. Moray to the floor just as the gun discharges, striking Erekosse.
	Curly is out of his chair and has a gun drawn, he is screaming, "Okay, 
everybody freeze!"  Moe and Erc are standing up now, exchanging blows as they
both hold onto Moe's gun.  Steve has thrown Robert to the floor, and Samantha
and he are pinning him to the ground, there is heard a soft snap as Robert's
wrist is broken by Steve.
	"I'm with the Imperial Bureau of Investigation," shouts Curly, "and I
and I said freeze."  Erc is distracted for a split second, and that's all it
takes Moe to flip him onto the floor, gaining his gun.
	Dan and Charlie are both quite shocked, they are frozen to their chairs,
and are remaining quite still.  Erekosse is bleeding from a leg wound, and the 
Capt is leaning over him inspecting the wound.
	With his gun trained on Erc, Moe pulls his wallet out of his pocket, and
shows him an ID.  Erc nods his approval, and takes Curly's hand to help him
stand up.  Moe has moved over to where Steve and Samantha have Robert pinned to 
the floor, his gun, a 9mm Sunb Pistol is lying on the floor next ot Steve.
	"Okay folks, just roll him over, and I'll put these cuffs on," says 
Curly.  Steve and Samantha comply, and Curly puts the cuffs on Robert.  
	Erekosse's wound isn't as bad as once believed, and is actually only
minor.  The Capt quickly bandages it up, and the says to Moe, "What the hell
is going on?"
	"Sorry sir," says Moe, "but we couldn't let you know we were onboard,
we weren't quite sure we could trust you."
	"I see," says Capt. Moray, "but what is this all about."
	"Well I'll tell you," says Curly.  "His name (picking up Robert) ain't
Robert Riechten, in fact, it's Hubert Ichten.  We've been following him for the
past year, as he imitates representatives of Arter Apparel Corp, picking up
their merchandize, and selling it to friends of his on special worlds.  So far
he has made a cool million doing it, until we realized that he was using the 
Imperial ID of a dead man.  Myself and my partner (pointing to Moe) finally
caught him on Pysadi, and were hoping to find his buyer at Aramanx, but I guess
we will just have to settle with him for now."
	"If you don't mind captain, we'd like to take him to his stateroom, for
some 'questioning'."
	"No, I don't mind at all, just one thing, I'd like you badge number if
I could have it."
	"No problem," says Moe, "it's CD10345-U9."

	Moe and Curly take Robert to his stateroom.  Dan and Charlie excuse
themselves, and go to their stateroom.  They both look quite shacken.  You five
are left alone in the Common Room.

*******
   Well, what's next for the gallant members of the Ulysses?  Find out in two
weeks, same traveller game, same GM.

Responses due by 2-21-89.  Later....

Note:  all materials are copyrighted, Brad Post, circa 1988, any use of these
 materials without the consent of the author is a felony.  

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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


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-------- TML Message #208 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Traveller characters
Date: Wed, 8 Mar 89 14:55:30 BST
Archive-Message-Number: 208


Hi there! This group's still in business after all!

As someone pointed out, Books 4-7 give characters more skills than the basic
character generation rules. My solution to this is to mimic the skill award
system from those books as follows; each term, roll 2D four times. Award the
character a skill for each roll of 6+. Of course, the range of skills isn't
as great, but at least this gets over the "I'm going to be a Marine so I can
get a more skilled character" syndrome.

My main gripe with "Merchant Prince" is the trading system. The tech level
modifiers on the number of passengers, amount of cargo and value of cargo
make it impossible to go from a low-tech planet to a high-tech one and make
a profit. It's also almost impossible to go along the Spinward Main because
of all those Non-Industrial worlds.

Question about the "Mercenary" abstract combat system. Is "Indigenous" a
mission by itself, or do you roll again if the opposition turns out to be
Indigenous, to find out what the indigenous troops (i.e. natives) are doing?
I'd expect the latter, but the rulebook seems to indicate the former.

Question about "High Guard". If a few ships with black globes and particle
accelerators jump into a high population system whose main world has no
atmosphere, and turn off their globes just as they're passing the main world,
does this world then surrender, even if it has a few thousand SDB's? The
"Striker" rules say, "If one side has a particle accelerator in orbit over a
vacuum world, the other side should surrender"; they don't even try to say
what happens if a bombardment actually occurs, except to imply that it's
nasty and excessive. Also, what happens to matter (e.g. missiles) which hit
a black globe? I hope it doesn't get turned to energy and absorbed, because
if it does, one small missile would wipe out anything other than a large
battleship with a lot of extra capacitors.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #209 --------

Subject: Re: MegaTraveller Questions
Date: 09 Mar 89 12:16:36 PST (Thu)
From: jamesp
Archive-Message-Number: 209



[This message is a reply to Rob Miracle's question, but is of interest to the
entire list, so it's being cc'ed]

Rob,

Although you are not an officially registered Traveller Mailing List
member yet, I got this message sent to me (by mistake) which was
apparently intended to answer your questions.

James

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Date: Wed, 8 Mar 89 17:17:53 MST
From: SULAIMAN <asulaima@udenva.cair.du.edu>
Message-Id: <8903090017.AA04946@udenva.cair.du.edu>
To: traveller-request%dadla.la.tek.com@RELAY.CS.NET
Subject: Re:  MegaTraveller Questions


First of all I'd like to say that your scenario is set up wrong.
A Type-S according to MT rules and its powerplant does not have enough
power for 3 beam lasers much less 3 beam lasers + agility 2. 
The same problem with the patrol cruiser. It is listed with 2 beam
+2-missiles and it does not have the werewithal to handle 4 - triple beams.

However assuming you have similar type/tonnage ships and they have the power
to mount the weapons + retain the agility here is what will happen:

	Ship 1 (100t)			Ship 2 (400t)
Comp    1bisx3				3x3
DefDM	+4				+4
Armor	40G				40G
Lasers	x04				x04
Batt	  1				  4
Bear	  1				  4
I have combined the weapons into batteries of 3lasers. Otherwise Ship 1 can also
have 3 batteries rated at Factor 2. Same for ship-2.

Range 10,000 km (near) 	.  Appl. Skills Turret Wpns-1 each

Sensor Tasks:	Completed
Fire Combat:	

To hit from Ship 1 to Ship 2

Difficult,Off=comp model size, Wpn table DM, range DM; Def=def DM

Lets do the easy part:
DefDM= +4

Off
Comp= 1
Range= 0 (No modifiers for near range for lasers)
WpnDM=5 (Found by correlating weapon factor 4  with the to Hit line)
	(DM is 4 if weapon factor is 2)

Making the Die roll DMs 1+5+0-4=2. For a Difficult task, base die roll is
11 minus DM of 2. Ship 1 needs 9+ to hit 8+ with gunner skill.
(10+ or 9+ with skill if factor 2 weapons but u get 3 chances!)

You may have an old copy of Ref manual that had a misprint on beam table.
New edition or errata sheets correct that.

Attacking Beam Factor
	1  2  3  4  5  6  7  8  9  A  B  C
- - -------------------------------------------
To Hit:	3  4  4  5  5  6  6  7  7  8  8  9

Ship 2 to hit ship 1
same task
Def DM=+4

Off:
Comp=3
Range=0
WpnDM=5 (Same Factor as Ship1 but fired 4 times)

Overall DM is 3+5+0-4=4. Task is Difficult so 11-4=7. Needs 7+ or 6+ with
skill(Junk one Type S).

DAMAGE:
First of all there is a misprint. It should be: (P-93)
 	To penetrate a defense in starship combat:
	Difficult:Off=comp. model size,Defense table DM; Def=comp.model size.
Since in this case there is no defenses we ignore this to go to damage.

Again a misprint(P-94). DMS FOR SHIP DAMAGE TABLES

	* If the weapon inflicting the hit has a UCP factor of....
	 		
is  changed to:
	
	* If the weapon inflicting the hit is a spinal mount apply a DM of +6.

In other words normal weapons(less than A) use the damage table unmodified
except by armor. Unless of course they are nuclear missiles or pulse lasers.
Ship-2 will as stated do in addition 3 crits due to the diff. between
ship2's weapons and ship-1's size.

Any way now both ships damage on the 2-12 part of the chart. Which if you
don't have the errata runs now for -2 or less to 18, instead of 2-22. 
The MT errata is upto 17 pages and still growing. I for one am getting sick of 
it. GDW SHOULD have proof-read their game better. Maybe someone will
get the courage to post it all!!!

	Have fun. Get the errata and good luck.

		Ameer Z. Sulaiman.

P.S. A tentative suggestion may be to post errata for MT 1 page at a time
from different people unless there is s-one out there who has a friend
who types 500wpm+ or an optical reader!!



- ------- End of Forwarded Message

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-------- TML Message #210 --------

Date: Thu, 9 Mar 89 07:54:32 PST
From: ("G. S. THAIN (SAURON'S PRESS ADVISOR") glenn%ssqpfm.DEC@decwrl.dec.com
Subject: Starting Skills
Archive-Message-Number: 210


     It's nice to see the list working again. Thanks James, I know what a pain
this must be, keeping this thing working.

     Anyway, this is in regards to Adrain's note. When determining inital skills
we simply added an extra "one" to the basic skill determination so that you 
start with two and get two for commission, two for promotion and two for your
first term. Then it was standard progression after that. Characters generated 
from Books 4-7 tended to average 13 skill levels, this gives about the same
progression rate for Book 1 and Citizens of the Imperium.

Best,

Glenn


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-------- TML Message #211 --------

Date: Fri, 10 Mar 89 10:23:10 +0100
From: ("Hans Rancke-Madsen.") rancke@diku.dk
Subject: My campaign
Archive-Message-Number: 211


A long time ago I tried getting a submission off for the
Traveller Mailing List. Once I think I managed to get the first
paragraph off, but unfortunately the bulk of the posting (the
interesting part) didn't make it. I gave up, and the list has
been so quiet lately, that I thought it was defunct. But today
I recieved a small sign of life. So, for the fourth or fifth
attempt:

(By the way, I ASSUME this posting didn't make it before, as I
never saw ANY reaction, good, bad or indifferent, to it. If
you've seen it before and simply didn't find it interesting
enough to bother answering, could you please send me mail, so I
know that at least the damn thing made it out? Thank you.)


I wrote (a long time ago):
>  Before we get to the main body of this submission (in which I
>solicit help with my Traveller campaign) there's a small matter
>to take  care of first:  One of my players,  Sven Munther,  has
>recently joined this mailing list.  Would you, when replying to
>this posting, do us the favour of marking the submission plain-
>ly  (like "Rancke's campaign" or "No peeking,  Svend") so Svend
>can avoid getting any  forewarning of the horrors awaiting him?

Oops. It seems that the body of the text didn't make it. Sorry
about that. Here it comes:


(OK, Sven, hit "n" now.)




  I've been  running  a  traveller campaign with a friend for a
couple  of years now,  and we've decided to involve our players
in the ever-popular "Riddle of the Ancients".  But we have some
problems with that.

  For one thing, neither of us are particularily enamoured with
the official version of the riddle. We find it... unconvincing,
to say the least. And not only unlikely, which would not matter
- -  would indeed be a plus  -  if the story was a good one,  but
uncommonly bland and anticlimatic.

  You  may  disagree  about this,  but even if we had liked the
official version;  even if it had been marvelously well-crafted
and intricate tale, a veritable tour-de-force, a masterpiece of
poetic imagination,  it would still  have one  absolutely fatal
flaw: the players know it beforehand.

  So what we've done is to whomp up an alternate version of the
riddle.  We've tried to keep as many of the clues that has been
puplished  in various Traveller adventures as possible,  but we
are not fanatic about it, since our players hasen't encountered
any of the clues yet. What I'd like to ask you, is to point out
weaknesses of the story  (preferably with suggestions on how to
plug the holes)  and especially  suggest embellishments of your
own.  It is our ambition to make  this story the crowning point
of the campaign,  and to provide something **really** memorable
for our players.

  OK, here it is,

               The TRUE Secret of the Ancients!

(Well, ya didn't REALLY believe the one about Grandfather, didya?)

  There were  TWO  ancient races,  and neither of them were the
droyne.  The first were the MASTERS,  amoeboid 4-kilo parasites
capable of taking up residence inside another creature and con-
trolling it's bodily functions  (anybody recoqnize these little
slimeballs? Well, I'm not above borrowing from a master). For a
number of reasons  they preferred  intelligent hosts,  and they
enslaved  most of the  known part  of our galaxy,  annexing the
technology  of their slaves in the process  (this is the reason
for all those diverging technologies found on different Ancient
sites). They experimented on human, lupine and other stock from
Terra and on  numerous other races  from other worlds  in their
efforts to produce  the perfect subject.  They were  altogether
extremely not-nice, and if anyone wonders why I don't call them
Slavers and be done with it, it's because "slavers" is quite an
ackward word in danish.
  To the reptiloid 'STREE,  the manners, outlook, pilosophy and
behaviour of the  Masters  were an  abomination.  Their genetic
manipulations were downright blasphemous. Added to this was the
fact that Masters reproduced about once a century by fissioning
and seemingly lived forever (barring accident or violence).  As
anybody familiar with geometric progressions will know, that is
nothing less than a catastrophy waiting for a chance to happen.
The Masters firm resolve  to enslave any being they could  (and
exterminate any being they couldn't) was real unpopular too. So
shortly after the first  contact with the Masters,  the  'stree
quietly began organizing an extermination program of their own.
  The  'stree was an extremely old race even 300.000 years ago.
They had  been  mostly confined  to  their own planet  by their
concentration  on the social  and psionic  sciencies.  Now they
evolved  their  own  technology  in  record time,  enlisted the
diminutive droyne as troops (most droyne were too small to host
a Master,  and  their  psionic  talents  helped them detect the
caracteristic  double mind of a masterdriven sophont)  and went
to war!

Provisional timeline:

- -300.000 The  Masters thrive.  They transplant humans  to other
         worlds,  experiment on various terran and otherworldly
         fauna in an attempt to breed the perfect "steed",  and
         generally muck about.

- -250.000 Masters contacts  'stree planet;  final war begins and
         lasts for 2.000 years, resulting in the total (total?)
         extermination of the Masters.

- -248.000 The  'stree  retire  to  their  planet leaving droyne,
         vargr and humans to their own devices.

 -75.000 Nadir  of  droyne  race.  The mysterious "Grandfather"
         ('stree wanderers)  visits about  20 droyne worlds and
         introduces the coyns.

     328 Foren Caliphren Doon is marooned on Frisini (later re-
         named Beck's World) in the Regina subsector.  He finds
         an ancient Master stasis field  and releases a Master.
         Establishing proper control of Doon without destroying
         his mind (completely) is difficult,  but  "Number One"
         has both time and patience.

     335 Doon  is  rescued.  Number One  decides  to search for
         other survivors.  As a cover  he makes  Doon establish
         the Octagon Society.

     423 Number One fissions.

     499 Number One  and his  "brother"  Number Two  decides to
         abandon the search and leaves for the core, where they
         intend to infiltrate the very top of Imperial society.
         Unfortunately  (for them)  upper-class  imperials rou-
         tinely employs psionic adepts as security guards,  and
         a Master-driven person is amazingly conspicious to the
         telepatically endowed.

     800 The Masters, now 32 in numbers,  succeeds in provoking
         the psionic suppressions in order to eliminate psionic
         adepts and lessen the risk of exposure. The move works
         to a degree,  but  the highest levels of  the Imperium
         continues to employ psionic adepts in secret.

    1116 The Masters unleashes a plot to eliminate Strephon and
         put a successor that they already controls on the Iri-
         dium Throne. The move is not totally succesful.

Provsional campaign outline:

  The players  are in year 1112 now.  In 1113 they will be sent
on a long exploration voyage into the Foreven and Far Frontiers
Sectors. Here, on the egde of charted space, they will encount-
er the planet of the  'stree,  the first humans to have done so
for six or seven centuries.  On the surface the 'stree seems to
be just another low-tech barbarian culture, and the description
of them will be aimed at reinforcing that impression. You know;
big, strapping, muscular, spear-toting lizard-men wearing loin-
cloths  and tough expressions.  The 'stree elders will take the
opportunity to scan the  player's ship's library data  (child's
play to a cybernectic telepath).  They get suspicious over some
clues to  the existence of the Masters  (Hey,  The Psionic Sup-
pressions were rather conspicuous). They can't be sure, but de-
cides to check it out.  On leaving,  the captain will recieve a
'stree servant ("We have  a parting present for you, Captain.").
If nessessary  with a little  pressure  ("Oh, I couldn't accept
that."  "Very well,  Massa Captain;  in that case we'll have to
excecute him...").

  They should return to  The Spinward Marches in 1116,  just in
time for the s**t to hit the fan. First the 'stree will somehow
manipulate  the  players  into a  round trip of  The Marches in
order to look for proof of the existence of the Masters, culmi-
nating in a visit to Twilights Peak. Next they will have to vi-
sit several of the warring  factions in order to discover which
one is controlled by the Masters. An extremely vicious fight to
eliminate  said Masters follows.  Finally, their  'stree friend
will agree to help them clean up the mess and restore The Impe-
rium, but they'll have to figure out how by themselves.

  Well, there you have it. Any comments?

   Hans Rancke, University of Copenhagen
          ..mcvax!diku!rancke

- --=-=-=-=-=-=-=-=-=-=-=-=-=-=-

- - I hate it when people call me paranoid.
  It makes me feel persecuted.

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-------- TML Message #212 --------

Date: Thu, 9 Mar 89 23:53:00 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: Problems
Archive-Message-Number: 212



Well I've been GMing Traveller for a while, and just recently started GMing
a group of guys here in Berkeley.  Now when they were rolling up their 
characters, they were using the new MegaTraveller Rules, and they were all
rolling Naval Enhanced characters, and Merc characters.  Well one thing led
to another, and I of course watched to make sure no "flubbing" of the dice
occured, and all was kosher.  Well on 3 of the 5 guys rolling up Navy personell
shocked me with there characters.  Two of them were Commodores, and one of
them was a Fleet Admiral.  These guys were also only around 44 to 52 years
old.  Now I can't quite understand why anyone would retire at that age, from
the military, with so many benefits, also I'm quite shocked they got that
far in such .... ooops, made a mistake, I was looking at a the other guys,
the ages should be Fleet Admiral (38), Commodore (34), Commodore (42).  Now
the last guy isn't so bad, but a Fleet Admiral at 38!!!!  I think that's
quite incredible, but if you look at at the time period he was in the forces,
He joined during the 5th Frontier War, but still.

My question to all of you is, do you think the rank progression is too fast
in the Enhanced Character Generation.  I mean, if I got Strikes one after
another, it's possible to be an Admiral at age 22-24, if you make all your
promotion rolls.

Don't E-mail me, post it.  That's what this list is for, right?

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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


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-------- TML Message #213 --------

Date: Fri, 10 Mar 89 09:33:11 EST
From: (Charles Martin) martin-charles@yale.arpa
Subject: Starting Skills
Archive-Message-Number: 213


Adrian and Glenn both propose ways to make "normal" generation characters
equivalent in number of skill levels to those generated from Mercenary, etc.

To be heretical, I'll suggest the reverse: "advanced" generation characters
get only two two-year-long "missions" per term instead of four year-long
missions, and thus end up with about the same number of skills as "normal"
generation characters.

Alternatively, for those who don't mind some additional dice rolling,
"advanced" generation characters must roll 7+ for each level gained, with a
DM -current skill level.  This makes high skill-level characters a rarity.
Variation: must roll 8+, DM +current skill level, making specialization the
norm.

Why do this?  Because I think Traveller characters with just a few skills
are more fun to play.  The skills can be used to generate a colorful
background, since that background is constrained enough (by career and
skills) to stimulate the imagination but unconstrained enough (not too many
skills) that the justification isn't boring or ignored.  Using these
techniques, Mercenary characters who want ACR-4 are not going to have a lot
of other skills---they will be combat specialists and that's all.

Related note on skills:  Does anyone else think it odd that characters get
a generic "gun combat" skill where they get to choose the weapon group of
choice while they have no choice as to which "knowledge" skills they will
achieve?  In reality, the reverse seems to be the case: you will be trained
on whichever weapons your unit uses, while you will learn the "science"
that you are most comfortable with.

Charles Martin // INTERNET: martin@cs.yale.edu // BITNET: martin@yalecs.bitnet
UUCP: {cmcl2,harvard,decvax}!yale!martin


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-------- TML Message #214 --------

Date: Fri, 10 Mar 89 21:02:32 MST
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: Re: Problems
Archive-Message-Number: 214



This is in regard to a submission about 22year old Fleet Admirals. If you
read the player's manual carefully, it says that officers get promoted
only ONCE a term unless they get assigned on Special Duty as Military
Attaches. This means that your Average Fleet Admiral will take about 7
terms and will be 48 or so. Theoretically if he burns a load of Brownie
points can get Special Duty every tear or so you can be a 22 year old
Adm. But not by just going on strike missions. NCO can get promoted every
year and sometimes do so but 28 year old Master Gunn Sergeants are rarely
a problem. 90% of the time the above rule restricts officer promo to once
every 4 years. Special duties(as should be) being the only exception. 
I generally tell my players that Fleet Admirals don't go scumming around 
so most PC's are restricted to rank O4(Commander) O5(Captain) at most 
unless u give me an awfully good reason to let you. A Fleet Adm. wanted for
treason or negligence on the run from Naval Int will brighten any
campaign up. But quite a few PC's don't like that view so they can't have it.

	Ameer Z. Sulaiman.


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-------- TML Message #215 --------

Date: Mon, 13 Mar 89 00:36:57 MST
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: MT merchant help
Archive-Message-Number: 215


Hi,

I'm running a MegaTraveller campaign based around a Subsidized Merchant.
I'm beginning to have a few problems with the system for trade.

1. When you are seeking passengers it says as +DM to number of pass.
use source-destin TL. Implying that more people travel from Hi Tech to
Lo Tech worlds. Tourism seems a thought but is there anything else that
may be a reason for the above DM.

2. When you roll on the Cargo Table. How exactly do you know what is
freight and what is cargo? Also their is a vague mention at the end to the 
effect that the resulting cargo is ALL the cargo available on the world.
If that means for a given destination, that's ok but if it means for 
all how do you figure? Merchant Prince implied that what u get from the
table is all Cargo(Speculative kind) if u don't buy it, it becomes 
freight? Thoughts....

3. How has someone else handled a merchant campagn out there?

4.If you have a J-1 ship with extra fuel tanks but you are jumping
across 2 parsecs with passengers. Do you charge them for 2 jumps 
or just one. If there is an 'official' rule to the effect( that I missed)
I'd like to hear of it, also if any personal solutions to the problem.
The Encyc. mentions to the effect that you charge for each jump. But
it doesn't make sense, it seems to assume that you are making a jump 
through an inhabited system so the person can get off. But in many cases
the first jump is to deep space and the next to a system. Seems like a
fleece for passengers and a game bug ready to blow.

Thanx in advance y'all.

	Ameer Z. sulaiman.

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-------- TML Message #216 --------

Subject: Re: Problems
Date: 13 Mar 89 12:17:30 PST (Mon)
From: jamesp
Archive-Message-Number: 216



> Don't E-mail me, post it.  That's what this list is for, right?

Right!  But, I won't add a me-too reponse to one sent to the list
just a day or so ago, which was:

	THOU SHALT LIMIT COMMISSIONED OFFICER PROMOTIONS TO ONCE/TERM.
	EXCEPTION: OFFICER'S SPECIAL DUTY ASSIGNMENTS.

I know, I tripped over this one many times until I read the fine print.

Another thing people trip over and forget to do often is the the Navy's
Specific Assignment Retention rule, which states that you keep the same
specific assignment during the next 1 year on a 1D roll of exactly 6.

James

- ------------------------------------------------------------------------
James T. Perkins		    Traveller Mailing List Administrator
Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
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INTERNET: traveller-request@dadla.la.tek.com
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> Don't E-mail me, post it.  That's what this list is for, right?

Right!  But, I won't add a me-too reponse to one sent to the list
just a day or so ago, which was:

	THOU SHALT LIMIT COMMISSIONED OFFICER PROMOTIONS TO ONCE/TERM.
	EXCEPTION: OFFICER'S SPECIAL DUTY ASSIGNMENTS.

I know, I tripped over this one many times until I read the fine print.

Another thing people trip over and forget to do often is the the Navy's
Specific Assignment Retention rule, which states that you keep the same
specific assignment during the next 1 year on a 1D roll of exactly 6.

James

- ------------------------------------------------------------------------
James T. Perkins		    Traveller Mailing List Administrator
Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
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INTERNET: traveller-request@dadla.la.tek.com
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-------- End of TML Messages --------


-------- TML Message #217 --------

Date: Mon, 13 Mar 89 17:06:46 MST
From: (SULAIMAN) asulaima@orion.cair.du.edu
Subject: MT Ship
Archive-Message-Number: 217



For those MT referees who looked at the patrol cruiser in the Encyclopedia
and wondered how the Type T could supress pirates with 1 beam and 1 missile
here is the real Type T. Consider the book version(which is wrong anyway)
as a stripped down high endurance version. BTW EMM was removed because
most of the time in custom duty you have to announce yourself anyway and
if he's unfriendly he'll shoot. Besides EMM doesn't help once you are
engaged. Electronic Circuit Protection is useful in avoiding damage.
(Subtract 1 from all Comp hits, comp-2 becomes comp-1, comp-1 becomes 
no effect). Its low on endurance but its still better than the CE and 
with internal fuel tanks comparable to the Corsair. 

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


			PATROL CRUISER


	CRAFT ID:	Patrol Cruiser, Type T, TL 15, MCr 202.18 
	HULL:		360/900, Disp=400, Config=1SL, Armor=40G
			Unloaded=3912t, Loaded=4843t
	POWER:		28/37, Fusion=5004Mw, Duration=14/44
	LOCOMOTION:	60/80, Maneuver=4, 22/29, Jump=3
			NOE=190kph, Cruise=750kph, Top=1000kph
			Agility=0
	COMMUNICATION: 	Radio=System
	SENSORS:	Passive EMS=Interstellar, ActiveEMS=FarOrbit
			Neutrino=10kw, Densitometer=HiPen/1km
			ActObjScan=Rout, ActObjPin=Rout
			PasObjScan=Rout, PasObjPin=Rout
			PasEngScan=Simp, PasEngPin=Rout
	OFFENSIVE:	Missiles = x 0 3
				Batt   2
				Bear   2

			Beam Laser= x 0 4
				Batt	2
				Bear	2
	DEFENSE:	DefDM= +5
	CONTROL:	Computer=4x3, Panel=Holodynamic link x 500
			HeadsUp x 5, Electronic Circuit Protection
			Environ= basic env, basic ls, extend ls, 
			grav plates, inertial comp.
	ACCOMODATIONS:	Crew=11(Bridge=2, Command=1, Eng=2, Gunn=5, Medic=1)
			Staterooms=12, Low Berth=4, SubCraft= G-Carrier,
			30t Ship's Boat.
	OTHER:		Cargo=675, Fuel=1961kl, Scoops, Elec. Circ. Prot.,
			ObjSize=Average, EMLevel=Moderate	

This military vessel is commonly used for customs, piracy suppression and
safety. Addition of a collapsible 40t fuel tank in the cargo bay increases
endurance by another 9/27 days. For customs operations it can carry upto
13 Ship's Troops.



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


Comments. Suggestions... other ships????

	Ameer Z. Sulaiman.

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-------- TML Message #218 --------

Date: Mon, 13 Mar 89 11:38:26 MST
From: cs.utah.edu!caeco!olyis!sol!jlp@uunet.UUCP (Jan L. Peterson)
Subject: MT merchant help
Archive-Message-Number: 218


Ameer,
	I decline to comment on the first three questions, but as for
number four:
>begin included text:
> 4.If you have a J-1 ship with extra fuel tanks but you are jumping
> across 2 parsecs with passengers. Do you charge them for 2 jumps 
> or just one. If there is an 'official' rule to the effect( that I missed)
> I'd like to hear of it, also if any personal solutions to the problem.
> The Encyc. mentions to the effect that you charge for each jump. But
> it doesn't make sense, it seems to assume that you are making a jump 
> through an inhabited system so the person can get off. But in many cases
> the first jump is to deep space and the next to a system. Seems like a
> fleece for passengers and a game bug ready to blow.
>end included text.

I would tend to give people a small price break.  After all, your
costs are lower (maintenance on jump-1 drives is less than jump-2) and
they are taking twice as long to get to their destination.  If yours
is the only run to the destination system, however, charge all that
the market will bear.

One thing that I might do (if I were the owner of such a ship), is put
gambling tables and such in the lounge.  Give the passengers an extra
week to gamble.

	-jan-
- --
        Jan L. Peterson
UUCP:   { ...!utah-cs!caeco | quad1 }!olyis!jlp
Mail:   Olympus Software, Inc.; 1333 E 9400 S; Sandy, UT 84093 (USA)
Phone:  +1 801 572 1610

Polymer physicists are into chains.

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-------- TML Message #219 --------

Date: Tue, 14 Mar 89 11:56:20 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: Ships & Background
Archive-Message-Number: 219



For all you enjoying the PBM, I thought I'd let you see the ship they are
cruising in.  It's not a standard Free Trader, plus I've encluded some 
background info to add to the PBM. Here it is:


			Free Trader Ulysses

Craft ID:  Free Trader, Type AN, TL15, MCr60.63

Hull:  180/450, Disp = 200, Config = 1SL, Armor = 40G
       Unloaded = 1373, Loaded = 1509

Power:  5/10, Fusion = 1260Mw, Duration = 25/75

Loco:  4/8, Manuever = 1, 6/12, Jump = 2
       NOE 190 kph, Cruise = 750 kph, Top = 1000 kph
       Agility = 3

Commo: Radio = System

Sensors:  Passive EMS = Interstellar, Active EMS = Far Orbit
	  ActObjScn = Rout, ActObjPin = Rout, PassEngScn = Routine

Off: 2 Hardpoints, no weapons

Def: DefDM = +6

Control:  Computer = 2/bis x 3, Panel = Holographic link x91 
          Special = Heads-Up & Heads-Up Holographic 
	  Environ = basic env, basic Ls, extn Ls, grav plates, inertail comp

Accom:  Crew = 3 (Bridge = 1, Engineer = 1, Medic/Steward = 1)
        Staterooms = 8

Other:  Cargo = 1054 kliters, Fuel = 788 kliters
	Obj Size = Average, EM Level = Moderate


History:
- ---------

Architect:  Eric Anderssen, Regina 68-1094

Hull Laid Down:  100-1094

Maiden Flight:  145-1097

Original Owner:  Jan Morris

Payments Left: none (craft was pre-paid for)

	Jan Morris was the son of a wealthy Noble, he was fond of women (of
course :-), ships, and space.  At the age of 22, he left the Navy, and started
a small shipping business.  By 11-1085 he had grown from one ship, to a fleet 
of seven, then tragedy struck.  While cruising on a modified Subsidized
Merchant, which was his private ship, he was attacked by pirates, and his wife
was taken, and his son killed.  Jan escaped with his life by pure accident.  The
attack took place while he was in the engine room, and the first laser hit, 
jammed the door to the compartment.  The ship was boarded, stripped of valuables, and left a hulking wreck.
	Jan managed to free himself and land his craft.  When his father heard 
of the incident he was outraged, and put a bounty on the pirate leaders head.
His name, at that time, was Yurl Hagard.  A known pirate from the frontier.
It took five years for Jan to recover from the loss, and when he did he began
design of a new ship, the Ulysses.  Selling his Subsedized Merchant, and with
a loan from his father, he placed the order on 5-1093, and a year later, the
architect had the plans ready.  The hull was laid down as soon as it was able
and then the ship became a reality.  Having now weapons possible, unless 
sacrificing precious cargo space, its main threat was it's agility, and still
claims to be the most agile merchant craft ever built, in its tonnage class.
	Jan picked a new crew, and one of his first choices was a young and
upcoming merchant, Jordan Moray.  Jan and Jordan flew together for eight years
and then the second tragedy occured in Jan's life.  While in th Regina Subsector
, Jan heard that a person fitting the description of Yurl was on Regina.  The
rage was seen by Jordan growing in Jan.  Jan dumped his cargo and ran to Regina
at faster than light speed.  Landing on Regina, he set Jordan and the rest of 
the crew to finding cargo to be hauled, while he went in search of the Yurl
look-alike.  He was so caught up in his hate, that he had forgotten the Law 
Level, and kept his Gauss Pistol with him.  When entering the Merc Hangout, a  
local bar in Regina, he "bumped" into the Yurl look-alike.  He drew his weapon
without thought, and would of fired if he could, but an undercover police
officer saw him draw, and called him to halt.  Jan spun to see who it was, and
the officer fired once from his auto-pistol, mortally wounding Jan in the chest.
	Jan died minutes later.  The crew was called to identify the body, and
the officer was not cited for incorrect proceedure.  No one at the bar remembers
seeing anyone who fit the description of Yurl Hagard, but its rumored that he
was on Regina, and might have even had a play in Jan's demise.  From merchant
code of law, the ship rightfully passed to Jordan Moray, who assumed full
duties of Captain.  In 1114, he disbanned his old crew, because of lack of
funds, and in 1115, allowed Erekosse Wildantor to join him in starting a 
merchant fleet.  So far they have had little success, running jobs all around 
the Spinward Main, but who knows .....





********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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


The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #220 --------

Date: Tue, 14 Mar 89 11:45:54 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: PBM: Turn #5
Archive-Message-Number: 220



Well A lot of people said they read these turns, so I'm still posting to
here.  I'm also posting these to the Traveller Mailing List, to catch them
up too.  You are still about 1 month behind the players, and I think you'll
catch up in 3 weeks.  Well here's Turn 5 in it's entirety.

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


Well here is turn #5, and I must say, I think it's going good so far.  Tell
me what you think.  If you like the progress so far, or you think the senario
is a bit goofy.


********************************************************************************
				NOTES
********************************************************************************

Maps of the ship will FINALLY go out in the mail on Wed. Feb 23.  I photo
copied them, so sorry for the quality.

For all of you who read rec.games.pbm, I will start posting the original moves
there, just to let everyone read them.  I might also post to rec.games.frp.

Also, if you want to make the due dates for the turns closer together or 
father apart, tell me in your next response, since I never thought to ask if 
you guys like waiting two weeks. 

********************************************************************************
			Players' Move
********************************************************************************


	Steve notices that Roberts' gun is still on the floor and he picks it up
.  Samantha says to him as he's doing this, "Nice moves . . . you spent so much
time at the hologames, I thought you spent your service time flying a desk."
	"No, not really, it's just that I never really got to play games while
on duty, and I sure miss them.  By the way, thanks for the help."
	"No problem.  If he's gonna be stupid enough to draw a gun with a person
on either side of him, he deserves to be taken out.  Such an amateur."
	"You said it," says Steve.  He walks over to the Captain and says, "This
is quite odd," displaying the gun.  "It seems that the bullets in the magazine,
and in the chamber have wax points."
	"Odd indeed," says Captain Moray. "But first I thank you all, and 
espcially you Steve, for bringing the extra precaution along," he points to the 
gun now visible underneath Steve's jacket. 
	"Sorry sir, but it's just that old habits die hard.  I didn't know if
anyone else here could be trusted, no offense sir, but it's just a precaution
that I've learned to take from the old days.  You see, I was a Force
Commander in the Corps, and I guess my reaction was just textbook.  I would
have tried to warn you about this earlier, but I didn't get the chance to talk
to you alone, and I didn't want to get the other passengers worried, possibly
over something trivial."
	"No harm done, and I offer this instead, how'd you like to help, and
do some security for me."
	"I'd like that sir."
	"Good.  I'ld also like to enlist both of you in this endeavor, if I may.
Since it seems you are both to be trusted."
	"What do you want us to do," replies Erc.
	"First off, I'm going to join their 'interrogation', and I want 
Erekosse to give you each your weapons, and arm himself.  Samantha or you Erc, 
should punch up that badge, while the other goes with Erekosse to check out
Hubert's cargo.  See if you can get into it.  Steve, I want you here, in
case things get messy."
	"Right."

	As soon as Erekosse leaves, Dan and Charlie walk out of their stateroom.
They both still look a little spooked.  The go over to the chessboard, and sit-
down to a quite game of chess.  They don't say anything to anyone, and fear 
still burns in their eyes.

	Erc has left with Erekosse, and Samantha says to the Captain, "You know,
I know some people on Aramanx.  Maybe we could help these guys, if they are for
real, nail the buyer.  We still have his cargo and his ID.  If we get enough
info, one of us could say we came from him, and set up the deal.  None of us are
connected with Imperial Law Enforcement . . . it would be perfect."
	"Sounds interesting, I'll think about it."
	Steve sits hismself down in a G-cushion chair, in the common room.  He
has a good view of the corridor, and especially Roberts stateroom.  His jacket
is unbottened.  Captain Moray punches the button and the door opens, Robert, Moe
and Curly are having a discussion.

	Samantha sits down to the CRT and punches up some info on the Imperial
Bureau of Investigation.  The computer says the the ID is from the Commerce
Division of the IBI, and that the agent using it is Undercover, the ID is 
valid as of last computer update, which was 18-1105.


********************************************************************************
			Crew Move
********************************************************************************

	Erekosse brings Erc downstairs, and into the Crew's Lounge.  He goes 
to the ships' locker door, punches in the security code, and opens it.  He 
hands Erc his Auto Pistol, but Erc says, "You use it, I'ld like to use the
Laser Pistol, if you don't mind." 
	"I guess it's okay, but I'm only giving you one power pack."
	"Fine."
	Erekosse also takes Samantha's Snub Pistol, plus an extra clip, and 
then shows Erc to the cargo bay.  They walk around for a few minutes, and then
they see the crate.  It's quite large, about 6-8 tons.  The crate is quite 
normal except for the vaccum sealed door, and the keypad computer lock.  
	"What do you think," says Erekosse.
	"Don't know, looks can be decieving."
	"Can you get into it?"
	"I think so, how about getting me an electronic, and mechanical tool 
set, and I'll see what I can do."
	"You got it," says Erekosse as he goes and gets the necessary tools.

	After Erekosse gets Erc the tools he needs, he goes back to the crew
lounge and sits down on a couch.  He gets out the medical kit, and re-dresses
his wound.  The Captain did a good first-aid job, but it needed to be done
properly.  He then goes to his stateroom and gets on a new pair of pants, plus
a holster for the pistol, and puts it on.

	Captain Moray is given a chair, and asked to sit next to, or behind
Moe.  Robert is sitting on his bed, cradling his broken wrist and is flanked
by Curly, who has hooked up two probes to Robert, one on his hand the other on
his forehead.  Moe begins by asking simple questions about names, places, and
dates.  Robert is quite seroius in all his answers, and it's noticeable, he's
trying to contain himself.  Curly is monitoring the questions, in a box, and
it's quite easy to see that this is a lie detector.  
	Moe has moved the desk, and has a bunch of papers on it, plus a 
recorder.  They (Moe, and Curly) seem to take no notice of Robert's wounds, and
continue the questioning.  

	Erekosse comes upstairs and hands Samantha her Snub Pistol, holster, and
an extra clip of ammo.  Dan and Charlie both see this, and it is quite 
disturbing to both of them. Erekosse nods to Steve, who doesn't respond, and 
walks down the corridor to Roberts stateroom.
	Erekosse enters, and Robert is startled a bit.  Curly asks, after 
Erekosse is seated, if he could use the medical kit, to fix up Robert.  Erekosse
, with a nod from the Captain, gets it, and hands it to Curly.  After Curly
finishes, Robert continues to talk.  Most of the places are unknown to either
Erekosse, or the Captain, but to Moe and Curly they seem known.  They keep
talking for about an hour, and both Moe and Curly don't seem quite satisfied.

	An hour passes, and Erc is looking at a jumbled mess of electronic
circuits, and wires.  He throws the laser-tap to the floor and screams, "Shit!
Who made this damn thing?  Probably a fucking genuis."  He feels his patience
give out and he thinks, 'This is way above my expertise, but maybe not above
two men I know.  First, though, maybe I should ask the Captain.'

	Moe and Curly leave the stateroom, and so do Erekosse, and the Captain.
	"I hold you two personally responsible for endagering the lives of my
passengers ...," starts the Captain.
	"Us!" screams Moe, "If it wasn't for those two idiots, "pointing to
both Steve and Samantha, "none of what just happened would of.  I know you have
rights Captian, but let me tell you, those two are the ones who should be locked
up right now, not him."
	"Especially, since you just royally fucked our best chance to get to his
buyers," adds Curly.
	"Now hold on here," says the Captain.  "First of all, you two didn't
show any permits, and I want your guns now!  Second, I have real doubts who you
say you are, and until we get out of Jump Space, your on my ship, and you follow
my laws, and you two broke them, bigtime."
	"Okay, if you want our guns, take them," says Moe, and he and Curly hand
over their guns.  They are cut-down sonic stunners, real military stuff you 
gather, and they oddly weigh a good amount.  "But let's get one thing straight,
Curly or I gets to stay with that man, we are not leaving him alone, so he can
off himself.  We will switch off every 8 hours or so."
	"Fine, but the other will be confined to his stateroom.  And now, I'd
like to check your staterooms, if I may?"
	"Go right ahead," says Curly.


	The search of Moe and Curly's room produces 3 sets of ID for each
of them, they show up-to-date pictures of both, and have their "real names"
plus addresses.  The ID's are a military pass, government pass, and out-of
Imperial boundary pass.  Included are a few notebooks filled in info on Robert,
his meeting times, names, places, and other things.
	 Robert's room is then searched, with Robert's total objection, and you
find, an ID/Pass Card, possibly for a lock, or something else.  A hand computer,
that is still on, a disguise kit, toiletries, a clothing repair kit, plus a
blade w/scabbard.

	Moe and Curly both go into their stateroom, and Erc comes up to the
Captain, and says, "I can't break the lock, but I got a feeling that Dan and
Charlie might be able to.  Only because it's way above my expertise, and they
did say they were computer experts."


**************
Well, we seem to have some interesting stuff happening, eh?
What's next?

Reponses due, 3-1-89

Later ....

NOTE:  All material is copyrighted Brad Post, circa 1988, any use of this 
  material, for any reason, without the author's consent is a felony.

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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


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-------- TML Message #221 --------

Date: Wed, 15 Mar 89 08:22:45 EST
From: (David Goldston) goldston@med.unc.edu
Subject: removal
Archive-Message-Number: 221



Please remove me from your mailing list.  Thanks.

				David Goldston
				goldston@med.unc.edu

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-------- TML Message #222 --------

Date: Wed, 15 Mar 89 11:33:44 EST
From: (Arturo Perez) aperez@bronco.prime.com
Subject: add me please!
Archive-Message-Number: 222



Add me to your traveller mailing list!
Arturo Perez
ComputerVision, a division of Prime
primerd!cvbnet!aperez
Too much information, like a bullet through my brain -- The Police

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-------- TML Message #223 --------

Subject: Shall we change the list format?
Date: 15 Mar 89 14:34:48 PST (Wed)
From: jamesp
Archive-Message-Number: 223



Hello Everyone! Looks like the list is really steaming again.  I've
gotten about a dozen "add me" requests in the last week, and about 20
messages have flowed through the list.  Unfortunately, I've also got a
half-dozen "delete me" requests.

Most of the people who leave this list request it because they find they
can't keep up with the volume.  While it is true that probably most of
these people just aren't interested enough in the subject matter
anymore, one person said that it would be nice if the list was
"Digestified", that is, bunches of messages get sent out as a single
message weekly or bi-weekly, instead of everyone's individual messages
getting sent out to the list.  He said that the uncontrolled flow of
many small messages was somewhat annoying.

>From an administration standpoint, the Digest format has other positive
aspects.  One is that mail delivery can be postponed to non-peak hours.
Another is that fewer messages get delivered, since they go out in
bunches.

But it has its drawbacks.  The list administrator must come up with a
tool for preparing Digests, and a mechanism to fire them off (which I
don't mind doing, when I can find time).  Another drawback is that
submissions are no longer distributed instantly.  A final drawback is
that it becomes more troublesome to reply to individual messages in the
digest (even counting digest-bursting programs).

So, the questions:

	Do YOU want the list changed to a digest format?

	If you voted FOR a change to digest format,
	How often would you like delivery to occur?
	every 14 days? 7 days? 3.5 days? 2 days? 1 day? other?

	Other comments/opinions?  Am I full of crock for suggesting this :-)?

(I'm leaning toward yes, every 3.5 days, myself)

I would have suggested we move to a newsgroup of our own
(rec.games.frp.traveller or rec.games.traveller), but we haven't
demonstrated that a) we have enough people, or b) we have consistently
high traffic, yet.  (According to spaf, the USENET expert on these
things).

- ------------------------------------------------------------------------
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Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
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-------- TML Message #224 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Merchant help
Date: Wed, 15 Mar 89 9:49:16 BST
Archive-Message-Number: 224



>1. When you are seeking passengers it says as +DM to number of pass.
>use source-destin TL. Implying that more people travel from Hi Tech to
>Lo Tech worlds. Tourism seems a thought but is there anything else that
>may be a reason for the above DM.

TL difference is also a DM on the Cargo Table. All in all, it's almost
impossible to go profitably from a hi-tech world to a lower tech one.

>2. When you roll on the Cargo Table. How exactly do you know what is
>freight and what is cargo? Also their is a vague mention at the end to the 
>effect that the resulting cargo is ALL the cargo available on the world.
>If that means for a given destination, that's ok but if it means for 
>all how do you figure? Merchant Prince implied that what u get from the
>table is all Cargo(Speculative kind) if u don't buy it, it becomes 
>freight? Thoughts....

The Cargo Table is similar to the one in the old Book 2, Starships. It's
what you get paid Cr1000/ton to deliver. Speculative cargo was handled very
differently, and in my opinion much better; there was a big table of
different types of cargo; each had its associated base price, and DM's
for purchase and sale prices. You rolled on the Actual Value table both to
buy and to sell. The only problem was that trade class didn't affect what
you got, only what you paid for it. An industrial world was just as likely
to supply food as it was to supply machinery.

Does anyone have a good speculative cargo system?

>3. How has someone else handled a merchant campagn out there?

I've run merchants in solo "campaigns", both in Spinward Marches and Solomani
Rim sectors. Using the "Merchant Prince" rules, the Spinward Marches was very
difficult to make a profit in, unless you stuck to trading between two or
three nearby, suitably matched worlds. Regina and Ruie, for example. The
Solomani Rim was much more profitable, especially when I got to the Vegan
Autonomous District. Lots of Hi population worlds next to each other; you
couldn't go wrong!

>4.If you have a J-1 ship with extra fuel tanks but you are jumping
>across 2 parsecs with passengers. Do you charge them for 2 jumps 
>or just one.

Well, you definitely have to pay for life support twice. It's also going to
take you another week, and time is money. I'd charge them twice, but maybe
give them a discount if I were feeling generous and rich (i.e. if I were in
the Vegan Autonomous District).

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #225 --------

Date: Wed, 15 Mar 89 22:48:22 EST
From: (Charles Martin) martin-charles@yale.arpa
Subject: Merchant help
Archive-Message-Number: 225


    >1. When you are seeking passengers it says as +DM to number of pass.
    >use source-destin TL. Implying that more people travel from Hi Tech to
    >Lo Tech worlds.  Tourism...

    TL difference is also a DM on the Cargo Table.

I suggest you use the MINIMUM of source and destination as DM.  So flows
are the same in both directions.

    Lots of Hi population worlds next to each other; you couldn't go wrong!

Funny, when I travelled through that area, the authorities were well aware
of profits to be made and either (1) the merchant cartels leaned heavily on
so-called "free traders" (sugar in your LOX) and took a hefty bite out of
profits (reducing them to zero) or (2) the level of taxes or bribes
required lowered profits to zero.  Competitive market, you know...

Charles Martin // INTERNET: martin@cs.yale.edu // BITNET: martin@yalecs.bitnet
UUCP: {cmcl2,harvard,decvax}!yale!martin


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-------- TML Message #226 --------

Date: Tue, 14 Mar 89 23:04 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Re: Merchants
Archive-Message-Number: 226


>Hi,
>
>I'm running a MegaTraveller campaign based around a Subsidized Merchant.
>I'm beginning to have a few problems with the system for trade.
>
>1. When you are seeking passengers it says as +DM to number of pass.
>use source-destin TL. Implying that more people travel from Hi Tech to
>Lo Tech worlds. Tourism seems a thought but is there anything else that
>may be a reason for the above DM.
>
According to Traveller and The Merchant Prince (Book 7) it says:

Add (or subtract) difference between source world and market world tech
levels.  This would imply that there would be a want to travel to low tech
worlds.  In the past I have ruled that more people want to go to the high tech
world, but being the devils advocate, if I know how to build air rafts, then I
can get a real high paying job on a low tech planet.  Call this one as you
like.  I send more people to the high tech world.

>2. When you roll on the Cargo Table. How exactly do you know what is
>freight and what is cargo? Also their is a vague mention at the end to the
>effect that the resulting cargo is ALL the cargo available on the world.
>If that means for a given destination, that's ok but if it means for
>all how do you figure? Merchant Prince implied that what u get from the
>table is all Cargo(Speculative kind) if u don't buy it, it becomes
>freight? Thoughts....
>
Well, I think that you would make two rolls.  One to see what freight is
available and another to see what cargos are avaiable.  This is because you are
dealing with two different agencys.  First, frieght is something that someone
wants shipped.  Finding this cargo would be found through some shipping company
(kinda like Greyhound or UPS).  Speculative Trade cargo requires the trader to
go around to various agencys or brokers to buy goods.  You would not go to UPS
for this, but rather some wholeseller/warehouse.  Under the old rules, you
rolled for the amount of freight but only got one speculative trade cargo.


>3. How has someone else handled a merchant campagn out there?
>
The only bad thing about a merchant campaign is the players (mostly the ship
captian/master) ends up doing a solo game that has no role-playing.  It is
travel, get cargo sell cargo etc.  The rest of the players get kinda board with
it.  Also, as a ref, I find that I give them too much cash.  My players are
cleaver and they find ways to manipulate the system to always make a profit.
We have had fun with it and it is a way to raise capital in a hurry.

>4.If you have a J-1 ship with extra fuel tanks but you are jumping
>across 2 parsecs with passengers. Do you charge them for 2 jumps
>or just one. If there is an 'official' rule to the effect( that I missed)
>I'd like to hear of it, also if any personal solutions to the problem.
>The Encyc. mentions to the effect that you charge for each jump. But
>it doesn't make sense, it seems to assume that you are making a jump
>through an inhabited system so the person can get off. But in many cases
>the first jump is to deep space and the next to a system. Seems like a
>fleece for passengers and a game bug ready to blow.
>
I don't think that it is ever said.  However I think that you would probably
charge them the one system value.  They are going to be inconvinenced by the
two week journy and the fuel doen't cost that much.  The overhead
(environmental controls) for the second week is going to cost more, but I think
that a trader would take a smaller profit if it ment a full load.  A lot of
role-playing can come from this.  If your ship is the only one in the area and
there isn't a lot of choice, the passengers will be cut throat and pay big
bucks for that stateroom.  Where as on a high visability world, why should I
pay 10,000 cr to spend two weeks on that scrap when I can pay the same amount
on Joe's Far Trader and get there in one week.

Just as in real life, supply and demand are in effect.  If you are competeing
with a large lines who happens to hub on this system, you aren't going to find
anyone who will pay 10Kcr to make a two week jump.

>Thanx in advance y'all.
>
>    Ameer Z. sulaiman.
Quite Welcome.
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

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-------- TML Message #227 --------

Date: Wed, 15 Mar 89 08:47 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Ship Maps
Archive-Message-Number: 227


I was thinking of a way to send ship maps to everyone and I was curious as to
what format you would like them in.  I have a friend with autocad so I should
be able to get the files in several different formats.  What format do you
think would be the widest of use?
   a) Post Script
   b) HPGL
   c) GIF (or some other screen format)
   d) or just a list of X,Y coordinates that you can use your own software
      to print?

Please respond by E-Mail and I will post a follow up with the responses if you
are interested.

Thanks
Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01


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-------- TML Message #228 --------

Date: Wed, 15 Mar 89 22:06 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Exploritory Trader Class Ship
Archive-Message-Number: 228


Here is a ship that I have been tinkering with using MegaTraveller's ship
construction rules.  I basiclly perceive it to be a large trading vessel.
Unfortunatly, I was unable to dervive sufficent cargo space to pay for a
larger jump/manuver drive combo.

Let me know what you think, and if you see any terriable errors let me know.
I plan to use this ship in my upcoming game which will kind of be a Leviathan
adventure (Adventure 4).  This configuration should be able to turn a profit
(bairly).

CraftID:  Exploritory Trader, Type AE, TL-15, Mcr: 432.6295
Hull:     1800/4500, Disp=2000, Config=7, Armor=40G
          Unloaded=11041.262, Loaded=12061.262
Power:    3/6, Fusion=9000Mw, Duration=30/90
Loco:     36/72, Manuver=1, 54/108,Jump=2, Agility=1
Commo:    Radio=System, Maser=Far Orbit
Sensors:  PassiveEMS=Intersteller, ActiveEMS=Far Orbit,
          Densitometer=HiPen/1km, Neutrino=10Kw,
          ActObjScan=Rout, ActObjPin=Rout,
          PasObjScan=Rout, PasObjPin=Rout,
          PasEngScan=Simp, PasEngPin=Rout
Off:      Blaser=x04, Missle=x03       (2 3xMissle, 2 3xBlaser Turrets)
            Batt x02         x02
            Bear x02         x02
Def:      DefDM=+6
          Sand=  x06
            Batt x01
            Bear x01 (4 2XSand Turrets)
Control:  Computer=Model5X3, Panel=Holodynamic LinkX10,
          Special=Holographic HeadsUP, Environ=basic env, basic ls,
          extended ls, grav plates, inertial comp
Accom:    Crew=33 (20 Staterooms) (Bridge=4, Eng=7, Gunner=5, Subcraft=4,
          Troops=6, Command=4, Stewerd=2, Medic=1), HighPassage=10
          SubCraft=Modular Cutter, Launch
          Cargo=12141Kliters (899 Tons), Fuel=7290Kliters,
          ObjSize=Large, EmLevel=Moderate
          MissleStorage=100 Missles (Std), Unused Power=2668.618Mw

This ship is loosly based on the older Leviathan Merchant Class Ship.
While, it is some 200 tons, larger, this space has gone into a larger
cargo bay (The original had 70 tons).  Jump and Manuver were cut back
since this will work jump-2 worlds.  The ship contains four decks, and
three sections.  The top and bottom decks are landing bays for the
Modular Cutter (cargo and fuel modules) and the ship's launch.  These
decks are in the center section of the ship only.  Engineering takes
up one section and is comprised of four decks.


               /----------------------\ /----------\
 /---------\ /                         |            |
|___________|__________________________|____________|
|           |                          |            |
 \---------/ \                         |            |
               \----------------------/ \----------/

                  Modular Cutter         Engineering
 Bridge/Crew      Cargo and Fuel         Engineering
Comm/Passengers   Cargo and Fuel         Enginerring
                  Launch                 Engineering


There are 10 air locks (four in the crew/passengers, four in
the cargo area, and 2 in engineering)


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-------- TML Message #229 --------

Date: Thu, 16 Mar 89 09:38:27 est
From: (Paul Martenis) leeds%cfa209@harvard.harvard.edu
Subject: Passengers and tech levels
Archive-Message-Number: 229


trav.pass

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-------- End of TML Messages --------


-------- TML Message #230 --------

Date: Thu, 16 Mar 89 09:40:12 est
From: (Paul Martenis) leeds%cfa209@harvard.harvard.edu
Subject: Passengers and tech level
Archive-Message-Number: 230


Whoops, I think I messed this up the first time.  Sorry....

>> 1. When you are seeking passengers it says as +DM to number of pass.
>> use source-destin TL. Implying that more people travel from Hi Tech to
>> Lo Tech worlds. Tourism seems a thought but is there anything else that
>> may be a reason for the above DM.
>
> According to Traveller and The Merchant Prince (Book 7) it says:
>
> Add (or subtract) difference between source world and market world tech
> levels.  This would imply that there would be a want to travel to low tech
> worlds.  In the past I have ruled that more people want to go to the high tech
> world, but being the devils advocate, if I know how to build air rafts, then I
> can get a real high paying job on a low tech planet.  Call this one as you
> like.  I send more people to the high tech world.

	How about this for a compromise of sorts:

	From low tech to high tech worlds you get a lot of country
hicks going to the city to hit the big time.  From high tech to low
tech you get tech experts going for the high paying jobs.  And going
round trip are the rich tourists.

	Thus, the low passages tend to be full of country folk when
going from low to high (apply DM appropriately).  More mid-passages are
sold to techies going from high to low (apply DM as in the book).
Finally, the number of high passages is relatively independent of tech
level (no DM for TL).

	Caveat: I haven't tried this myself.  The thought only just
occurred to me.

- - Paul
- --
Paul L. Martenis		E-mail:	leeds@cfa
60 Garden St.			    or:	leeds%cfa209@harvard.harvard.edu
Cambridge, MA  02138 USA	Phone:	(617) 495-7284

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-------- TML Message #231 --------

Date: Thu, 16 Mar 89 10:30:16 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: Planets
Archive-Message-Number: 231



Okay boys I got a real mean question.  Has anyone figured out an easy way to 
generate the: length of day, year, and seasons of a planet created using the
advanced rules in Scouts (Book 6), or the new MegaTraveller Rules.  I would
greatly appreciate any help on this, since I really need to generate this
type of information for a game I am running.

Thnaks
(that's Thanks)

Brad Post
ARPA:  c9c-aa@dorothy.berkeley.edu
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-------- TML Message #232 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Merchant help
Date: Thu, 16 Mar 89 14:54:55 BST
Archive-Message-Number: 232



>    TL difference is also a DM on the Cargo Table.
>
>I suggest you use the MINIMUM of source and destination as DM.  So flows
>are the same in both directions.

I'd be inclined to scrap the TL difference entirely. Starport quality should
influence trade; trade classification should influence trade; population
should influence trade. I'd only expect TL to affect trade in industrial
cargo; a TL15 computer is worth more than a TL7 one, but TL15 fruit is still
fruit. It might have some effect on packaging, but that's all.

>    Lots of Hi population worlds next to each other; you couldn't go wrong!
>
>Funny, when I travelled through that area, the authorities were well aware
>of profits to be made and either (1) the merchant cartels leaned heavily on
>so-called "free traders" (sugar in your LOX) and took a hefty bite out of
>profits (reducing them to zero)...

I was running a subsidised merchant anyway. Serves you right for poaching on
my territory!  :-)

I still think that the old Book 2 system was far superior.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #233 --------

Subject: Re: Planets
Date: 16 Mar 89 21:30:46 PST (Thu)
From: jamesp
Archive-Message-Number: 233



This looks like it's meant to reply to the planets question.

- ------- Forwarded Message

Date: Thu, 16 Mar 89 20:03:45 EST
From: Stuart Stirling <silver@emory.mathcs.emory.edu>

[... copy of Brad's message ...]
Try Scouts, pages 43 and 46; Grand Survey (Digest Group: 1986), pages 26-27.
[... signature ...]

- ------- End of Forwarded Message

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-------- TML Message #234 --------

Date: Fri, 17 Mar 89 02:33:32 -0500 (EST)
From: em21+@andrew.cmu.edu (Eric Edward Moore)
Subject: Re: Planets
Archive-Message-Number: 234


>Okay boys I got a real mean question.  Has anyone figured out an easy
>way to
>generate the: length of day, year, and seasons of a planet created using
>the
>advanced rules in Scouts (Book 6), or the new MegaTraveller Rules.  I
>would
>greatly appreciate any help on this, since I really need to generate this
>type of information for a game I am running.
Unless I am mistaken a  formula for computing the length of the year is in fact
given in book 6
if there isn't a formula there The following should work:
        (r^3/2)/(m^1/2)
where r is the star-planet radius in AU and m is the stars mass in solar
(earth sun) masses. The result is given in earth years.
the length of day is highly variable and there isn't really any way to generate
it using any formula one good way might be to roll 7 dice and add them together.
This will generate results that fit roughly into an acceptable range (7 is a
little low, but is sufficiently rare) and will center around 24 hours which
seems to be a number conducive to human life
As for the seasons this is a diffucult question, as a season is really a change
in the climate. And as the climate at a given point on the surface of a given
planet is a function of a lot of variables I can't think of any way of
predicting the season without working it out on a case by case basis.
The equinoxes and solstices will however follow the same progression as they do
here being separated by 1/4 of the year.
I hope this was of some help.
        -Love Kisses and a Neutron Bomb
                -Eric the Finn
internet: em21+@andrew.cmu.edu
bitnet: Y612EM21@CMCCVB

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-------- TML Message #235 --------

Date: Thu, 16 Mar 89 23:00 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Re: Planets
Archive-Message-Number: 235


>Okay boys I got a real mean question.  Has anyone figured out an easy way to
>generate the: length of day, year, and seasons of a planet created using the
>advanced rules in Scouts (Book 6), or the new MegaTraveller Rules.  I would
>greatly appreciate any help on this, since I really need to generate this
>type of information for a game I am running.
>
Brad,
  Starting on page 43 of Book 6 Scouts, under Orbital Data, all of the data
is presented to compute orbital distances and temprature.  There is some errata
that was presented in an issue of the Journal of the Travellers Aid Society.

To compute orbital period (year), you need the Mass of the Star in Solar Masses
(Interpolate value from chart on Page 45, Type D stars are VI on this chart.)
Lets assume a F8v star, its stellar mass is 1.114 (40% between G0 and F5).
Next we need the distance in AU, here you need the orbit of the world and get
the distance in AU from the chart on page 46.  For an F8v star, the habital
zone is between orbits 3 and 4, so we will place it in orbit 4, or 1.6AU.

The orbital period is  Period = (Distance**3/Mass)**0.5 or 1.917509 Terran
Years.  Then multply by 365.25 to get days.

If you want to get seasonal data, you can use the Exxentricity chart on page 48
(change Temperature to Lumiosity in these charts).

An inverse formula is given if you know period and mass to derive distance, it
is  Distance = (Mass*Period**2)**0.33  Where Period is Terran Years.

The same formulas work for satellites where Period is in lunar months (28 days)
and Mass is combined Earth Moon Masses and distance is in Earth Moon Distances.
(400,000 Kilometers)

Now for temprature,
  Temp = 374.025 * Greenhouse (1-Albedo)(Luminosity**.25)/Distance**.5

So for our example, we will use a Greenhouse effect of 10% (1.1) and an Albedo
of .3 (Earth Like reflectance)  The Luminosity is 1.326 and the Distance is
1.6AU (Now this should yeild a slightly cool planet, since the real habitable
zone is orbit 3.5 and we are in orbit 4.  We get 244.32 degrees Kelvin,  Terran
average is 288 degress kelvin, so our world is 44 degrees colder than earth on
the average.  Feel free to adjust the orbit to bring tempratures with in
tolerances.

There is a second formula that takes the temperature and gives distance.  It is
in error in Scouts, the correct formula is:

  Distance = (Luminosity**0.5)*(GreenHouse*374.025*(1-Albedo)/Temp)**2

Now as far as the day lengths go, there isn't a way presented.  I am not a
physics dude, but I would guess that the size of the planet and its orbit
control the speed of rotation.  For simplicity sake, assume that a size 8 world
rotates in 24 hours, the smaller the faster, the larger the slower.  I am sure
that a quick formula somewhere.
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
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-------- TML Message #236 --------

Date: Fri, 17 Mar 89 08:58:37 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: Re: Planets
Archive-Message-Number: 236



Does anyone have a copy of those pages online, the ones the guy just mentioned
only because my Scout book is 3000 miles away, and I don't find the info in the
MT rules. 

Thanks.

Brad


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-------- TML Message #237 --------

Date: Sun, 19 Mar 89 21:52 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Travel Times
Archive-Message-Number: 237


I have a MegaTraveller Question that frankly has be baffled.  I was computing
orbital periods and distances between the Gas Giant and main worlds.  I was
trying to compute the travel time between the gas giant and the main world.

Now my main world was at 4.0 AU (habitable temperature for a world around a F1v
star).  Now the habitable zone for an F1v star is orbit 5 (2.8 AU) but that was
way too hot, so I moved it back until the temperature came within reason.
My closest gas giant was in orbit 9, or about 38.8 AU.  Now they give a
calculation of 150 Million Kilometers = 1 AU.  This isn't very accurate, but it
is close.  For the sake of argument, we will use the distances in KM as
provided for 2.8 AU to 38.8 AU.  The net distance if the worlds were at their
closest would be 5,804 Million KM - 418.9 (round to 419) Million KM or
5,386 Million KM.

Ok now to change gears for a second.  If a 1G vessel takes  8 hours to move
from a size 8 world to 100 diameters, that would imply a mean vessel speed of
100,000 miles/hour (Size 8 world = 8,000 mile diameter * 100 diameters =
800,000 miles / 8 hours = 100,000 miles)  Or 160,000 KM/hour. Now I know that
acceleration is constant to the mid point, thus the ship can achieve higher
velocities, however there must be a maximum velocity where the thrust can
no longer accelerate the craft.

The travel time, if we assume a max speed of 160,000 km/h would be about 3365
hours or about 140 days.

Now figuring that the folks at GDW had ran into this questions the mention
something about an "In System Transfer" in the Imperial Encyclopedia under
travel, but they mention nothing more about times or methods other than to say
that you use "In System Transfer" to get to a gas giant.  I remember a journal
article on the subject where you "goosed" the jump drives, but it goes against
all normal jump drive rules.  No to mention that the fuel consumption would
make gas giant refueling impractical.

Does any one have any light on
  a) In system Transfer
  b) Better time computations to and from Gas Giants.

Any help would be appreciated!
Thanks in Advance, Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
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-------- TML Message #238 --------

Date: Sun, 19 Mar 89 23:29 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Re: Travel Times
Archive-Message-Number: 238


>I have a MegaTraveller Question that frankly has be baffled.  I was computing
>orbital periods and distances between the Gas Giant and main worlds.  I was
>trying to compute the travel time between the gas giant and the main world.
[Stuff Deleted]
>Now figuring that the folks at GDW had ran into this questions the mention
>something about an "In System Transfer" in the Imperial Encyclopedia under
>travel, but they mention nothing more about times or methods other than to say
>that you use "In System Transfer" to get to a gas giant.  I remember a journal
>article on the subject where you "goosed" the jump drives, but it goes against
>all normal jump drive rules.  No to mention that the fuel consumption would
>make gas giant refueling impractical.
>
>Does any one have any light on
>  a) In system Transfer
[I still have questions on this one!!!]

>  b) Better time computations to and from Gas Giants.
>
Ok, I should have read the books a little better,  (Thankful I still have my
old Traveller stuff :-) .)  Here is a little 'C' program that I whipped up
that computes travel times.
   o /
- ----X-- Snip Snip Snip --------------------------------------------------------
   o \
/* TTIME.C
   Rob Miracle

   Language:  Ansi 'C'.
   Date:      March 18, 1989

   This program computes travel times for Traveller, a role playing game by
   Game Designer's Workshop.  It takes the distance to be traveled in
   Kilometers and returns a table of times.  The times are in days, hours,
   minutes, and seconds.  Each line represents the 6 different manuver drives
   in the game.  It is listed in G's of acceleration.  The formulas are based
   on ones found in "The Traveller Book".  They were originally published in
   Traveller Book 2, "Starships".

   This program compiles correctly under Turbo 'C' V2.0 and VAX/VMS 'C'.
   The only possible incompatiblity is with the 'pow' function.

   This program is placed in the public domain and I don't think that I
   am infringing on anyone's copyrights.  No warrentys or guareentees implied
   and the author assumes no liability.
*/

#include <stdio.h>
#include <math.h>

main() {
    int i,j;
    double TDist,TAccl;
    double Seconds,Minutes,Hours,Days;
    char buffer[128];

    printf("Distance (Kilometers): ");
    gets(buffer);
    TDist = atof(buffer) * 1000.0;
    printf("Days     Hours    Minutes  Seconds\n");
    for(TAccl = 10.0; TAccl < 70.0; TAccl += 10.0) {
        Seconds = 2.0 * pow(TDist/TAccl,0.5);
        Minutes = Seconds / 60.0;
        Hours = Minutes / 60.0;
        Days = Hours / 24.0;
        printf("%-8.1f %-8.1f %-8.1f %-8.1f\n",Days,Hours,Minutes,Seconds);
    }
}

    o  /
- -----X------ Snip Snip Snip -------------------------------------------------
    o  \

Any help would be appreciated!
Thanks in Advance, Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01


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-------- TML Message #239 --------

Date: Sun, 19 Mar 89 19:56:25 +0100
From: yla@ida.liu.se (Yngve Larsson)
Subject: Re: Planets
Archive-Message-Number: 239


There are some rules expanding the _Scouts_ system of world generation
published in the _Traveller_ supplements _Grand_Survey_ and/or
_Grand_Census_ (published by _The_Digest_Group_). These rules covered
local day length, possibility of locked rotation (day length same as
year length), orbital tilt (angle of polar axis) and means of computing
local (i.e. longitude and latitude) mean temprature from the other factors.

The rules (one book or the other, can't remember which) also suggested how
to create the continents of a world, how to allocate the population and
how to compute technology spread over a world (different in starport and
in the outback).

There is other things there too, that I can't remember right now, but they
expanded government and law levels, I belive. Great books for creating
consistent worlds, but that requires _some_ amount of work.


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-------- TML Message #240 --------

Date: Mon, 20 Mar 89 12:55:25 -0500 (EST)
From: (Eric Edward Moore) em21+@andrew.cmu.edu
Subject: Travel times
Archive-Message-Number: 240



>I have a MegaTraveller Question that frankly has be baffled.  I was computing
>orbital periods and distances between the Gas Giant and main worlds.  I was
>trying to compute the travel time between the gas giant and the main world.

>The net distance if the worlds were at their
>closest would be 5,804 Million KM - 418.9 (round to 419) Million KM or
>5,386 Million KM.

>Ok now to change gears for a second.  If a 1G vessel takes  8 hours to >move
>from a size 8 world to 100 diameters, that would imply a mean vessel >speed of
>100,000 miles/hour (Size 8 world = 8,000 mile diameter * 100 diameters =
>800,000 miles / 8 hours = 100,000 miles)  Or 160,000 KM/hour. Now I know that
>acceleration is constant to the mid point, thus the ship can achieve higher
>velocities, however there must be a maximum velocity where the thrust can
>no longer accelerate the craft.

>The travel time, if we assume a max speed of 160,000 km/h would be about 3365
>hours or about 140 days.

These computations are fine except there is no maximum velocity where the thrust
can no longer accelerate the craft. There is no resistance to slow it down, so
any
thrust will be used to accelerate our spaceship. Using those formulas it takes
 733,893 seconds to get to the gas giant. 203 hrs or 8 1/2 days. The maximum
velocity is:3.6 million m/s or 13 million kph (1.22% of the speed of light.)
This is incedibly fast but not out of reason for the drives used. (this is for a
1G
ship a 6G ship would take 4/10ths as long and be going 6x as fast at midpoint.)
I hope this helps a little. In system travel can take a long time. Space is BIG.
        -Love Kisses and a Neutron Bomb
                -Eric the Finn
Internet: em21+@andrew.cmu.edu
BITNet: Y612EM21@CMCCVB

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-------- TML Message #241 --------

Date: Mon, 20 Mar 89 10:48:58 cst
From: (Brett Slocum) uunet.uu.net!hi-csc!slocum@tektronix
Subject: In System Transfer
Archive-Message-Number: 241


I believe what they are referring to as 'In-System Transfer', is the
'transfer orbits' required to move for the orbit of one planet to
the orbit of another.  The 'transfer' orbit is the path taken by the
spacecraft.  The high-energy transfer orbit has the star as one focus
of the ellipse, and the new orbit as the 'apocenter' of the ellipse.
(The apocenter is the part of the ellipse furthest from the star.)
The low-energy transfer orbit, or Hollman orbit, has the pericenter
at the starting orbit and the apocenter at the ending orbit.

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-------- TML Message #242 --------

Date: Mon, 20 Mar 89 11:14:58 cst
From: (Brett Slocum) uunet.uu.net!hi-csc!slocum@tektronix
Subject: Re: In System Transfer, oops
Archive-Message-Number: 242


[To continue:  I got interrupted and sent the incomplete message.
Sorry.]

.... The pericenter of the ellipse is the point on the ellipse
closest to the foci of the ellipse.

(This is supposed     .......p.......
to be an ellipse)  .                   .
                 .    1             2    a
                   .                   .
                      .......p.......

If 1,2 are the foci, then 'p' are the pericenters, and 'a' is
the apocenter if the sun is at '1'.  

The Hollman transfer orbit is the lowest energy method of 
getting to an orbit.  It assumes that the fuel burn is short
compared to the travel time.  If you have a constant acceleration
engine (ion-drive, or something), the transfer orbit will be much
more gradual, resulting in a spiral that moves out toward the
other orbit.  The travel time is not necessarily longer for a
spiral transfer orbit, since greater speeds are possible.
Most of the time in the Hollman orbit is coasting.


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-------- TML Message #243 --------

Date: Mon, 20 Mar 89 22:47 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: MegaTraveller Adventure: The Pursuit of Adventure
Archive-Message-Number: 243


The following is an Introductory Adventure for MegaTraveller.  It serves as
a  good adventure for new and old players alike.  It's primary purpose is
to introduce the players to the combat system and the game in general.  It
is the basic Shoot out at the OK Corral scenario.  There is some mystery
that leads to a confrontation.

If you are a player and are not going to ref, feel free to read down to the
REFEREE'S Section, since the beginning provides an introduction to the game
and a discussion on the stellar question "Why Adventure?"  If you are a
player feel free to give this to your Traveller Ref so that you might have
an opportunity to play this adventure.  This adventure should only take one
evening session of about three hours to complete.  Preparation is minimal.

Now for the quasi-legal stuff.  This adventure is Copyright (c) 1989, Rob
Miracle.  It is being distributed to the public domain freely.  Any attempt
to make a profit by selling it to others, including publishers is a
violation of the copyright.  Any similarity to any other published
adventure is totally coincidental and unintentional. The characters and
places and events are fictional.  Any similarity between them and any
real-life people, places and events is also purely coincidental.

Author's Notes:  Our Traveller group had not played Traveller in some 12
months when we got MegaTraveller.  A new referee ran three sessions before
he left on Co-op.  So we had several players who's characters had been
propelled into the future since when I stopped reffing last time, it was
the year 1111.  When the previous referee started, it was some time in
1115.  Several players were playing new characters and all were new to
MegaTraveller (since three sessions 9 months ago does not stick to ones
brain cells well).  Any way, when we played before, we used a modified
version of Traveller/Snapshot rules and no one, including myself, had used
the MegaTraveller combat system.  With the fact that I had modified MT's
combat system, we needed a "combat oriented" starter scenario to teach the
players the combat system.  The next adventure will deal with ship combat.
After that, the players should know the rules well enough that the plots
can be developed to the color that these people are used to.

Asumptions:  This adventure is set during the first year after Emporer
Strephon's assassination.  War has not reached the Spinward Marches except
for some Vargr invasions on the coreward edge.  Most communications with
Captial/Core have been cut, and the Duke of Regina has assumed command of
the area.  While the rebellion has little to do with this adventure, it
does add flavor.  Little work should be necessary to convert it to your
local worlds and situations.

- --

Stardate: 103-1117
Location: Starduster Lounge
          Credo Orbital Facility
          Regina/Regina/Spinward Marches-1910

Situation: For existing characters, each has spent the last 3-10 years
living on the spoils of their adventures.  A wonderful drug has kept them
as young as when they discovered it.  Young that is in all but their
wallets.  Anagathetics are costly but worth it.  Though they are not
busted, the high life has taken its toll both mentally and financially.
That adventuring spirit is hard to keep down.  It is like spring fever.  An
itch to travel and to get into trouble  seems invite the soul of the
adventurer.

Time and urge have brought our troop of adventurers together again.  Why?
For more credits?  For more fame? or infamy?  Sure, that is an
attractivness, but it is the thrill and challenge that drives these
travelers to a frenzy.

And there is the new blood, the rookies.  You have seen the universe from
the orderly nature of the service.  It is just enough to wet your appetite.
Sure see the universe, dock at many different ports of call, we are all
familiar with the ads.  But what they don't tell you is you have no freedom
during those years.  One mistake and it is 20 years on a Kinur Cruiser that
has been hulled into an orbital prison.  So you are now  free of those
bonds.  Those worlds that you paid a call to beckon you to learn more.  See
the planet from things other that orbit or the cold greyness of the
starport.  That is why you are here.

- ---

While, the acquaintance of each of you may have been brief, you have  grown
appreciation for each other.  The war stories remind each of you of a time
past, of glory won... and spent.  And there is the rebellion.  The great
empire that once stood high and proud is crumbling like dry bread.  The
emperor is dead and several people claim the iridium throne that Strephon
sat upon until the assassin's bullet tumbled him from it.  The great
network has failed.

The vargr, while personable have started to claim some of the  coreward
worlds in the sector, while the Aslans approach from the trailing  edge.
The Swords Worlds, and Darrians have strengthened their domains while the
Imperium's rule is weakened.  Several small groups have formed their own
government.  The Zhodani are still weak from the Fifth Frontier War that
ended only 8 years ago.

But these other governing bodies are not the threat, the threat is an
internal one.  Just who are you loyal to?  Is that Battleship with Imperial
markings going to wave hello with their hands or their meson gun?  Are they
loyal to the Arch Duke of Regina or are they rebels trying to gain a little
bit of power among all this chaos.

These are just a few of the inter-workings among the cosmos at the moment.
What are you going to do?  Sit around and drink Rhylanor Ale all day?
Wither away because the rebellion has cut the anagathetic supply lines and
you are paying triple cost on the black market?  Or are you going to get
into business for your self, and reopen those supply lines?  Are you brave
enough to take  an under armed freighter and run cargo though battle zones?
Hunting?  Run and hide?  Or head out and smell the spoils excitement.

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

REFEREE'S Section
(This section is to be presented to the players, notes specific to the
referee will be indented and labeled REF:)

As you sit around the Starduster, a very attractive woman approaches you.
By her dress you would guess that she is of a high social class.  She
appears to be nervous as she clutches tightly to a rolled up document.  As
she gets within three meters (15 feet), she gets a panic look on her face
and she turns and bolts.  Seconds later, a man in a dark trench coat leaves
in a slow, deliberate pace.  The large brimmed hat hides his face from you.

If you follow him he will board a shuttle for Credo Down Starport, on the
Surface of Regina.  The woman is nowhere to be found.  No one seems to know
him.  Checking at Astro-Transfer Shuttle Service, the carrier, he is
identified as John Smith.  No other useful information is to be gained.  It
would appear as if he was in no means following her.

REF:  The group may try to follow him to the surface.  Let them, but delay
them by several minute by having the Starport Authority place them in a
holding pattern for 10 minutes.  This will make it hard for them to find
him.  Hopefully they will soon realize that they are on a wild goose chase.
Of course that means another 10 minutes before they can launch and 23
minutes to orbit and another 10 minutes or so before they can re-dock at
Credo Orbital.

After you dock back at Credo Orbital and disembark, you see the woman at
the Oberlin's ticket office.  She picks up a bag and heads toward the
docking bay where a 1000T merchant vessel is docked.  She is still
clutching the paper tightly and appears to be very paranoid.

    REF:  The group will probably try to follow her onto the
    vessel.  But ship security will stop them since they do not
    have a boarding pass and they can't identify her.

The vessel's next port of call is listed as Yori (2110/Regina/Spinward
Marches), a small, highly populated desert world, 2 parsecs rimward from
Regina.  That flight is booked and several passengers are on a waiting list
wanting transportation to Yori.  The ship departs in two days.  It seems
unlikely that she could have walked up and purchased passage, though that
is what it appeared. Investigating with the ticket agent will prove to be
useless.  The agent is very loyal to Oberlin's and will not release any
information about passengers.

While you are trying to gain information, the woman will disembark holding
the document.  It would appear that she has moved into her stateroom for
the journey.  Her level of paranoia has increased.  She passes by you in a
very non-approaching fashion.  As she passes, she whispers "Help Me" and
continues to walk back towards the mall area.

She ducks into a coffee shop and sits at a booth.  If you join her, she
will announce herself:  "Hello, I am Arreen Applegate.  I have a need for
an escort.  Your name was given to me as someone I could trust.  I need a
body guard to escort me to Yori and back.  Also I need you to guard me
while I am there.  I have to see some one and I fear for my life.  Twice
today, someone has tried to kidnap or kill me.  Once was in the bar when I
first tried to contact you."  Her paranoia causes her to faint for just a
second.  "I can not offer much, just my thanks and passage to and from
Yori.  If all goes well, I may be able to give you something that has
monetary value.  Do these terms seem acceptable to you?"

You notice from her speech that she is very educated.  She never seems to
use a contraction or slang, yet her inflections of her voice are smooth and
harmonious.  She has a natural charm to her voice.  With the quality of her
speech and because she is showing emotions, you rule an android out.  She
knows a lot about you as things come up in conversation.  All are things
that she could find out through good research.

Finally she speaks again.  "I will be spending tonight and tomorrow night
in the starport hotel, room Delta 148.  I have reserved passage for you on
the Spinward Way (the ships name).  It departs in two days at 08:00 hours.
I wish to retire to my room at this time."

    REF:  She is quite bossy.  She seem to not ask for things,
    assuming that the group is smart enough to know that they
    should go with her etc.  Arreen Applegate is a local woman of
    moderate social importance.  Her UPP is 789ABA.  She is a
    noble and has several administrative type skills.  She has
    little combat experience.

    The rest of the time at the starport and the journey to Yori
    are of little significant.  You can fill in here with other
    encounters of strangers shadowing her etc.  Any thing to
    build the mystery.  She will not release the document under
    any circumstance, nor will she give any information.

Once you arrive on Yori, you land at the starport.  It is about 38 degrees
Celsius (about 100 degrees F).  It is the middle of autumn here.  Yori is
about the size of Mercury with a population of 70,000,000.  The atmosphere
is standard.   The planet has a law level that prohibits all firearms.  She
can get one pistol through for each person.  She can't get long arms
through though.  (NOTE:  If you outlaw guns, then only outlaws will have
guns!)

    After they arrive, she will rent a standard air raft and
    travel to a city of about 1,000,000 that is a 1 hour flight
    away at 90km/h (55mph).  Note, the heat will drive most
    people out of their armor.  On the way, roll for surprise.  A
    second air raft will come up behind the players air raft and
    start taking pot shots with an Advanced Combat Rifle with
    Discarding Sabot rounds (DS).  If they get surprise, have
    them hit the air/raft and knock out 1/4 power required the
    driver to have to make rolls to fly it every time they change
    course.

    With any luck, one of the players will take out the gunner
    and then the driver will turn and run.  This will give the
    players a chance to take out the driver. They now get an
    undamaged air raft (it was rented from the same agency) and
    a rifle.  There is little information to be gained from the
    two thugs.  All they have is about 400 credit's Imperial, and
    a 9mm auto pistol with two clips.  There is a second clip of
    DS rounds for the ACR and they have fired about 4 shots from
    the first clip.

    Just before they get to the City of Tanzor, they need to make
    another surprise role as a speeder blows by them at about 190
    km/h.  This is just to scare them a little.  When they arrive
    at Tanzor, she will get out of the air raft and go into a
    bar.  She will come out and say "Let us go 30 km southwest of
    town."  About a kilometer out, they will see an air/raft (or
    more) and a speeder sitting atop one of the dunes.

    Use as many NPC thugs as you need here.  Remember you can
    only fit four people to an air/raft (The player's air/raft
    may be larger so that they all can fit in one raft!)  Each
    thug is armed with an SMG and is sweating in their cloth
    armor.  As they get within 20 meters, they are signaled to
    stop and Arreen gets out.  She walks toward the thugs.  A
    gentleman in a business suit gets out from the speeder with a
    brief case.  They walk towards each other.  A conversation
    goes something as follows:

Man:   "Give me the paper!  Here is your payment."
Arreen: "Here."
(Man looks at the page)
Man:   "THIS IS FAKE!  WHERE IS THE REAL PAPERS?!?"
(He grabs her and she drops the brief case.  He begins to drag her toward the
speeder.)

    Here is where the fire fight begins.  If the characters do
    not start it one of the thugs will.  Treat them as UPP
    777777, +2 to hit (+1 Dex, +1 Wpn).  The fight should end
    with the thugs and man down.

    After it is over, Arreen confesses that she was being extorted
    by the man.  She is a reporter and had some information on
    the man, who is a known organized crime figure.  He was
    buying the information from her.  She could either sell it or
    die.  The brief case is full of paper shreds, since he had
    no reason to pay her anyway.  The exact contents of the
    document and the names of the NPC's are left to the referees
    imagination.

HOT SPOTS

    When I ran this adventure, I got thrown for a loop by a
    Psionic/telepath who kept trying to read everyones minds.
    With some lucky rolls and her only trying to read surface
    thoughts I was able to avoid dumping any real information
    about the plot, though some things may not have mattered.

    Your players may want capital up front to take this mission.
    They need to get at least their hand guns on the planet.  If
    you let them have too much fire power then it will be over
    before it starts.  I think that them at least getting the one
    rifle before hand is important since it gives them an edge.
    If they are really greedy then they can sell the speeder
    unless it gets shot up real bad.

    You don't have to let it end here.  There could be contaband
    in either the air/raft that they procured or the speeder that
    they could get caught with.  Or questions about the weapons
    or the deaths/injuries of the thugs can lead to legal
    problems.  You could let Arreen get kidnaped and have the
    group go and save her.


Happy Travelling
Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

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-------- End of TML Messages --------


-------- TML Message #244 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Exploratory Trader Class Ship
Date: Mon, 20 Mar 89 14:15:03 BST
Archive-Message-Number: 244



>CraftID:  Exploritory Trader, Type AE, TL-15, Mcr: 432.6295

The only problem I can see at first glance is that if it TL15, maintenance may
be a problem if you're intending to use it in the Spinward Marches. The number
of TL15+ starports in that sector can be counted on one hand.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #245 --------

Date: Tue, 21 Mar 89 08:34 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Re: Exploritory Class Merchant Ship
Archive-Message-Number: 245


In Archive-Message-Number: 244, Adrian Hurt Writes:

>>CraftID:  Exploritory Trader, Type AE, TL-15, Mcr: 432.6295
>
>The only problem I can see at first glance is that if it TL15, maintenance may
>be a problem if you're intending to use it in the Spinward Marches. The number
>of TL15+ starports in that sector can be counted on one hand.

Well have you ever noticed that in all (to the best of my knowledge) the ships
and craft in MegaTraveller are build at TL-15.  J-Random Type S: TL-15.

I have not tried to construct a ship of a lower tech level, but I suspect that
you would not have much of a ship.  :-)

Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

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-------- TML Message #246 --------

Date: 21 Mar 89 09:38:00 CST
From: ("MARK A. POWER") uabmap01@asnuab.asn.net
Subject: Speculative Trade
Archive-Message-Number: 246


I have to agree with Adrian Hurt's comments that the old Book 2 system
for speculative cargo is superior to the newer 
Merchant Prince/Megatraveller system.  On the other hand, the old system
is not perfect.  I have noticed that someone with the appropriate skills
and a little luck can make a *huge* profit in a very short time with the
Book 2 system.  I'm not sure if the problem is the modifiers for some
cargos, the price percentage table, or the lack of a limit to the DM on
the price roll.  Furthermore, as he points out, you are just as likely
to find food available on an Industrial world as machinery.

It seems to me the ideal system would have, aside from a few
adjustments, the following:
     1)     A set of tables for each trade classification,
            giving base purchase price for each item on this type of
	    world, possibly with tech level modifiers.
     2)     A master list with all possible cargos, their base resale
	    price, resale price modifiers for each trade classification,
	    and again possibly for TL.  It would also have any notes
	    regarding special considerations: special handling,
	    packing for products that don't come in standard cargo
	    containers, etc.  
	    
	    For example:
	    		---- Resale ----
	    Item	Value	Modifiers	Source Worlds
	    Grain	Cr500	Ag -30%		Ag
				Hi Pop +20%
	    Notes:
		Shipped in bulk: cargo hold must be devoted to grain,
		and have installed a special liner.  Explosive: Air in
		hold must be filtered to remove grain dust, or any
		spark or flame will cause an explosion.

I also like the idea of adding a negotiation task for MT, to replace the
skill bonus one gets on the Actual Value table in Book 2.  This would
make for a little more role-playing in the trading process, and help
minimize the effectiveness of a high Broker (or Admin, in Traveller)
skill.  (Recently, I had a group that included a Broker-5 ex-Merchant
turn Cr 700,000 in MCr 24 in about three months game time, using a 400
ton subsidized merchant.  I refuse to let this happen again.  In the
meantime, a highly valuable and underpriced cargo will come available,
tying up most of their capital.  Then the man who arranged the sale will
tell the pirates which ship it's on, and they'll be waiting.  It's low
and underhanded, but *highly* effective.)

Developing all this looks like a rather daunting and time consuming
task, and I would like to get some feedback before beginning.  If there
is enough interest, I'd also like to get some help from the net.  If we
can agree on a format, I'd be happy to collate entries for the master
list.  Then each person working on the project could prepare the
available cargo table for one trade classification.  The references
given below would provide a good starting point.  Any takers?  Any
comments?

References:
	Traveller Book 2, _Starships_
	_Megatraveller Referee's Manual_
	"Cargo: A Merchant Prince Variant", _Challenge_ #26.

- --------------------------------------------------------------------
Mark Power				uabmap01@asnuab.asn.net
Health Information Systems
University of Alabama Hospital
- --------------------------------------------------------------------


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-------- TML Message #247 --------

From: bart@videovax.tv.TEK.com (Bart Massey)
Subject: Re: Speculative Trade 
Date: Tue, 21 Mar 89 13:02:55 PST
Archive-Message-Number: 247



In Archive-Message-Number 246, uabmap01@asnuab.asn.net ("MARK A. POWER")
writes the following about shipping grain:
> Explosive: Air in hold must be filtered to remove grain dust, or any spark
> or flame will cause an explosion.

Maybe it's just me, but wouldn't shipping grain in hard vacuum be almost
ideal??  Keep the pesties down, as well as reduce the explosion hazard...  I
know it was just an example -- I was mostly curious if I'm missing
something...  (e.g. popping corn probably should be kept pressurized, although
using an inert gas would still seem to be easier than filtering :-)

					Bart Massey
					..tektronix!videovax.tek.com!bart
					..tektronix!reed.bitnet!bart

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-------- TML Message #248 --------

Date: Tue, 21 Mar 89 12:50:11 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: PBM: Turn #6
Archive-Message-Number: 248



Well, here is turn #6, things couldn't be going any easier (heh) on this
pleasant trip.  One disclaimer, there is a description of graphic violence
in this turn,  I am warning you now, since one of my players was offended, I
thought it would be wise to mention it, please don't let young children read 
this.

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

Okay, onto turn #6, so far so good, eh.  Nothing is quite as fun as people
bunched up in Jump Space, my grandma used to say.  Here we go....


*******************************************************************************
				NOTES
*******************************************************************************

Second, I'm posting to rec.games.frp, and I see we have stirred up some 
discussion with turn #1, wait till it gets really interesting.

Third; you should have all recieved the map to the Free Trader Ulysses, if you
haven't mail me, and I'll send out a new copy to you.

Fourth; from now on, I will process the turns as soon as I get all the responses
and as soon as I am able.

Private moves for this turn will go out by monday 2-26, so don't respond until
you get one, and if you don't get one by 2-26, you aren't.


*******************************************************************************
			   PLAYERS' MOVE
*******************************************************************************

	The Captain begins, "Well I think we have all had quite an exciteable 
first day, why don't we all hit the hay, and start fresh tomorrow.  Erekosse, 
make sure you put those guns (refering to the IBI guns) in the ships' locker."
	"Right."
	"Good night all," says the Captain, and before he goes downstairs he 
says to Dan and Charlie, "Just get a good night sleep, and don't worry.  Every-
thing is under control."
	"Whatever you say, sir." Replies Dan in a somewhat steady voice.

	The next `morning', Samantha, Steve, and Erc walk out of their 
staterooms to find Charlie working on the CRT in the common room, his portable
computer is out, and is plugged into the back of the CRT.  Steve walks up to him
and says, "What do you think your doing?"
	A little startled, "Who, me?  Oh, I wasn't tired, and thought I would
get some work done, I wasn't doing anything wrong, honest."
	"Oh yeah, then why the setup?"
	"This, ... ummmm well you see I'm working on Shih's algorithm, and I 
needed some data from the ships' computer, and ...."
	"I don't think he's doing anything wrong," says Erc, "I mean, what 
could possibly ... wait a minute, that's no algorithm, those are blueprints."
	"Yes, they are," says Curly, and you all turn to face him.  "I asked
him to use his skills to find me a copy of the keypad on Hubert's crate.  I
was just going to inform the Captain ...."
	"You were going to tell me what?" says Captain Moray, as he enters the
common room.  Charlie's portable, is printing something up, and Erekosse is with
the captain.
	"As I was saying," continues Curly, "I was going to tell the captain, 
that I wished to open the contents of the crate, as soon as possible, and I 
enlisted the aid of Mr. Stevenson (Charlie) in order to get that done faster."
	"First off buster, you have no right to give this man permission to use
my ships computer to do anything.  Second, I was looking through these," holding
a few papers, that were last seen in Curly's room, "and it don't look to good 
for you guys."
	"So you think you know something," says Curly as he reaches underneath
his zip-up sweatshirt.
	"Freeze buddy!" yells Steve, he has a Auto Pistol out, aimed right at
Curly's chest, Steve's draw was lightning fast.    
	"What the hell is this," screams Moe, as he exits Hubert's stateroom.
	"Don't move," says Samantha, her Snub Pistol out, and trained on Moe.
	"I don't know what this is all about," says Curly, "but you're in some
serious shit now, when my superiors find out about this ...."
	"Shut up," says the Captain, "and pull your hand out from underneath 
that jacket, slow."
	Curly produces a cigar in his hand, and drops in to the floor.  "First
off boys," says the captain, "tell me why your really here.  Your documents say
that you guys weren't even supposed to be on this case."
	
	Erc has now picked up the printout that Charlie printed, Charlie has
shutdown his portable, and unhooked it from the CRT.  Erc sits down, and says,
"Captain, from these prints, I think I can get the crate open."
	Samantha says to the Captain, "I figured something was wrong with these
guys, their badge ID's are 12 years old.  Tell us what's going on Captain?"
	"First," says the Captain, "Erekosse, go check up on the main (computer)
and see if anything was tampered with.  And if you Erc and Samantha, could show
Moe to his room, I'd like to talk with Curly alone for a bit."
	"If I could sir," says Charlie, "I'd like to go to sleep.  I've been up
quite late."
	"Go ahead."

	"Where should I start, Captain," says Curly.
	"How about the beginning."
	Steve is sitting in a cushion directly opposite from Curly.  His gun
is holstered.  Samantha and Erc come back and go to the galley, make a quick 
breakfast, and bring it out to the common room.

	"Well it began about 5 years ago, I was just an average undercover
agent working on Rhylandor.  I was really not to keen of staying with the 
agency, until one day.  I was asked to investigate a reported robbery.  Robbery
I thougt, for an IBI agent.  Well I went to the Starport, and checked up on it
and it seems that a crate of clothing from the Arter Apparel Corp. had missed 
it's assigned pick up.  The guy who was delivering it was pissed, to say the 
least, and I went and filled out the proper forms.  I didn't think anything
of it, until about 6 `months' later, when I was told to go investigate another
reported robbery.  Well it was another cargo shipment from the same company, 
and I figured I might as well do some checking.  Seems that the cargo all came
from the same place, and shipped by the same carrier.  With somemore digging, I
found out that the carrier was owned by Steven Anderssen, and I thought, hey
maybe there is something going down, and I enlisted the aid of my good friend
`Moe'.  He's also in the bureau, but worked in the `recycling' department.
	After finally getting permission, I got on-board the ship carrying the 
merchandise.  It was owned by one AJ Floyd, a known pirate.  The bust went down
perfectly, no hassles, nothing.  We arrested the man who picked up the 
cargo too, Hubert Icthen.  We didn't know it at the time, but he was the right
hand man to Steve Anderssen, and since we really had nothing on him, we let him
go.  The little shit ran to his boss, on Valhalla, and this is where it leads up
to.  I got nothing else to say."

	"Not so fast, I didn't say you could finish talking."
	"Well I'm done man, and if you don't like it, than fuck you."  He says 
as he gets up.  Steve gets up, but the Captain motions him to sit down, Curly
leaves, and goes to the stateroom.  About 5 minutes later, Moe comes out, and
says, "You know, you really shouldn't be such an ass.  Let me tell you, that 
that man in there is the finest man I know.  He did everything by the book, and
you're putting him through hell."
	"Sit down, and tell me what the hell you're talking about."
	After a long talk, Moe finally tells you that when they got to Valhalla,
Steven was waiting for them.  Curly's wife, and two kids were there, as `guests'
of honor.  Hubert was also there, and then it began.  Curly was there to give
the man a summons to the Sub-Sectors court, and then Steven flipped.  He drew a
gun and shot both Moe and Curly, not with real bullets, but tranqs that para-
lized them.  Hubert then pointed out the fact that they had lost 5MCR, in that
lost shipment, and Steven just went berzerk.  He killed Curly's wife, shot
her through the head, at point blank range.  All Curly could do was sit and
watch.  He then let his men have fun with Curly's daughter, they raped her about
twenty times before killing her.  Steven was there, but Hubert wasn't, he had 
left, because he felt `ill'.  They then made Curly's son play Russian Roulette,
he lost at the first pull of the trigger.  They then packed us in a shipping
crate, and left us in a low berth.  We were found two weeks later, by some guy
who was inspecting cargo.  I took a vow to help Curly find Steven and kill him.
Hubert's the only one who knows where Steven's hide-out is, and we're going to
get him.

	"How about we see what this can tell us," says the Captain, as he
produces, Hubert's personal computer. "I think we also might want to find
out what's in that crate, plus I think Hubert will be more than willing to
tell us, if you get my meaning."


*******************************************************************************
			     CREWS' MOVE
*******************************************************************************

	Erekosse checks the computer, and everything seems fine, except that
there is a program running.  The Anti-Hijack program was up, and he couldn't
remember starting it.  The time start shows the minute they entered Jump Space,
but ... maybe it was Charlie?  I better tell the captian, he thinks, but first
let's do a full system analysis.

*****

So, what will you do, open the cargo?  Interrogate Hubert?  Can Erekosse really
do a full system analysis?  All these things and more will be told, next time.
As soon as I get your response....

Due date is 3-10-89 

Note:  All material is copyrighted, Brad Post, circa 1988, any use of this
material without the author's consent is a felony.


********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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


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-------- TML Message #249 --------

Date: Fri, 17 Mar 89 13:44:17 est
From: (Greg Givler SUPPORT) givler@cbmvax.cbm.commodore.com
Subject: Merchant Help
Archive-Message-Number: 249



>    TL difference is also a DM on the Cargo Table.
>
>I suggest you use the MINIMUM of source and destination as DM.  So flows
>are the same in both directions.

I use the TL difference for passengers, cargo and freight are another thing.

The way I look at it, freight is freight, it is 1000CR per ton, whether it
is a ton of fruit or a ton of diamonds :-). Cargo is the thing you make money
on. And the OLD way was much better at handle the chance of getting burned and
getting rich. I remember as a player once buying some radioactive for 50% of
base cost and selling at 400% of base cost. I also took some baths that way,
too. I am in the process of modifying the Mega-Traveller cargo tables to 
reflect varying prices. As soon as I get the time to finish them I will post
it here. Sorry, they are not finished but not enough hours in the day. If 
anyone is doing something similar let me know, maybe we can brain storm.



>I still think that the old Book 2 system was far superior.

I agree whole-heartedly

Greg

INTERNET: givler@cbmvax.uucp

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-------- TML Message #250 --------

Date: Tue, 21 Mar 89 11:56 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: MegaTraveller NPC Generator (C Source)
Archive-Message-Number: 250


This little program creates pages of throw away NPCs.  Enjoy.

- ------8X-- Snip Snip Snip -----------------------------------------------------

/* NPC.C -- A MegaTraveller Non-Player-Character Generator
   Rob Miracle

   Language:  ANSI 'C'.
     This program has been successfully compiled under Turbo 'C' V2.0 and
     VAX/VMS 'C'.

   Purpose
     This program was written to generate pages of NPCs for MegaTraveller.
     These NPC's are for Non-important characters who will most likely
     be envolved in combat with the players and whose life span is so
     short that they do not need more detail.  The output is simple.
     Each NPC has their 6 digit statistics which are hex digits ranging
     from 0 to 15 (for simplicity, these range from 2 to 12).  The stats
     are coded in the following order:
       STRENGTH DEXTERITY ENDURANCE INTELLEGENCE EDUCATION SOCIAL_STANDING

     After the stats are their pluses to hit for Strength in hand-to-hand
     situations, their pluses to hit for Dexterity for range combat.  Their
     pluses to hit for a particular hand to hand weapon and their pluses to hit
     with a range weapon.  Add the two together and get their total combat
     pluses for each type of combat.

     Now for the quasi-legal stuff.  Due to the simple nature of the
     process, I am not going to bother with the paper work and let the
     Common Copyright Law take care of me!  It is being placed in the
     public domain.  (Let's face it, would you pay for something this
     simple?)  This software comes without warrenty and the author is not
     liable for any damages that it may cause.  Any similarity to any other
     work is purely conencidental.  I mean, how many ways are there to do
     this?


     To Compile Under:
       MS-DOS with Turbo C V2.0
         tcc -mt -lt npc
       VAX/VMS
         cc npc
         link npc
       Unix System V and BSD
         cc -o npc npc.c

     To Execute Under:
       MS-DOS and Unix:
         npc n     where n is the number of npc's to generate.
       VAX/VMS
         npc :==$'f$environment("default")'npc
         npc n

*/

#include <stdio.h>

/* Big COMPLEX Dice Rolling function: s is the number of sides on a dice */
/* to roll */
int d(int s) {
  return(rand() % s + 1);
}

/* Majorly Intricate function to generate headers at the top of a new page */
void newpage() {
  printf("%c NPC UPP     +Str  +Dex  Melee  Firearm\n",12);
}

main(argc,argv)
  int argc;
  char *argv[];
{
  int i,j,k,l,upp[10]; /* Counters, temp variables, and the stat registers */
  int lineno = 70;

  /* Very Difficult Command line Parsing procedure */
  if(argc != 2) j = 30;
  else j = atoi(argv[1]);
  if (j == 0) j = 30;

  /* Seed the random number generator with something semi-unique */
  srand(time(NULL));

  /* Loop for j NPCs */
  for(i=1;i<=j;i++)
   {
    if (lineno > 59) {   /* If we are past the page, then start a new one */
      lineno = 0;
      newpage();
    }
    /* Generate the six stats.  This is the hardest part of the program */
    for(k=0;k<6;k++) upp[k] = d(6)+d(6);
     upp[6] = upp[0] / 5;   /* Computer +'s to hit for str */
     upp[7] = upp[1] / 5;   /* and Dex */
     l = d(6);              /* Compute the hand-to-hand skills */
     switch(l) {            /* On a 1, 2, or 3, their skill level is 1 */
       case 1 :             /* On a 4 or 5 it is a 2, and on a 6 it is a 3 */
       case 2 :
       case 3 : upp[8] = 1; break;
       case 4 :
       case 5 : upp[8] = 2; break;
       case 6 : upp[8] = 3; break;
     }
     l = d(6);              /* Repeat the process for Fire Arms */
     switch(l) {
       case 1 :
       case 2 :
       case 3 : upp[9] = 1; break;
       case 4 :
       case 5 : upp[9] = 2; break;
       case 6 : upp[9] = 3; break;
     }
     /* Print the results */
     printf("%3d %1X%1X%1X%1X%1X%1X   %3d   %3d    %3d    %3d\n\n",
        i,upp[0],upp[1],upp[2],upp[3],upp[4],upp[5],upp[6],upp[7],
        upp[8],upp[9]);
     lineno += 2;           /* Increment the line number */
   }
}

- ------8X-- Snip Snip Snip -----------------------------------------------------
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #251 --------

Date: Tue, 21 Mar 89 19:00 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: MegaTraveller Combat Alternative
Archive-Message-Number: 251


Here is the alternate combat system that I am using.  I think some one out
there may find it useful.  When I read and reread the MegaTraveller Personal
Combat system, I was confused and overwhelmed with the procedures and
calculations.  Marginal Success and Zero Penetration were just too many terms
to be throwing at players who were somewhat overwhelmed by the game anyway.

My system is very similar to that of MegaTraveller, however, I changed the way
that penetration works.  When you have hit your target, you compare the
weapons penetration value to that of the armor.  If the penetration is
greater or equal to that of the armor, you do full damage.  For each point of
penetration that the weapon is rated below that of the armor, the damage is
reduced by one dice, until no damage is done.

Example:  4mm Gauss Pistol  Pen: 4, Dam: 4 firing against Cloth Armor (5).
So since the Gauss Pistol's pen is 4, and the armor is 5, it would hit and only
do 3 dice of damage.  A 9mm auto pistol pen:3 and dam:3 would only do one dice
of damage.

If the roll to hit was 4 greater than was needed, the penetration is
doubled.  If it is 6 better then it is tripled, and if it is 8 better then it
is quadrupled.  This allows weapons to penetrate on good hits armor that they
normally could not.  Now, under this system, no weapon can do more damage than
it is rated.

One other problem spot has been found.  If a weapon as a pen of 0, it could
never do damage to armored folk (0*4 = 0).  In this case, we treat the weapon
as having a pen of 1-1.  So if I shot someone with a body pistol and they were
wearing cloth armor, and I rolled 8 better than I needed, then 1*4 = 4-1 = 3
or 2 dice of damage.  Cloth armor is not something that the common thug should
have.  Before I had every NPC in cloth, not any more.   I think that this will
work well, only play testing will tell for sure.

As far as damage goes, I do not use the hits and damaged/destroyed values for
characters.  Instead, I apply each dice of damage to a random stat (STR/DEX/END
or SUSP/LOCO/FRAME).  When one stat is reduced to 0, the unit stops functioning
(goes unconscious).  When all three are reduced to 0, then the unit is
destroyed.

What do you think?

Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01


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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #252 --------

Date: 23 Mar 89 08:53:00 CST
From: ("MARK A. POWER") uabmap01@asnuab.asn.net
Subject: Re: Speculative Trade
Archive-Message-Number: 252



In Archive-Message-Number 247, Bart Massey (bart@videovax.tv.tek.com)
replied to my example cargo table entry for grain:

Me:
> Explosive: Air in hold must be filtered to remove grain dust, or any spark
> or flame will cause an explosion.

Bart:
> Maybe it's just me, but wouldn't shipping grain in hard vacuum be almost
> ideal??  Keep the pesties down, as well as reduce the explosion hazard...  I
> know it was just an example -- I was mostly curious if I'm missing
> something...  (e.g. popping corn probably should be kept pressurized, although
> using an inert gas would still seem to be easier than filtering :-)

I'd never really thought about it.  The comments were paraphrased from
an article in _Challenge_ #26.  Now that you mention it, there is
probably a better way.  I'm not sure about the effect of hard vacuum
on most grains, but popping corn probably doesn't have quite the
explosion danger of, say, wheat.  Pumping in nitrogen looks like a
good solution - it's cheap, is reasonably inert, and most beasties
can't breathe it.  Of course, the crew can't either, making
inspections of the cargo hold rather difficult since most ship designs
have only an iris valve or hatch into the cargo bay.

Thanks for the comments.  Any others?


- --------------------------------------------------------------------
Mark Power				uabmap01@asnuab.asn.net
Health Information Systems
University of Alabama Hospital
- --------------------------------------------------------------------


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-------- TML Message #253 --------

Date: Sat, 25 Mar 89 13:55 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: _Challenge_ back issues needed!
Archive-Message-Number: 253


I am trying to 'catch up' on Traveller, being a new referee with a background
in AD&D.  I have ordered all the back issues of Challenge I could get from GDW,
but was unable to get #31 and #32.  I otherwise have 26-37.

Would anyone know where I could order these two issues?  Would anyone be
willing to photocopy the Traveller material from those two issues if I sent $
for copying and postage?  I would be more than glad to trade if I have an issue
that you don't.

Any help appreciated!

                                       Bob Mahoney

===============================================================================
Bob Mahoney                          PSC Computer Services,  Plymouth, NH 03264

Bitnet:  B_MAHONEY@UNHH                          UUCP: uunet!unh!psc90!rem
                                                    (or) dartvax!psc90!rem
===============================================================================

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-------- TML Message #254 --------

Date: Thu, 23 Mar 89 19:36 EST
From: EHT%PSUARCH.BITNET@cunyvm.cuny.edu
Subject: RE: Re: Speculative Trade
Archive-Message-Number: 254


From:   IN%"jamesp%dadla.la.tek.com@RELAY.CS.NET"  "Traveller Mailing List" 21-M
AR
   -1989 18:17
To:     traveller-internal%dadla.la.tek.com@RELAY.CS.NET
Subj:   Re: Speculative Trade

In Archive-Message-Number 246, uabmap01@asnuab.asn.net ("MARK A. POWER")
writes the following about shipping grain:
> Explosive: Air in hold must be filtered to remove grain dust, or any spark
> or flame will cause an explosion.

> Maybe it's just me, but wouldn't shipping grain in hard vacuum be almost
> ideal??  Keep the pesties down, as well as reduce the explosion hazard...  I
> know it was just an example -- I was mostly curious if I'm missing
> something...  (e.g. popping corn probably should be kept pressurized, although
> using an inert gas would still seem to be easier than filtering :-)

Better to use inert gas.  My thoughts come straight from Robert Heinlein in
_The_Moon_Is_A_Harsh_Mistress_ he mentioned something about shipping grain in
pressurized containers.  Something like all the moisture sublimated out and
ruined the grain.  Now where _he_ got it, I don't know.  Nor do I know if it's
true, but better safe than sorry.  Anyone know if it's true?

Nitrogen would be ok, I think, but better to use Helium.  Not as cheap, I
agree, but even more inert and unbreathable.  Of course Helium does tend to
escape from the interstices between molecules, but I would think a 2 or 3 week
voyage wouldn't produce much of a difference.

On the other hand, maybe I'm mis-remembering the story...anyone know for sure?
I'll look it up tonight and report back.

- -------
Paul Baughman
  AKA Unka Paul
     AKA Captain Sir Michael Talmoth  UPP:  BA5A8B

"You see me now a veteran, of a thousand psychic wars,
I've been living on the edge so long, where the winds of limbo roar,
And I'm young enough to look at, but far too old to see,
All the scars are on the inside, I don't know if there's anything left of me"
        -- BOC

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-------- TML Message #255 --------

Date: Tue, 28 Mar 89 14:58:31 EST
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 255


Subject: Wanted: Computer programs

I'm looking for a few good Traveler programs. Does anyone
have (PD) programs (in decreasing order of desire) for

a) basic and/or enhanced character generation
b) animal encounter charts
c) alien word generation
d) trade

in Pascal or C?

or a Lotus spreadsheet for Ship design

Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu)

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-------- TML Message #256 --------

Date: Tue, 28 Mar 89 14:58:56 EST
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 256


Subject: Calculating distances

GDW's Ref's Companion has a time formula and orbit table at various G's

Has anyone seen Digest Group's "Starship owners Manual vol 1"? It has
rather extensive rules (suggested only if you want the complexity) for
determining time and space calculations in both normal and jump space, 
including various orbit calculations, geosynch orbit, to/from jump point, etc.

The rules are presented in a flow charts format called "T-charts" Its rather
amazing to consider that this book was done by the same people who edited the
rules books.  The T-charts are *real* flow charts, rather than lists with
numbers pre-pended to them as in GDW's manuals.  They have arrows. They look
nothing like computer flow charts but are instead offset boxes with clear
labels of where to go to for a different step. None of this "Oh, yeah. These
three steps only apply to vehicles, so I skip them"  There are even examples,
right there next to the rule that they are about right there on on the flow
chart.

One of the intersting things about these rules are the "performance" tasks, by
which the person doing the task determines how difficult the task is.  This 
allows the navigator and/or engineer a greater chance of improving their 
performance while piloting the ship or working the drives, thus shortening
the amount of time or length of journey. (Of course you can mess up and
make it take longer but thats life)  Quite detailed and requires a calculator,
but if you want the complexity its there; which someone was the point of an
SF rpg, its a framework that expands to whatever depth you want to take it.

Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu)

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-------- TML Message #257 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Date: Tue, 28 Mar 89 09:52:57 BST
Subject: Speculative Trade
Archive-Message-Number: 257


> Bart:
>> Maybe it's just me, but wouldn't shipping grain in hard vacuum be almost
>
>... 					 Pumping in nitrogen looks like a
>good solution - it's cheap, is reasonably inert, and most beasties
>can't breathe it.  Of course, the crew can't either, making
>inspections of the cargo hold rather difficult since most ship designs
>have only an iris valve or hatch into the cargo bay.

I'd go for vacuum, on the grounds that if the ship gets attacked, the cargo
hold will be depressurised like the rest of the ship. Unless the crew want to
risk explosive decompression, that is.

Just as a matter of interest, how is grain shipped today? I haven't seen any
articles in the news about grain ships or grain-carrying trucks exploding, so
someone must have solved this problem already.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #258 --------

Date: Tue, 28 Mar 89 14:58:43 EST
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 258


Subject: Generating Xboat routes on a sector map

This is a two part question:
a) is there any semi-automatic way for generating xboat and other
   routes from the information on a sector map?

b) given a text file with the sector or subsector information, what is
   a good format to store the xboat route information? (I am thinking
   of a text database format to be compatible with that used for sectors)

The system generation rules don't say how to construct the xboat (and
other, like the established trade) routes from the system info.  The
rules are sparse as to what to do; they basically say to look at the map
and connect stars so that systems with A or B starports pass within 3 parsecs
of each other.  (Ref's manual p. 18, Communications Routes)  Well and good
except that I'm not going to *draw* a star map, thats what I have a computer
for.

Also what about the other routes?  The xboat routes are the Jump-4 routes
which the communications take.  What about the trade routes? It is conceivable
that the Megacorp. and Sector/Subsector wide routes of the various companies,
although slower are as important in diseminating information, especially in
outlying star systems. There are no rules as to where these should go (follow
the xboats, but also go to other places)

Fred Schiff (vu0141@bingvax.cc.binghamton.edu)

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-------- End of TML Messages --------


-------- TML Message #259 --------

Date: Tue, 28 Mar 89 21:08:13 MST
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: Programs
Archive-Message-Number: 259



BTW did anyone ever buy any of the computer programs for Traveller offered 
by GDW. I'm particularly interested in WordGen Bestiary and I think it was 
called Merchant Prince. I believe they were in Apple Basic. Does anyone know
if they are any good. Will anyone be willing to part with a copy of it. If I
recall they were not protected.

	Ameer Z. Sulaiman.

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-------- TML Message #260 --------

Date: Wed, 29 Mar 89 09:25 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Money?
Archive-Message-Number: 260


Money in the future.  We've always thought it would be bank cards and monster
ATM's, but...  with the speed of Jump and all it's effects on information
transfer, are electronic money transfers the norm for characters?

GDW makes a point of telling us how big the currency is, and I've seen no
mention yet of the actual mechanics of economic exchange...  Are all the Free
Traders using cash and barter?

How are you folks handling this?  Any creative solutions?  Or have I missed
something?


Bob Mahoney                                     BITNET: B_MAHONEY@UNHH
PSC Computer Services                           uucp: uunet!unh!psc90!rem
Plymouth, NH 03264                              (or) dartvax!psc90!rem
============================================================================

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-------- TML Message #261 --------

Date: Wed, 29 Mar 89 09:05:10 est
From: (Tres Hofmeister) tres@toadwar.ucar.edu
Subject: antimatter jump drives
Archive-Message-Number: 261



	Being a first time poster, I don't know if this is an already ans-
wered question...

	I recently purchased the MegaTraveller Referee's Manual (I've played
Traveller on and off for about three years). One of my primary reasons for
doing so was the new ship design rules presented therein.

	After reading the section on vehicle design thoroughly (?) and
having skimmed the MT errata from the mailing list archives, my question is
this:
	At TL 17 (or beyond, perhaps), why is there no antimatter powered
jump drive?

	Reading the Traveller rules and supplements leads me to believe
that starship jump drives are powered directly by large capacitor banks
(which may be charged in other ways - energy absorbed by black globe screens,
for example - see High Guard) and only indirectly by whatever fusion type
power plant the jump drive includes (not the standard power plant, which is
not included in all ship designs - the Express Boat comes to mind). Thus
the need for large quantities of jump fuel.

	So what gives? Why can't an antimatter plant be used to charge the
capacitor banks, particularly at high tech levels?

	If I'm missing something (it wouldn't be the first time...) would
somebody clue me in?

				Tres
				tres@toadwar.ucar.edu


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-------- TML Message #262 --------

Subject: Re: Money?
Date: 29 Mar 89 13:17:15 PST (Wed)
From: Rob Vetter (Controlled, Calm, Concerned) <rob@amadeus.LA>
Archive-Message-Number: 262


> 
> Money in the future.  We've always thought it would be bank cards and monster
> ATM's, but...  with the speed of Jump and all it's effects on information
> transfer, are electronic money transfers the norm for characters?
> 
> How are you folks handling this?  Any creative solutions?  Or have I missed
> something?

	Debit cards ... the bank balance is stored on the card.  Could be
	interesting for a character with forgery 5.

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-------- TML Message #263 --------

Date: Wed, 29 Mar 89 09:16 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: X-Boat Routes
Archive-Message-Number: 263


In TML Archive Message 258, Fred Schiff (vu0141@bingvax.cc.binghamton.edu) asks:

>This is a two part question:
>a) is there any semi-automatic way for generating xboat and other
>   routes from the information on a sector map?
This has always been an Eye-ball method for me.  There are a lot of criteria
that can go into calculating the most strategic location.  Given the following
sub-sector:


       A                     B                 A
       O                     O                 O
    System A             System C          System E
       A                     B
       O                     O
    System B             System D

System A   A___8__-D Scout and Navy Bases and Gas Giant
System B   A___9__-E Navy Base and Gas Giant
System C   B___5__-A
System D   B__09__-B
System E   _________ First Hub for the X-Boat Route

If you say link all A & B within Jump-3 or Jump-4, Then there will be two
X-Boat routes from system E to System C and D.  This is impractical.  Further,
using the same criteria, there would be six X-Boat routes between A, B, C, and
D.  (A to B, A to D, A to C, B to C, B to D, C to D).  You have to include
other factors.  For instance, System D would probably not be on an X-Boat route
be because there is no natural fuel in the system, even though it is a higher
tech level and higher population world than System C.  They would use couriers
to relay information to system D.  System's A and B are about equal in bidding
for the X-Boat Route.  The main consideration here would be what was beyond the
two.  Is the next concetration of worlds coreward or rimward? Etc.  If they are
the last two systems to get an X-Boat Route, then System A would get the nod
because of the Scout and Navy base.

Things to consider:
1) Star Port (More ships visit to dissminate mail)
2) Population (More people receiving messages)
3) Tech Level (Better message processing facilities)
4) Scout Base (Repair facilities etc., lots of Scout/Couriers)
5) Navy Base (Heavy X-Boat Mail user)
6) Natural Fuel (Gas Giant, Water) (Helps curb fuel costs)
7) Where am I going to next?

>b) given a text file with the sector or subsector information, what is
>   a good format to store the xboat route information? (I am thinking
>   of a text database format to be compatible with that used for sectors)
Well, what you could do is use a format like

0101 System Name   A123456-7 BTrade Codes    A701ImStar1 Star2 Star3 0202
                                                                     ^
                                                  XBoat Companion ---+

>Also what about the other routes?  The xboat routes are the Jump-4 routes
>which the communications take.  What about the trade routes? It is conceivable
>that the Megacorp. and Sector/Subsector wide routes of the various companies,
>although slower are as important in diseminating information, especially in
>outlying star systems. There are no rules as to where these should go (follow
>the xboats, but also go to other places)

There are six basic routes left to set up:
a) Scout/Courier Mail Routes
b) MegaCorp Trade Routes
c) Sector Trade Routes
d) Sub-Sector Trade Routes
e) Fledgling Trade Routes
f) Free Trader Routes

Scout Mail routes will STAR out from Xboat routes, preferably at Jump-2
intervals.  Mail can be carried from those worlds by fitted traders on jump-1
ships.

MegaCorp routes are going to jump to worlds that are going to make the most
money.  Sector routes are going to work the same.  Subsector trading companies
will visit some of the less profitable worlds where as fledgling and free
traders will visit them more.  The competiton at high tech, high pop rich
worlds will be too high for the smaller lines to even have a chance.  I don't
think that GDW set these up for two reasons, first it would clutter the maps
and second there are too many variables.

- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

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-------- TML Message #264 --------

Date: Wed, 29 Mar 89 11:49:22 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: Trav PBM:  Turn #7
Archive-Message-Number: 264



Here is turn #7, it's long, and it speaks for itself.

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

Well turn #7 was quite interesting, and long.  Here's #7, and the story keeps
getting better.


*******************************************************************************
				NOTES
*******************************************************************************

1)  Traveller mailing list is back up.  I'm going to continue posting to both
  rec.games.frp and the list, and hopefully they will catch up in three or four
  weeks.

2)  Spring Break -- mine is 3-17 to 3-25, I'm not going anywhere, so I'll 
   accept responses during that time.  If you are going to be away, just tell
   me and I'll wait for your response.

3)  Erekosse went to the bridge to do a System Check, and is no longer in the
   common room.

*******************************************************************************
			   PLAYERS' MOVE
*******************************************************************************

	"Where did you get that?"  says Moe.  "That's evidence, and you have
no right to remove it.  I demand you turn it over to me right now."  He goes
to get up, but Steve stands up also, Moe sees this, and sits back down.
	"First off buddy," starts the captain, "I can confiscate whatever I 
want, whenever I want.  And you can't demand anything from me.  So relax, I'll
have Erekosse check it out when he's done with the computer check."
	It's obvious that Moe is getting quite upset with the situation, and
says, "As a Imperial Agent, Captain, I am ordering you to hand that computer
over to me now."
	"Why?"
	"Becuase you might accidentally .. um tamper with it, and um ...", he
is looking nervous.
	"Let's see what's on it, shall we," says the captain as he begins to 
type on the mini keypad.
	"No!" screams Moe as he leaps for the Captain.  Steve's was caught
off guard, and his reaction is slow, but not slow enough to collide with Moe
before he hit the Captain.  
	Erc jumps out of his chair, and goes to help.  Samantha has her gun 
out.  Steve gets a wrist lock on Moe, and tries to make him submit, but Moe
is fighting like a bear, and with a sharp blow to the Steve's abdomen, he breaks
the hold.  Moe tries a kick to the midsection, but Steve is a bit faster, and 
blocks it with his right arm.  Erc jumps in with a right cross to Moe's jaw.
Moe responds with anouther low kick, not for the abdomen, for the balls.  Erc
is quite stunned, and falls to the floor.  Steve gets a round-house in as Moe 
finished his kick, and drops him.  Steve turns to the captain and says, "Are you
alright sir?"
	"Watch out," screams Samantha, as she fires her Snub-Pistol.  Steve 
ducked, and she hit Moe square in the chest, the tranq round does it's job.
"Jesus," exclaims Steve, "that guy is tough.  What's the dosage?" to Samantha.
	"He'll be out for a couple of hours.  Next time make sure they're down!"
	"Right.  How you feeling big-guy?"  Steve says to Erc, as he helps him
off the floor.
	"Lemon-sucking mongrel, kicked me in the balls!  How am I supposed to
feel?"
	"You'll be fine," says Samantha, "just put some ice on it."  That gets
a chuckle out of everyone, except Erc.
	"Walk it off, you'll be okay.  I'll remove this mess sir," Steve says
to the Captain.
	"Go right ahead."
	"My pleasure."  Steve grabs Moe by the feet, and drags him down the hall
with Samantha following.  He drags him into the stateroom, and then locks the
door.  

	"Well I think it's time to get some work done, eh boys and girls,"  says
the captain.  "Samantha, find out what's on this thing," he hands the computer
to her.  "Erc and I will go back downstairs and see what's inside that crate.  
Steve, I want you here, no one comes out of there rooms, without my permission,
comprende?"
	"Got it."
	"Okay people ...."
	The intercom whistles, and Erekosse's voice is heard, "Captain?"
	Captain Moray walks over (it's located next to the door adjacent to the
stairs), and says "What is it?"
	"Ummm, you better get down here, you gotta read this for yourself.  
Nothing is really wrong, just that you better see this."
	"Okay I'll be right down.  Also Steve, help Samantha, when she's done,
look through this ledger (he puts it on the table) I picked it up in Moe and
Curly's room.  Well let's move like we got a purpose."
	(Aside to Erc) "I've always wanted to say that," as they head 
downstairs.

	Samantha spends time scanning through the computer memory, and 
thier seems to be nothing of interest.  Most of the data files are business
addresses of companies, and the names of contact persons.  Also there are some
comm-line numbers and one strange entry, it reads:

		Binary -- 8AC23D	

Also, after looking further, you find one bank transaction, it reads:

	ACCT #:  xx42-8900PZ12    Balance:  35,972 Cr
	Transfer to:  PTP-SA-62   Amount:  26,000 Cr
	Date: 130-1117 

	
	Steve looks through the book, and finds nothing really of interest, 
it contains junk actually, and reading it carefully he discovers that after the
first 5 pages, the book starts repeating itself, it's like the same 5 pages
reprinted 50 times.

*******************************************************************************
			     CREWS' MOVE
*******************************************************************************

	The Captain and Erc enter the bridge, Erekosse is sitting at a HUD
unit, and there is a serious look on his face.  "What's up?" 
	"Well Jordan, I was looking through the files, because I couldn't 
remember if I had started the Anti-Hijacking program or not, and well it took
a while, and I discovered nothing was wrong, except that the library was messed
up a bit, seems that a 'door' was put in the library, so if it was asked to find
IBI badge #'s it would print up the data that Samantha read.  Also, when I 
brought down the Anti-Hijacking program this appeared."  He gets up and lets the
Captain sit down.  There is a message on the screen, it reads:

		     I'm sorry I did this, messing up the library,
		but they said if I didn't they'd kill us.  They
		said they were taking over, and if we helped they'd
		let us live.  I hope this gives you fair warning.
		I'm not leaving my stateroom till you say it's okay.

				--Charlie

	"Did you get rid of the 'door'?"
	"Yup."
	"Okay, I'm going to go with Erc, and we're going to open that crate. 
You get upstairs and watch with Steve, let's not let this get any more out of 
hand than it already is."
	"Okay, I'm on it."

	"Let's go Erc, it's time we see what they are really transporting."

	Erc and the Captain, enter the cargo hold.  They pick up a floater and
the tool kits and walk over to the crate.  Erc says, "I heard this humming sound
coming from the crate, I don't hear it now, but I think it was coming from the 
top of it.  I'll use the floater to to go up and look."
	"Okay, but wait, I do have two of them."  He goes and gets the second
floater.  (NOTE:  A floater is a disk, about 3' in diameter, it uses anti-grav
plates to lift a max of 250 kg, to a max height of 10m.  Tech: 14, your modern
day step ladder.)
	Both the captain and Erc move to the top of the crate, there is writing
on the top of the crate, that says: THIS END UP, DO NOT BLOCK, with arrows point
ing to a 2' x 2' square on the crate.  It looks quite like a ventilation duct,
but it appears to be closed.  There is also a panel, with a hinge on it, and 
Erc looks to the Captain for the okay, and when he give it, open the panel,
very carefully.  Inside the panel it a display unit, there are 6 buttons that
aren't depressed.  There are also 6 lights, next to the buttons, there are all 
green, and glowing brightly.  The video unit is on, but the screen is blank.
	"You ever seen anything like this," says the Captain to Erc.
	"No, but I think I know how to find out."
	"How?"
	"Push this button," he says as he points to one button all by itself,
seperate from the rest.
	"Okay, you push it," says the captain.
	"I'm not gonna push it, you push it."
	"No way Jose, I'm not pushing it, it was your idea, you push it."
	"I'm not gonna be held responsible if I blow up your ship captain, so
I think YOU better push it."
	"Hmmm, I see your point, okay I'll push it."  The captain depresses the
button very lightly, and after it is totally in, the screen comes to life.  Data
appears, and then some charts, and other sets of numbers.  The screen stops 
flushing data, and says:  SYSTEMS NORMAL
			  AIR -- GOOD
			  MATTER -- GOOD
			  SEAL -- SAFE
			  ENV -- SAFE
			  VITAL SIGNS -- GOOD

	"Uh, does this mean what I think it means," says Erc to the Captain.
	"Are you thinking what I'm thinking."
	Erc nods his head yes, and says, "Somethings alive in there," pointing
to the crate.
	"I'm getting to old for this shit," mutters the captain.


**********

Just when you thought it was safe to go back into the water ... ta-da!       
Hope your enjoying yourselfs, because it only gets better.

Responses due 3-24-89 or ASAP

NOTE:  all materials are copyrighted, Brad Post, cica 1988.  Any use of this
  material without the author's consent is a felony.

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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


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-------- TML Message #265 --------

Date: Wed, 29 Mar 89 16:02:19 -0800
From: (Pure Evil) evil@blake.acs.washington.edu
Subject: Money
Archive-Message-Number: 265


>From: B_MAHONE%UNHH.BITNET@MITVMA.MIT.EDU
>Subject: Money?
...
>Money in the future.  We've always thought it would be bank cards and monster
>ATM's, but...  with the speed of Jump and all it's effects on information
>transfer, are electronic money transfers the norm for characters?
...
>Bob Mahoney

Banking depends upon reliable information.  Interstellar information is
limited by the speed of Jump, effectively introducing lag times upwards of
one week.

The result?  Instant banking is not allowed across interstellar systems.
Would-be entrepreneurs have three options:

* carry suitable currency with them

* barter

* wait for letters of credit to be registered

The first two solutions are obvious, and not particularly efficient.
However, they are often the only choices available, especially in a system
that is not within the political sphere of the entrepreneur's bank.

Letters of credit are more convenient, but can only operate under
well-ordered economic and political systems that span more than one system.
The letter of credit is exactly that: an official transfer of credit from
the banking system of one world to that of another.  To work, the
entrepreneur presents the letter to a bank that has a trade agreement with
his home bank.  Upon authentication of the letter, the entreprenuer is
credited with a certain sum (indicated on the letter).  The foreign bank
trusts that the home bank will credit its (the foreign bank's) account with
this same sum.  Occasionally, actual coinage will be shipped between worlds
to even out any net inbalance of trade.

Of course, letters of credit will be closely inspected for evidence of
forgery.  In fact, many banks will insist that the letters are delivered by
official agents of the Imperium through standard X-boat channels.  Some
banks may require confirmation (particularly for large transfers) from the
home bank --- resulting in long delays while inquiries are sent back and
forth.  Entrepreneurs may be held up for months while credit is "in
transfer."

No wonder the economy is so fragmented.

*** Scott Holter                             evil@blake.acs.washington.edu ***
*** "Maybe I can't save the world, but perhaps I can make it a safer place ***
***                             to have a beer."                           ***

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-------- TML Message #266 --------

Date: Wed, 29 Mar 89 18:05:34 PST
From: jchou@cory.berkeley.edu (James Teh-Tsuey Chou)
Subject: Re: antimatter jump drives
Archive-Message-Number: 266


This is not offical, but I do have a reasonable quick fix.

By using the fuel consumption at TL9, it can be calculated
that you need about 125 MW per jump unit during the 7 day
voyage (actually, it's about 133, but 125 is a more convient
figure).  This DOES give ships additional range at higher
tech level (or more space for cargo, etc).  I don't think
it does unbalance the game.  However, if you are using 
antimatter, you will have a super ship no one can catch up
with.  I suggest  you boost up the price of antimatter
up to elimiate the abuse.

James Chou

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-------- TML Message #267 --------

Subject: Re: X-Boat Routes
Date: 30 Mar 89 11:19:49 PST (Thu)
From: jamesp
Archive-Message-Number: 267



With all these routes:
   [X-boat routes]
> a) Scout/Courier Mail Routes	[Rob Miracle wrote the ">" quoted stuff]
> b) MegaCorp Trade Routes
> c) Sector Trade Routes
> d) Sub-Sector Trade Routes
> e) Fledgling Trade Routes
> f) Free Trader Routes

> I don't
> think that GDW set these up for two reasons, first it would clutter the maps
> and second there are too many variables.

As for cluttering the maps, I have a suggestion...

Print up your hex maps on standard forms (like use postscript to a laser
printer).  Keep all the basic world information that you would see on a
GDW map on the first map.  Then prepare overlay maps that just have the
trade/xboat routes, and no world information, printed on them.  Turn
these into trasnparencies.

Now all you have to do is overlay one or two sets of transparencies at a
time, to see the routes you're really interested in.  If you keep the
maps in a three-ring binder, you're really in business.

James

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-------- TML Message #268 --------

Date: Thu, 30 Mar 89 12:53:08 EST
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 268


Subject: re: antimatter jump drives

tres@toadwar.ucar.edu writes:
	[At TL 17 (or beyond, perhaps), why is there no antimatter powered
jump drive?]  TL 17 is when antimatter power plants first appear. You can
certainly design a TL 17+ starship with antimatter instead of fusion plants,
(p 64 of Ref's Manual)

	[If I'm missing something] You're missing something.

	[Reading the Traveller rules and supplements leads me to believe
that starship jump drives are powered directly by large capacitor banks]

No. The "jump drive" (which is not of course a "drive"--it is not an engine)
is simply a very large fusion plant which uses up its fuel very quickly
because the jump uses a lot of energy which must be supplied in a very short
amount of time with no power fluctuations. (which is why you risk mis-jump if
you use unrefined fuel on a ship not equipped to use it)

The energy is shunted through these crystals (name escapes me) which puts the
energy into a grid which is around the hull of the starship.  That grid is
more properly what is responsible for jump, but since you only see it when
the ship enters or leaves jump space its easier for the spacers to just point
to the fusion plant and say "thats the jump drive" to the tourists, even though
everybody with a little experience knows thats not what it is.

I got that from Digest Group's Starship Operator's Manual which explains
(probably for the first time) the rational for the various technologies
in Traveler.

[energy absorbed by black globe screens,] - nope.  You can't use this energy.
It goes into the crystals and must be discharged before you want to jump. If
the crystals absorbs the total amount of energy they are able to you must turn
off the black globe or the energy which it absorbs will go elsewhere rather
than into the jump capacitors (ie. you FRY!!)  This has struck me as a strange
method of getting rid of the energy from the black globe, but then again it is
an experimental weapon and the naval engineers had to put all that energy 
*somewhere*.
	

Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu)

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-------- TML Message #269 --------

Date: Thu, 30 Mar 89 13:51:22 EST
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 269


Subject: X-boat Routes
Reply-To: vu0141@bingvaxu.cc.binghamton.edu

>b) given a text file with the sector or subsector information, what is
>   a good format to store the xboat route information? (I am thinking
>   of a text database format to be compatible with that used for sectors)
In Archive-Message-Number: 263 Rob Miracle says
Well, what you could do is use a format like

0101 System Name   A123456-7 BTrade Codes    A701ImStar1 Star2 Star3 0202
                                                                     ^
                                                  XBoat Companion ---+

This wasn't exactly what I had in mind.  This does not in fact tell me
where the routes are.  Also, I don't think that the format that GDW uses
for the Spinward Marches is quite appropriate. (For one thing you don't
need the stars necessarily, for another its cramped.)

I had more in mind 3 files for each sector:
  name.sector (mainworld generated sector info)
  name.xboats (xboats routes in sector name)
  name.extend (additional info on worlds I'm interested in)

I'm not quite sure what the last would have in it, but if would at
least have the names of the subsectors; I'd like to have them somewhere.

The sector file would have lines like:
Wunderland         2140 C130110-8   Lo Ni Po De     615 IM  

I adopted this from the way Digest Group lists worlds in Traveller's
Digest.  Name first, then location, zone at end after alignment. The
trade classifications can also hold additional info, including Xb, for
an Xboat station.  Then the xboats file will have the info on the graph
which is the route.

The question is how to store that graph.

I made some changes on the gensec program James Perkins wrote which I found in
the archives. I made it compatible with MegaTraveller. It was the base for my
musing about how to do the X-boat routes.

It looks like this:
% gensec nonsense
usage: gensec {-S | density | maturity}
  Generates Traveler sector or subsector.

  S = {A..P}, subsector to generate
  density = generation percentage or rift|sparse|scattered|dense
  maturity = backwater|frontier|mature|cluster
  defaults are entire sector, 50% stellar density, standard frontier maturity.

% gensec -L rift backwater
Unnamed            2627 E335377-4   Lo Ni           021 IM  
Unnamed            2630 C573551-7 S Ni              202 IM  
Unnamed            2729 E7B0535-7   Ni De           520 IM  
Unnamed            2921 B510373-A   Lo Ni           212 IM  


Hot jets!
Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu)

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-------- TML Message #270 --------

Date: Fri, 31 Mar 89 00:39:57 -0500
From: (Dumpmaster John) jco@manatee.cis.ufl.edu
Subject: Grain
Archive-Message-Number: 270



Someone in the last few days asked about shipping grain today.  Well I'm not
sure about ships (But I suppect that it's the same as trucks.)  Anyway, the
reason that you don't see trucks on fire at the side of the roadway because
they are loaded with grain is the trucks are vented.  Normaly they are open
top container trucks w/ a tarp over the top.  

Railways do the same thing.  As far as ships.  It's either open top or a
ship is big enough to have a fancy AC that cleans the dust out.  The fancy
AC is how grain silos do it.  And you do hear about silos blowing up every
once in a while.  

Now then how to do it in Travler.  My way ingore it.  If as a GM I had to
make a ruling on it.  It's in sealed containers (Most likly vacuum packed.
This has the added benifit of volume reduction.)

later 
jco

"What would Rock and Roll be without feedback?" -- D. Gilmour
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-------- TML Message #271 --------

Date: 31 Mar 89 12:51:00 CST
From: ("MARK A. POWER") uabmap01@asnuab.asn.net
Subject: Re: Speculative Trade; Trading Campaigns
Archive-Message-Number: 271



In Archive-Message-Number: 257, Adrian Hurt <adrian@cs.hw.ac.uk> says

>I'd go for vacuum, on the grounds that if the ship gets attacked, the cargo
>hold will be depressurised like the rest of the ship. Unless the crew want to
>risk explosive decompression, that is.

	Actually, one of the reasons for listing special shipping 
considerations is this situation.  If you've got a vacuum-sensitive
cargo, you have to take damage to it into account before depressurising
the ship.  If you've got a load of explosive material, you probably want
to think twice before fighting the pirates at all.  If 60 tons of frozen
gourmet dinners are thawing in the hold, that temporary powerplant
malfunction is a lot more serious.  The whole idea is to add a little
variety and role-playing to the otherwise rather boring cycle of
buy-jump-sell-buy-jump-sell.  A side benefit for the referee is it also
gives you a legitimate way to cut into the players profits if the game
gets out of hand.  It's tough (for me) to run a campaign where all the
players are worth millions.  Losing a cargo occasionally can help
prevent this.

	Another problem I see with a trade-centered campaign is that most
of the players don't get to do anything.  Now that I'm running
MegaTraveller, I've got something for the engineer(s) to do (check the
rules for entering jump drive under the Engineer skill in the Player's
Manual), but what about everyone else.  Once my NPC generator is
completed, I can generate NPC passengers, and let the purser assign the
staterooms.  This will also make it a little less obvious when I slip in
a prepared NPC encounter.  I'm also considering, since I have 15mm scale
floor plans for their ship, to each time they prepare to leave port,
hand them scale cargo containers and let them arrange the cargo bay.
That way I can make use of a corrollary (sp?) of Murphy's Law - the
freight loaded furthest from the door belongs to the man who needs it
first.  Does any one have any further ideas?

	Getting back to my original posting, is anyone interested in 
revamping the speculative trade system?  I've got a few entries into my
master cargo table ready.  If there is enough interest, I'll send them
to this list.  If not, I'll be happy to send them directly to anyone who
wants them.


- --------------------------------------------------------------------
Mark Power				uabmap01@asnuab.asn.net
Health Information Systems
University of Alabama Hospital
- --------------------------------------------------------------------


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-------- TML Message #272 --------

Subject: Volunteers, Digest Survey Results, Administrivia
Date: 31 Mar 89 14:11:15 PST (Fri)
From: jamesp
Archive-Message-Number: 272



Mark Power says:
> 	Getting back to my original posting, is anyone interested in 
> revamping the speculative trade system?  I've got a few entries into my
> master cargo table ready.  If there is enough interest, I'll send them
> to this list.  If not, I'll be happy to send them directly to anyone who
> wants them.

Yes, there's a lot of interest already, judging from postings on the
list.  I'm interested, too, in contributing.  I think all it needs is
someone to volunteer to lead the discussion.  We need a VOLUNTEER.

An ideal format would be for the topic coordinator to come up with an
initial explanation of a rough strategy.  Then collect responses on it,
produce a digest of the responses and an amended strategy.  Iterate
until half-baked ideas become fully baked.  Naturally these
digests/strategy reports are posted to the whole list; individual
discussion can go directly to the topic coordinator.

This list can really contribute to Traveller, all it takes is some
commitment.  I think the level of commitment and quality is way up
lately.  Thanks everyone for a great effort.  Thanks to the listeners
that lend support by their presence.

I realize we're all really busy, but all it takes is a commitment from
one person to handle and synthesize the responses, and we all benefit.
I'm doing as much as I can coordinating this list.  If you're fired up
about Traveller, and can spare the time (it does take time), and have
some organization skills, this can really contribute to the quality of
the game.  I really want to see some of this discussion result in
something (maybe of quality good enough for publishing!).

Topics needing coordinators:

	Star system generation/database management
	Trade route generation/database management
	MT/Merchant Prince Trade and Commerce System replacement
	Others?

- ---------

On another topic, I think I've gotten all the response I've gotten on
changing the mailing list to a digest format.  The results were:

	Yes!	Yes,but	No,but	No!	News
	7	5	1	4	1

	Average delay between digests: 3 days

One listee was interested in starting a newsgroup, rec.games.traveller.
I'd say yes! Except... we need 150 members and at least 2 messages/day
for 6 months to accomplish this, according to Gene Spafford (News Guru
Extraordinaire of our humble planet).  We currently have 142 members,
and have had a (phenomenal!) 51 messages this month.  Almost, but not
quite.  I also am uncertain if we will sustain this level of traffic.

One member suggested we move to a dual list, where people desiring to be
put on a digest list could have that, while people liking the current
mechanism could stick with it.  Aside from added complexity, this is my
favorite idea.

Someone else wanted digests, and suggested that we all agree on certain
number of subtopics, and then have everyone carefully place the subtopic
in their Subject: line.  People could then easily skip messages that
way.  Two problems with this; one is, people are never that careful.
That causes problem #2, I have to adjust subjects on every piece of mail
going through the list.

One person really liked the "instant delivery" of the current mechanism,
because if he had a question it could get answered very quickly.

Several people seemed to pick up a concern about peak hours mail
overload at my computer.  This has not been a problem, so rest asssured.

When I find time, what I will do is this:

	I will follow contacts to get some digestifying software.

	I will implement a dual list with digestifying for those who
	want it, or the standard method.  Once it is tested, I will make
	it known and those who want their mail digested can get it that
	way; everyone else can stay the way they are.  This "voting with
	your feet" will really indicate how desired digestifying is, and
	may make the traffic more acceptable to people.

	The Traveller Archives will still be organized as it currently
	is, with Archive-Message-Numbers, Bundles, and Packages.

- ---------

By the way, it's much easier for me to distribute archive bundles now,
send archive tables-of-contents and add people to the list... a little
tool work often really pays off.  Don't be shy if you want some old
archives.

- ---------

Oh yes, the UUCP-style address tektronix!dadla!jamesp no longer works,
because tektronix insists you use the full name for dadla.  Those of you
still using uucp, route through tektronix!dadla.la.tek.com!jamesp, or if
possible, ask if domain-style adressing will work at your site, and use
jamesp@dadla.la.tek.com.  The same goes for the "traveller" and
"traveller-request" mailboxes.

- ---------

There will be a new MegaTraveller-compatible gensec sector generator and
mapsub subsector mapper program coming out soon, due to the hard work of
Fred Schiff.  Stay tuned to this channel.

James

- ------------------------------------------------------------------------
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Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
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-------- TML Message #273 --------

Date: Fri, 31 Mar 89 14:54:20 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: GDW
Archive-Message-Number: 273



Hey anybody out there know if GDW has anyone who reads any of the newsgroups,
or this mailing list?  Anybody know if GDW has an E-mail address?  

Brad Post


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-------- TML Message #274 --------

Subject: Re: GDW 
Date: Sat, 01 Apr 89 20:27:56 -0600
From: (Michael Rossow) rossow@umn-cs.cs.umn.edu
Archive-Message-Number: 274


Game Designers' Workshop has an account on the Delphi system.  This is
a commercial on-line service.  The account name is MARCMILLER.  I don't
know if Marc Miller or anyone from GDW has used the system since Digest
Group Publications dropped their support of the RPG area of this service.

DGP used to be major presence in the RPG area of Delphi.  They have
uploaded a megabyte or so of Official Traveller material.  Digest Group 
used to play test upcoming Traveller releases on line.  They would
carry on frequent dialogs on the topic of Traveller.  As they left
Delphi, they said that they may be moving to the GEnie system.  I have 
no idea if they have done this or not.  This is a current list of what 
is stored in their archive on Delphi as of 4/1/89:

STARSHIPS-4                       ARTI  18-DEC  SCOLSON
DENEB SECTOR                      DATA  15-DEC  DIGESTGROUP
OLD EXPANSES SECTOR               DATA  13-DEC  DIGESTGROUP
SPINWARD MARCHES SECTOR           DATA   2-DEC  DIGESTGROUP
REAVERS DEEP SECTOR               DATA  10-NOV  DIGESTGROUP
RESEARCH IN MEGATRAVELLER         ARTI   4-NOV  JAMESHOLDEN
MEGATRAVELLER ERRATA 10/1/88      NEWS  15-OCT  DIGESTGROUP
BAYERN:2300                       NEWS  27-JUL  KOORDAR
MEGATRAVELLER VEHICLES            ARTI  19-JUL  SCOLSON
JUMPSPACE BY MARC MILLER          ARTI  13-JUL  DIGESTGROUP
STARSHIP OPS MANUAL               ARTI  12-JUL  DIGESTGROUP
DENEB SECTOR LIB DATA             ARTI  28-JUN  DIGESTGROUP
SOLOMANI RIM LIB DATA             ARTI  28-JUN  DIGESTGROUP
MEGATRAVELLER TECHNOLOGY          ARTI  24-JUN  DIGESTGROUP
ANCIENTS SITES LIST               DOCU  21-JUN  DIGESTGROUP
ASLAN CLANS LIST                  DOCU  19-JUN  DIGESTGROUP
TRAVELLER ADV LIST/INDEX          DOCU  18-JUN  DIGESTGROUP
MEGATRAVELLER ERRATA 4/1/88       NEWS  16-JUN  DIGESTGROUP
MISSING RECORDERS FROM MEGATRAVE  ARTI  13-JUN  DIGESTGROUP
TERRA SYSTEM (EARTH) IN TRAVELLE  ARTI  10-JUN  DIGESTGROUP
TRAVELLER MINOR RACES LIST        DATA  25-MAY  DIGESTGROUP
MEGATRAVELLER PSIONICS II         ARTI  22-MAY  KOORDAR
MEGATRAVELLER, PSIONICS           ARTI  22-MAY  KOORDAR
ARTIFICIAL BEINGS                 ARTI  13-MAY  DIGESTGROUP
TWO STORIES             6ED9F641  ARTI   1-MAY  MARCMILLER

This is in the Galactic Times area of the library archives of the 
role playing subcatagory of the games special interest group on Delphi.  
To get there from the main menu type "group game role lib gal".

It is expected that this area is going to be deleted quite soon,
I don't know what is going to be happening to all this stuff at
that point.  

						-Mike


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-------- TML Message #275 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Jumps, energy and black globes
Date: Mon, 3 Apr 89 9:22:54 BST
Archive-Message-Number: 275



>The energy is shunted through these crystals (name escapes me) which puts the
>energy into a grid which is around the hull of the starship.

Does this mean that if the ship sustains so much as one hit, it can't jump?

>I got that from Digest Group's Starship Operator's Manual which explains
>(probably for the first time) the rational for the various technologies
>in Traveler.

Ah yes. These fellows also think gauss guns are silent. Which they are, if they
fire projectiles at subsonic velocities, and so have penetration comparable to
airguns - or if they fire in vacuum, in which case anything is silent.

>[energy absorbed by black globe screens,] - nope.  You can't use this energy.

Yep. You can use this energy. At least, according to High Guard, which I quote:
"If a ship absorbs enough energy to make a jump, and is supplied with
sufficient fuel, it may jump at the end of the turn."

Any energy absorbed by the black globe goes into the ship's capacitors. These
are usually the jump capacitors, which mass .5% * Jump no. * ship's mass. You
can install additional capacitors if you wish.

Energy absorbed by the capacitors may only leave the ship while the globe is
off. The globe may be "flickered" to permit this. The energy may be used in
addition to, or instead of, energy from the ship's power plant.

You may also switch on the black globe during jump, so that you enter the
destination system with the globe on. This makes you invisible. By arranging
your velocity carefully before jumping, you can drift up to the main world,
drop the globe and give the world a nice surprise (like a nuclear missile).
This tactic also comes straight from "High Guard", and also appears in the
board game "Fifth Frontier War". (What happened to the PBM, by the way?)

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #276 --------

Date: Fri, 31 Mar 89 23:00:46 EST
From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: Re: Speculative Trade; Trading Campaigns
Archive-Message-Number: 276


	
	Mark Power (uabmap01@asnuab.asn.net) writes....
        -------------------------------------------------------------------
	Another problem I see with a trade-centered campaign is that most
	of the players don't get to do anything.  Now that I'm running
	MegaTraveller, I've got something for the engineer(s) to do (check the
	rules for entering jump drive under the Engineer skill in the Player's
	Manual), but what about everyone else.  Once my NPC generator is
	completed, I can generate NPC passengers, and let the purser assign the
	staterooms.  This will also make it a little less obvious when I slip in
	a prepared NPC encounter.  I'm also considering, since I have 15mm scale
	floor plans for their ship, to each time they prepare to leave port,
	hand them scale cargo containers and let them arrange the cargo bay.
	That way I can make use of a corrollary (sp?) of Murphy's Law - the
	freight loaded furthest from the door belongs to the man who needs it
	first.  Does any one have any further ideas?
        -------------------------------------------------------------------

Just a suggestion.  Just because you're running a trade-centered
campaign doesn't mean it has to be in some docile, well-established
trading environment.  Give it a little bit of an adversarial edge,
maybe a lot of one.  Adversaries could include rival traders trying
to establish or keep the route for their own profit (both small-scale
operations and mega-corps who are for all practical purposes above
the law -- especially in the shattered imperium), pirates,  navies
of various political factions trying to disrupt enemy trade and
supply lines,  local politicians on various planets who might
not WANT outside trade (remember what political power the traders 
wielded in the early parts of Asimov's Foundation series??),  law 
enforcement agencies (let's face it, some laws are just not 
economically practical!!),  technological problems  (how does
one transport four megatons of ice to a desert world, especially
with a fleet of jump-1 ships on a route that frequently has four-parsec
gaps in it??),  logistical problems, even adversaries from the
inside who are unhappy with the way the company is run and want
to either shut it down or usurp control of it.  Furthermore, any
company that manages to be successful under these conditions is
going to attract the attention of major political powers and
become embroiled in universal politics, like it or not. I'm sure you can
add many more of your own ideas.  The point is that in an
environment as unstable as the shattered imperium,  there's going
to be a lot more to worry about than where to put the cargo.
("Ensign, retrieve Baron Von Aushter's cargo from the bay, and
what was that you said about being boarded?...")

Happy gaming!
- ---
Ed "Captain Jordan Moray" Driscoll
The University of Michigan
ejd@caen.engin.umich.edu


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-------- TML Message #277 --------

Date: Mon, 3 Apr 89 08:31:02 EST
From: att.att.com!ihlpf!zonker@tektronix
Archive-Message-Number: 277


In regards to whether anyone at GDW reads this list, the answer is no.
(In fact I don't recall seeing any Bloomington/Normal addresses on the net).
That doesn't mean that they might not see hardcopy of some/all of the messages.
They also don't have an e-mail address or any means of getting input
electronically except via diskette (at least according to the latest
submission guide).  They are after all a small company and not involved
with computers more than most non-tech businesses.  There are several
people, such as myself, who are good friends of members of the company who
do read this mailing list or net news, so they are not completely isolated
:^).
	
			Non Cuniculus Est,
			   Tom Harris

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-------- TML Message #278 --------

Subject: Re: Jumps, energy and black globes
Date: 03 Apr 89 14:27:34 PDT (Mon)
From: jamesp
Archive-Message-Number: 278



The Jump "Drive" is a very high-power fusion plant which charges the
"Zuchai Crystal Energy Sink Array".  These crystals fortunately are the
only devices capable of storing the great energy quanties needed for
jump.  Also, they have a "memory" of the energy as it was placed in
them; this allows discharging at the same rate as charging, but also
makes them prone to input power fluctuations.  The electrical energy
from these is then gated into the "Lanthanum Hull Net", in a peculiar
ordering of segments, which is controlled by the "Jump Governor".  The
Hull Net is first "warmed up", with about 20% of the stored energy, and
then strongly energized by the crystal's energy to rend the orientation
of the ship in the multispace and transition it into the alternate jump
dimension.

The hull net remains energized at a low level throughout the trip to
maintain a little pocket of "our" universe around the ship.  Should
there be a hole in the net, a finger of the jumpsace will poke into the
ship.  Should much of the net be destroyed prior to jump, it would not
be possible to achieve the initial insertion into jumpspace, and no jump
would have taken place.

> Ah yes. These fellows also think gauss guns are silent. Which they are, if
> they
> fire projectiles at subsonic velocities, and so have penetration comparable to
> airguns - or if they fire in vacuum, in which case anything is silent.

Actually, wouldn't they be about as silent as a pistol with a silencer?  The
only noise is from the round flying through the air; there is none of the
"report" due to the hot gasses escaping from the end of the muzzle at high
pressure.

> Yep. You can use this energy. At least, according to High Guard, which I
> quote:
> "If a ship absorbs enough energy to make a jump, and is supplied with
> sufficient fuel, it may jump at the end of the turn."

The Starship book doesn't mention anything about Black Globes or
alternative charging methods in the Jump Drive chapter.  I haven't
completed the Weapons and Defenses chapter yet, so I don't know if the
practice is reported there.  Given the technology reported in the book,
it would seem *possible* to gate energy from the Black Globe (if it can
be issued in an even stream of sufficient quantity) into the Crystals.
In practice, this would seem risky by the new technological explanation.

A related example, unrefined fuel can occasionally cause the Jump
Drive's Fusion plant to hiccup, causing a dip or surge in output.  This
dip or surge is stored in the Crystals and cannot always be detected
(strange...) or compensated by the Jump Governor when the Ship is
transitioning into jumpspace.  Result -- misjump! With possible system
damage, temporal or spatial displacement.

Get this book.  It's fun for people interested in Technology and
Engineering.  On the other hand, it's probably a little too technical
for people who rarely wonder why things work.

Talking about extra capacitors, anyone ever design a ship which has
piles of extra capacitors? I designed some ships which would burn the
reserve capacitor energy to feed infrequently-used things like weaponry
and active defenses.  This allowed my power plant's excess capacity to
be burned on needed agility to run away.  The ships may not have had
much stamina, but boy could they evade! By the explanation given of
Zuchai Crystals, they will break down after 2-3 hours of storing charge,
so a less-dense method of charge storage would now have to be selected
for this design strategy to work.

- ------------------------------------------------------------------------
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Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
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-------- TML Message #279 --------

From: morrison@pyr.gatech.EDU (William B. Morrison)
Subject: RESULTS: Traveller vs. MegaTraveller poll (LONG)
Date: 13 Mar 89 21:29:50 GMT
Archive-Message-Number: 279


[Forwarded from rec.games.frp, as a public service of the TML -- James]

Well, the Traveller vs. Megatraveller results are in. And the winner is...
                   MegaTraveller (which won [grudgingly])

I didn't receive as many comments as I expected (only 11). I don't know 
whether (Mega)Traveller is a dying FRP, people prefer other FRPs to them, 
or something else entirely, but here are the results. If anyone else out 
in netland has additional comments, please email them to me and I'll post 
a follow-up.

By the way, I reviewed the MegaTraveller Players Manual and Referees Guide 
this weekend (not as long as I would have liked -- my wife was getting tired 
of waiting for me at the gaming store). I'll post my review at the end of 
the article along with my summary of the replies to the postings I
received.

The following are a few of the comments I received about who preferred what 
and why. Any elipses (...) indicate editting on my part.

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

c9c-aa@dorothy.Berkeley.EDU writes:
> Mega allows scientists, pirates, cops, robbers, students, military types,
> plus many more.  They have extended versions of Navy, Scouts, Merchants, 
> and Army characters.  There are about 30 different types you can play.

                             ----------

asulaima@tyche.cair.du.edu writes:
> I really like Megatraveller but its setup by GDW left much to be desired.
> The mistakes in the original set has (as of now) 17 pages of errata [and]
> more coming. I like the old traveller adventures and I think the Rebellion 
> set-up is a poor copy... However original Traveller had very few and 
> simple rules that were being upgraded through a not very easy system... 
> I much prefer the new MegaTraveller starship combat and personal combat 
> has also a great improvement over Trav. system... its hard enough for 
> honest PC traders to get a ship but then to have the Ihatei fleet or 
> corsair bands of 20,000t ave displacement ravage them is truly bad.

                             ----------

ejd@caen.engin.umich.edu writes:
> I've been a Traveller player and GM for over 6 years, and I prefer
> MegaTraveller.  All of the basic Traveller ingredients are there,
> but MegaTraveller has a number of significant improvements:
>
> (1) The skills system makes more sense.  Skills in MegaTraveller are 
> pretty much like skills in Traveller, but MegaTraveller has something 
> called the Universal Task System... describing how you use a player's 
> skills to determine whether or not he can accomplish a task. The system 
> is simple...  and it is generic enough for a GM to apply to any task, on 
> the fly.  
> (2) Character generation is enhanced. Advanced generation systems like 
> High Guard and Mercenary are included... Basic character generation has 
> also been enhanced. The net result is that a character generated using 
> the basic rules is power-compatible with one generated using the advanced 
> rules.  That is certainly not true in old Traveller.  
> (3) The setting is more interesting. MegaTraveller takes place in the 
> "Shattered Imperium"... I consider the ideas an improvement brought about
> in MegaTraveller.
> (4) Combat is enhanced.  It now includes rules for doing things like 
> interrupting an enemy while he is taking action, and a roving DM pool 
> which is based on the combat skills of the participants and can be applied 
> to any roll of the combatants' choice.  
> (5?)  The rules for craft design seem more complex (sensors, more 
> weapons), but I haven't been playing MegaTraveller long enough to have 
> tried them out yet.
> 
> Essentially, MegaTraveller seems to be Traveller, cleaned up, consolidated, 
> and enhanced.  I would recomment it over the old set without reservation.

                                ----------

redden@ttidca.tti.com writes:
> MegaTrav gets my overall vote because skills.  Still there are rules
> that are silly like skill pts = int+edu. Space Gurps looks very good as
> a new rules base.

                                ----------

mcvax!cl.cam.ac.uk!smm12@uunet.uu.net writes:
> I've just bought MegaTraveller, and have read a lot of the Traveller
> Rules. In my humble opinion, MegaTraveller has to be a good move just
> because all the rules are in one place! 

                                ----------

disk!miracle_r@gargoyle.uchicago.edu writes:
> I bought MegaTraveller when it came out and they are really the same
> system. The bad Part of Mega is its erata and they did complicate some
> things, however its trade off is all of the rules have been combined
> from many supplements so everything you need is in the books.  A lot of
> equipment was added and such. As far as voting for one or the other, do
> as we do:  Use the rules you like from each system. They are compatible.

                                ----------

uabmap01@asnuab.asn.net writes:
> After serious consideration, (and not much play-testing) I've decided to
> use MegaTraveller.  It's not perfect - for instance, I'm working on new
> rules for Trade & Commerce and ship combat - but it does have some nice
> features. It consolidates information that used to be spread out over 8
> books, a dozen supplements, a dozen adventures, etc. Second, the task
> system.  At first, I had serious doubts about this.  I wasn't very
> impressed with this... and I didn't have a very high opinion of
> MegaTraveller at first, either. It's very easy to make up tasks on the
> spur of the moment. Also, the players are much less likely to start
> complaining that nothings happening, particularly if you can keep them
> all doing something (trivial) most of the time. Even an index card file
> (one task per card) would be a major boon to the harried referee.
> 
> Problems: There are some, of course.  Whoever was responsible for
> editing, proofing, and quality control should be promptly sacked. The
> The amount of errata for the first three books is simply inexcusable.
> The combat system is a major step backwards from Azhanti High Lightning
> and Striker, which, with minor modifications, is what I use. The number
> of people asking (or complaining) about the ship combat system should be
> a warning. I've *never* been overjoyed with either the basic Traveller
> system or High Guard, but MegaTraveller suffers from the same slipshod
> editing - the rules don't make much sense, despite the fact they're
> based in large part on High Guard... Original Traveller's movement is
> far and away the most realistic ship movement system I've ever seen. It
> may not be playable, but it *is* realistic. The trade & commerce system
> leaves me cold. I do like the idea of different trade tables for each
> world class, though.  The system I'm working on expands on the original
> system with ideas from MegaTraveller and "Cargo: A Merchant Prince
> Variant", from an early (#26?) _Challenge_.
>  
> In summary, I'm switching to MegaTraveller.  I'm throwing out 3 major
>  parts of the rules, but that's an indictment of those parts - not the
>  system as a whole.

                                ----------

redden@ttidca.tti.com writes:
> I prefer megatrav.  The skills and improvement systems is why.

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

SUMMARY: Every message I received was in favor of MegaTraveller, though
most were grudgingly so. MegaTraveller's strong points were its skills
(specifically, the task system), starship generation, and (the most
commonly stated reason) the fact that everything is now in one place.
The most commonly stated problems was the errata, lack of a good trade
system, and poor personal and starship combat systems. Other than that, 
both systems are said to be the same. Most of those who replied who were 
referees said that they used a derived combat system (such as STRIKER for 
personnel and Azhanti High Lightning or STARSHIP for ships). The only
thing that people were 'impressed' with was the implementation of the
task system which, if used well, can improve the playability of the game
(see uabmap01@asnuab.asn.net above).  So, there is a lot of room for 
improvement either way you go. 

REVIEW of MegaTraveller: Even though _all_ of the replies were in favor
of MegaTraveller, the number of problems and complaints should tell you
something. According to the impression I got from the replies I received
and my glance through the MegaTraveller books, get it if you want every
thing in one place. I personally intend to stick with the old Traveller
system (I put a lot of work into it), but I will probably adapt a task 
system for it. Also, I liked the level of detail used for MegaTraveller 
starship construction. The main things that I didn't like about
MegaTraveller was the layout of the books (all of the tables looked
jumbled on the pages). The books weren't organized well, and to para-
phrase a reply, whoever did the page layout and proofing should be shot.
Also, I didn't like the idea of interruptions during combat (eg. I'm
going to tell a guy that's about to unload a Gauss rifle on me to "Hold
it!"?). In campaigns I've been in there are two types of characters, the
quick (of mind _and_ body) and the dead. Also, I didn't like the setting
of MegaTraveller, but that doesn't really matter since any referee will
do what s/he pleases (mine started 2 years before the 5th Frontier
War). In my opinion, both systems are outlines (rather than rules) to be
tailored by the referee. Unfortunately, this means finding or creating
two combat systems (personal and ship) since the ones supplied are
inadequate. This also seemed to be the general consesus of those who
replied. If we wat to take a poll on the more popular personal and
starship combat systems, let me know and we'll see what we can do (I use
STRIKER for personal and STARSHIP [modified HIGH GUARD] for ship).

If I have to buy MegaTraveller to accomplish what I want to do, so be 
it (like I said, grudgingly). Have fun gaming.

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #280 --------

From: c9c-aa@dorothy.Berkeley.EDU (Brad Post)
Subject: Traveller: Ship Maps
Date: 6 Mar 89 21:43:19 GMT
Archive-Message-Number: 280


[Forwarded from rec.games.frp, getting caught up -- James]

Anybody know where I can get some good deck plans to ships like a Patrol Cruiser
and other ships mentioned in the Traveller Supplement, Fighting Ships, I think
it's #9.  Anybody got them online?  If you have them online, could you mail them
to me.  It would be much appreciated.

Brad Post
ARPA:  c9c-aa@dorothy.berkeley.edu
UUCP:  ...ucbvax!dorothy!c9c-aa

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #281 --------

From: choinski@hobbiton.prime.com
Subject: Hexsheet program (sans copyright)
Date: 15 Mar 89 02:08:00 GMT
Archive-Message-Number: 281


[Forwarded from rec.games.frp for your enjoyment... thought it might inspire
some hacking... now if I only understood Postscript well enough to make a
mapsub program that produced postscript output... -- James]

Here is a short Postscript program some of you may find useful!
Sorry about the last one, this is not not copyright protected by
Prime, but is fully distributable.  Sorry about any gripes this may
have caused!

8<------------------------Clip Here------------------------------>8
% HEXSET.PS
% Prints hex sheets with larger surrounding hexes.
%
% Description:
%    This POSTSCRIPT program will print hex sheets that look like this:
%
%        ____//====================\\    ______          ______        //
%       /   // \        /      \    \\  /      \        /      \      ///
%      /   //   \______/        \____\\/        \______/        \____///
%      \  //    /      \        /     \\        /      \        /   // \
%       \//____/        \______/       \\______/        \______/   //   \
%       //     \        /      \        \\     \        /      \  //    /
%      //       \______/        \______/ \\     \______/        \//____/
%     XX        /      \        /      \  XX====================XX     \
%      \\______/        \______/        \//____/        \______/ \\     \
%       \\     \        /      \        //     \        /      \  \\    /
%      / \\     \______/        \______//       \______/        \__\\__/
%      \  \\    /      \        /     //        /      \        /   \\ \
%       \__\\__/        \______/     // \______/        \______/     \\ \
%       /   \\ \        /      \    //  /      \        /      \      \\/
%      /     XX====================XX__/        \______/        \______XX
%      \    //  /      \        /   \\ \        /      \        /     //
%       \__//__/        \______/     \\ \______/        \______/     // \
%       / //   \        /      \      \\/      \        /      \    //  /
%      / //     \______/        \______\\       \______/        \__//__/
%      \//      /      \        /      \\\      /      \        / //   \
%      //______/        \______/        \\\____/        \______/ //     \
%     XX/      \        /      \        / XX====================XX      /
%      \\       \______/        \______/ //     \______/        \\\____/
%      \\\      /      \        /      \//      /      \        / \\   \
%       \\\____/        \______/       //______/        \______/   \\   \
%       / \\   \        /      \      ///      \        /      \    \\  /
%      /   \\   \______/        \____///        \______/        \____\\/
%      \    \\  /      \        /   // \        /      \        /     \\
%       \____XX====================XX   \______/        \______/       XX
%       /   // \        /      \    \\  /      \        /      \      ///
%      /   //   \______/        \____\\/        \______/        \____///
%      \  //    /      \        /     \\        /      \        /   // \
%       \//____/        \______/       \\______/        \______/   //   \
%       //     \        /      \        \\     \        /      \  //    /
%      //       \______/        \______/ \\     \______/        \//____/
%     //        /      \        /      \  \\====================//     \
%       \______/        \______/        \______/        \______/        \
%
%   Although, a lot neater and with the hexes lining up better!
%
% Abnormal conditions:
%
%   None that I know of, but that doesn't mean there isn't any.  I have not
%   tried to use non-integer fill or scale values, nor did I see the need
%   to produce such sheets, therefore this program may blow up if you try
%   to do so.
%
% Implementation:
%
%   Standard Adobe Postscript.  This does not include any set-up code required
%   by your printer (our spooler handles this stuff).
%
%   Basically, the FILL variable defines how many small hexes can fit from
%   side to side in the large hexes.  In the above example, the FILL would
%   be about 3 (it looks like 3.5).  The FILL variable should be an integer
%   value (2+).
%
%   The SCALE variable determines how many strips of large hexes are to be
%   printed.  The above example is SCALE = 1.  A SCALE of 2 would print 4
%   rows of big hexes instead of just 2.
%
%   YMAX and XMAX are set to the paper size in points (72 pt per inch).
%   If your printer uses larger paper, these should be changed.  Current
%   settings reflect 8.5x11 paper.
%
%==============================================================================
%   NOTES:
%
%   This program can be used to create simple hex paper as well as
%   hex-within-hex paper.  Simply use a FILL value of 1.
%
%   Usefull settings:
%      FILL 10, SCALE 2+: Tactical maps for 2300ad or Space: 1889
%      FILL 20, SCALE 1:  AD&D, 20 mile per hex maps.
%      FILL 1, SCALE 1+:  Single hex layer hex sheets.
%      FILL 1, SCALE 8:   ~15mm hexes
%
% Modifications:
%   Date   Programmer     Description of modification
% 03/08/89 Choinski       Initial coding.

%==============================================================================
%_______Key Definitions!  These must be decided for sheet appearance!_________%

/fill  5 def    % small hexes width per large hex
/scale 2 def    % # of large hex double strips

/ymax  11  72 mul def   % Height of paper, in points
/xmax  8.5 72 mul def   % Width of paper, in points

%==============================================================================

/hexes fill 1 add 3 div cvi fill 2 mul scale mul add def
/double hexes 2 div cvi def
/single hexes 2 mod def
/range 0.931 xmax mul hexes 3 mul 1 add div 2 mul fill mul def

/top fill 2 mod def
/s60 60 sin def

%==============================================================================

/hex {
  newpath
  0 0 moveto
  len 0 lineto
  len 1.5 mul height lineto
  len height 2 mul lineto
  0 height 2 mul lineto
  0.5 len mul neg height lineto
  0 0 lineto
  stroke
  } def

/hex2 {
  newpath
  0 0 moveto
  len 0 lineto
  len 1.5 mul height lineto
  len height 2 mul lineto
  0 height 2 mul lineto
  0.5 len mul neg height lineto
  0 0 lineto
  0.5 len mul neg height neg lineto
  stroke
  0 0 moveto
  } def

/hex3 {
  newpath
  0 0 moveto
  len 0 lineto
  len 1.5 mul height lineto
  len height 2 mul lineto
  len 1.5 mul height 3 mul lineto
  len height 2 mul lineto
  0 height 2 mul lineto
  0.5 len mul neg height lineto
  0 0 lineto
  stroke
  } def

/hexline1 {
gsave
2 fill mul scale mul fill 2 div add cvi top add 1 sub
  { hex
    0 height 2 mul translate
  } repeat
grestore
} def

/hexline2 {
gsave
2 fill mul scale mul fill 2 div add cvi
  { hex
    0 height 2 mul translate
  } repeat
grestore
} def

/hexline3 {
gsave
2 scale mul
  { hex2
    0 height 2 mul translate
  } repeat
grestore
} def

/hexline4 {
gsave
2 scale mul
  { hex3
    0 height 2 mul translate
  } repeat
grestore
} def

/hexpage1 {
double
  {
    0 0 moveto
    0 height translate
    hexline1
    0 0 moveto
    1.5 len mul height neg translate
    hexline2
    1.5 len mul 0 translate
  } repeat
single
  { 0 0 moveto
    0 height translate
    hexline1
  } repeat
} def

/hexpage2 {
1 scale mul
  {
  0 0 moveto
  0 height translate
  hexline3
  0 0 moveto
  1.5 len mul height neg translate
  hexline4
  1.5 len mul 0 translate
  } repeat
} def

/yoffset ymax range s60 mul scale 4 mul 1 add mul sub 2 div def
gsave
/len range fill div def
/height len s60 mul def
21 len 2 div add yoffset translate
1 setlinecap
0.40 setlinewidth
0.9 setgray
hexpage1
grestore

gsave
/len range def
/height len s60 mul def
21 len 2 div add yoffset translate
1 setlinecap
2.0 scale div setlinewidth
0.3 setgray
hexpage2
grestore
showpage

% End of program
8<----------------------------Clip Here----------------------------->8

===============================================================================
Burton Choinski                                             Prime Computer Inc.
   At: choinski@hobbiton.prime.com                       Framingham, Ma.  01701
       choinski@env.prime.com       (prefered)

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- End of TML Messages --------


-------- TML Message #282 --------

Date: Tue, 4 Apr 89 08:42:27 +0200
From: (Yngve Larsson) yla@ida.liu.se
Subject: PostScript generating subsector maps
Archive-Message-Number: 282


Actually, I hacked out a Poscscript program to draw 'subsec' genrated maps
some time ago. Here it is, no strings attached above James'.


These are to be considered as alterations to James' program
- ------------------------------------------------------------
psmapsub.c:
- ------------------------------------------------------------
/*
 * mapsub - produce a subsector hex-grid map from subsector data
 *
 * SYNOPSIS
 *   mapsub <Subsector.dat >Subsector.hex
 *
 * DESCRIPTION
 *   Mapsub processes the star system information on the standard input and
 *   produces a hex-grid map on the standard output.  The format expected is
 *   very precise, consisting of one formatted line for each system, each
 *   exactly 59 bytes followed by a newline.  Example:
 *
 *   "0102 Gruenwald          B775400-9 N TN NI           TI   GP"
 *
 *    XXYY System_Name_______ UPP______ B Trade_Codes___  Al Z GP
 *
 *   Where:
 *	XXYY is the system coordinates, in the range 0101-3240
 *	System_Name is the 18-character system name
 *	UPP is the Universal Planetary profile
 *	B is the base code: 'N' navy, 'S' scout, 'A' both
 *	Trade_Codes is up to fifteen characters worth of Trading codes,
 *	   from this list: TN (Terran-Norm), TP (Terran-Prime), AG
 *	   (Agricultural), NA (Non-AG), IN (Industrial), NI (Non-IN), RI
 *	   (Rich), PO (Poor), WA (Water world), DE (Desert World), VA
 *	   (Vacuum World), AS (Asteroid Belt), IC (Ice-capped), CA (Subsector
 *	   Capitol)
 *	   The only Trade_Code that does anything is CA, which causes
 *	   "Capitol" to be written into the system's hex.
 *	Al is the system alignment.  "IM" is the official alignment for the
 *	   Imperium.  I use "IN" for independent worlds.
 *	Z is the travel zone, either " " (Green), "A" (Amber), "R" (Red).
 *	G is the gas-giant-present flag, either " " (None), or "G" (exists).
 *	P is the planetoids-present flag, either " " (None), or "P" (exists).
 *
 *   The output is an array of empty and filled hexes, which look like this:
 *	   ______
 *	  / XXYY \	XXYY - System coordinates
 *	 /  * S   \	* - Navy base, S - Starport class
 *	/  ^ O .   \	^ - Scout base, "O" "@" or "%" - Desert or Non-desert
 *	\  System  /        world or Asteroid belt, . - Gas giant
 *	 \  Name  /
 *        \Zone__/	Zone - blank for green or circle for "amber" or
 *                             filled circle for "RED"
 *
 * WARNING
 *    Mapsub assumes that the input is only one subsector's worth of worlds.
 *    if you give it a sector's worth of worlds (Example: "gensec | mapsub")
 *    it will print them all, overlapping many worlds!
 *
 *    Ergo, if you want to generate worlds automatically, use gensec to
 *    produce a sector file of systems, then glean all the worlds belonging
 *    to a particular sector out of that file and put it in a subsector file,
 *    then use mapsub on the new subsector file.
 *
 * TO COMPILE
 *    On BSD systems, use:	cc -O -s -o mapsub mapsub.c
 *    On SYSV systems, use:	cc -O -DSYSV -s -o mapsub mapsub.c
 *
 * FILES
 *    Needs a blank hex map template, defined by default to be "./subhex".
 *    Change the MAP_TEMPLATE parameter to change this file's location.
 *    
 * SEE ALSO
 *    gensec - the sector generator program (produces compatible format)
 *
 * AUTHOR
 *    James T. Perkins, jamesp@dadla.TEK.COM, tektronix!dadla!jamesp
 *    Yngve Larsson, yla@ida.liu.se, ..!enea!liuida!yla
 *
 * BUGS
 *    The code is somewhat messy, as it was hacked out on a whim.
 *    
 *    As stated above, one cannot simply use the output of gensec as input
 *    to mapsub -- the gensec output must be edited.
 */
/*

Copyright 1987 James T. Perkins
PostScript additions by Yngve Larsson

	This notice and any statement of authorship must be reproduced
	on all copies.  The author does not make any warranty expressed
	or implied, or assumes any liability or responsiblity for the
	use of this software.

	Any distributor of copies of this software shall grant the
	recipient permission for further redistribution as permitted
	by this notice.	 Any distributor must distribute this software
	without any fee or other monetary gains, unless expressed written
	permission is granted by the author.

	This software or its use shall not be: sold, rented, leased,
	traded, or otherwise marketed without the expressed written
	permission of the author.

	If the software is modified in a manner creating derivative
	copyrights, appropriate legends may be placed on derivative
	work in addition to that set forth above.

	Permission is hereby granted to copy, reproduce, redistribute or
	otherwise use this software as long as the conditions above
	are met.

	All rights not granted by this notice are reserved.

*/

#define MAP_TEMPLATE "./subps"	/* empty hex grid and PostScript file */

#include <stdio.h>
#include <strings.h>

char map[80];	/* in-memory copy of map that we operate on */

main(ac, av, envp)
int ac;
char *av[], *envp[];
{
  char system[81], name[19], upp[10], trade[16], align[3];
  char base, zone, gas, belt;
  char *s;
  int x, y, i;
  FILE *fp;
  
  /*
   * Read hex map template into memory
   */
  
  if ((fp = fopen(MAP_TEMPLATE, "r")) == NULL)
    {
      fprintf(stderr, "%s: cannot open %s.\n", av[0], MAP_TEMPLATE);
      exit(1);
    }
  while (!feof(fp))
    {
      fgets(map, 80, fp);
      printf("%s", map);
    }
  fclose(fp);
  
  /*
   * Start with empty, null-terminated strings
   */
  
  bzero(name, sizeof(name));
  bzero(upp, sizeof(upp));
  bzero(trade, sizeof(trade));
  bzero(align, sizeof(align));
  
  /*
   * Read in each system and place it on the map
   */
  
  while (!feof(stdin))
    {
      fgets(system, sizeof(system), stdin);
      sscanf(system,
	     "%2d%2d%*c%18c%*c%9c%*c%c%*c%15c%*c%2c%*c%c%*c%c%c\n",
	     &x, &y, name, upp, &base, trade, align,
	     &zone, &gas, &belt);
      rem_trail_sp(name);
      rem_trail_sp(trade);
      
      /*
       * write hex:
       *      ______
       *     / XXYY \
       *    /  * S   \
       *   /  ^ @ .   \
       *   \  System  /
       *    \  Name  /
       *     \______/
       */
      
      printf("%2d %2d mapCoords \n", x, y);
      switch (zone) {
      case 'A':
	printf("amberZone \n");
	break;
      case 'R':
	printf("redZone \n");
	break;
      }
      printf("(%.2d%.2d) hexNumber \n", x, y);
      if (upp[1] == '0')
	printf("asteroids \n");
      else if (upp[3] == '0')
	printf("desPlnt \n");
      else
	printf("liqPlnt \n");
      if (upp[4] == '9' || upp[4] == 'A')
	capitalize(name);
      printf("(%s) name \n", name);
      printf("(%c) starPort \n", upp[0]);
      if (base == 'N' || base == 'A')
	printf("navalBase \n");
      if (base == 'S' || base == 'A')
	printf("scoutBase \n");
      if (gas == 'G')
	printf("gasGiant \n");
      printf("\n");
    }

  /*
   * Write out finished map
   */
  
  printf("showpage \n");
  exit(0);
}

/*
 * Remove all trailing spaces from the given null-terminated string
 */

rem_trail_sp(s)
     char *s;
{
  int i = strlen(s) - 1;
  
  while (i >= 0 && s[i] == ' ')
    {
      s[i--] = '\0';
    }
}

/*
 * Convert lowercase characters to UPPERCASE
 */

capitalize(s)
     char *s;
{
  int i, k;
  k = strlen(s);
  for (i = 0 ; i != k ; i++)
    if (s[i] >= 'a' && s[i] <= 'z')
      s[i] = s[i] + 'A' - 'a';
}

- ----------------------------------------------------------
subps:
- ----------------------------------------------------------
%! PS-Adobe-1.0
% Traveller subsector map and mapping functions

%-----Constants-----
/cm { 72 mul 2.54 div } def     % cm >> points
/unit { 1 cm mul } def
/topOfPageX 4.5 cm def
/topOfPageY 25 cm def
/nameFont /Times-Roman findfont 12 scalefont def
/portFont /Helvetica findfont 10 scalefont def
/numberFont /Helvetica findfont 8 scalefont def

%-----Basic Functions-----
/hex {                             % - >> -
  gsave
  -1 unit 0 rmoveto
  currentpoint translate
  60 rotate
  5 {
    1 unit 0 lineto
    currentpoint translate
    -60 rotate
  } repeat
  closepath
  stroke
  grestore
} def

/rowOfHex {                       % x y >> -
  moveto
  10 {
    hex
    0 0 3 sqrt unit sub rmoveto
  } repeat
} def

/hexMap {                         % - >> -
  /curX topOfPageX def
  /curY topOfPageY def
  4 {
    curX curY rowOfHex
    /curX curX 1.5 unit add def
    /curY curY 3 sqrt 2 div unit sub def
    curX curY rowOfHex
    /curX curX 1.5 unit add def
    /curY curY 3 sqrt 2 div unit add def
  } repeat
} def

/mapCoords {                   % HexX HexY >> -
  /actY exch 1 sub 10 mod 3 sqrt unit mul topOfPageY exch sub def
  dup 2 mod 0 eq {
    actY 3 sqrt 2 div unit sub def    % displace column if HexX is even
  } if
  /actX exch 1 sub 8 mod 1.5 unit mul topOfPageX add def
} def

/getCoords {                   % - >> x y
  actX actY
} def

/liqPlnt {
  newpath
  getCoords .1 unit 0 360 arc fill
} def

/desPlnt {
  gsave
  newpath
  getCoords .1 unit 0 360 arc
  gsave
  1 setgray fill
  grestore
  .5 setlinewidth stroke
  grestore
} def

/asteroids {
  newpath
  getCoords .1 unit add .04 unit 0 360 arc fill
  getCoords exch .15 unit add exch .02 unit 0 360 arc fill
  getCoords .15 unit sub exch .1 unit add exch .03 unit 0 360 arc fill
  getCoords .04 unit sub exch .15 unit sub exch .05 unit 0 360 arc fill
  getCoords .05 unit sub .02 unit 0 360 arc fill
} def

/name {                   %  name >> -
  getCoords moveto
  nameFont setfont
  dup stringwidth pop 2 div 0 exch sub
    -.5 unit rmoveto
  gsave
  currentpoint translate
  newpath
  0 0 moveto
  dup stringwidth exch pop 0 exch lineto
  dup stringwidth lineto
  dup stringwidth pop 0 lineto
  closepath
  1 setgray fill
  grestore
  show
} def

/starPort {                % code >> -
  getCoords moveto
  portFont setfont
  dup stringwidth pop 2 div 0 exch sub
    .15 unit rmoveto
  show
} def

/navalBase {               % - >> -
  gsave
  getCoords moveto
  -.5 unit .3 unit rmoveto
  currentpoint translate
  4 {
    .2 unit 0 lineto
    currentpoint translate
    -144 rotate
  } repeat
  closepath
  fill
  grestore
} def

/scoutBase {
  gsave
  newpath
  getCoords moveto
  -.5 unit -.125 unit rmoveto
  currentpoint translate
  60 rotate
  .15 unit 0 lineto
  currentpoint translate
  -120 rotate
  .15 unit 0 lineto
  closepath
  fill
  grestore
} def

/gasGiant {
  gsave
  newpath
  getCoords moveto
  .5 unit .3 unit rmoveto
  currentpoint translate
  0 0 .05 unit 0 360 arc fill
  grestore
} def

/redZone {
  newpath
  .8 setgray
  getCoords 2 3 div unit 0 360 arc fill
  0 setgray
} def

/amberZone {
  gsave
  newpath
  3 setlinewidth
  .6 setgray
  getCoords 2 3 div unit 0 360 arc stroke
  grestore
} def

/hexNumber {                 % (XX YY) >> -
  getCoords moveto
  numberFont setfont
  dup stringwidth pop 2 div 0 exch sub
    .6 unit rmoveto
  show
} def

%-----Main-----
hexMap
% Other system specs  (start with zones)

- -----------------------------------------------------------
(Yes, the file is supposed to end like that. It will be appended by
the psmapsub routines.)

Notes: 
You might want to fiddle with the constants "topOfPageX" and "topOfPageY"
if you have anything other than A4 paper size. These are the distances
to the highest leftmost hex on the map, counted from bottom and left
side of the page respectively. You can also change the constant "unit", 
which is used as scaling factor throughout the program (except for fonts).


One important change is that James' maps had each even column of hexes 
displaced upward. I believe GDW's maps displace these column downward, so
I changed this.

Enjoy (if it works.... :-)
				Yngve Larsson
- -----------------------------------------------------------
Yngve Larsson                               UUCP: ...mcvax!enea!liuida!yla
Dept of CIS                                       Internet: yla@ida.liu.se
Linkoping University, Sweden                          Phone: +46-13-281949

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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-------- TML Message #283 --------

Date: Tue, 4 Apr 89 09:16 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Help with "st" System Generator and Postscript
Archive-Message-Number: 283


When using the "st" system generator to make a postscript file
representing the system, everything seems to work: I get out of this a
file that appears to be postscript.  The system that we have that is
connected to a postscript printer is a Pyramid UNIX box.  The printer is
an Apple LaserWriter.  Usually, to print a postscript file, I type:

cat outputfile.ps > /dev/lw

I am told that if my file doesn't print, I am probably lacking a header
file that defines the functions used by the outputfile.ps program.  Is
this so? What type of header file do I need, and where can I get it?
Assuming it is fairly small, could someone send it to me?

                                  -Bob

Bob Mahoney                                     BITNET: B_MAHONEY@UNHH
PSC Computer Services                           uucp: uunet!unh!psc90!rem
Plymouth, NH 03264                              (or) dartvax!psc90!rem
============================================================================



The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #284 --------

Date: Tue, 4 Apr 89 18:14 EST
From: EHT%PSUARCH.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: x-boat routes and graph theory
Archive-Message-Number: 284




>This is a two part question:
>a) is there any semi-automatic way for generating xboat and other
>   routes from the information on a sector map?

I am not sure how automatic this is, or if it would work on files of sector
data, but...I'll see if I can remember the algorithm.
This is totally based on graph theory, so if you're not that interested, kill
it now.  Also, I have had only minimal graph theory, so if anyone catches
my errors, please post the corrections.

In any graph (vertices and edges) you can get a Minimal cost Spanning Tree by
the following algorithm:
  1. set up a table listing the edges and their cost (this can be cost in
           anything...i.e. time, number of jumps, length of jumps, etc.) in
           INCREASING order by cost.
  2. add to a separate list of edges, all edges whose addition would not create
           a cycle (i.e. the ability to go in circles  :-)

You now have a MST which includes all edges necessary to reach every system (or
some subset of every system, perhaps all A and B starports?  ).

Example:  if in a certain sector/subsector, you want to link all vertices in
    the following graph into an X-boat system,


                    A             the table for this subsector would look like:
                   1|\ 6                 EDGE        COST
                 2  |  \    5            ==================
               G--- B   C------D         A-B         1
               |    |   |6     |1        D-E         1
              6|    3\  |      |         H-F         1
               |       \F------E         B-G         2
               H--------|   2            E-F         2
                   1    |3               B-F         3
                        |                F-I         3
                        I                C-D         5
                                         A-C         6
                                         G-H         6
                                         C-F         6

The MST table would look like:            The MST would look like:
   EDGE       COST
   ==============                                A
   A-B         1                                 |
   D-E         1                                 |
   H-F         1                             G---B   C------D
   B-G         2                                 |          |
   E-F         2                                  \         |
   B-F         3                                    \F------E
   F-I         3                             H-------|
   C-D         5                                     |
                                                     |
                                                     I

This alorithm gives the minimal cost (in whatever we measure cost in, travel
time?) for the entire tree, NOT for any specific starting/ending vertices.
I.E. following the MST route from A to C would take a cost of 12 (A-B-F-E-D-C),
while going from A to C directly, by a non-MST route would only take a cost of
 6.  If thecost is measured in number of weeks in jump space this represents 50%
savings in travel time.  I haven't worked out the concept, but perhaps the
algorithm in this case (TRAVELLER x-boat routes) could be modified to allow
only 1 cycle per graph.
   Is there anyone out there with more graph theory who could tell us the
answer?  Obviously this is no longer an MST, but what is it?  Also, could
this algorithm be converted to use on a computer to automatically calculate
x-boat routes from a given sector/subsector data file?

   I've already gone beyond my knowledge so I pass these questions along to
the list for answers.

Paul.



The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #285 --------

From: ("Sailing for the Horizon...") baranski%yoda.DEC@decwrl.dec.com
Date: 5 Apr 89 14:03
Subject: FFW & TCS
Archive-Message-Number: 285


Since the Traveller mailing list has been reborn, I will again ask if anybody
out there is interested in playing a game of Trillion Credit Squadron or Fifth
Frountier War either over the new, or in person if you are in NE.
 
I would vote against this mailing list becoming a newsgroup because DEC
currently recieves usenet mail, but not usenet news.
 
Jim Baranski
DEC Tewksbury MA
508-858-2709

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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List Administrator: traveller-request@dadla.la.tek.com

-------- End of TML Messages --------


-------- TML Message #286 --------

Subject: STAR SYSTEM DIGEST, Volume 1
Date: 05 Apr 89 17:02:36 PDT (Wed)
From: jamesp
Archive-Message-Number: 286



***************************************************************************
** STAR SYSTEM DIGEST: star system generation, storage, and display.	 **
** All followups on this topic should be sent to morrison@pyr.gatech.edu **
** They will be edited for clarity and resent to the Traveller Mailing	 **
** List in a following digest.						 **
***************************************************************************

Subjects in today's digest:
	Welcome
	Correspondence between Fred Schiff, James Perkins, Rob Miracle

- --------

From: James T. Perkins <jamesp@dadla.la.tek.com>
Subject: Welcome

Welcome to the TML Star System Digest.  A few weeks ago I asked if
someone on the list was interested in being "Topic Coordinator" for the
topic of Star System Database issues.  BILL MORRISON
(morrison@pyr.gatech.edu) jumped at the challenge and offered to be
Topic Coordinator for this issue.  Let's all give Bill a warm welcome
for offering to devote some of his free time to this task.

Bill will collect your input on the topic of Star System Databases,
their generation, storage, and display.  He will collect the letters,
edit them for brevity and clarity, and combine them into digests.  He
will then send the digests to the entire Traveller Mailing List.  He
will try to recommend areas where further discussion is needed and try
to bring the people offering discussion into agreement.

Those of you uninterested in the topic will be able to quickly recognize
and delete the digests, and your mail traffic will not be greatly
increased, due to the digesting.

The topic of star system generation, storage, and interchange has been a
hot topic.  The following is the first digest, which I have done for
Bill as an example.  I have also prepared the second digest, which
summarizes the correspondence in this note.  Bill will start collecting
your input for digest volume 3 immediately.

Again, thanks to Bill for the commitment!  With help like this we can
really get things accomplished.

- --------

From: Fred Schiff <vu0141@bingvaxu.cc.binghamton.edu>
Subject: Correspondence between Fred Schiff and James Perkins

The following is my archive of most of my e-mail with James Perkins on
the gensec program and the issue of how to databasize MegaTraveler
system generation.  [... this is a digest WITHIN a digest -- James ...]

- --

To: vu0141@BINGVAXU.CC.BINGHAMTON.EDU
Subject: Coding Styles and Trade Routes
From: "James T. Perkins" <jamesp%dadla.la.tek.com@RELAY.CS.NET>

> I'm going to do a little something with the programs. I like your code
> much better than the longer one in bundle 10.  You write much cleaner
> C code (of course the programs do different things, but your code is
> much nicer-- course on a good day I can *read* C :)  I see there being
> two ways to go with these things: either a bunch of little programs,
> possibly designed as filters, each with its own job, or one huge data-base
> management system with all the sectors/worlds/output formats, etc. Ugh.

Do "something", huh?  Are you like me and just SAY you're going to do
something, then never find time, or are you really going to DO something about
them :-).  (Just teasing you).

You have completely and totally flattered me on my coding style.  All those
programs were icky hacks.  Someone wrote me once and said, "can you covert
this program into Pascal?"  I had to write them back and tell them I couldn't,
for one I can't remember my Pascal anymore, for two I'm so used to hacking
stuff with pointers and weak type checking that I didn't want to take the time
to think through the problem and design a solution.

And to think I get paid for producing maintainable, well-documented software.
Sheesh! :-)  At least I try to avoid "hacking" in my work software.

I agree with your ideas on approaches.  With either scheme, I get lost due to
the volume and multiple layers of detail inherent in the system
(galaxy/quadrant/sector/subsector/system/star/orbit/
planet-belt/moon/planet-map/region-map/local-map).

> Are there any programs about which deal with X-boat (& trade) routes?

None that I am aware of.  You could come up with some interesting algorithms
though.  One old, simple algorithm that came in the ORIGINAL Traveller boxed
set (I MEAN early editions) was as follows:

                        JUMP ROUTES

        World   ------- Jump  Distance -------
        Pair    Jump-1  Jump-2  Jump-3  Jump-4
        A-A     1       2       4       5
        A-B     1       3       4       5
        A-C     1       4       6       -
        A-D     1       5       -       -
        A-E     2       -       -       -
        B-B     1       3       4       6
        B-C     2       4       6       -
        B-D     3       6       -       -
        B-E     4       -       -       -
        C-C     3       6       -       -
        C-D     4       -       -       -
        C-E     4       -       -       -
        D-D     4       -       -       -
        D-E     5       -       -       -
        E-E     6       -       -       -

        Copyright 1977 Game Designer's Workshop
        Traveller, Volume 3, Worlds and Adventures, p. 2.

The idea is that you have to roll or exceed the indicated number on a D6
for a jump (aka trade) route to exist.

Apparently this chart did not survive revisions of the Traveller rules.
I found that it produced some interesting graphs, but did not work as
well when you changed the chance of system presence or the starport
class generation table -- either you got overrun with trade routes, or
areas became isolated too much.  I finally adopted use of this chart as
an indication, and would use its results with much adjustment.

Probably the best way to assign trade routes would be an adjustment of
the above chart including system density, starport likelihood, and
especially trade classes for the worlds (Agricultural-NonAgricultural
routes have higher likelihood, whereas Agricultural-Agricultural routes
have lower likelihood, and HiPop worlds have higher chance of
connectivity than LoPop worlds).

As for X-Boat routes I have no fully- or half-baked ideas.  As a
quarter-baked idea I'd suggest developing an adaptive algorithm which
takes into account the locality of high-quality starports, subsector and
subsector capitols, scout bases, and the standard rules (like: Xboat
routes usually pass through major starports or within 4 parsecs) to
generate them.

Hmmm.  Maybe I should extract this and send it to the list to generate some
discussion...  what do you think?

- --

To: James Perkins
Subject: RE: Coding Styles and Trade Routes
From: Fred Schiff

>Do "something", huh?  Are you like me and just SAY you're going to do
>something, then never find time, or are you really going to DO something about
>them :-).  (Just teasing you).

Oh come on, all I haveto do is find a stupid C compiler when I go home
for Spring break on my father's PC. (Nice being a student, occasionaly
they let us leave the asylum.)  "One of these days..." One of these days
I'm going to have to learn sufficient C to be confident with it. The
Traveller flow-charts have all these little DMs and using a stupid macro
would not have occurred to me. The differnce between a seasoned professional,
I imagine. (:-) The stargen program is long, has no comments and does use
those stupid damm pointers; your stuff is small and a least I can read the
stupid thing. Elegance. Ah, always elegenace. This is a hack?

Its nice to have lots of little programs all dealing with a text file
containing the sector info. But its sort of limited. Where do I put the
rooutes that ships go through. (Deciding which trade routes are reasoble
is a separate and less interesting problem actually--in the case of war
or invasion or genreral chaos I think I'd just like to know *all* the
various routes through the star-lanes. Maybe the commerical ones don't
follow X-boats lines. Maybe thats important. etc) The sector and subsector
names aren't even listed. How do I deal with it when I want an extended
generation for a star system (I don't have too do that for every star, just
the ones I want to deal wwith) Last, how do the sectors fit together?
Certainly thats not a big problem, since you are only dealing with one at
a time usually, but wouldn't it be nice.

I have a copy of Traveler's Digest. (I mean the one published on Earth :-)
and they have these beautiful maps of subsectors showing bases and X-boat
routes and sector maps with the routes and star systems and capitals
diagrammed. Pretty. OK, no one needs this much. But it would be nice to
have this all in a database at me fingertips.

Umph. Could use grid files, but since the maps aren't really maps, but
diagrams of locations that might be wasteful. The routes could be done
in two files containing the edges and vertices of the graph. (Then you
could write "whats the fastest/most scenic route to Core" programs)
Each star system could have an optional text field for a paragraph of
info, optional extended, optional Grand Census/Grand Survey if more than
the UPP is needed. World maps would be separate, but its supposed to be
a DBMS so it would deal with lots of files. Would need to convert
from/to sector files.

Thinking out loud. No I can't do even a fraction of this, but a more
complete world generator attached to more than a straight text file
would be nice.

- --

To: Fred Schiff
Subject: Re: Coding Styles and Trade Routes
From: "James T. Perkins" <jamesp%dadla.la.tek.com@RELAY.CS.NET>

> Oh come on, all I haveto do is find a stupid C compiler when I go home
> for Spring break on my father's PC. (Nice being a student, occasionaly
> they let us leave the asylum.)  "One of these days..." One of these days

You mean you actually have a week of FREE TIME?!?!  Amazing concept! :-)

> I'm going to have to learn sufficient C to be confident with it. The
> Traveller flow-charts have all these little DMs and using a stupid macro
> would not have occurred to me. The differnce between a seasoned professional,
> I imagine. (:-) The stargen program is long, has no comments and does use
> those stupid damm pointers; your stuff is small and a least I can read the
> stupid thing. Elegance. Ah, always elegenace. This is a hack?

But you've got to use pointers for anything complex, to get it to be
manageable.  Plus I have the feeling that Waddell and Co. (the stargen stuff)
stripped the comments out prior to  source release, to keep people from
actually being able to understand the source.

> Its nice to have lots of little programs all dealing with a text file
> containing the sector info. But its sort of limited. Where do I put the
> rooutes that ships go through. (Deciding which trade routes are reasoble
> is a separate and less interesting problem actually--in the case of war
> or invasion or genreral chaos I think I'd just like to know *all* the
> various routes through the star-lanes. Maybe the commerical ones don't

Ah... now you're exactly where I've been at; how to manage all this data.

> follow X-boats lines. Maybe thats important. etc) The sector and subsector
> names aren't even listed. How do I deal with it when I want an extended
> generation for a star system (I don't have too do that for every star, just
> the ones I want to deal wwith) Last, how do the sectors fit together?
> Certainly thats not a big problem, since you are only dealing with one at
> a time usually, but wouldn't it be nice.

Yeah, I've put a little thought into all these.

> I have a copy of Traveler's Digest. (I mean the one published on Earth :-)
> and they have these beautiful maps of subsectors showing bases and X-boat
> routes and sector maps with the routes and star systems and capitals
> diagrammed. Pretty. OK, no one needs this much. But it would be nice to
> have this all in a database at me fingertips.

Yes, it would be, but how to display it on the terminal; at the different
scales, etc.

> Umph. Could use grid files, but since the maps aren't really maps, but
> diagrams of locations that might be wasteful. The routes could be done

I tend to think so.

> in two files containing the edges and vertices of the graph. (Then you
> could write "whats the fastest/most scenic route to Core" programs)
> Each star system could have an optional text field for a paragraph of
> info, optional extended, optional Grand Census/Grand Survey if more than

Paragraph of info?  Heck, I figure if someone wants to get verbose about
anything they should be able to put a whole file of info in on anything.
That's why I think you should be able to comment any sort of object (Sector,
Subsector, System, Star, Planet, Moon, Etc.)

> the UPP is needed. World maps would be separate, but its supposed to be
> a DBMS so it would deal with lots of files. Would need to convert
> from/to sector files.

Yeah, world maps would be optional, in fact I think you should be able
to fill stuff out from the top down.  Oh, you want to look at THIS
subsector? Quick... generate all the systems in it, stow it away.  And
you want to look at THIS system's extended generation stuff? Quick,
generate the expanded system data, stow it away.  Oh, a world map, QUICK,
generate a world map at the grainy level.  This region?  Quick, generate a
regional map... etc.

> Thinking out loud. No I can't do even a fraction of this, but a more
> complete world generator attached to more than a straight text file
> would be nice.

Yes.  But Organization! And representation, both internal and external?
(I go for ascii external representations; then you can trade 'em with
your friend on an ABC running XYZ).

- --

To: James Perkins
Subject: Gensec and Mapsub
From: Fred Schiff

Hello. I'm back.

I *did* do some work on your programs.  Basically I changed the output
format and made it compatible with Megatraveler.  Minor changes were
made in Mapsub; it prints CAPITOL if it finds the code 'Cx' for a
sector capitol, and capitalizes the name if it is a 'Hi' population
world.

More changes were made in Gensec.  Trade codes have the second letter lower
case, pop multiplier, gas giants and planetary belts appear as numbers.
Some of your code was not correct with the new rules (for example tech
codes go up to 20) and I found a genuine bug! It should be <= rather than
< in the percentage; in testing the program I was getting no systems with
a stellar density of 1%. (A feature, its a feature!) I changed the format
around a bit, putting the system name first.

I made some changes in the options.  I was going to allow you to specify that
you wanted a random name rather than "Unnamed" but couldn't decide if it was
necessary.  You can generate an entire sector or just a specified subsector.
And you can specify stellar density with a number (as before) or with the
words "rift", "dense" etc.  You can also with words specify the sector's
maturity (which alters the spaceport present)

Hacking C was kind of fun.  Pretty good for a guy without a C book! As I don't
have a C book and I took out your copywrite notice I'm sending you the programs
to take a look over and then post. Just make sure you spell my name Rite! [sic]

I took a stab at the extended generation system.  I didn't finish because it is
a long program and I had work to do.  I somehow misplaced the file system.c (no
big deal, I can't stand these guys code). I've taken out things which were not
in Megatraveller (I can only digest so much at a time) so albedo, surface temp.
etc. are all out.  I put in comments, re-wrote some of it a little nicer and
looked at the Ref Manual to make sure they were doing things correctly. I stole
your limit and DM macros because you should try to make programs easier to
understand rather than harder.  If I get back to this I'll send it over to you;
I have changed it so that it does not do mainworld generation. It takes a file
in the same format as mapsub (extracted from a sector file perhaps) and does
the extended processing on each mainworld.  At least thats how its supposed to
work.  I didn't see the point of doing Extended generation on an entire galaxy,
figuring that you'd only want to do it on those systems you were interested in.

Concerning the database thing: not a complete solution, but how about, for
every system you have 3 files:
  name.sector (mainworld generated sector info)
  name.xboats (xboats routes in sector name)
  name.extend (additional info on world I'm interested in)

the last would have lines with *Subsector name-of-subsector, after which
information on worlds in that subsector would be listed. Each world would
be introduced by a delimiter of *World name & UWP of world followed by whatever
info you decided to place there.  That info could be a small paragraph or the
extended generation info, or a page of info, or some encounter tables, and a
couple of pages of info, whatever.  This makes it a text database and thus
portable, requiring only a search function to find the world you want. If there
wasn't anymore information known about the world except that found in the
sector list the world would not have to be listed. What do you think?

- --

To: Fred Schiff
Subject: Re: Gensec and Mapsub
From: "James T. Perkins" <jamesp%dadla.la.tek.com@RELAY.CS.NET>

My, you have been busy.  I appreciate all the work you went to to adjust
my programs for MT.  I think I'll hack them into my coding style and
re-release them.  I'll keep the old ones around for those people
uninterested in MT.

I like the idea of having three files for the sector, and I think your
approach might just work: one file for UWP's, one file for routes, and
one file for extension information.

One thing we want to be careful to avoid is duplicating information.  We
should try to work out a single "Key" data item.  For the systems, for
example, we have the hex id.  So now I come to this idea:

        Name.sector     Sector name, Subsector names, and all system UWP's
        Name.routes     Xboat, trade, and other routes
        Name.extend     Textual extra information on Sector, Subsectors, and
                        systems.

The Name.sector file is organized as follows:

        #Sector: Spinward Marches
        #Subsector_A: Chronor
        Zeycude         0101 C330698-9 A Na Ni Po De    613Zh M9 V
        Reno            0102...
        Errere          0103...
        Cantrel         0104...
        Gyomar          0108...
        ...
        #Subsector_B: Jewell
        #Subsector_C: Regina
        ...
        #Subsector_P: Trin's Veil
        ...

The "#" lines are comments, unless everything up to the first leading
whitespace matches a "magic pattern", like "#Sector:" or
"#Subsector_B:".

The Name.routes file is organized as follows:

        #Route: Xboat
        # Zhodani Xboat Routes
        0103 0304 0303
        0412 0614 0712 0610 0608 0307 0304 0705 0904 1103 1402
        # Darrian Confederation Xboat Routes
        0421 0223 0325 0426 0527 0727
        0325 0624 0724
        ...
        #Route: Megacorporation
        # Oberlindes Lines (Starts at Regina)
        1910 1912 1815 ...
        ...
        #Route: Free Trader Routes
        # Tureded and vicinity
        2414 2514

Here the magic pattern is "#Route:".

Note that rather than having pairs of connected systems, we have a "run"
of connected systems, which avoids a lot of repetition when there is no
branching.  There is nothing to stop you from listing everything as
pairs, though, and this is probably what automatic software generation
will do.

The Name.extend file would be something like this:

        #Sector
        The Spinward Marches...
        ...
        #Subsector_A
        The Chronor Subsector is the home of the Zhodani, who...
        ...
        #System_0101
        The Zeycude system is organized as follows...
        ...
        and here are some world maps...
        ...

If there is browsing software, it will use the magic code fields to
correlate data with the Name.sector file and the name.route file.

Well, what do you think? Shall we call a committee with the rest of the
list? I like your ideas.

We also need to talk about clever programs which operate on the data.
I can think of lots of programs to emit postscript:

        sector2ps - Sector map of systems, ala the Spinward Marches map
        routes2ps - Sector map transparency overlay for each kind of trade route
        extend2ps - Program to format extended information pages

You'd use the above to create pages for a 3-ring binder, for example.

Browsing programs (ascii output):

        showsub - show a subsector map
        showsys - show UWP of system and expansion data
        showsysroutes - show map of vicinity around a system with routes

As well as programs which do generation:

        gensec - generates sectors
        namesec - replaces "Unnamed" on everything with random names
        expandsys - generates expanded data for a system, adds into name.expand
        genroutes - generate automatic routes
        annosys, annosub, annosec - add anotation text to the .expand file

Maybe one big master program that gives you different windows onto the
data, allows selections and operations via a graphics interface on a Mac
or Sun.

So, would you like me to send system.c back to you?

- --

To: James Perkins
Subject: Re: Gensec and Mapsub
From: Fred Schiff

I like your ideas completely.  Which are actually my ideas, except I
communicated telepathically to you to write them out so nice. (Ah elegeance,
elegance, again a big :-;)

I suppose it is about time to take them to committee. I leave in your capable
hands both editing my C hacks and forming something to say to the list.

A few points first: (but you were expecting that)

You gave the UWP in the same format as GDW does, with alignment immediately
after the three data numbers and stars after. I guess this is ok, even if
I don't care for it, as it is necessary to be compatible with what has gone
before, besides which I can always filter the damm things out on my browsing
programs. Of course, gensec must now generate the stars in a system.

Xboat routes: How do you indicate that a route goes off the area of the map?

Putting keys into the files makes things a little more difficult; gensec
now has to check if the file already exists and go in & read it in before
placing info for a subsector. Of course there are other ways to arrange
things, but it all gets a little more messy for these programs; they can
no longer just filter a file but do some processing on it. (poorly stated
and not too important, but I think you get the idea)

Free form data base: a general rule is that you shouldn't make things with
fixed fields.  This is important since, for example, the trade codes will
probably be kind of long; besides the trade codes there are about a dozen
odd things that can be put in there. So do we but delimeters into the
mainworld info or do we write things in such a way that they are parsed
correctly? (This depends on a certain extend as to how long the trade
field is.)

Agreement on non-redundancy of info in separate files.

Will extended system information require a special data format the way
basic generation does?

?World maps? in the extended file? Ah, one of your dreams...but how?

Have you seen Traveller's Digest?  They print subsector maps that are also
a good format for output.

The routine 'upstr' is missing from mapsub and bzero is declared twice in
gensec. (My compiler didn't have it--stupid PC software.)

I don't need the file system.c.  I printed out the whole thing before
breaking it into little pieces, and I don't like their code anyway.

- --

To: Fred Schiff
Subject: Re: Gensec and Mapsub
From: "James T. Perkins" <jamesp%dadla.la.tek.com@RELAY.CS.NET>

> I like your ideas completely.  Which are actually my ideas, except I
> communicated telepathically to you to write them out so nice. (Ah elegeance,
> elegance, again a big :-;)

Oh, well, credit deserves to go where credit is due; I just took your
ideas and re-explained them in a way I could understand and grok.
They're still 95% your ideas.  By adding my own I intend to reduce that
percentage :-).

> I suppose it is about time to take them to committee. I leave in your capable
> hands both editing my C hacks and forming something to say to the list.

Since you already hinted at the idea, I suppose I shall follow up.  BUT
if I could, I'd like to get you to drive the discussion.  Seems I get a
lot of mail already :-).  If you can't, for some reason, I suppose the
discussion will continue, albeit at a slower pace.  I good place to start
would be to digest the messages we've already started with.

BTW, I took your latest version of gensec and mapsub and hacked on them
a little.  I think they're ready to distribute.  I just wanted to get
your agreement that your additions count as a "derivative work", and
that they are still subject to my copyright.  As a result I added back
in all the copyright information.  Before I redistributed them, I wanted
to make sure this settles well with you.  Your contributions to the
program are duly cited in the source comments.

I'm also going to maintain both versions; the new ones are fully
compatible with MT, and mostly compatible with old Traveller, so both
should remain available.

> A few points first: (but you were expecting that)

> You gave the UWP in the same format as GDW does, with alignment immediately
> after the three data numbers and stars after. I guess this is ok, even if
> I don't care for it, as it is necessary to be compatible with what has gone
> before, besides which I can always filter the damm things out on my browsing
> programs. Of course, gensec must now generate the stars in a system.

I just got it from the interim version of gensec.  I have no qualms of
starting a new (saner) format.  I have no reason why I would insist
having stars listed in the UWP, aside from compatibility (which I feel
is sometimes a good thing).

> Xboat routes: How do you indicate that a route goes off the area of the map?

I haven't thought it through yet.  Maybe a code of "OFF" is close
enough.  I suppose one could indicate which hex in an adjoining sector
is the corresponding one; that could work correctly, given that jumps
are always 4 pc or less.

> Putting keys into the files makes things a little more difficult; gensec
> now has to check if the file already exists and go in & read it in before
> placing info for a subsector. Of course there are other ways to arrange
> things, but it all gets a little more messy for these programs; they can
> no longer just filter a file but do some processing on it. (poorly stated
> and not too important, but I think you get the idea)

The keys allow us to simply cross-reference the data with a program.
The keys we are using are:

        Sector name (all related files begin with the sector name)
        Subsector letter (A..P, used in the .sector and .expand)
        World hexid (0101..3240, used in .sector, .expand, and .routes)

I'm trying to keep real, useful, and complete information in each file.
Thus, everything necessary for basic generation is in .sector, including
all standard sector mapping info.  All route information is additional
information, and resides in .routes.  Similarly, textual discussion,
expansion data, and whatnot are listed in .expand.

My understanding is that the .expand contains textual information that
is basically commentary; it isn't used by any program, it is just
displayed as needed.

Maybe we should have .expand for expansion data, and .text for textual
data.  Hmmm... why not .map for map data, too.  Keep all this modular,
and indexed by system hexid.  Then approriate output filters need only
look at files they are interested in.

        .sector - UWP's, sector, subsector, and system names
        .routes - trade, xboat, other routes
        .expand - expanded system data for systems
        .text - commentary on sector, subsector, systems, worlds
        .map - world map information for individual worlds

We'll need a program to generate .sector, then from .sector generate
.routes, .expand, .maps seperately.  And a program to add/edit text
commentary.  And a master menu program? This could get really big.  Now
what format to generate/store the data in? Should be field-independant,
I suppose.  Maybe something like termcap? Yech! Gotta get something better.

> Free form data base: a general rule is that you shouldn't make things with
> fixed fields.  This is important since, for example, the trade codes will
> probably be kind of long; besides the trade codes there are about a dozen
> odd things that can be put in there. So do we but delimeters into the
> mainworld info or do we write things in such a way that they are parsed
> correctly? (This depends on a certain extend as to how long the trade
> field is.)

Ah, yes.  Maybe we should have a passwd-style database, with the fields
seperated by a field seperator (in unix passwd file, ":").  I personally
hate having to line everything up on the columns, I just did it to be
compatible with Challenge #25.

> Agreement on non-redundancy of info in separate files.

I see then that we do agree.

> Will extended system information require a special data format the way
> basic generation does?

I didn't think so, I just considered it "extra color" to throw in to the
.expand or .text file.

> ?World maps? in the extended file? Ah, one of your dreams...but how?

I envision having a program that, given a UWP, generates terrain,
weather, ocean currents (or glacier flow :-), demographics maps, etc.  I
should probably look at Grand Survey/Grand Census before I embark on
this.  It would be nice to know what a world looks like.  Long ago I
generated a quarter-subsector's worth of systems with a home-brew system
similar to Book 6 (which wasn't out yet).  I had detailed maps of all
the important worlds, moons, etc.  I was really proud of it.  For me,
maps really add to the experience.

> Have you seen Traveller's Digest?  They print subsector maps that are also
> a good format for output.

No.  I'd like to.  I better visit the Military Corner (local gaming
store) this weekend.  Looks like I'll have to shell out bucks for
Challenge, Traveller's Digest, and Grand Survey/Census, eventually.
Yuck, credit cards are nearing critical mass, almost ready to
gravitationally collapse and begin fusion...

> The routine 'upstr' is missing from mapsub and bzero is declared twice in
> gensec. (My compiler didn't have it--stupid PC software.)

Yeah, I added one in of my own, and made bzero conditionally compile, too.

> I don't need the file system.c.  I printed out the whole thing before
> breaking it into little pieces, and I don't like their code anyway.

Okay, I won't send it.

- --

To: James Perkins
Subject: Sector database
From: Fred Schiff

Fine. Send out the program with appropriate copywrite notices.

I have no problem with coordinating discussion, except that I am
graduating in May so we'll have to work fast. Plus I really don't
know how to handle such a task. Youv'e done it before obviously, so
how about some advice?

I do not live in the UK. I'm attending school at the State University
of New York at Binghamton. I got rid of my .sig by accident a few weeks
ago and didn't get around to putting another one in. UK indeed!!

You may want to wait on Grand Census/Grand Survey. The Digest people are
coming out with a new combined edition called, I think Grand Design, or
some such, in May or June.

I've determined that stars should not be in basic generation; there not really
necessary, you only need to know the tech level and gas giant prescence if
you only want the mainworld. I think GDW put them in because they had the
information, (which strikes me as unfair since the list didn't have the names
of the systems).

I do not have a copy of our messages on this computer. I sent them to another
computer, so in order to send them somewhere I would have to download them &
then upload them. I'm not a very organized person. Sloppy Oscar is me.

If the database uses a separate program for output formatting, it is perfectly
ok for the database to have :: separators between fields.  It makes a bit more
sense also since the first round at the output programs may be awk programs.
(If we find someone proficient in it)  Someplace I have a reference to an
article in Software about an awk database: it built a directory and a bunch
of commands for your database in such a way that you used the names of the
fields in your commands, and the commands translated them to the appropriate
#. And no I can't find it since its at home (home, home--Binghamton is similar
to Purgatory) under a foot and a half of accumulated computer papers and
photo copies.  The program allowed database function to filter into each other
(we can't with ours--we've got comments imbedded) but required a special
command to actually change the database.

If we have a separate file (.text) for commentary, then wouldn't the .expand
file have a passwd type format as well. Unsure of this. Hmmmm...maybe it just
makes it easier with a .text and .expand file.

Do you have animal encounter table software? Or character generation software?
I got 1 (one) (single) response. Fella said, "If you find any of these coult
I have some too?"

I'm unsure of the output format for expanded system generation. The St program
(which I never compiled) is missing some things, is somewhat unclear, and the
Ref's manual rules are a little unclear about some stuff. ie. if I get a
captured planet with a deviation of 0 what does that mean?, since type O & B
and size Ia & Ib stars are not generated, should star generation be part of
gensec (man with editor can change course of turtle island, eh kee-mo-sabi?),
how exactly do I determine where mainworld goes - there are available orbits
and the planet can go around the far companion.

Ugh. Its big really big. And you thought a walk down to the drugstore was a
long haul, but let me tell you....Ok I live in New York, where do you live?

- --

To: Rob Miracle <rwmira01%ulkyvx.bitnet@RELAY.CS.NET>
Cc: Fred Schiff
Subject: Re: sector.c
From: "James T. Perkins" <jamesp%dadla.la.tek.com@RELAY.CS.NET>

> James,
>   I took the liberty of taking your program 'sector.c' from one of the bundles
> and upgraded it to be compatible with MegaTraveller.  It now outputs the data
> in a format that is compatiable with the Spinward Marches Sector listing in th
   e
> back of the MegaTraveller Imperial Encylopedia and compatiable with my sector
> display program, which I intend to distribute soon.  More on that later.  I am
> going to send it back to you for your approval since it is your program.  Don'
   t
> get mad at me for changing the ways that you did somethings.  I did so because
> Turbo C 2.0 groaned at me about a few of them.

Hello Robert! Boy, you've been busy.  So has another listee, Fred Schiff
(vu0141@bingvaxu.cc.binghamton.edu).  Like you, he's redone the gensec
and also the mapsub program to be MagaTraveller-compatible.  I've Cc'ed
him on this message to keep him up-to-date, and I'm keeping all this
discussion online so that when the (new) topic coordinator can start, I
can forward it to him.

However, Fred's format and coding style is much more similar to the
original gensec program.  He and I have discussed a general dislike we
have for a couple parts of the MT Spinward Marches Sector Listing
format, and have been discussing how best to store sector data at
several levels of detail (UWP data, textual annotation, expanded system
generation, trade routes, etc).

I understand, I never wrote that code to be really, really portable.

>   This should be compilable on VAX/VMS C, Turbo C, and Sys V C with no
> modifications.  (I haven't tried Sys V or BSD, but it is pretty straight
> forward and I changed the srandom and random defs to make BSD the exception.
> Turbo C didn't like it in the original program.  I gather that you have 4.2 BS
   D
> there, so you can test it and make sure it still works :-)  I will try to test
> it on one of the AT&T 7300's running Sys V as soon as I can.

Actually, 4.2 has gone the way of the dynasoar :-) around here.  We're
running 4.2BSD, Ultrix 2.1 (mostly == BSD), and SunOS 4.0.

>   I will probably post my Sector Display program soon.  I have to clean it up
   a
> bit.  It uses the sector format given in MT:Book 3 for the Spinward Marches
> with the following exceptions.  A 15 byte system name is included between the
> hex id and the UWP.  Byte 5 is used by my program to indicate that an
> additional data file, with information specific to that system can be found
> (filename is hexid.HEX where hexid is the 4 digit hex location).  The hyphen
> between the UWP and the Tech Level was removed (I didn't type it in when I was
> entering the Spinward Marches data).  Trade Codes are case sensitive and begin
> immediatly after the base code.  There is 15 bytes allocated for that.  Next
> comes the Travel Zone code, population multiplyer, planetoid belts, and gas
> giants.  Next is the Alliance code (case sensitive) and the System Star Data.
> The only spaces that are included are in column 5, if no * is present, spaces
> fill the planet name.  A space is between the UWP and Base Codes.  Spaces
> seperate the Trade Classifications from each other, but not the rest of the
> data. and likewise for the Star Data.

Stylistically, Fred and I have settled on a format as follows:

System_Name_______ HxID CSAHPGL-T B Trade_Codes____ MPG Al
Unnamed            0102 C958366-8 S Lo Ni           702 IM
Unnamed            0107 C68698C-A S Hi              305 IM
Unnamed            0201 C764557-A M Ag Ni           004 IM
Unnamed            0205 A200000-F   Lo Ba Ni Va     204 IM
Unnamed            0307 B646843-5 A                 504 IM
Unnamed            0407 E8A7542-4   Ni              904 IM
Unnamed            0504 A6668AE-7                   514 IM
Unnamed            0505 B462589-9   Ni              912 IM
Unnamed            0607 B74587A-8 N                 124 IM

Note that for brevity, the Star Types/Sizes are not included.  They aren't
functionally useful in any that Fred or I can determine.

>   The program reads this file and asks for your starting location.  It then
> displays a hex map, with you world in the center and all surronding worlds and
> their UWP.  It then ask for your destination and tells you about it, displays
> any specific data (* in column 5) and the gives passenger and trade informatio
   n
> going to that world.

That sounds neat!

>   Now the bad part, it is written in Turbo Pascal V4.0 or V5.0.  It requires
> at least 640X400 resolution meaning you need an AT&T PC6300 or a PS/2 or PC
> with a VGA card.  Do you think there will be an interest in it?  Also, do you
> expect that GDW will get upset?  I know TSR would sue so fast it would make ou
   r
> heads swim.

Hmmm... it would also run on a Sun 386i, like we have here, if it's
UNIX-compatible.  The Sun does VGA and CGA.  But I don't know that Suns
have Pascal support; I don't think ours do.

As for GDW getting upset, I wouldn't pretend to know.  I suggest you
write them a long letter or figure out how to call them.  It's really
important to let them know what you're doing, especially if you're going
to sell the software for profit.  I suspect that GDW would get fairly
upset about the Spinward Marches data itself.  Pick up a copy of
Challenge magazine and browse through the MegaTraveller publishing data
to find contacts within GDW.

There is already a volunteer for a topic coordinator for the Star
Systems discussion, whom I haven't gotten back to yet.  I think that
more discussion, idea brandishing, etc. would be very valuable on this
topic, and I'd like you to lobby for what you think might work best.
The more ideas we get for data representation and
generation/display/maintenance implementations, the better off the final
products will be.

- --

To: Fred Schiff
Subject: Re: Sector database
From: "James T. Perkins" <jamesp%dadla.la.tek.com@RELAY.CS.NET>

> Fine. Send out the program with appropriate copywrite notices.

Will do.  You should've gotten a message I'm sending to another fellow who
also beat my gensec program into MegaTraveller submission (hmmm... kinky
software... pasta, anyone? :-).  Everyone has a pet format for a database.
It's probably a good time to try to come up with something universal.
I've also had an offer to coordinate the star database/generation discussion.
Yeah!  He'll be the third person to know, though.  It may take a couple weeks
to get that functioning.

> I have no problem with coordinating discussion, except that I am
> graduating in May so we'll have to work fast. Plus I really don't
> know how to handle such a task. Youv'e done it before obviously, so
> how about some advice?

That's why I'll choose him before you.  Hope you can find email access
wherever you go to.  It'll be more painful than usual to lose your membership.

Not in the UK? Oops! I thought the name sounded UK-ish.  I live in Portland,
Oregon, and commute to Beaverton to go to work.  Kind of a far piece to meet
for lunch.

I just heard this weekend that Grand Survey/Census are out-of-print, and that
a MegaTravellerized version was in the works.  Wonder when we'll see
anything.

I agree with you about the non-necessity of stars in the basic generation.

> If the database uses a separate program for output formatting, it is perfectly
> ok for the database to have :: separators between fields.  It makes a bit more
> sense also since the first round at the output programs may be awk programs.

Good comment.

> (If we find someone proficient in it)  Someplace I have a reference to an

I'm fairly proficient in awk.

Sounds reasonable for the .expand file to be : seperated.

> Do you have animal encounter table software? Or character generation software?
> I got 1 (one) (single) response. Fella said, "If you find any of these coult
> I have some too?"

Nope, I don't have any.

> I'm unsure of the output format for expanded system generation. The St program
> (which I never compiled) is missing some things, is somewhat unclear, and the
> Ref's manual rules are a little unclear about some stuff. ie. if I get a
> captured planet with a deviation of 0 what does that mean?, since type O & B
> and size Ia & Ib stars are not generated, should star generation be part of
> gensec (man with editor can change course of turtle island, eh kee-mo-sabi?),
> how exactly do I determine where mainworld goes - there are available orbits
> and the planet can go around the far companion.

Deviation of 0?  I either reroll or count the captured panet as a moon (or if
too large, as the planet, and make the original planet a moon).
I think star generation belongs in a seperate, expanded system generator.  I
agree that the Ia, Ib, O & B should not be machine generated -- it should only
be assigned by the Ref.  Mainworld is either the planet with the highest pop,
or if it's premade it is placed in the innermost habitable orbit.  If there's
lotsa gas giants, it becomes a moon of the GG in the habitable orbit.
Probably those are my rules.

Gotta run, get some work done.

- --

To: James Perkins
Subject: Re: sector.c
From: Rob Miracle
Cc: Fred Schiff

Ahhh, and after all that hard work... :-(  (Just Kidding)
I would like to see the star data there as I, for one, use it.  I use it to
determine the orbits of the worlds etc.  Eventhough, Dinomn (or Dinome) can not
exist by the rules.  I am sorry, you just can't have a type 6 atmosphere when
you are in orbit one around an M6 Dwarf, even though the rules say you can, it
is just too darned cold (Something like 79 degrees Kelvin), Yes Virginia,
Oxygen does freeze.  But, if you are going to do any amount of intra-system
travelling, the Star info is the beginning.

I personally would like to see it taken even farther, but it becomes a data
nightmare to manage.  For simplicity sake, we need to keep what ever format
ASCII and under 80 characters and one line per system, but I would like to code
in some orbital information as well.  (My I ask alot).

I would like to see a column somewhere where I can put my * so that I know to
look for a file with that hex id for a filename.  It is a very simple way of
maintaining library information on a given world.  The new format is quite
accpetiable.  (Now I just have to convert my MARCHES.DAT file to the new format
:-(  I guess I will write a program to do it... :-) )

- --------

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-------- TML Message #287 --------

Subject: STAR SYSTEM DIGEST, Volume 2
Date: 05 Apr 89 17:07:56 PDT (Wed)
From: jamesp
Archive-Message-Number: 287



***************************************************************************
** STAR SYSTEM DIGEST: star system generation, storage, and display.	 **
** All followups on this topic should be sent to morrison@pyr.gatech.edu **
** They will be edited for clarity and resent to the Traveller Mailing	 **
** List in a following digest.						 **
***************************************************************************

Subjects in today's digest:
	Summary of ideas for Database approach to star/system etc gen.

- --------

From: vu0141@bingvaxu.cc.binghamton.edu (Fred Schiff)
Subject: Summary of ideas for Database approach to star/system etc gen.

All these ideas are Fred Schiff's with some help from James Perkins.
The following is a summary of ideas we hashed together in some discussions
about computer generation and storage/reclamation of star system information
in the MegaTraveler universe.


Basic idea:

  ability to create and output (in serveral ways) any multiple
  layers of detail inherent in the MT system (galaxy/quadrant/sector/
  subsector/system/star/orbit/planet-belt/moon/planet-map/
  region-map/local-map) in a portable form on a computer.


Points:

You should be able to comment any sort of object (Sector, Subsector,
System, Star, Planet, Moon, Etc.)

All these things should be optional, in fact I think you should be able
to fill stuff out from the top down.  Oh, you want to look at THIS
subsector? Quick... generate all the systems in it, stow it away.  And
you want to look at THIS system's extended generation stuff? Quick,
generate the expanded system data, stow it away.  Oh, a world map, QUICK,
generate a world map at the grainy level.  This region?  Quick, generate a
regional map... etc.

Free form data base: a general rule is that you shouldn't make things with
fixed fields.  This is important since, for example, the trade codes will
probably be kind of long; besides the trade codes there are about a dozen
odd things that can be put in there.

One thing we want to be careful to avoid is duplicating information.
Each separate item should have its own "Key" data item. For example,
we have the hex id for systems.

We should have a passwd-style database, with the fields seperated by a field
seperator (in unix passwd file, ":").  Its stupid to have to line
everything up on the columns.

Like this:


    Name.{filetype}
        .sector - UWP's, sector, subsector, and system names
        .routes - trade, xboat, other routes
        .expand - expanded system data for systems
        .text - commentary on sector, subsector, systems, worlds
        .map - world map information for individual worlds
        .key - (optional) explanation & code for each new base code,
               classification data and alegiance code used in .sector file;
               used to make explanation key box in outputs

The Name.sector file is organized as follows:

        #Sector: Spinward Marches
        #Subsector_A: Chronor
        Zeycude         0101 C330698-9 A Na Ni Po De    613Zh M9 V
        Reno            0102...
        Errere          0103...
        Cantrel         0104...
        Gyomar          0108...
        ...
        #Subsector_B: Jewell
        #Subsector_C: Regina
        ...
        #Subsector_P: Trin's Veil
        ...

Note: lines are not shown with ':' field separators for clarity.

I originally thought that star generation should not be part of basic
system (ie. mainworld) generation, since that info is not really needed
at that point, but have since changed my mind.  The stars should be
place in the .sector file but do not need to be output along with the
rest of the mainworld data.  Generating the stars at the mainworld
creation time allows you to place Ia, Ib and O stars and other such
objects which must be placed explicitly by the Ref.

The "#" lines are comments, unless everything up to the first leading
whitespace matches a "magic pattern", like "#Sector:" or
"#Subsector_B:".

The Name.routes file is organized as follows:

        #Route: Xboat
        # Zhodani Xboat Routes
        0103 0304 0303
        0412 0614 0712 0610 0608 0307 0304 0705 0904 1103 1402
        # Darrian Confederation Xboat Routes
        0421 0223 0325 0426 0527 0727
        0325 0624 0724
        ...
        #Route: Megacorporation
        # Oberlindes Lines (Starts at Regina)
        1910 1912 1815 ...
        ...
        #Route: Free Trader Routes
        # Tureded and vicinity
        2414 2514

Here the magic pattern is "#Route:".

Note that rather than having pairs of connected systems, we have a "run"
of connected systems, which avoids a lot of repetition when there is no
branching.  There is nothing to stop you from listing everything as
pairs, though, and this is probably what automatic software generation
will do.

The Name.text file would be something like this:

        #Sector
        The Spinward Marches...
        ...
        #Subsector_A
        The Chronor Subsector is the home of the Zhodani, who...
        ...
        #System_0101
        The Zeycude system is organized as follows...
        ...
        and here are some world maps...
        ...

If there is browsing software, it will use the magic code fields to
correlate data with the Name.sector file and the name.route file.

This:
        Zeycude         0101 C330698-9 A Na Ni Po De    613Zh M9 V
is only one possible output format (Spinward Marches list type)
I prefer Traveler's Digest form:
        Zeycude         0101 C330698-9 A Na Ni Po De    613 Zh
with travel zone at end, no stars listed and allegiance separated
from data values by a blank.

We also need to talk about clever programs which operate on the data.
I can think of lots of programs to emit postscript:

        sector2ps - Sector map of systems, ala the Spinward Marches map
        sub2ps    - SubSector map of systems, ala Digest Group map
        routes2ps - Sector map transparency overlay for each kind of trade route
        extend2ps - Program to format extended information pages

You'd use the above to create pages for a 3-ring binder, for example.

Browsing programs (ascii output):

        showsub - show a subsector map
        showsys - show UWP of system and expansion data
        showsysroutes - show map of vicinity around a system with routes

As well as programs which do generation:

        gensec - generates sectors
        namesec - replaces "Unnamed" on everything with random names
        expandsys - generates expanded data for a system, adds into name.expand
        genroutes - generate automatic routes
        annosys, annosub, annosec - add anotation text to the .text file

And of course we need some sort of menu program to tie everything together.
Maybe one big master program that gives you different windows onto the
data, allows selections and operations via a graphics interface on a Mac
or Sun.  Preferably something simple to begin with of course.

Its needed to keep real, useful, and complete information in each file.
Thus, everything necessary for basic generation is in .sector, including
all standard sector mapping info.  All route information is additional
information, and resides in .routes.  Similarly, textual discussion,
and whatnot are listed in .text and expansion data, in .expand.

- --------

End of STAR SYSTEM DIGEST

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-------- TML Message #288 --------

Date: Wed, 5 Apr 89 10:00:47 MDT
From: ("Jan L. Peterson") hc.dspo.gov!sol!jlp@tektronix
Subject: Jump Drive question
Archive-Message-Number: 288


Greetings,

	While driving to work this morning, I happened to be thinking
about the technical explanations for how jump drives work.  A
question came to mind:

	If you had a space station of some kind sitting out in flat
space that had a big fusion generator of the kind that powers jump
drives, could you hook it up to the crystals in a starship that was in
orbit with the station and charge the crystals without having to burn
any fuel in the starship itself.  Then, when the crystals are charged,
the ship could move itself out a little from the station (into
effectively flat space) and jump on the power stored in the crystals.
This way the ship would not need jump fuel or a "jump drive" (fusion
plant).  The only problem I can see with this is if the ship is
required to burn the fuel during the entire jump to maintain the
field.  But then why do you need the crystals at all?  Also, how do
drop tanks work in that case?  (My understanding of drop tanks says
that the fuel in them is burned and the tanks are dropped prior to
jump, so you do not have to "jump" the mass of the tanks and fuel.)

	Has anyone else had this idea?

	-jan-
- --
        Jan L. Peterson
UUCP:   { ...!utah-cs!caeco | quad1 }!olyis!jlp
Mail:   Olympus Software, Inc.; 1333 E 9400 S; Sandy, UT 84093 (USA)
Phone:  +1 801 572 1610

The IQ of the group is the lowest IQ of a member of the group divided
by the number of people in the group.

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-------- TML Message #289 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Jumps, energy and black globes
Date: Thu, 6 Apr 89 10:17:09 BST
Archive-Message-Number: 289



>The hull net remains energized at a low level throughout the trip to
>maintain a little pocket of "our" universe around the ship.  Should
>there be a hole in the net, a finger of the jumpsace will poke into the
>ship.

Which brings back my earlier question. How many hull hits can the ship sustain
before it is unable to jump? Under High Guard, the only ways to prevent the
other ship from jumping are to disable something critical (drives, bridge,
computer) or to drain its fuel. Using this "net" system, even a few surface
hits would prevent a breakoff by jumping.

>>Ah yes. These fellows also think gauss guns are silent.
>
>Actually, wouldn't they be about as silent as a pistol with a silencer?

As I said, if the projectile is subsonic. Silencers are designed to reduce the
velocity of the bullet to subsonic for just this reason. But a 9mm slug is a
lot heavier than a 4mm needle. And even then, the silenced gun has a very low
penetration, much less than that of a gauss pistol. In Striker, a 9mm pistol
(unsilenced) has penetration 2. A gauss pistol has penetration 4.

>The Starship book doesn't mention anything about Black Globes or
>alternative charging methods in the Jump Drive chapter.

My quote was from GDW's Book 5, High Guard, and is therefore official rules.
Of course, the rules may have changed a bit. As you've probably noticed, I'm
still using good ol' Traveller (with add-ons like Striker).

>Talking about extra capacitors, anyone ever design a ship which has
>piles of extra capacitors? I designed some ships which would burn the
>reserve capacitor energy to feed infrequently-used things like weaponry
>and active defenses.

When designing warships, I almost always allow sufficient power to let the ship
use its full agility and still use all weapons and screens. Anything else is
very dangerous if the other ship fires a spinal mount meson gun or particle
accelerator at you. I don't include extra capacitors, as the amount needed to
make a significant addition uses a lot of space which is badly needed for other
things. But the ship does often use energy from the capacitors instead of the
power plant - in fact, it has to, to avoid overload! My black-globed ships also
have another device, which may violate the spirit of the rules but should be
possible; a globe interrupter. This briefly turns off the globe to allow
out-going fire to pass unhindered. The ship's computer synchronises all fire
to cross the globe boundary simultaneously (fire missiles, then particle beams,
then lasers). Result; my globe does not protect the enemy. There is a slight
chance that enemy fire will hit my ship at the same time, but the computer
tries to make intervals between salvoes as unpredictable as possible.

Question 1: What happens to a missile which hits a black globe?
Question 2: Does a black globe absorb gravity? If so, I've invented a perpetual
motion machine and free power source. Just have a black globe generator linked
to a laser and timer. Turn on the globe; it absorbs gravity, and
slowly gains height. After a preset time, the globe is turned off by the timer
and some associated circuitry. It fires its laser at a receiver, getting rid
of the energy it picked up by absorbing gravity. It also falls. After another
preset time, the globe goes back on again, restarting the cycle.
	If a black globe doesn't absorb gravity, then repulsors and tractors
can be fired through one, which gives a ship with its globe fully on a way of
discharging its capacitors.


 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #290 --------

Date: Thu, 6 Apr 89 11:57:08 PDT
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: PBM Turn 8
Archive-Message-Number: 290




If you thought turn7 was fun, wait till you read this.....
Also, I'd like to know what you guys think, is it exciting enough for you 
readers, are you amazed that MegaTraveller could be so fun, ....

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

Well here is turn #8.  I hope you all are quite stumped, interested, mind
boggled, and down right having a good time, because I know I am.  Well let's
see what new things are happening, and onto the turn....

*******************************************************************************
				NOTES
*******************************************************************************

1)  Well I hope everyone had a decent Spring Break, I know I did.  

2)  The readers on rec.games.frp and the traveller mailing list are now only
   1 turn behind us, and will probably catch up in two weeks.  

3)  I'm glad to see you guys are talking between yourselves, just remember to
  cc me anything that you think I should know.  Still send me official replys
  though.

*******************************************************************************
			   PLAYERS' MOVE
*******************************************************************************

	Samantha goes off to her stateroom and returns with some data chips.  
She places them on the tray next to the CRT and begins a search on the word 
`Binary'.  Steve went to his room and got some paper and a pen. He begins to jot
down some notes, hoping to break the `code' he believes the book is written in.

	About 5 minutes later Erekosse comes upstairs and says, "The captain 
said I should wait up here with you guys and just watch for anything.  What are
you doing?"
	"Well I was looking through the hand computer's files," begins Samantha,
"and I found this out."  She shows Erekosse the data displayed, relating to the
Binary and the bank transaction.
	"What's he doing?"
	"Me," says Steve.  "I think that this book is written in some sort of 
code, and since I did have a crash course in the Marines, I thought I'd give it
a try."
	"Code huh, I'll look at it later, this bank transaction looks familiar
for some reason, I seem to know ... damn, I can't think now.  Tell me if you 
guys figure anything out.  I'm gonna stare at this for a while.  Remember, we're
also supposed to be watching out for whatever might occur."
	"Okay," they both reply.


*******************************************************************************
			     CREWS' MOVE
*******************************************************************************

	"Well what do you think," says Erc.
	"Damn if I know.  This is really strange.  I think I want to go talk
with Hubert and settle this once and for all, I'm getting fed up with this."
	"Yeah, but should we open it?"
	"I think it might be safer if we leave it alone, as this readout says, 
everything is fine, I think it's best to keep it that way."
	"Okay, I'll clean up, sort of, and meet you upstairs?"
	"Right, see you there," says the captain as he lowers to the floor.  He
gets off the floater and straightens himself out and walks towards the stairs up
to the common room.
	Erc begins cleaning up the tools and the equipment after he sets down
on the floor too.

	The the captain come into the common room to and sees Erekosse sitting 
at a chair looking at a hand computer.  Samantha looks frustrated, and Steve 
looks like he's got something.
	"What is it Steve?" says the captain.
	"Well according to my calculations the code in this book says something
like this:  YUARLK EDUGHY IKLUTEF PIUOLL QAZEUT HVERTUI."  He's nodding his head
in a triumphant manner, "thats what it means."
	"Do you understand it?"
	"Well uh ... ummm ... not really, but maybe the computer will if we put
it through the language translator."
	"Yeah, okay, whatever you say," mutters the captain.
	"What's wrong Samantha?"
	She explains what she found in the hand computer and says she has 
searched through all her records about animals and plants everywhere, thinking 
that that is what the code was for.  She found zilch, nil, nothing, zero about
didly squat.
	The captain tells you all what he and Erc found out downstairs in the 
crate, and as he is done, Erc comes upstairs.  "Now what I want to do is talk to
Hubert, interrogate him, sorta speak.  Steve I want you with me.  Erc I'd like
you to look at those plans that Charlie printed out, see if we can somehow 
get a look inside, without opening, or see if that panel might `know' what its 
contents are.  Erekosse, I'd like you to talk to Dan and Charlie about you
know what, and convince them that everything is under control, and if they have
any info that can helps us it will be most helpful.  Samantha I want you just
to keep you eyes open, real wide."
	
	The captain and Steve walk to Huberts' stateroom door, the captain
unlocks it and enters, with Steve in tow.  Hubert was resting on the bed, 
staring at the cieling.  He sits up when the captain and Steve enter, he says,
"Well what do you want now?"
	"Answers," replys the captain as he takes a seat across from Hubert,
Steve situates himself at the door, his gun in easy reach, and he makes sure 
that Hubert sees it.
	"To what questions, if I may ask."
	"THE question is simple, what's in the crate?"
	"What crate?"
	"The crate in my cargo hold, that is from the Arter Apparel Corp.  I was
just down there checking it out, and it seems to me that you're lying about its
contents.  Now you tell me what's in there, or so help me I'll find out myself
and flush you into jumpspace."
	Hubert seemed to flinch when the captain mentioned about checking out 
the crate, but other than that his reactions are calm.  "Well first let me say
that before I go telling you anything, I want your help and before you go off
and tell me to fuck myself, I'll say this, those guys aren't IBI agents."
	"Go on."
	"NO, first you say that there will be no grievences against me, and I
can take my cargo and go after we get to Aramanx.  Then I'll talk, but not 
before."
	"Listen to me and read my lips, you tried to hijack my ship.  So who the
hell do you think you are in asking me for anything, you ...."
	"I wasn't trying to hijack your ship, honest.  I ...."
	"Then why the gun," Steve says.
	"For my own protection."
	"From who," says the captain.
	"From Moe and Curly."
	"Because you're a hijacker and you were ...," starts the captain.
	"I'm no hijacker," pleads Hubert.  "You've got to believe me, yeah I've 
might of had ideas in my childhood of being a pirate, but I never, I swear never
got involved.  The gun was for my own safety, in my line of work ...."
	"What line of work is that?" questions the captain.
	"No, no way, not until you say that you'll help me.  You've got to, I'll
pay you for your trouble."
	"How much?"
	"Well I think that he," motioning to Steve, "shouldn't hear this."
	"Sorry, he stays.  Again, how much?"
	"Two," replies Hubert.
	"Two thousand, are you joking," laughs the captain, "I could ...."
	"Not thousand, I'm talking a little higher, in the range of six figures
and they are all zeros," says Hubert coldly.
	"Two million, um ...."
	Steve whistles softly in the background.

	
	Erekosse walks up to Dan and Charlie's room, knocks, and when he hears
one of then say, "Come in."  He enters.  The room is quite messy, the personal
computer is on the desk, and Charlie is at it, working.  Dan is one of the beds
reading some papers.  There are papers on the floor, and on the other bed.  
	Dan sits up and says, "What can we do for you sir?"
	"Well to start off, I must say thanks for the warning.  I read your note
Charile."
	"Oh, you did," he says as he turns to face Erekosse.  "That's good, so
then you know about the `door'?"
	"Yes, I found it and took it out, it wasn't hard to do."
	"I know, I made it so you could.  If I really wanted to you could still
be trying right now ...."
	"Don't brag Charlie.  So you understand the predictament we are in?"
	"Not anymore, believe me, we have everything under control right now and
there is nothing to worry about.  Why the door anyway?"
	"Who knows, they told us to do it."
	"Who did?"
	"You didn't read the note then?" inquires Dan.
	"I did."
	"You didn't put that in the note," Dan says to Charlie.  "I thought I 
told you to put it in the note."
	"I forgot to, I mean let's be real here, I was pressed for time and 
space, and ...," says Charlie.
	"Well what was I supposed to read."
	"Huh, oh just that it was Moe and Curly who threatened us to do it."
	"Moe and Curly?"
	"Yeah, they said make sure that there is info on the IBI in the computer
and that these numbers, that they gave us came out okay.  They said we wouldn't
be hurt, and stuff like that."
	"But why," asks Erekosse.
	"Why?  Are you acting stupid on purpose or something," says Dan.  "There
are no records available to the public on the workings of the IBI.  I myself 
know only because of the top-secret work I've done for the Imperium on ... well
I can't go into it.  But really, the IBI is like the secret police in the early
Terra years, you know, the Gestapo, CIA, KGB, and all those agencies.  They
so `unknown' that you can never be sure if the person is real or not.  Only 
recently has some data come out on the workings of the IBI, and your system 
hasn't had a recent update ...."
	"How did you know that?"
	"Well I um ...."
	"They told us," says Charlie.
	"Moe and Curly?" asks Erekosse.
	"Yes, they told us to do it, since the computer was older and there 
would be no records, to do it.  To make things go more smoothly.  That's what
they said, or something to the likeness of it."
	"When did you guys talk to them?"
	"Before we got onboard, after we purchased the tickets, they came up 
to us in the waiting lounge at the Starport ...."
	"The Starport," shouts Erekosse, startling both Dan and Charlie, "that's
it."  He opens the door and runs and grabs the hand computer.
	
	"What's up," says Samantha.
	"I figured out this bank statement," says Erekosse.  "You see I was
sure I recognized the transfer ID:  PTP-SA-62.  But I couldn't remember what it
was till now."
	"Well tell us," says Erc.
	"Well it's simple, the PTP stands for Pysadi Ticket Purchasing, and the
SA is Starport Alpha, and 62 is the dock number."
	"62, hey, that's where the Ulysses was docked," says Erc.
	"Exactly," says Erekosse.

	"Well if you think that's good, wait till you get this," says Samantha.
"Remember that number:  Binary -- 8AC23D.  Well I was just fooling with it
in my head, and something made some weird sense, maybe it's too much caffine or
something but if you convert all the numbers, which are represented in hexidec-
imal code, into BINARY, it becomes:  1000 1010 1100 0010 0011 1101."
	"So, what all you have now is a bunch of numbers in binary representat-
ion.  What good is that?" says Erekosse.
	"Well I said, look at the first number, it's 8 right, well what if
you take the binary and represent it in octal, you'd get something like this:
4 2 5 4 1 0 7 5.  Means nothing huh, but it's the exact numbers necessary for
a world UPP, and the 4 could mean the 4th letter in starport/spaceport codes,
meaning the UPP would be D254107-5.  But it's just a guess."
	"Hell of a guess," comments Erc.  "But wait, if I remember my basic
computer class, that binary number is actually negative, and if you take this
something complement, or something like that, you would get a positive, right?"
	"Yeah you would," says Erekosse.  He grabs a piece of paper and jots
down the binary numbers and with a little computation says, "Well if you do it
taking it negative, and making it positive, then we get:  3 5 2 3 2 7 0 2.  I
think that means the UPP would be C523270-2."
	"This is really reaching don't you guys think," says Erc.
	"Pretty thin," says Samantha.
	"Hell," says Erekosse, "thin is my middle name."
	"With your cooking I'm not surprised," mumbles Erc.
	"Let's tell the captain," says Samantha.

*********

Well, this was the longest turn yet, and you can see why.  The cules are piling
up all around you.  What's next?  We'll find out in two weeks, or sooner when
I hear from you all.

Due date is 4-8-89, or ASAP.

Note:  All materials are copyrighted, Brad Post, circa 1988, any use of this 
 material without the author's consent is a felony.

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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


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-------- TML Message #291 --------

Date: 6 Apr 89 14:41:00 CST
From: ("MARK A. POWER") uabmap01@asnuab.asn.net
Subject: Re: Jumps, energy and black globes
Archive-Message-Number: 291


Adrian Hurt, in Message 275: (sorry, I lost who he's quoting)
>>I got that from Digest Group's Starship Operator's Manual which explains
>>(probably for the first time) the rational for the various technologies
>>in Traveler.
>
> [ Comments on obvious error made by Digest Group, specifically 
>   gauss guns being silent ]
>
>>[energy absorbed by black globe screens,] - nope.  You can't use this energy.
>
>Yep. You can use this energy. At least, according to High Guard, which I quote:
>"If a ship absorbs enough energy to make a jump, and is supplied with
>sufficient fuel, it may jump at the end of the turn."

Whatever your feelings about the Digest Group people, you might want
to learn to live with it - their stuff might as well be stamped
"Official Material".  Marc Miller seems to think the world of them;
they really wrote MegaTraveller, and he (Miller) co-authors the Q&A
column in _Traveller's Digest_.  In one of those columns, he clarifies
(read: contradicts) that passage in High Guard, saying that the clause
about energy in the capacitors is unnecessary, and that the fuel
requirements are still there.

With respect to gauss guns, for a long time, I've allowed them to have
a switch that lets them fire subsonic.  It cuts their penetration in
half and shortens their range, but it's sometimes worth it.  Even when
fired normally, it is easy to tell someone's shooting at you, but
rather more difficult to tell where they are.

Unless i'm mistaken, the bit about the jump grid originally came from
an article in the Journal on jump space (by Marc Miller?), not the DG
folks.  As far as I know, no one has addressed what happens when its
damaged.  I still haven't seen the Starship Operator's Guide, but it
does sound, ummm, interesting.  Anybody care to review it?


- --------------------------------------------------------------------
Mark Power				uabmap01@asnuab.asn.net
Health Information Systems
University of Alabama Hospital
- --------------------------------------------------------------------


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-------- TML Message #292 --------

Date: Thu, 6 Apr 89 10:25 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: Maps...
Archive-Message-Number: 292


Hello all...

Bundled in with the MegaTraveller boxed set is a sector map of the Spinward
Marches.  Throughout the documentation there are references, by sector and hex,
of various systems, such as Antiquity and Capitol.  My question is, are all the
sectors shown in the "whole Imperium" maps available through GDW (or anyone?)

For instance, is there an "official" Corridor sector map available?  If not,
are all the pre-defined "official"  systems, like Depot/Corridor compiled
someplace?

The upshoot of this is whether I should invest the time working up a Corridor
sector, or if I can just buy one somewhere.

                                  -Bob


Bob Mahoney                                     BITNET: B_MAHONEY@UNHH
PSC Computer Services                           uucp: uunet!unh!psc90!rem
Plymouth, NH 03264                              (or) dartvax!psc90!rem
============================================================================

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-------- TML Message #293 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Maps
Date: Mon, 10 Apr 89 10:30:28 BST
Archive-Message-Number: 293



>For instance, is there an "official" Corridor sector map available?  If not,
>are all the pre-defined "official"  systems, like Depot/Corridor compiled
>someplace?

There is a publication from GDW, called "Atlas of the Imperium". It contains
maps of all sectors in the Imperium, and one or two not in the Imperium
(especially since some have seceded during the Rebellion). Unfortunately,
that's all it contains. High population worlds are named, but no others are.
No UPP data is given, except starport class, presence of gas giants, and
presence of naval and scout bases. Still, it gives you something to start from.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #294 --------

Date: Mon, 10 Apr 89 08:28:45 edt
From: (Greg Givler SUPPORT) givler@cbmvax.cbm.commodore.com
Subject: Re:  Maps...
Archive-Message-Number: 294


I believe there was a book put out by GDW about a year or two back, called
the Atlas of the Imperium. It had maps of all the sectors of the Imperium.
May be someone else knows more about it.

Greg

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Telecommunications Coordinator     CompuServe: CBM/Support 76703,2047
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The above opinions are usually mine, but sometimes I just repeat things.
==============================================================================

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-------- TML Message #295 --------

Subject: TRADE & COMMERCE DIGEST, Volume 1
Date: 10 Apr 89 12:10:17 PDT (Mon)
From: jamesp
Archive-Message-Number: 295



***************************************************************************
** TRADE & COMMERCE DIGEST: Cargo, freight, and passenger issues.	 **
** All followups on this topic should be sent to			 **
** givler@cbmvax.cbm.commodore.com.  They will be edited for clarity	 **
** and resent to the Traveller Mailing List in a following digest.	 **
***************************************************************************

Subjects in today's digest:
	Welcome, and a call for input
	Ideas for Speculative Trade

- --------

From: James T. Perkins <jamesp@dadla.la.tek.com>
Subject: Welcome, and a call for input

Now we have a second digest -- the Trade & Commerce Digest.  This also
grew out of the call for volunteers that I sent out a few weeks ago.
The topic coordinator for this discussion is GREG GIVLER, who has
graciously offered to to coordinate Starship Cargo, Freight, and
Passenger issues.  Let's hear it for Greg!

The Trade and Commerce Digest will start by discussing a replacement for
the MegaTraveller/Merchant Prince system for generating and pricing
random cargo for Starship Trade.  Greg will collect your contributions
on this topic (assuming you're one of the listees who's interested
enough in the topic to participate), edit them for clarity, and send
them out to the entire Traveller Mailing List in the Digest.  He'll
attempt to lead the discussion and try to organize all the input into a
more cohesive whole.

As with the Star System Digest, Those of you uninterested in the topic
will be able to quickly recognize and delete the digests, and your mail
traffic will not be greatly increased, due to the digesting.

There has been a lot said about the "Trade Item Generation" tables in
the various editions of Traveller.

The original, rather simplistic model contained a table of items and
prices.  Any cargo item was equally likely to occur.  The costs/prices
were modified by die modifiers listed for each item.  The profit margin
could fluctuate between 40 and 400% of the base price, depending on
player skill and luck of the die.

The Merchant Prince system, also used in MegaTraveller, contains a table
of items for each possible world trade class, so different items have
different likelihoods of appearing.  It also contains an interesting
mechanism for classifying cargos as requiring "special handling", i.e.
it is flammable, alive, or corrosive.

However, many have voiced unhappiness about both systems.  There are
those who would take this modular piece out of Traveller and replace it
with a new mechanism.  Hence this digest.  [As an aside, isn't it neat
how Traveller is designed very modularly in this instance?]

The following is the first digest, which I have done for Greg as an
example.  Greg will start collecting your input for digest volume 2
immediately.

As a beginning, I'd like interested parties to LIST THE REASONS WHY YOU
LIKE AND DISLIKE THE TWO EXISTING METHODS of cargo generation, and SEND
THEM TO GREG.  That way we can start to specify the requirements for a
new system.  At the risk of jumping the gun, Mark Power has a partial
solution to the problem below.  IMHO, I think we need to take a giant
step backward before we go forward.

Thanks again, Greg, for your contribution to this discussion.

- --------

From: "MARK A. POWER" <uabmap01@asnuab.asn.net>
Subject: Ideas for Speculative Trade

PURCHASING
- - ----------
1) Determine number of available cargos.  Dependent on starport and
   population?

2) Determine specific cargos.  Involves a certain amount of searching
   on the part of the players.  Referee rolls on appropriate table for
   trade class.  If multiple classes, could be 
     1) Ref's choice
     2) Player's choice
     3) Random
   Table would have base sale price for this trade class and amount
   available.  Neither 5 tons of grain nor 200 tons of lanthanum makes
   a lot of sense.  It might also be necessary to institure Tech Level
   limitations at this point.

3) Determine base asking price.  Roll on table to determine price, say
   range of 50% to 150% of base.  Add any other modifiers (TL,
   population, etc.).  This is a complexity I'd rather avoid, but its
   probably necessary.  Note that I'd like to make all modifiers
   percentages, not die modifiers.  A table that runs from 40% to 400%
   is a bit much, and fixed amounts are simply ridiculous.

4) Contact owner (or agent) and haggle over price.  This step could be
   a lot of fun.  If an especially choice item, you could institute a
   bidding war for it at this point.  If using MT, this is a negotiation 
   task.  If using Traveller Classic, we'd have to come up for a rule
   for this.  Either way, the result would be a modifier in the range
   of +/-30% or so.  

5) Determine whether or not to buy.  This can be postponed until this
   point since the referee, not the players, have the table that has
   the resale values.  The players will know if they got a bargain
   based on local prices, but not on an absolute basis.

6) Determine delivery date.  Allow rush delivery at, say, 10% per day.
   At this time, determine any special handling characteristics.  I'd
   allow them to look it up earlier, or ask during negotiations, but
   this is where they find out if they don't think to ask.

SALE
- - ----------
1) Find a buyer.  Again, he's unlikely to come up and knock on the
   airlock.  How long it takes (and how many you find) is based on
   starport and population.

2) Determine base offering price.  Take base resale value from master
   table, apply appropriate modifiers from master table, roll on 
   random value table (same table as in 3 above.)

3) Select buyer and negotiate price.  See step 4 above.

4) Decide to sell or not.

5) Deliver as appropriate.  (In step 3, you agreed to deliver, and he
   just didn't mention he's in a war zone.  Or the Teamsters are on
   strike.)

(Note that I've gotten no direct feedback on most of this, so it may
not be what everyone is looking for.)

Passengers & Freight:  
If someone wants to suggest something concrete, I'd love to hear them.
There was some discussion a few weeks ago, but I didn't follow it
closely, nor have I put much thought into this, as what we've got 
seems to get us by.


Agricultural
- - ------------
    Item	Base Cost	Quantity	Modifiers	TL(?)
 1. Grain	Cr 300		4Dx10		    -		  -
 2.  .
 3.  .
 4.  .

MASTER CARGO TABLE
    		---- Resale ----
    Item	Value	Modifiers	Source Worlds
    Grain	Cr500	Ag -30%		Ag
			Hi Pop +20%
    Notes:
	Generally shipped in bulk: cargo hold must be devoted to 
	grain, and have installed a special liner.  Explosive: 
	Air in hold must be filtered to remove grain dust, or
	replaced with an inert gas.  Failure to do so will result
	any spark or flame causing an explosion.

(I don't know, think I should pick a different example, or has this
one been covered so thoroughly that it *can't* cause anymore 
discussion? :-)

- --------

End of TRADE & COMMERCE DIGEST

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-------- TML Message #296 --------

Date: Mon, 10 Apr 89 22:38:08 EDT
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 296


Subject: Maps

I understand that Atlas of the Imperium was not a very good product. If
you want it of course it is possible to find it *somewhere*  The information
does of course exist and is even on computer media.  There are two solutions:
petition GDW to make a real Atlas product for next year sometime, or get
the data from GDW or Digest Group, who are on the Delphi network. I do know
that they have this info on-line although I've never tried to contact them
myself.

Fred Schiff - You can kill and maim with your Zen gun.
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-------- TML Message #297 --------

From: f3w@i.cc.purdue.edu (Mark Gellis)
Subject: Adventure Plot Ideas
Date: 6 Apr 89 17:35:56 GMT
Archive-Message-Number: 297


[Picked this off of rec.games.frp.  Good food for thought -- James]

I thought I would post this, both to give new DM's some advice (if they
want it) and to get suggestions from people.  I may have mentioned that
I run a modified Traveller world, and I replied to a suggestion that
Traveller was a "disposable" game by saying, "No, I disagree."  Both to
back up my claim, and for the reasons just mentioned above, here are
some of the things you CAN do with the Traveller world.

    1) Military mission.  This is one of the most common, so we'll get it
       out of the way first.  Basically, you go in, you shoot the place up,
       sometimes you rescue an important person or steal/recover important
       equipment or files.  If you want to vary this one, use different
       terrains, and give the NPC in charge of the enemy (a) different 
       equipment and defenses and (b) different weapons and troops and (c)
       different skill levels (Tactics, Leader, etc.)

    2) Trader mission.  Actually, I never run these.  But I hear they can
       be interesting.

    3) Exploration.  As I recall, there are 11,000 worlds in the Empire.
       But the Empire is at least 100 parsecs wide (which a brief bit
       of calculation informs us that there are more than 100,000 solar
       systems in that area of space--assume one solar system per 10 cubic
       parsecs and figure it out for yourself; this will vary depending
       on where you are in space obviously, but it is a workable estimate).
       So, there are all these unexplored solar systems waiting to be
       explored, with bizarre lifeforms, unfriendly settlers or enemy
       agents setting up outposts, etc.  AND every solar system has a
       cometary halo, chocked full of raw materials waiting to be charted,
       and maybe a few pirate bases, too!

    4) Espionage.  You think all wars are fought with guns?  No, no, much
       of it is what Kippling called "The Great Game."  Find enemy agents
       stealing secrets.  Steal secrets yourself.  Stop subversion. 
       Subvert the governments of enemy countries.  Assassinations, etc.
       This can be done to/for governments OR corporations (some of those
       money boys play pretty rough)

    5) Crimebusters.  You think the future has no crime?  If there is
       anything like the mafia in outer space, you have a lot of 
       adventures in store--either abetting or solving/stopping 
       (a) assassination, (b) electronic crime, (c) drug pushers,
       (d) racketeers, (e) weapons runners, (f) smugglers, (g) art
       thieves, and many more.

    6) Space military missions.  Be a privateer.  Prey on innocent
       merchants.  Get attacked by navy patrols and armed merchants.
       OR have your group hired by a local government to BE their
       navy patrol or privateers in a blockade/undeclared war against
       another planet.

    7) I love a mystery.  Have your group solve a crime that has already
       been committed, usually a murder or a theft of some valuable item.

    8) Terrorists.  (Actually, this is a variation on military and/or
       espionage and/or crimebusting, but it is different enough to
       deserve separate mention.)   Players can either stop terrorists
       (find them before they strike, etc.) or be terrorists/guerilla
       fighters in a political cause that they believe in, as opposed
       to a merc mission where they're simply being paid.

       These are obviously only some of the things you can do with
Traveller.  The main variations are (a) action adventures and (b) 
thinking adventures, and (c) adventures that require both.  If you 
game once a week, I think you will find that by varying adventure types
(and villains--it might help to have two or three long term bad guys 
with fairly large organizations so it takes a while to finish them off)
Traveller will keep you happy for a long, long time.

I would be happy to hear any suggestions or comments on this subject.
Thanks.

     Mark

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-------- TML Message #298 --------

From: bradsol@tony.ucsb.edu (Bradley Solberg)
Subject: Re: Adventure Plot Ideas
Date: 7 Apr 89 18:52:55 GMT
Archive-Message-Number: 298


[And also from rec.games.frp -- James]

In article <3072@i.cc.purdue.edu> f3w@i.cc.purdue.edu (Mark Gellis) writes:
>I thought I would post this, both to give new DM's some advice (if they
>want it) and to get suggestions from people.  I may have mentioned that
>I run a modified Traveller world, and I replied to a suggestion that
>Traveller was a "disposable" game by saying, "No, I disagree."  Both to
>back up my claim, and for the reasons just mentioned above, here are
>some of the things you CAN do with the Traveller world.
>
>    1) Military mission.  This is one of the most common, so we'll get it
>
>    2) Trader mission.  Actually, I never run these.  But I hear they can
>       be interesting.
	
	I often used this as a carrot...you have such and such cargo, the only
world in jump distance which you can make 500% profit is interdicted, etc. etc.

>
>    3) Exploration.  As I recall, there are 11,000 worlds in the Empire.
>
>    4) Espionage.  You think all wars are fought with guns?  No, no, much
>
>    5) Crimebusters.  You think the future has no crime?  If there is

	Or BE criminals.  One of our best adventures came from a trader
mision when the PC's had forged papers to allow access to a semi-interdicted
world, and for various reasons stuck around long enough for the papers to go
all the way to the subsector capital and back...to be discovered as forgeries.
The PC's were arrested on smuggling charges (they WERE guilty) and had their
ship impounded.  An alternative to a long prison planet term was to infiltrate
a pirate oraganization...which turned out to be backed by Zhodani "advisors"

	(We may be thieves, robbers and Smugglers, but by God we're
	 IMPERIAL thieves robbers and smugglers!)

>    6) Space military missions.  Be a privateer.  Prey on innocent
>
>    7) I love a mystery.  Have your group solve a crime that has already
>       been committed, usually a murder or a theft of some valuable item.
>
>    8) Terrorists.  (Actually, this is a variation on military and/or

	Well...in my game we had (in order) Terrorists/Cultists, Bodyguard,
smuggling/military, mystery/espionage, "detective (ala bogart)" story,
smuggling, jungle exploration/hunting, anti-piracy(drafted), space-disaster,
shopping spree, mystery/starship crash, space-combat/anti-piracy/military,
jailbreak/political prisoner, politics/intrigue, mystery/politics, 
cultists/rescue...then the campaign ended :-(

	Traveller is also a "time travel" game...the cultures are at all different tech levels and have different societies.
	You can do ANYTHING...once you fix the combat system and determine
how new skills are learned :-)

	-Brad

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-------- TML Message #299 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Adventure Plot Ideas
Date: Thu, 13 Apr 89 10:13:09 BST
Archive-Message-Number: 299



Here is the list of plot ideas again, but this time I've added the names of the
races which I feel most appropriate for them. After all, Imperial humans aren't
the only characters around!

>    1) Military mission.
Good for anyone, but especially Aslan. It's helpful if you have the old Book 4,
Mercenary, as this has an abstract battle system which helps if you want your
players' action to be part of something big. On one occasion, I ran a group who
had formed a mercenary platoon, and who were one of 6 forces attacking separate
objectives. After they had completed their fight, their was a debriefing session
in which they and the leaders of the other groups compared notes. (The funny
part was, the players had earlier captured a Zhodani fighter which they tried
to use here. It flew a bit too far. One of the other leaders very proudly took
credit for shooting it down!)

>    2) Trader mission.
Imperials are good here, as so much of their territory is mapped out. Unless
you want to combine trade with...

>    3) Exploration.
The Zhodani Alien Module has an adventure in which several Imperial humans are
captured by a high Zhodani noble, who specifically needs Imperials for his
exploration mission. It also has a section on exploring unknown space. Zhodani
and Hivers have the best mentality for exploration.

>    4) Espionage.
Humans (both Imperial and Zhodani) are probably the best to use for this.

>    5) Crimebusters.
Practically anyone except Zhodani, where crime is just a mental illness.

>    6) Space military missions.  Be a privateer.  Prey on innocent
>       merchants.  Get attacked by navy patrols and armed merchants.
Vargr!

>    7) I love a mystery.
Zhodani can have great fun with their psionics, unless the mystery is to solve
a crime. What Zhodani like is exploring alien artifacts, and trying to figure
out what things they find are for. Trying to foil devious Imperial plots is
another pastime.

>    8) Terrorists.
For counter-terrorism, Imperial or Aslan. For being terrorists, Imperial or
Vargr. I once had a group of players hired by a hotel on Efate to protect it
against terrorists. The players captured one, who promptly tried to persuade
them to join his "freedom fighters". They nearly did, but they were informed
that there was no pay in it!

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #300 --------

Date: Thu, 13 Apr 89 13:38:58 EDT
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 300


Subject: Review of Digest Group's Referee's Gaming Kit

OK. Its a screen!

I hate screens. I don't buy screens. They're a scheme to keep gaming companies
in the bucks. It cost $8.95 and I went and bought it. The sun was in my eyes.

OK? Disclaimer over.

Besides the screen you get: an introduction with information about what's in 
the package, some hints on playing traveller and an blank equipment data sheet
to be photocopied;  Eight equipment data sheets detailing various and sundry
equipment (portable fusion generator, grav pack (back pack with grav modules),
map box, hand computer, fusion still, inertial locator, etc.) with 1 or 2
paragraphs of description, an illustration, 2 or 3 tasks for operation and
repair and statistics for several TL versions of the product with weight,
volume, price, power requirements, operating noise, and operating duration;
and 2 "folio" adventures which just means that they are short, they happen
to be two parts of one adventure taking place on Deyis II, an amber world of
Zarushagar sector (that's between Lucan's and Dulinor's territory)  You get
a subsector map and the usual bunch of tasks, player info, ref info, etc. in
seven pages.  They also included a piece of cardboard which is currently
backing the sheets in their new location in a plastic bag. The adventure looks
fine. As I said before, I hate screens so its nice they included extra things.

The screens are a set of two fold outs with six surfaces each. Some of the
information is for Ref's while others are for the Players.

Ref's side: 2 1/2 sides of combat.  This includes flow-charts which summarize
Megatraveller combat, range table, other tables and most of the tasks which
are used in combat.  There are a number of tables present which do not appear
in the rules but which summarize the information in the rules: Penetration/
attenuation Guide (%), Penetration and Damage (%), and Movement DM Guide. Some
are marked "simplied restatement of the rules" which was fine by me. It was
nice to see these rules summarized and all together for the first time; I've
finally figured out how combat works.  Which begs the question, as to why the
Penetration and Damage table, for example wasn't presented the way it is on
the screen in the first place (pentration type cross level of success giving
the damage as a percentage to apply) in the rule books.

Someone went color happy with the typepography.  There are color bands beneath
the tables, the pages are not white, etc. You can actually read everything,
which would be much more difficult if everything was in black.

Ref's side: 1/2 page of interpersonal tasks. Everything except estimating
characteristics.

Ref's side: 1 page of demolition table. Identical to rules.

Ref's side: 2 pages of encounter tables. Identical to rules including Starship
tables from Imperial Encyclopedia.(but does not have explanatory passages)
All of the information is there. It is not cluttered and it is very readable;
thank the color.

Player's side: 2 pages of art and advertising. Including an illustration from
the folio adventure.

Player's side: 1 side Traveller's Guide, summarizing all the info in a UWP,
and what all those codes translate to (using Ref's Manual translations, so
the Atmosphere table has 0 Vacuum, 1 Vacuum (trace), etc.) With color panels
to make tables readable. Useful since you keep forgetting what the codes mean.

Player's side: 1 page Combat, with range table, hit value table and task
difficulty direct fire tables.  Yellow panels beneath every two other rows
allow you to see it.

Player's side: 1 page Task format explanation. Less useful info, since you
figure the player will know all of that before too long.

Player's side: 1 page with 2 maps of Third Imperium and Surrounds, cica 1116.
The *real* reason I bought this package.  There are two maps, one small scale
with the names of sectors, names of important worlds and political units. 
These are the smaller 7 across, 5 vertical maps (rather than the 7 x 7 ones
found in the books) only detailing the Third Imperium.  The borders are in
red ink and were done with a plotter--you can *see* the borders. I think I
finally figured out about the claw from looking at these maps.  The larger
maps shows *all* the borders and every star.  Yes "Every star system position
accurately shown" meaning each system gets a little black dot (Deneb, Vland,
Antares, etc. important worlds get red dots) so you can see the stellar
density right away.  You can also see all the borders. Unfortunately, besides
the ones listed on the map I couldn't identify any of them. I found the Droyne
worlds right away. I counted them; they're are twenty. Maps are great. But,
looking at the map, I wondered what are all these groups of 1, 2, 3, 15, etc.
systems on the borders.  Ah, for an atlas.

Summary: should you buy this? Only if you want it. Nothing is presented simply
for effect. They are well-presented and either identical to rules from the
books or summarized better than the rules were the first time. I think the
color makes it more readable. There are extra things included.  But of course
some of us *really* hate screens. (Sun was in my eyes, honest!)

Fred Schiff - You can kill and maim with your Zen gun.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= vu0141@bingvaxu.cc.binghamton.edu
|        .sig:                |  PO box G207
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-------- TML Message #301 --------

Date: Thu, 13 Apr 89 14:03:29 PDT
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: PBM: Turn 9
Archive-Message-Number: 301




Well, turn8 was a blast, and here is turn9, even more hints and clues coming 
your way....

*******************************************************************************
				NOTES
*******************************************************************************

1)  Well, this is it, everyone is caught up.  I'll post about 5 days late to
   both rec.games.pbm and the mailing list, only to let you guys not deal with
   reading it 3 times.

2)  I'm going to remind you guys, if you haven't responded, 1 week and 2 days
   before the turn is due.  Or if everyone has responded except you.

*******************************************************************************
			   PLAYERS' MOVE
*******************************************************************************

	"Well, I must say, that that sounds like quite a reasonable price,"
replies the captain.
	"You bet it is," says Hubert coldly.  "It's just that I figure you and
this ship are worth it."
	"Um, captain ...," says Steve.  The captain turns to Steve and he 
whispers into his ear, "Are you sure you want to do this?  I mean this could
lead to even bigger troubles."
	"Trust me," says the captain quietly.  "Continue if you would Hubert,
you were about to tell us your line of work."
	"Well, as I was saying, I'm not a pirate, and those guys aren't IBI 
agents.  My line of work is particular, I'm ... how'd you say it ... an obtainer
of antiquities, living or not.  Yeah, that's how I'd put it."
	"So what have you obtained that requires my assistance?"
	"Well you see captain, those clowns who said they were IBI are the 
competition, not very good mind you, and they want what I've got."
	"The crate," says Steve.
	"Exactly."
	"So what's in it?" questions the captain.
	"Well I'll tell you this, I went way out of my way to get it, and you'ld
probably not even know what it was, if I told you."
	"Try me," says the captain.
	"You think your smart, huh.  Well ...."
	"I don't have to be, I've got a computer library," remarks the captain.
	That catches Hubert off guard, and he continues, "yeah, you've got one,
well then look this up in it, what's in the crate is a Coe (pronounced Kow-ee)
dog."
	"So why do they want it," asks Steve.
	"Because I got it first, and they didn't.  It was art really, their trap
was step up ...."
	"Thanks a bunch, now if you excuse me, I have to go open that crate up 
after ...."
	"What!" screams Hubert, jumping up.  Steve stands to full height and
Hubert semi-relaxes.
	"Well I have to see if you're telling the truth and ...."
	"You can't," says Hubert, looking very nervous.  "I mean the seal, if it
is broken, you might kill it.  It was to be opened someplace other than a cargo
hold on a ship."
	"Why?"
	"How do I know, I was just paid to get it.  The guy picking it up on 
Aramanx told me he'd take care of unsealing it.  Has something to do with the 
dogs metabolic rate, or something like that."
	"Well we'll see what the computer says and then decide whether or not 
to open the crate."
	"NO!  You're not opening that crate.  You said no funny stuff, and that
includes not opening the crate."
	"What I agreed to ...."
	"Here," says Hubert, holding up a card, "take it all.  It's on the bank
card.  We agreed ...."
	Taking the card the captain continues, "I agreed to not to kill you,
that's all.  I'm still the captain on this ship, and my laws hold.  You made an
agreement with me, for money, just to save your life, not your cargo.  I'm fed
up with you and those idiots next door, just be lucky that I'm still in a good
mood to let you live, because if I wasn't, I'd turn you over to Moe and Curly.
Now I'm going to open that crate with or without your permission, the only 
option you have is whether or not you want to be there."  The captain has worked
himself up, and starts to calm down, it's quite evident that he is venting all 
the frustration that has built up in the past few days.
	"Well then," says Hubert, "I don't want to be there, so at least I won't
be held responseable, see I get paid either way, dead or alive."
	"Good, just remember, you can't get paid if you're dead," says the
captain, startling Hubert.  Both Steve and the captain leave.

*******************************************************************************
			     CREWS' MOVE
*******************************************************************************

	"Well guys, before we go any further, let's look at our options, you  
know we got a lot of them," says Erc.
	"Yeah," says Samantha, "we should figure out what to do with all this,
maybe we should scan the computer for planets with this UPP."
	"That could take a while," says Erekosse.
	"But not if we limit the systems, like if we check only Lewis, and 
Aramanx, or maybe just this sector, or subsector," replies Samantha.
	"We could pump that chicken scratch, that Steve made up, into the 
computer also, see what it figures out," says Erc.
	"Well let's first go see how Moe and Curly are doing," says Erekosse, "
since we haven't heard from them, I think we better check up on them."
	"I'll go with you," says Erc.
	"I'll stay here and do the computer work," says Samantha.  "And Erc,
remember to block low," she continues with a giggle.  Erekosse chuckles a little
too, but Erc doesn't look pleased.

	Erc and Erekosse knock once and then enter Moe and Curly's stateroom, 
both are lying down on their beds, talking to one another, they both sit up as
you enter.
	"So what is it this time?" queries Moe.
	"Just checking up on our 'IBI' agents," says Erc.
	"Okay already, we can cut the crap," starts Curly, "we aren't IBI agents
you've probably figured that out already.  We're ...."
	"Yeah, you guys are to stupid to be IBI agents," says Erekosse.
	"What?" exclaims Moe.  "To stupid, I'll have you know that we went hell
of far to make this work, and if you'ld just taken things for granted, none of
this would be happening, he probably owns your captain by now."
	"Who?" says Erekosse.
	"Oh, don't play stupid with us now," says Curly.  "You guys have to be
on his payroll now.  So what are you going to do with us, Jump Space exits, or
just regular space?"
	"I don't know what you're talking about," says Erekosse, "no one has 
bought anybody, and I'm not for sale."
	"Look," says Moe, "we'll double whatever he's paying you."
	"We will," says Curly, giving Moe a quizical look.
	"Yeah, we will," says Moe.  "Look we're bounty hunters, and the guy
that Hubert's got in that crate is worth a hell of a lot, it's just a that we
caught him first, and Hubert stole him from us."
	"Who's in the crate?" questions Erc.
	"Should we tell them," says Moe to Curly.
	"Why not, you've told them too much already.  Go ahead, tell the god-
damned universe for all I care, it's not gonna do us ...."
	"Okay," says Moe.  He motions both Erc and Erekosse closer, they both
lean towards him just a little, and he says, "Jason Pinter."  There is a look
of accomplishment on both of their faces.
	"Who the hell is that?" replies Erekosse.
	"Yeah, who is that?" says Erc.
	"You don't know?" questions Moe.
	"No, we don't," says Erc.
	"Well," starts Curly, "Jason Pinter happens to be the one and only, Yurl
Hagard.  We captured ...."
	"THE Yurl Hagard," says Erekosse is a shocked vioce, "are you certain,
100% sure."
	"Damn straight," says Moe, "see we got this lead ...."
	"We're outta here," says Erekosse.  And to Erc, "The captain has to know
about this, so let's go."
	"Fine," says Erc, and they both leave.
	"What did I say," says Curly to Moe, as Erc and Erekosse walk out the 
door.
	"Don't know," says Moe, "but I got a bad feeling about this."

	Samantha's fingers dance over the keyboard adjacent to the CRT.  There
is a long wait as the computer cracks the 'code' that Steve wrote out.  After
about 5 minutes, the computer responds that there is no know language, or code
that converts this junk (Steve's words) into anything readable.  The computer
scan on the UPP's of the worlds brings up data on a world Regalis IV, but it
was destroyed in 997 when the star in it's system went SuperNova.  She types in
the data on Binary and asks the computer to take an 'educated' guess at what it
means, the computer gives the standard definition of Binary, but also comes
up with these possibilites:

	Binary - a semi-posh restaurant chain that spans the Aramis Subsector
		 main worlds are Pysadi, Aramanx, ....

	Binary - sometimes used as a nickname for the BEDTR Co.  know as the
		 Binary Encoding Decoding Transmitting Recieving Comapny.  They
		 do secret transmission inside solar systems, and sometimes 
		 outside.  Used frequently by both the underworld leaders, and
		 Imperial government.

	Binary - Name given to a ship found floating through the Sword Worlds,
		 technology level was determined to be at least 20+.  No life
		 forms found onboard, ship disappered from the Imperial Impound
		 and is still believed missing.

	This is all she finds out.  You are all now in the common room again,
and you all begin to discuss your findings.


********

Well, wasn't that fun.  I hope you are still intrigued, because there is a lot
more to do, and see, here in Cpt Jordan's neighborhood.  :-)

Responses are due on 4-22-89, and please tell me what you want to do about the
summer time, if you want to continue, just giving everyone more time, or what.

Note:  All materials are copyrighted, Brad Post circa 1989, any use of these
materials without the author's consent is a felony.

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

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



The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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-------- TML Message #302 --------

Date: Thu, 13 Apr 89 20:10:08 EDT
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 302


Subject: Passages

The idea of high, middle and low passages has bothered me for a while. If the
passages are not based upon the distance travelled, but instead a single jump,
rhe question is where do you get these tickets? The Traveller's Aid Society
gives them out as dividends to their members and it is doubtful whether every
tramp steamer spaceship sells them.  I thought that they might be sold by
finachial institutions and the T.A.S. in the same manner in which banks sell
Traveller's checks.  This would explain the lesser amount you get on a discount
and the reason why passages are accepted everywhere throughout space; they
are backed by the various banks throughout space.

Fred Schiff - You can kill and maim with your Zen gun.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= vu0141@bingvaxu.cc.binghamton.edu
|        .sig:                |  PO box G207
| Awaiting remodeling         |  Binghamton, NY 13901
|                             | 607/777-7577
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #303 --------

Date: 14 Apr 89 10:26:58 PDT (Fri)
From: Rob Vetter (Controlled, Calm, Concerned) <rob@amadeus.LA>
Archive-Message-Number: 303


> 
> Subject: Passages
> 
> The idea of high, middle and low passages has bothered me for a while. If the
> passages are not based upon the distance travelled, but instead a single jump,
> rhe question is where do you get these tickets? The Traveller's Aid Society
> gives them out as dividends to their members and it is doubtful whether every
> tramp steamer spaceship sells them.  I thought that they might be sold by
> finachial institutions and the T.A.S. in the same manner in which banks sell
> Traveller's checks.  This would explain the lesser amount you get on a discount
> and the reason why passages are accepted everywhere throughout space; they
> are backed by the various banks throughout space.
> 
> Fred Schiff - You can kill and maim with your Zen gun.

	Passage tickets probably work similar to airline tickets
	today.  Most carriers will honor the tickets of another carrier
	(with the possible exception of Eastern Airlines) as a
	courtesy, and as a way to increase their own business.  It is
	assumed that the line which honors the ticket bills the
	issuer.

	This offers the possibility a couple of interesting angles to
	the game.  What if a major line goes T.U. after a tramp has
	accepted several passage tickets?  There may also be the
	possibility of major lines leveraging the small business owner
	into purchasing a special franchise or going out of business
	all together.

	A smart tramp operator may work in a high competition area with
	many major competing lines that cannot allow a bad reputation.
	Other possibilities are special contracts with certain lines,
	or accepting cash only.  I suppose you have to be on the
	look-out for Fly-By-Night Starlines tickets, too.

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

	I always assumed that the Traveller's Aid Society was kind of
	like Social Security or the Veterans Administration.  Probably
	closer to AARP - as a private organization.  One thing you have
	to remember is that it is HUGE.  Suppose 1 person out of 10,000
	in the Imperium pays (or has paid for them) the 1Mcr admission
	fee.  Assume resonable investment, assume also hotel, bar, and
	other revenues.  The society is probably LARGER than most
	(ALL?) Mega-corporations.  They maintain important economic and
	political contacts, possibly have their own fleet for internal
	travel and communication services, and DEFINITELY print their
	own scrip which is legal in most of the Imperial worlds.

	In the Shattered Imperium of Mega-Traveller, a good TAS
	director (likewise good Mega-corporation directors) will
	instruct the people to remain neutral.  This allows the
	opportunity for increasing power.

	    ["Mr. Director, the Emporer is here, will you see him?"
	     "Let him wait another day."]

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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-------- End of TML Messages --------


-------- TML Message #304 --------

Date: Sat, 15 Apr 89 12:57:07 edt
From: (Greg Givler SUPPORT) givler@cbmvax.cbm.commodore.com
Subject: TRADE AND COMMERCE DIGEST VOL.2
Archive-Message-Number: 304



TRADE AND COMMERCE DIGEST VOL.2

***************************************************************************
** TRADE & COMMERCE DIGEST: Cargo, freight, and passenger issues.	 **
**                                                                       **
** All followups on this topic should be sent to			 **
** givler@cbmvax.cbm.commodore.com. They will be edited for clarity	 **
** and resent to the Traveller Mailing List in a following digest.	 **
** For my benefit, if you would include the word TRADE or COMMERCE in    **
** your SUBJECT: this will help me track these articles for inclusion to **
** this digest. Thanks, Greg Givler                                      **
***************************************************************************

EDITOR'S NOTE:

This is my first submission as editor of the TRADE & COMMERCE DIGEST.
Please send all replies on the subject of TRADE AND COMMERCE to:

givler@cbmvax.cbm.commodore.com

I plan to send issues out about every three days or if the volume is large
when the files reach about 45K. Below you will find Ed's reply to Mark's 
first article. What I would like to see is more on the same lines, then
we can work together to get a workable system that most, if not all, can 
use. I myself, have serious problems with the Mega-Traveller version 
of speculative trade. Below are some good Ideas, though they may require 
more detail than some of us would wish, or conversely not enough detail,
I think they are a good place to start. Again I ask that those who may be 
using a different version, than the book versions, let us know. I would 
like to see lots of different approaches so that we can all pick and choose 
what may work in our campaigns.

Greg <givler@cbmvax.cbm.commodore.com>
     <givler@cbmvax.uucp>
=========================================
Contents of the TRAVELLER MAILING LIST TRADE AND COMMERCE DIGEST VOL.2

1. Ideas for Speculative Trade - Edwin Wiles
2. Passages - Fred Schiff
3. Passages - Rob Vetter

As you can see pretty sparce at this time, as Johnny 5 says "I need input!"
Enjoy, and let's hear some feedback!

- ---------------------
From: uunet!netxcom!ewiles (Edwin Wiles)
To: givler@cbmvax.cbm.commodore.com
Subject: Re: Ideas for Speculative Trade

> From: "MARK A. POWER" <uabmap01@asnuab.asn.net>
> Subject: Ideas for Speculative Trade
> 
> PURCHASING
> - ----------
> 1) Determine number of available cargos.  Dependent on starport and
>    population?

At least partially, however dependent on how realistic you wish
to make it -- the KISS principle may apply here [Keep It Simple,
Stupid!] -- you might want to include a *very* slim chance of
something like either a newly discovered, or very hostile, world
with an incredibly valuable resource.  Thus the population would
be low, the starport might not be the greatest, but the cargos would
still be quite good.

> 2) Determine specific cargos....[edited]
>    ....It might also be necessary to institure Tech Level
>    limitations at this point.

Yep.  Good idea.

> 3) Determine base asking price.  Roll on table to determine price, say
>    range of 50% to 150% of base....[edited]
>    ...Note that I'd like to make all modifiers
>    percentages, not die modifiers.  A table that runs from 40% to 400%
>    is a bit much, and fixed amounts are simply ridiculous.

Agreed.  Percentage modifiers are a good idea.  I also think they'll be
necessary, though as you say, could be cumbersom.

> 4) Contact owner (or agent) and haggle over price.

I don't know.  I've never been one to enjoy haggling over price, unless
I think the price is outrageous.  With this system, you should come out
with a reasonable price.  If you still don't want it, that's your choice.
Perhaps there are other ships around that would be willing to bid?  (NOTE:
these should be other PLAYER ships!  Not NPCS!  Either that, or the GM
must be carefully honest, and keep the NPCS as though they were characters.
i.e. record how much money they have, how well they do selling, etc....)

> 5) Determine whether or not to buy.

Yep, you can't decide to buy until you know how much it's going to cost.
At least, not if you want to stay in buisness.....

> 6) Determine delivery date.  Allow rush delivery at, say, 10% per day.
>    At this time, determine any special handling characteristics.  I'd
>    allow them to look it up earlier, or ask during negotiations, but
>    this is where they find out if they don't think to ask.

Rush delivery?  Does that mean that we pay more if we force the owner/agent
to deliver to us sooner?  Do we get to impose penalties for failure to meet
the agreed delivery date?

About delivery dates:
    - Roll for the 'expected delivery date'.
    - If that is too long for the ship to wait, allow the captain/owner
    of the ship to adjust the 'expected delivery date' by specifing 'Rush
    Delivery', and paying the percentage penalty.  If the adjustment is
    outrageous (more than 5 days?), allow a percentage chance that the
    owner/agent for the cargo will refuse.
    - If the original 'expected delivery date' was too soon (ship servicing,
    etc..), allow the captain/owner to ask for 'Delayed Delivery' by any
    number of days.  (No penalty to either side.)  Roll to see if the
    owner/agent of the cargo is willing to go along.  If the cargo is
    perishable, then degrade it's *resell* value by a percentage per day that
    it is delayed (1%?).  (Not the owner/agent's fault that the ship couldn't
    leave!)
    - Roll for the 'actual delivery date' which should be a "bell curve"
    centered on the 'expected' date.  actual = expected + (2D6 - 7)?
    The above formula would allow for -5 to +5 adjustment to the expected
    date.  Negative 'actual' dates are really zero.  (The cargo is on-hand.)
    Penalties (10% per day?) apply to the owner/agent for failure to deliver
    on or before the specified time.  For perishable cargos, the owner/agent
    is penalized for early delivery, if the ship cannot leave early, at the
    same rate that the cargo is degraded.  (Not the captain/owner's fault that
    the owner/agent was over-eager!)

> SALE
> - ----------
> 1) Find a buyer.  Again, he's unlikely to come up and knock on the
>    airlock.  How long it takes (and how many you find) is based on
>    starport and population.

Depends!  On some worlds, particularly medium class worlds where cargo ships
are not common, but not unusual either, I would expect there to be 'factors'
who would darn near meet each ship as it hit the ground.  (Consider
Renaissance(sp?) Italy, particularly Venice, were the trading was sharp and
quick.  Knowing when the next ship was going to come in and being there to
greet it first could make the difference between living and starving.)
On worlds with first class ports, and lots of traffic, the likelyhood of being
met is somewhat less, but not by much.  Only on worlds with low class ports,
and little traffic, are you likely to have to go looking real hard for a buyer.
Of course, the buyers who DO show up may not be interested in what you have
to sell!  I suppose that the KISS principle would cause this situation to
be combined into one roll, that would determine whether there's a buyer for
your cargo immediately, or wether you have to go looking.  The nature of your
cargo, and the world you're on makes a difference.  "Coal to NewCastle!"

> 2) Determine base offering price.  Take base resale value from master
>    table, apply appropriate modifiers from master table, roll on 
>    random value table (same table as in 3 above.)

I should think that the captain/owner would have a great deal to say about
how much he'd sell his cargo for!  He just might opt to hold it over till
the next planet fall, if the price is lousy enough!

> 3) Select buyer and negotiate price.  See step 4 above.

If buyers are immediately present, and the roll was good enough, perhaps there
are multiple buyers present and willing to bid?

> 4) Decide to sell or not.

If you go the 'bid' route, you've little choice.  Though the captain/owner
can set a 'minimum' bid that he'll accept.  To run an 'auction', the
captain/owner must agree to pay the auctioneer a percentage based on the
final sale price.  If a 'minumum' bid was posted, and the auction fails to
sell the cargo, the captain/owner must still pay the auctioneer the sale
percentage, but base it on the 'minumum' posted bid.  (This is real life!)
Attempting to run an auction on your own, on a mid to high population world,
is virtually guaranteed to get a captain/owner in trouble....

> 5) Deliver as appropriate.  (In step 3, you agreed to deliver, and he
>    just didn't mention he's in a war zone.  Or the Teamsters are on
>    strike.)

Include a 'hazard' clause in the agreement (if the captain/owner thinks
to ask for it) which lets him duck if the delivery would be 'too hazardous
for a proper captain to accept'.  Include penalties for the owner/agent
for failure to inform the captain, and for the captain/owner for 'unreasonable
application of the hazard clause'.  Maybe settled by arbitration?  Allow the
owner/agent to ask for a waiver of the 'hazard' clause?

- --------------------------
From: uunet!bingvaxu.cc.binghamton.edu!vu0141
From: Fred Schiff

Subject: Passages

The idea of high, middle and low passages has bothered me for a while. If the
passages are not based upon the distance travelled, but instead a single jump,
the question is where do you get these tickets? The Traveller's Aid Society
gives them out as dividends to their members and it is doubtful whether every
tramp steamer spaceship sells them.  I thought that they might be sold by
financial institutions and the T.A.S. in the same manner in which banks sell
Traveller's checks.  This would explain the lesser amount you get on a discount
and the reason why passages are accepted everywhere throughout space; they
are backed by the various banks throughout space.


vu0141@bingvaxu.cc.binghamton.edu

==================================
From: Rob Vetter (Controlled, Calm, Concerned) <uunet!amadeus.la.tek.com!rob>
Subject: Passages

	Passage tickets probably work similar to airline tickets
	today.  Most carriers will honor the tickets of another carrier
	(with the possible exception of Eastern Airlines) as a
	courtesy, and as a way to increase their own business.  It is
	assumed that the line which honors the ticket bills the
	issuer.

	This offers the possibility a couple of interesting angles to
	the game.  What if a major line goes T.U. after a tramp has
	accepted several passage tickets?  There may also be the
	possibility of major lines leveraging the small business owner
	into purchasing a special franchise or going out of business
	all together.

	A smart tramp operator may work in a high competition area with
	many major competing lines that cannot allow a bad reputation.
	Other possibilities are special contracts with certain lines,
	or accepting cash only.  I suppose you have to be on the
	look-out for Fly-By-Night Starlines tickets, too.

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

	I always assumed that the Traveller's Aid Society was kind of
	like Social Security or the Veterans Administration.  Probably
	closer to AARP - as a private organization.  One thing you have
	to remember is that it is HUGE.  Suppose 1 person out of 10,000
	in the Imperium pays (or has paid for them) the 1Mcr admission
	fee.  Assume resonable investment, assume also hotel, bar, and
	other revenues.  The society is probably LARGER than most
	(ALL?) Mega-corporations.  They maintain important economic and
	political contacts, possibly have their own fleet for internal
	travel and communication services, and DEFINITELY print their
	own scrip which is legal in most of the Imperial worlds.

	In the Shattered Imperium of Mega-Traveller, a good TAS
	director (likewise good Mega-corporation directors) will
	instruct the people to remain neutral.  This allows the
	opportunity for increasing power.

	    ["Mr. Director, the Emporer is here, will you see him?"
	     "Let him wait another day."]

==============================================================================
**TRAVELLER MAILING LIST - TRADE AND COMMERCE DIGEST VOL.2                  **
**                                                                          **
**Please send submissions and replies to these articles to:                 **
**                                                                          **
**givler@cbmvax.uucp                                                        **
**or                                                                        **
**givler@cbmvax.cbm.commodore.com.                                          **
**                                                                          **
==============================================================================


The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #305 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Megatraveller starships
Date: Tue, 18 Apr 89 10:32:48 BST
Archive-Message-Number: 305


A few questions on starships in MegaTraveller.

1. The new explanation of jump drives (i.e. a large power plant driving a net
integral to the ship's hull) is official - it's in the Referee's manual.
Given this, why can't you damage a ship's jump capability with mere surface
damage? The starship combat damage tables are lifted straight from High Guard,
and you can only harm the target's jump drive with an internal explosion or
critical hit.

2. Can you use the jump drive's power plant as a source of a lot of power for
a short time? E.g. build a ship with a small meson gun. Its power plant can't
supply this weapon, but using the jump power plant gives you sufficient power
for a limited number of shots.

3. In High Guard, weapons with a USP factor of less than 10 get a +6 DM on the
damage tables which makes them do less damage. The same rule applies in MT,
although here the tables are backwards, and weapons of USP factor >=10 get
a +6 DM to make them do more damage. But in High Guard, USP factor 10+ only
occurs on spinal mount weapons. In MT, TL16+ turret and bay weapons may have
USP factors >=10. The upshot is that in High Guard, only spinal mount weapons
get the DM; in MT, high-tech bay and turret weapons may do so too. Am I missing
something, or is this a contradiction?

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #306 --------

Date: Tue, 18 Apr 89 13:25:42 EDT
From: vu0141@bingvaxu.cc.binghamton.edu
Subject: Sword Worlds
Archive-Message-Number: 306


Does anyone know the origin of the Sword World's on the Spinward Marches map?
They sortof *jump* out at you (Beater, Biter, Sting, Sacnoth, etc.) and I was
wondering if anyone knew anything about their history.

- -- Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu)

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-------- TML Message #307 --------

Date: Tue, 18 Apr 89 13:24:01 EDT
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 307


Subject: Re: Megatraveller starships

Adrian Hurt in message 305 asks, 
>A few questions on starships in MegaTraveller.

>1. The new explanation of jump drives (i.e. a large power plant driving a net
>integral to the ship's hull) is official - it's in the Referee's manual.
>Given this, why can't you damage a ship's jump capability with mere surface
>damage? The starship combat damage tables are lifted straight from High Guard,
>and you can only harm the target's jump drive with an internal explosion or
>critical hit.

Nope. I heard these questions asked at a con, and according to Miller et al,
the Lathimum (? is that correct? a rare earth metal I think) grid around the
hull is not that fragile; its basically a grid about the ship which is about
a meter apart, so the jump navigators can compensate if you are missing large
parts of it.  If you were actually missing large parts of your *hull* you
might be risking a misjump and have to deal with the possibility of having
a large hunk of jump space portrude into your ship. Not nice.

>2. Can you use the jump drive's power plant as a source of a lot of power for
>a short time? 

Definitely not!  Although the jump drive and the ship's power plant both supply
power they serve different requirements. The jump drive's burns all its fuel
very quickly and cannot sustain itself for the normal day to day run of the
ship's systems.  It cannot be altered to operated in any sort of "slow" mode.
And you cannot adapt the power plant to shunt energy through the crystals;
it just does not produce enough power, in the necessary amount of time.
You cannot adapt one to the other's use. If your jump drive and power plant are
gone, you are not dead yet; you've got batteries so you still have air,
(although I'd turn off the artificial gravity--it does kinda put a strain on
the power requirements)

Interestingly enough, jump is unlimited as far as how big a thing you want to
send.  At very high tech levels you can send entire planets through jump; its
an engineering problem rather than a theoretical one. Conceivably, you could
have some spare grid, put it around an interesting asteroid, modify your 
computers and jump with both your ship and the asteroid you had found.

Fred Schiff - You can kill and maim with your Zen gun.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= vu0141@bingvaxu.cc.binghamton.edu
|        .sig:                |  PO box G207
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|  (I'm boring you, right?)   | 607/777-7577
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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-------- TML Message #308 --------

Date: Tue, 18 Apr 89 16:58:07 -0500
From: ("Nick Christenson @ St. Olaf College") christnp@thor.acc.stolaf.edu
Subject: Re: Sword Worlds
Archive-Message-Number: 308



The concept of the Sword Worlds comes from H. Beam Piper's book _Space_Viking_
(I didn't care much for it, although many of my friends enjoyed it.)  It's
a space opera.  Many of the names are retained (Gunn, Excalibur, Mithril,
et al) but more are added in Traveller.  Most of the other worlds are, of
course, named after swords.  Sting, Andruril, Narsil, etc from LOTR, Mjolnir,
etc from Norse mythos; Excalibur, etc from Arthurian legend; and so on.

Hope this is what you were looking for.

Nick Christenson
christnp@thor.acc.stolaf.edu

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-------- TML Message #309 --------

Subject: Re: Megatraveller starships
Date: 18 Apr 89 17:17:08 PDT (Tue)
From: jamesp
Archive-Message-Number: 309



Adrian Hurt writes in AMN 305:
> 1. The new explanation of jump drives (i.e. a large power plant driving a net
> integral to the ship's hull) is official - it's in the Referee's manual.
> Given this, why can't you damage a ship's jump capability with mere surface
> damage? The starship combat damage tables are lifted straight from High Guard,
> and you can only harm the target's jump drive with an internal explosion or
> critical hit.

Well, the new, detailed task diagram on page 64 of the Starship Operator's
Manual states:

	[Step] 3 Navigator engages jump drive

	To engage the jump drive:
	Routine*, Engineer, Navigator's Edu (fateful)
	Referee: While the Navigator "pushes the button",
	both the engineer and the navigator monitor the jump
	transition together.  On a mishap, see Other Tasks.

	Inside 100 diameters, this task becomes difficult*
	(hazardous, fateful).

	Inside 10 diameters, this task becomes formidable*
	(hazardous, fateful).

	There is a high risk the jump field will not close if more
	than 10% of the ship's hull net is missing in any one
	location.  How could this happen?
	1. From any critical surface hit in starship combat.
	2. Compute percent of hull net damage = (number
	surface hits x 100) / hull disp
	   If this number is greater than 10, then high risk.

	In these cases, the task becomes...
	Difficult*, Engineer, Navigator's Edu (hazardous, fateful)

Original is Copyright 1988 Digest Group Publications.  Above quote was
reproduced without permission.

Looks like ten surface hits for each 100 tons displacement makes a jump
more difficult, and the result of a mishap hazardous.  A single critical
hit acts similarly.  All the above skills are marked with an asterisk,
meaning they must should be done "Cautiously", or the task becomes
uncertain and a warning light event may occur later on a result of Some
Truth.

James

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-------- TML Message #310 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Sword Worlds
Date: Wed, 19 Apr 89 10:18:15 BST
Archive-Message-Number: 310



Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu) writes:
>Does anyone know the origin of the Sword World's on the Spinward Marches map?
>They sortof *jump* out at you (Beater, Biter, Sting, Sacnoth, etc.) and I was
>wondering if anyone knew anything about their history.

Most of them are the names of mythological swords (hence Sword Worlds). I don't
recognise them all, but some are from Tolkien's books (e.g. Sting). Also present
is Excalibur. There also the unpopulated worlds with the names of metals.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk


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-------- TML Message #311 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Megatraveller Starships
Date: Wed, 19 Apr 89 10:19:05 BST
Archive-Message-Number: 311



> more difficult, and the result of a mishap hazardous.  A single critical
> hit acts similarly.  All the above skills are marked with an asterisk,
> meaning they must should be done "Cautiously", or the task becomes
> uncertain and a warning light event may occur later on a result of Some
> Truth.
 
Pity this isn't made clear in the Starship Combat section, where, as I said,
surface hits have no effect on jump capability (except by reducing fuel),
while a critical hit can wipe out the jump drive entirely. I'd guess that the
critical hit knocks out the jump power plant. Interior explosions causing
jump damage may be doing damage to the net, rather than the drive.

All of which brings up another question. If a starship takes surface damage,
does it require a class A starport to repair it? Under the old system, no.
Only the jump drive required class A attention. But under the new system, the
hull is part of the jump drive. Which also means that simple surface repairs
become a lot more expensive, too.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #312 --------

From: uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix (Adrian Hurt)
Subject: Jumping planets
Date: Wed, 19 Apr 89 10:12:37 BST
Archive-Message-Number: 312


[Looks like this was meant as a reply to the list, and got just to me by
mistake -- James]

>At very high tech levels you can send entire planets through jump; its
>an engineering problem rather than a theoretical one. Conceivably, you could
>have some spare grid, put it around an interesting asteroid, modify your 
>computers and jump with both your ship and the asteroid you had found.

That would take some fuel! Send Earth through hyperspace - use Jupiter as a
fuel tank. But hauling smaller loads around can be done. In the old Supplement
9, Fighting Ships, there is a jump tug which does exactly what you suggest -
puts a mesh around a load, e.g. a cargo pod or a small asteroid, then pulls it
through a jump.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #313 --------

Date: Tue, 18 Apr 89 23:51:21 edt
From: givler@cbmvax.cbm.commodore.com (Greg Givler SUPPORT)
Subject: Re: Sword Worlds
Archive-Message-Number: 313


"The Sword Worlds where the men are men and the women are men too..."

The above is from an article for Journal No. 18 entitled
Contact: Sword Worlders, according to the article SW's are decended from 
Solomani Exiles which arrived in the subsector ca. -400 they first settled at 
Gram in -399. Although not part of the Imperium they did take advantage of 
Imperial trade, until the First Frontier War where Imperial alliances with the
Darian Confederation brought the Sword World and Darian problems to a head. 
This tension continues to this day. The article was written in 1108 or so, in 
and around the Fifth Frontier War. The Sword Worlds are part of The OutWorld 
Coalition.

The original settlers of the Sword Worlds were of Germanic and Nordic stock.
The official language is a variant of Icelandic. Each world of the Sword 
Worlds has a different culture although all are male dominated and any 
women in "male" jobs are expected to exhibit male rather than female behavior,
at least in public. Which leads to the statement at the beginning of this
article.

Psionics are not repressed as they are in the Imperium, but they are not 
an integral part of society either, like the Zhodani. Psi powers are viewed
with distaste by Sword Worlder men, and any male with them will be reluctant
to admit to them or use them in public. 

The Sword World Confederation is a true confederation with individual systems
having complete autonomy. Each world maintains their own armed forces and 
makes their own laws and completely regulates their own internal affairs. A
Confederation Council, made up of representatives on all the worlds. It 
regulates interworld trade and so forth. The so-called "metal worlds" (Iron,
Bronze, Mithril and Steel) have been designated resource worlds, and placed
under the direct administration of the Confederation government for further
development. [As an aside, if any of you have been run in Mission on Mithril, 
you know what these worlds are like. What a night that was for my character.]
There are no permanent inhabitants, just members of the Confederation Patrol
and various mining and resource company employees. 

Character generation is the same as for normal Imperial citizens, however the
Scout Service is replaced by the Patrol Service. 

The above is excerpted(sp?) and paraphrased from 
_The Journal of the Travellers' Aid Society_
No. 18, article _Contact: Sword Worlders_ by Loren Wiseman.

There is a character class, Patrol Service, that if people wish to have, I 
will issue a follow up article, I do not know if this issue of the _Journal_
is still available. If there is a request, I will be glad to type in the 
Patrol Service character class, there is also a chronology of the Sword Worlds.
Let me know if anyone wants the chronology too.

 
- ------------------------------------------------------------------------------
Greg Givler                        Q-Link: Commodore
Telecommunications Coordinator     CompuServe: CBM/Support 76703,2047
Commodore Customer Support         INTERNET: givler@cbmvax.uucp
- ------------------------------------------------------------------------------
The above opinions are usually mine, but sometimes I just repeat things.
==============================================================================
!e

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-------- TML Message #314 --------

From: lsmith@apollo.com (Larry Smith)
Date: Tue, 18 Apr 89 16:54:58 EDT 
Subject: Sword Worlds
Archive-Message-Number: 314


[More mail that was sent to traveller-request instead of traveller -- James]

>Does anyone know the origin of the Sword World's on the Spinward Marches map?
>They sortof *jump* out at you (Beater, Biter, Sting, Sacnoth, etc.) and I was
>wondering if anyone knew anything about their history.
>
>-- Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu)

The Sword Worlds was a background created by H. Beam Piper for his space epics.
The only book in the series I recall that mentioned the Sword Worlds explicity
in _Space Viking_.  Pretty good story, actually.

The GDW Sword Worlds are not detailed anywhere, so I use stats based on H. Beam
Piper's work.  The names used on the Spinward Marches map correspond to most
famous named swords, ("Beater" and "Biter" being the orc names for "Orchrist,
the Goblin Cleaver" and "Glamdring, the Foe Hammer" from _The Hobbit_.  "Sting"
was Bilbo's name for his dagger/sword.  Other names mentioned on the map
include Excalibur and Durandal, I believe (or maybe they're from Piper and
I'm just confusing the two).  Durandal was the sword of Roland, I presume you've
heard of Excalibur.

Larry Smith    lsmith@apollo1.UUCP
            or {mit-eddie,yale,uw-beaver}!apollo!lsmith

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-------- TML Message #315 --------

Date: Wed, 19 Apr 89 12:51:14 -0500
From: uxc.cso.uiuc.edu!gslisa!gsliss!jcunning@tektronix
Subject: System Surveillance
Archive-Message-Number: 315


[Hmm... looks like this was meant for traveller@dadla... but was sent to
traveller-request, by mistake.  Please watch your "To" lines, especially
when automatically generated by the "reply" feature of your mailer.  But
keep the messages coming! -- James]

I am in the process of writing an adventure for Digest Group
which deals with ship operations in the Old Expanses sector,
my old High Passage stomping ground, which is now under
Solmani control. I would like some opinions as to how difficult
it would be to operate a ship in the system without being
detected. Part of this is solved by having only a small occupation
force in the system (how convenient!), and certain areas (such as
the main world and gas giants) would be impossible to get near
without being detected. The question is how much of the system
is being watched. Is there a sort of equivalent to the current
air traffic control system? How easy would it be for the Solomani to
set up such a system? Any ideas?

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-------- TML Message #316 --------

Date: Wed, 19 Apr 89 21:12:43 MDT
From: (SULAIMAN) asulaima@udenva.cair.du.edu
Subject: jump
Archive-Message-Number: 316



It is mentioned somewhere in the Megatraveller books that at high TLs

teleportation became intersystem capable and was used by ancients. In
the Traveller  Adventure "Secret of the Ancients" it is noted that the
Ancients used entire suns as source of energy by "pinching" them out of normal

space and then carrying along this pinched sun as a poerplant for their
ships!!!
At these TLs you wouldn't need to put a mesh around the sun/gas giant just
pinch it off and put a tap on the emitted energy. Wouldn't need to refuel for
atleast 5 billion years!!!

	Ameer Z. Sulaiman.

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-------- TML Message #317 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Ancients and Moties
Date: Thu, 20 Apr 89 10:18:13 BST
Archive-Message-Number: 317



I've just finished re-reading "The Mote in God's Eye" by Larry Niven and James
Pournelle, and was struck by the similarities between Moties and Droyne.
Both are caste-based societies, and most of the castes match, e.g. Droyne
Leaders = Motie Masters, Droyne Technicians = Motie Engineers. Droyne don't
have miniature Watchmakers (that we've seen), and their Drones don't have any
Motie equivalent that I recognised, though. Still, it set me thinking about
resolving the Riddle of the Ancients in terms of Moties. Anything is better
than the official explanation, so try this.

In their earlier times, the Droyne had the same problem as the Moties. They had
to reproduce, or they would die. This led to immense population problems, which
were solved to some extent when the Jump Drive was invented. "Some extent"
means that it was only a matter of time before the worlds which were colonised
were also overcrowded. Inevitably, interstellar war resulted, but not before
the Droyne had reached very high tech levels. Some colonies were wiped out;
others were blasted back to a Stone Age equivalent. Bases were left behind,
some intact, others ruined. No two bases were ever the same, as no two Droyne
did the same thing the same way.

Civilisations rose and fell several times before one Droyne, the Yaskoydray of
legend, formed a new society in which the needs of society totally overrode
the wishes of individuals. If an individual had to reproduce or die, and no
more children were needed by society, tough - the individual died. The impact
was lessened to some extent by the discovery of a hormone-control drug which
counteracted the biological need to reproduce. Yaskoydray tested this first on
himself, and when it appeared to be effective, issued it to his society.

Other societies were divided in their opinions of these developments. Some
welcomed the apparent end to millenia of rises and falls, of creation followed
by destruction. Others were reluctant to take the step into an entirely new
system. There was one more, cataclysmic war. Yaskoydray's side won, but it was
a Pyrrhic victory, as the few survivors were once more reduced to primitive
levels. Most of the survivors were on only two worlds, Andory and Candory. A
few isolated groups exist throughout space, but very small groups.

While the survivors of Andory and Candory were struggling to revive their
society, a new factor made itself felt. Humanity was, for the first time, also
capable of jump travel. The Imperials were the first to discover the twin
worlds. Their archaeologists learnt a few fragments of the above history;
enough to regard the Droyne as a potential threat, but only potential. There
was no reason to exterminate them, but they had to be watched in case they
expanded again.

In fact, there is no such threat. The concept of the individual being totally
subordinate to society is still in force. The hormone control drug was lost,
along with much of the Ancients' technology, but the rigid society attitude,
backed up by quasi-religious rituals such as those of the coynes, keep the
population in check. An individual lives just as long as it is needed by
society, then it dies. A few choose not to die, but they soon run into the
old problem. They have to breed, or they become listless and unhappy, and
eventually die anyway. But so long has it been since anyone bred for that
reason, that none know the cause of their unhappiness; and besides, none except
perhaps another one of these "deathless ones" will have anything to do with
them.

There is a legend which persists, that Yaskoydray is alive and well, and
occasionally visits the Droyne. The presence of coynes which cannot be
otherwise explained lends some credence. In truth, although none but Yaskoydray
himself know it, when he first tried the hormone control drug on himself, he
overdosed. But as the need to reproduce or die was nature's way of trying to
keep Droyne from living too long, and as he has overcome that need, he is in
effect immortal. Which does not make him very happy; even Ancients can get
tired of life when they've seen everything. Yaskoydray has seen more, and knows
more, than the sum total of the experience of all the human subspecies put
together. He's also slightly cowardly. He won't commit suicide, or take actions
which threaten him. Thus he is tired of life, but afraid to die.

Well, there you have it. Yet another Theory of the Ancients. Any comments?
Interesting side note, as this is inspired by "The Mote in God's Eye"; there
is a star called "The Eye Of God", or more correctly, "L'Oeuil d'Dieu". (That
high school French had some use, after all! :-) What a pity this star is on
the wrong side of the Spinward Marches.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- End of TML Messages --------

