To: traveller@engrg.uwo.ca (TML Submissions)
Date: Sun, 01 May 94 22:00:04 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #591: Msgs 7392-7407 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Sun May  1 22:00:03 EDT 1994
Reply-To: traveller@engrg.uwo.ca (TML Submissions)
Errors-To: traveller-request@engrg.uwo.ca
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Sun, 01 May 94 22:00:04 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #591: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 591  7392 28-Apr-1994 john.bogan@asb.  STARSHIP QUESTIONS << "Les Howie"  <lho
 591  7393 29-Apr-1994 Richard Johnson  Re: Habitats << Maybe no TL8 world woul
 591  7394 28-Apr-1994 J Roberson       << > So far, I have (kind of) settled o
 591  7395 29-Apr-1994 Goldman of Chao  Re: stuff for sale << > TRAVELLER ITEMS
 591  7396 29-Apr-1994 Mike Basinger    Scout Ship & Jump Space << I looking fo
 591  7397 29-Apr-1994 James T Perkins  Re: Mail probs  << langsl@cbr.hhcs.gov.
 591  7398 29-Apr-1994 John Bucsek      Space colonies  << KMCCARTHY@qmgate.osc
 591  7399 29-Apr-1994 David Johnson    Shall Not Perish 5 (Regency background)
 591  7400 29-Apr-1994 Roger Sanger     World Builder's Handbook << I've aquire
 591  7401 30-Apr-1994 RJR96326@vax1.u  Holes in the pockets << I finally got a
 591  7402 30-Apr-1994 David Johnson    Melbourne Times News Service << Gentles
 591  7403 30-Apr-1994 David Johnson    Earth Colonies Dolphins << Gentlesophon
 591  7404 30-Apr-1994 David Johnson    Earth Colonies Chronology << Gentlesoph
 591  7405 01-May-1994 schulz@t500m0.t  Wanted: GDW Fax # << Could someone plea
 591  7406 01-May-1994 Dane Johnson     Harbinger of Things to Come? << Hurm.
 591  7407 01-May-1994 Roger Sanger     Encounter... <<  

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

Bundle: 591
Archive-Message-Number: 7392
From: john.bogan@asb.com
Date: Thu, 28 Apr 94 23:19:47 
Subject: STARSHIP QUESTIONS


"Les Howie"  <lhowie@Prograph.Com> said:

> 

(1) What are the major areas change.  I have heard that it uses 2300 style 
combat.
>  What else?

The 2300 comparison comes from the importance of detection and sensor locks.
The primary difference from the imposition of the tyranny of the fuel gague.
The "they keep working as long as they have power" manuver drives have been
replaced with a system that consumes enough fuel to make a difference at
a tactical level.

Makes for a more interesting combat game, but plays havoc with in-system
travel.

> 

(2) Has the Task system been retained?

Yes

>

(3) How has ship designe been changed? 

Yes

> What are the major paradigms?  

Not sure what you mean by this...

> Can ships 
be designed without having a dedicated Cray to do the calculations 
> (my main beef
about megatraveller)

Yes, but a calculator will be needed.  A spreadsheet is recommended, but not
neccessary.
The biggest pain in the neck is creating the damage charts, which cannot
be automated.

> 

(4) I noticed a comment in last night's TML about chnages in "scientific
>" 
rationalizations.  What material changes does this cause?

See above comments on the new maneuver thrusters.

Also, weapons arrangements have altered.  High energy weapons are
useless in space combat (their "projectile" is too slow for ship combat speeds)
and are usually replaced by lasers.  Since lasers, particle accelerators,
and meson guns can be custom designed, there's room for greater
variety in these weapons.  Turret or barbette sized accelerators are useless
for ship combat (range too short), and due to design limits, bay-sized PA's
have trouble against ships with heavy armor. Good for hull-scraping, though,
which should not be underestimated considering the importance of sensors,
whose antennae are vulnerable to scraping.

Speaking of design limits, I'd recommend an energy limit on lasers of 50 Mj
per tech level, or else their versitility will make PA's and MG's a couple
of also-rans in the weapons ratrace.

Finally, missles are all supposed to be nuke-det X-ray laser warheads.
No impact missles, and the ol' Imperial No-Nuke rule goes out the window.

regards,

John H Bogan

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

Bundle: 591
Archive-Message-Number: 7393
From: richard@agora.rdrop.com (Richard Johnson)
Subject: Re: Habitats
Date: Fri, 29 Apr 1994 05:28:57 -0700 (PDT)



Maybe no TL8 world would (or could) fund a habitat.  HOWEVER ...
In many systems, asteroids exist.  This makes the job of getting 
the material much easier.  Orders of magnitude cheaper.  Little
gravity well to contend with.

On many systems, the habiats *already* exist.  They are just 
dark, cold, and silent (or maybe not?)  After all, _advanced_
civilizaitons put them up there, and barring further catastrophe,
are re-colonizable.  It will always be cheaper to (well, for 
many thousands of years anyway) renovate than to rebuild.  This
goes for things like lunar colonies too.

The "new" society need only be interplanetary, not inter-
stellar, to make this work.  And, for any society digging 
itself out of a near-grave caused by overspecialization in 
a single technology, re-establishing colonies and habitats 
would be a priority, if only for military purposes.

I can see lots of room for adventures here.

- -- 
Richard Johnson      richard@agora.rain.com
Quis custodiet ipsos custodes?



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

Bundle: 591
Archive-Message-Number: 7394
Date: Thu, 28 Apr 1994 19:54:57 -0600
From: RJR96326@vax1.utulsa.edu (J Roberson)

> So far, I have (kind of) settled on Word for windows (v 6--the one
> that's supposed ot be Mac compatible).

After about 4.0 on, they're all Mac Compatible. I have 5.1 and about a year
ago I turned all of my old Wordperfect 5.1 files into Word files for the
Mac. Word/Windows does the same, with the file options.

Hope that wasn't a major selling point - Sounds like Microsoft's just
pushing a "new" ability they already have.




_________________________________
Eugenics: Chlorination of the Gene Pool.
Consistency is a Flaw.
J Roberson      RJR96326@vax1.utulsa.edu        Priss@io.com





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

Bundle: 591
Archive-Message-Number: 7395
Subject: Re: stuff for sale
Date: Fri, 29 Apr 94 8:45:23 CDT
From: goldman@orac.cray.com (Goldman of Chaos -- postmaster CRI-US)
Reply-To: goldman@orac.cray.com

> TRAVELLER ITEMS FOR SALE:
> - -------------------------
>  
>  
> I've aquired a spare of each of the following collector's items:
>  
>  
>  
>      Name:                                        Condition:
>      -----                                        ----------
>  
> ==== Early Adventures                             Good.
>  
> ==== Spinward Marches Campaign                    Fair.
>  
> ==== Megatraveller Journal 1                      Good.

I am interested in the above.  How much are you asking for them?

Matt

- -- 
Matthew Goldman  E-mail: goldman@orac.cray.com Work: (612) 683-3061

My day today? Nothing major, just Xenon base gone, Scorpio gone, 
Tarrant dead, Tarrant alive and then I found out Blake sold us out.

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

Bundle: 591
Archive-Message-Number: 7396
From: Mike Basinger <dbasinge@nickel.ucs.indiana.edu>
Subject: Scout Ship & Jump Space
Date: Fri, 29 Apr 1994 09:47:33 -0500 (EST)

I looking for deck plans for a Scout scip. Can someone tell me a good
place to find them. Also Can someone give a me a good description of
what jumpspace looks like. I'm trying to get a description to give my
T:TNE group.

thanks,
mike
- -- 
D. Michael Basinger: 	Not speaking for Indiana University
			dbasinge@nickel.ucs.indiana.edu
			dbasinge@nations.ucs.indiana.edu (NeXT Mail)

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

Bundle: 591
Archive-Message-Number: 7397
Subject: Re: Mail probs 
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
Date: Fri, 29 Apr 94 08:50:42 PDT
From: James T Perkins <jamesp@sp-eug.com>


langsl@cbr.hhcs.gov.au writes:
> langsl@cbr.hhcs.gov.au ... is the address which TML is using (MR TML
> Admin Sir, is this correct?)

Indeed, Mr. TML Member Sir.

James

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

Bundle: 591
Archive-Message-Number: 7398
From: bucsek@oo.com (John Bucsek)
Subject: Space colonies 
Date: Fri, 29 Apr 94 11:39:41 EST

KMCCARTHY@qmgate.osc.hq.nasa.gov  Made a very good reply to my original design
post for O'neill style colonies in Traveller.  
 
I also agree that 468x10 6 MCr is too expensive.  That is not even including
the support structure needed to build the station.  The only mistake that I
could have made (and I did do this deliberately) was to design the colony as a
Starship.  Building the colony would be similar to colonizing a world with an
insidous or no atmosphere.  And there are plenty of those in Traveller.  So I
would guess that building an orbital colony would be similar to colonizing a
vacuum world.
 
Other monetary comparisons are: O'neills testimony before congress that
extablishing a small colony (only 10,000 inhabitants) plus the powersats to
provide Earth with energy plus the lunar colony needed to provide the raw
materials would cost $40 to $200 billion (in 1978). Cyberpunk gives costs from
4 to 7 billion eb for their larger colonies. Both are a huge difference from
the 468 teracredits (x10 12) I have for my colony.  
 
The one thing that is really needed to build a colony is a reason.  O'neill
used solar power generation as the driving force with manufacturing as a
secondary reason. Fusion at TL-9 destroys that reason.  Cyberpunk uses
basically the same reasoning with a bit more emphasis on the manufacturing.
 
I welcome all comments (flames, etc.) but I will close saying that I did the
design study just to see how it would turn out.  I do think that special
design rules would be necessary to make it work in Traveller.  Those same
rules should possibly cover the colonizing of other worlds.  For example: The
n-th planet of that system x parsecs away is really rich in minerals.  Lets
mine it!  How much would it cost to send 10,000 sentients over there and set
up a mining base???
 
I question these thing because I like to Role play in a setting that has man
expanding out into the galaxy.  And when you try to come up with some frontier
setting these question do arise.
 
John Bucsek             bucsek@oo.com
 
Attempting to expand the universe.
 


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

Bundle: 591
Archive-Message-Number: 7399
Date: Fri, 29 Apr 94 15:37:41 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Shall Not Perish 5 (Regency background)

Gentlesophonts:

Regarding the `Rape of Trin' and whether the Regency government would have
been able to contain the news of a Virus assault on Trin.  This is really
a moot point since the news *is* out and it has served to make the Regency
population wary of the Virus and hesitant to move back into the Wilds of
the Old Imperium.

This serves the interests of the Regency leadership (and those in the
Isolationist bloc) by keeping the Regency from expanding and possibly
encountering a legitimate claimant to the Regency in the Wilds of the Old
Imperium.  Whether this is the motivation of the leadership or not, it exists
as a by product of the populace not wanting to venture into the Wilds.

(As for all this talk of the need for the Regency to move into the Wilds in
order to `expand' its stagnant economy - that sounds like a bunch of hooey
called Reaganomics - or `voodoo economics' to use George Bush's phrase.  The
Regency is full of undeveloped worlds that provide excellent opportunities
for economic expansion - it was an Imperial *frontier* prior to the Rebellion
and Collapse!)

Furthermore, the above mentioned desire to remain behind the Quarantine Line
*also* serves the interests of the Zhodani if they want to maintain the
Regency as a manageable buffer state on their rim-trailward border.

From Thursday night, Andy Lilly <A.S.Lilly@bnr.co.uk> writes:

> Someone else said:
> > The Zhos appear to be manipulating the Regency just as the Hivers
> > are doing so to the RC.

Etc.

> Hmmm... Who's actually manipulating whom? [FACT ALERT: No TNE; see above] If 
> To take a vague analogy, look at how 
> Japan built itself back up after WWII (hope this isn't a contentious issue).

Not a contentious issue (at least not to me and I'd describe myself as that
most unsual of creatures in the US: a Nihonophile) but a better example
might be Western Europe which was on the `winning' side in WWII but has never
quite been able to emerge from under the `800 pound gorilla' of the United
States.  It's not a particulary horrid fate (any Europeans want to disagree?)
but it doesn't fit my picture of the sort of interstellar state I'd like
to adventure from.

> Of course a good 
> diplomat in the Zhos or Hivers will already have anticipated this and will 
> have counter-measures in place

Exactly.  Another reason to rush out and buy TNE!  :-)
 

Steven M Bonneville <bonnevil@mermaid.micro.umn.edu> writes:

> Heck, since Tobia was overrun by Aslan New Lords fleets, it may be
> *gone* as a duchy.
> Besides, with the fall of the subsector, the position would
> become less important.

Well, not exactly, this is the `wonder' of aristocracies.  Even if
Duke Alexander of Tobia died without issue the fief of Tobia, with
all its liegeholders - all those Counts, Marquises(sp?), and Barons,
still remains.  All those nobles with all their Imperial patents just
don't `go away' because the *ihatei* show up and seize their fiefs.  In
fact, all those nobles have probably been at the Domain court for the
last 80 years clamoring for military action to liberate their fiefs
and generally causing the Archduke and later the Regent all sorts of
headaches.  These nobles will be active in the House of Nobles - more
so even than `sitting' nobles because they don't have an estate to run -
and will enjoy the support of the other nobles who will want to ensure
similar relief for themselves should their own holdings be overrun.
These nobles-in-exile will dominate the Aristocratic bloc in the Regency.

> >How do we know this `Sector Governor' is from the *Domain of Deneb*
> >Regency?  [FACT ALERT: I don't have TNE!]
> 
> We don't, of course.  However, I thought that it would make sense,
> especially considering that "Spinward Marches" is hardly an 
> appropriate name for a sector containing half of a pocket empire
> and it's capital.

Actually, I wasn't referring to the New Era *name* of *Deneb* at all.
What I meant was how do we know that the `Regency' that has appointed
this `Sector Governor' is the *same* Regency that currently resides 
in Deneb and not some *other* `Regency' that has grown up in the Core -
maybe even behind the `Black Curtain'?  Maybe the same `Regency' that
the Regency leadership in Deneb finds it so convenient to remain behind
the Quarantine Line in order to avoid?

> On Rebellion-era domain maps, I recall even parts of Regina subsector
> were over-run.  However, by TNE the area seems to have been re-taken.

> Of course, this last time wasn't just a frontier war, but things seemed
> to be under control on the Vargr front by the time Virus hit.

Yes, I remember the same `fluidity' of the border during the Vargr incursions.
The important point though is what happened to the fief holders in these
borders regions?  How many returned to their holdings and how many were
displaced and are now sitting at the Domain/Regency court and becoming a
general nuisance?

> It probably isn't that bad.  Remember, the Quarantine Line has to be
> fairly *wide* in order to work right.  Some of those subsectors may
> be buried in the Quarantine Line but still able to function on some
> reduced level -- the RQS probably has bases in there for refueling
> and replenishment.  Admittedly, living on a world in the Line and
> traveling into the greater Regency would be a hassle, but possible.

This makes sense but as I don't have TNE I don't know how this jives with
the GDW canon.  Can anyone with TNE give us a sense of where the Quarantine
Line runs through Deneb Sector and which fiefdoms have been displaced?


One last note on Regency megacorps.  The *MTJ* #3 article on megacorps in
the Rebellion mentioned that in many areas sector and subsector 
corporations had begun to challenge the regional branches of the megacorps
in their regions.  This would seem to still have been the case in the
Regency.  Possibly, by TNE there might be several `mini-megacorps' in the
Regency that are as powerful as the surviving regional divisions of the
megacorps.

Peace,

David Johnson
Houston, Texas, USA

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

Bundle: 591
Archive-Message-Number: 7400
Date: Fri, 29 Apr 1994 16:21:05 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: World Builder's Handbook






I've aquired a spare World Builder's Handbook from DGP, if anyone is
interested.



Rodge.


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

Bundle: 591
Archive-Message-Number: 7401
Date: Sat, 30 Apr 1994 10:37:43 -0500 (CDT)
From: RJR96326@vax1.utulsa.edu
Subject: Holes in the pockets

I finally got around to FTPing ftp.engrg.uwo.ca, and I tried to look in
the TNE-pocket directory. There was nothing listed. Is there supposed to be?

J Roberson

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

Bundle: 591
Archive-Message-Number: 7402
Date: Sat, 30 Apr 94 14:47:00 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Melbourne Times News Service

Gentlesophonts:

The following Earth Colonies news briefs are reprinted from *Melbourne
Times* #1:

Earth/Sirius (1720.19 A867988-D) 21 Feb 3001
- - The jump ferry Bright Prospect was christened today by Pan Commonwealth
Starlines.
- - The 200-kton starship is the first of its kind.  While jump ferries are quite
common in Commonwealth space, the Prospect is the first starship built
specifically for commercial purposes.  Previous jump ferries have been
converted from surplus battle rider carriers.
- - Construction of the commercial jump ferry is seen by industry observers as
confirmation of the economic success of the once-controversial jump ferry
concept.
- - Two additional jump ferries also commissioned by Pan Commonwealth have been
laid down at the Jakarta Shipyards.  A fourth ship has been commissioned by
rival Transtellar Lines.

New Canaan/Gaea (2215.10 A865999-D) 11 Feb 3001
- - Supreme Aspirant Ganesa today recognized the Prometheus Foundation for its
assistance in helping the Abrahamic Synod develop jump-4 capability.
- - In ceremonies at her Spiritual Sanctuary, the Abrahamite leader presented the
Golden Sunbeam, the Synod's highest award, to Maruda Ishihara, Subsector
Curator of the Prometheus Foundation, who accepted on behalf of the
Foundation's Board of Directors.
- - "With this new discovery we will be better able to bring our message of love
and peace to fellow seekers of enlightenment," said Ganesa in prepared remarks
delivered at the ceremony.
- - With its development of jump-4 capability, the Synod's place among the major
Colonial States remains well established.

Aztlan/Procyon (0911.20 A9879A7-D) 18 Jan 3001
- - A spokesperson for the Imperial Admiralty today refused to comment on the
latest clash between Aztlan and Commonwealth naval elements in Pollux
subsector.
- - "I can neither confirm nor deny any reports of engagement of foreign forces
by elements of the Imperial Navy," said Lieutenant Dona Imelda Aniak.
- - "While it is not our policy to discuss the Empire's naval maneuvers I can
assure you that any attempt by foreign forces to encroach upon Imperial
territory will be met with appropriate resistance."  Dona Imelda made her
comments during the Admiralty's weekly press briefing.
- - Tensions in Pollux subsector have risen in recent weeks following the
disappearance of the Commonwealth merchant carrier Finnegan's Surprise which
failed to make it's scheduled arrival at Remus/Pollux more than two months ago.

Amazonas/Ourora (1934.24 A766955-D) 01 Feb 3001
- - Spacers worked to stop leaks from a disabled fuel tanker Saturday, but rough
skies kept crews from cleaning up clouds.
- - Starport officials said hydrogen clouds and rain were spotted from between
450 and 3000 kilometers downwind and as far as 9000 kilometers west of Nuevo
Recife.
- - Officials speculated that most of the fuel burned before the Haven's drive
failed 200 kilometers above the resort town of Arenzano on 14 Jan, and no more
than 2 billion kiloliters was left on board.  But environmentalists say as much
as 18 billion kiloliters of fuel are in the tanker.

Nyanza/Nyanza (1531.12 A86898A-D) 28 Jan 3001
- - The Minister of Trade today denied reports that the Federation had issued
Letters of Marque in its dispute with the Ouroran Community and Aeroi Worlds.
- - "While we acknowledge our differences with these two powers, we unequivocally
condemn any acts of illegal piracy against merchant vessels," said Asahi Teke.
- - "The term 'Nyanzan pirate' has long been used falsely to connect the
Federation with bands of rogue marauders in the region.  We regret this
unfortunate misconception."

hvi-Unapfi/Auriga (1909.09 A893847-D) 11 Jan 3001
- - Foreign Minister aci-Gharean, opening a face-to-face campaign to convince the
Aeroi's toughest trading partners to relax trade barriers, said Aeroi ties to
the Colonies Sphere are "both wide and deep".
- - Speaking to representatives from the major Colonial States, aci-Gharean said
the end of the Markets War would not diminish Aeroi interest in the region.
- - "To the contrary, the end of Aeroi-Meren confrontation and the opportunities
for peace in the Colonies Sphere will allow us to begin to turn a page in
history and focus on the new challenges of interdependence as we shape a new
era," aci-Gharean said.
- - "Aeroi engagement in the Colonies Sphere region is critical to the success of
a post Markets War interstellar system."

Dedn/Europa (2934.30 AA6A865-D) 25 Jan 3001
- - As she leaves office, the Commonwealth ambassador to Dedn rates Morrochai
Gvo's chances for political survival as high and predicts that the crumbling
Expansionist Clique will not regain its once vast power.
- - Asked to assess the Meren autarch's prospects, Ambassador Jacqueline Morekki
replied, "It seems to me it has excellent chances.
- - "I would say the whole four years I've been here, most of them, people have
been predicting that somehow it was about to be swept from the scene.  And each
time there is a crisis, it seems to strengthen its position."

*****

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 591
Archive-Message-Number: 7403
Date: Sat, 30 Apr 94 15:01:37 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Earth Colonies Dolphins

Gentlesophonts:

One of the tenets of the Earth Colonies campaign is that Dolphins are
sentient - not that they're `uplifted' or anything but that they're sentient
*now* - it just takes Humans a couple of more centuries to recognize it
because we're so unable to envision sentience that is different from
ourselves.  (We're even seeing some of this today in the growing realization
that even the ways we've measured `intelligence' in Humans is more a measure
of `socialization' that of `intelligence'.)

I'm not sure I've done a very good job of portraying it yet in the Earth
Colonies campaign but what I've tried to suggest is that Dolphins are as
accomplished at the `soft' sciences as Humans are at the `hard' or physical
sciences.  Dolphins are diplomats, sociologists, historians, psychologists
and artists.  To me this seems natural for a sophont species that has no
technological capabilites.  In fact, Dolphins had been trying to `communi-
cate' with Humans long before Humans ever `heard' them.  It was primarily
through the efforts of Dolphins that Humans and Dolphins have become a
fully integrated Terran culture. This blend of philosophy and science 
gives Terrans a natural edge when dealing with other sophonts.  (I'm just
trying to envision what the `philosophical' equivalent of `waldos' would
be for Humans!)

The following article is reprinted from *Melbourne Times* #1:

Sophont Brief: Dolphins

Regarded for millennia by Humans as merely bright animals, the Dolphins are now
equal partners in Terran civilization.  In fact, although there is no
archaeological evidence to support their claim, both Dolphin and Human
sophontologists now agree, based upon examination of the extensive Dolphin oral
history, that Dolphin sentience actually preceded Human sentience.  Dolphins
rose to sentience in response to stimuli similar to those for Humans - namely
the need for improved cooperation in hunting and in avoiding larger predators.

Physiology: Descended from aquatic, air-breathing omnivore/hunter stock, a
typical Dolphin measures 3.5 meters in length and masses about 140 kilograms. 
Dolphin coloring tends to be grey on the dorsal surface and white on the
ventral surface.  A subcutaneous layer of fat provides a degree of protection
equivalent to jack armor.  Quite agile in an aquatic environment, Dolphins can
achieve speeds in excess of 50 kph in terrestrial-like waters.  They can remain
submerged for up to 40 minutes before needing to surface for air.  Dolphins
lack mobility beyond the aquatic environment, although this disadvantage has
been overcome through technology with the advent of the grav-assisted
environment suit.  These environment suits also provide protection from skin
damage due to lack of moisture or excessive exposure to sunlight.

There are two Dolphin sexes with little physical difference between the two. 
Sexual maturity occurs in the early teens.  Young dolphins leave their mothers'
groups after three to six years and associate with other adolescents until
sexual maturity.  Females return to their mothers' group for child bearing and
bear live young after a twelve month gestation period.  Males usually form
exclusive pair or triplet bonds. Females usually bond in groups of two to six
for the purpose of group child rearing.  Members of male groups often cooperate
in wooing females.  Male-female bonding rarely occurs.  Life expectancy is in
excess of 80 years.

In addition to highly developed visual, auditory, taste and tactile senses,
Dolphins also poses an extensive sense of echolocation - the ability to examine
surroundings by emanating and detecting reflected sound waves in water.  They
have no sense of smell.

Dolphins require prosthetic devices in order to manipulate most mechanisms. 
Known commonly as 'waldos', these mechatronic appendages provide manipulation
similar to Human arms and hands.  Unlike early models current tech level units
can be harnessed to a Dolphin's fins without assistance from another being.
Because much of their speech is beyond the auditory range of Humans, Dolphins
often use a voder or 'voice-box' to translate their voices into the range of
Human hearing (The range of Dolphin hearing is sufficient to detect Human
sounds).  Early voders required a surgical implant, but more recent units
function without invasive measures.  The voder is usually attached with organic
adhesive to the lower jaw.  Environmental suits and other suits designed for
Dolphins, such as battle dress, incorporate integral waldos and voder.

History: Sophontologists attribute Dolphin sentience to the need for greater
cooperation in hunting and in avoiding larger predators.  Such cooperation
proved quite successful, with most groups ranging from 5 to 40 individuals. 
Family bonds predominated.  Because Dolphins faced few environmental challenges
after the development of sentience the need for environmental manipulation
never became manifest.  Undoubtedly, the lack of Dolphin manipulative members
played no small role in this situation as well.

With environmental manipulation unsuited as an outlet for Dolphin intellectual
development, social manipulation became the natural focus of Dolphin intellect.
Early Dolphin society saw much conflict as groups competed for food resources
and mating opportunities.  The conflict was more social than physical with
'victors' enjoying the cooperation of the school, while such cooperation was
denied to the 'vanquished'.  As Dolphin society developed, this conflict became
more managed with individual conflict highly ritualized.  Eventually
cooperation was accomplished without conflict.  Furthermore, the great mobility
of Dolphins lead to interaction and eventual cooperation throughout the oceans.

Dolphin history is recorded through an extensive oral tradition that far
exceeds that of any Human culture.  The sum total of hundreds of thousands of
years of Dolphin history is maintained by the 'Singers' of each school.

Dolphins faced their greatest environmental challenge from their encounter with
industrial-age Humans.  Dolphins had long recognized Human sentience from the
first venturing of Humans into the seas in early ships.  Dolphins were
frustrated by the apparent inability of Humans to recognize sentience in their
ocean-dwelling counterparts.  This frustration turned to alarm with the advent
of industrial Human society and its wholesale slaughter of Dolphins in fishing
operations.  Furthermore, industrial fishing displaced millions of Dolphins as
their sources of food were harvested by Humans.  Ocean polluting served as an
additional environmental threat to Dolphin society. Dolphins were completely
unable to counter the technological assault of Humans .  Efforts turned more
urgently to attempts at communication.

The breakthrough came in the early 22nd Century when Human researchers, looking
for methods of communicating with theoretical extraterrestrials, turned their
methods on Dolphins as test subjects.  Once the initial contact was made
interaction proceeded at a dizzying pace.  Dolphin entities were admitted to
Human international organizations and Dolphin territorial jurisdictions were
recognized.  Dolphin sociological and political thought served as a driving
force in the greater integration of Human society found in this period.

The advent of communication, portable environmental and prosthetic technologies
designed for Dolphins facilitated their emergence and assimilation into Terran
society.  Dolphins quickly gained prominence in diplomacy, management,
education and the arts.  The fusion of Dolphin 'art' and Human 'science'
produced a new renaissance.

Unfortunately, much of the environmental damage done to the Earth's ecosystem
by Human industrial and technological society was well developed long before
the new renaissance could begin to deal with it, much less reverse it.
The Dolphins were less devastated by the collapse of the ecosystem than were
Humans because they were less dependent upon the infrastructure of a
technological society.  Nonetheless, Dolphins were active participants in the
exodus of interstellar expeditions that fled the Earth during the Sundering.

When Terrans once again ventured out into space Dolphins were firmly
established as equal partners with Humans.  Much of the success of
reintegrating the Near Solar colonies into the Commonwealth is attributed to
Dolphin diplomats such as Garibaldi Bridgebuilder.

Psychology: Dolphin psychology is often quite difficult for Humans to grasp. 
Dolphins value their individual independence even more so than most Humans. 
And yet Dolphins also place a greater value upon the social community as well. 
This aspect of existence is so important that Dolphins often succumb to death
when exposed to extend periods of isolation.  On the other hand a Dolphin would
not dream of giving up one's own individuality.  Whereas the relationship
between individuality and community has been a constant source of conflict in
most Human cultures the Dolphins have developed a symbiosis between the two
that is unparalleled in Human society.

The result is that Dolphin society is much more harmonious and homogeneous than
is Human culture while at the same time tolerating, even encouraging, greater
individuality and a wider range of diversity.  This attitude has facilitated
the integration of Human and Dolphin society.  Dolphins do though sometimes
have difficulty remaining committed to the ideals of sub-groups within society,
say a corporation or governmental entity, and at other times find it difficult
to differentiate themselves from the interests of larger groups beyond the
society, such as other foreign states.  This may explain the most common
stereotype of Dolphins as freelance diplomats.

Society: Due to the extensive global interaction among groups, Dolphin society
does not suffer the extensive fragmentation common to Human society.  Dolphin
society is much more harmonious and homogeneous than is Human culture.  On the
other hand Dolphin society is much more tolerant of diversity and individuality
within society than any Human culture.

Dolphin society lacks the extensive governmental and mercantile organizations
of Human society.  Individuals participate in activities on an ad hoc basis. 
This may seem unmanageable to non-Dolphins until one takes into account the
fact that being a contributing member of society is central to the psyche of
every Dolphin.

A specific 'Dolphin' society no longer exists.  Dolphin and Human societies are
fully integrated, both in the Commonwealth and in the Colonial States.  Thus,
Dolphins have adopted some of the more formal structures of traditional Human
society while at the same time transforming those structures in such a manner
that they would not be recognized as such by a Human from the period before the
fusion of the two cultures.

Dolphins are at the forefront of those calling for integration of the
Commonwealth and the other Colonial States.  At the extreme, Dolphins are also
prominent among those calling for greater cooperation between Terrans and
extraterrestrials.  Dolphins can be found extensively among the diplomatic
services, the mercantile concerns, the exploratory services and the arts. 
While Dolphins make excellent educators they generally are poor scientists,
engineers and soldiers.

*****

Happy Travelling,

David Johnson
Houston, Texas, USA




- ----- End Included Message -----


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

Bundle: 591
Archive-Message-Number: 7404
Date: Sat, 30 Apr 94 15:10:06 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Earth Colonies Chronology

Gentlesophonts:

The following timeline for the Earth Colonies campaign is contained in
ECDL Working Paper #3:

2001-2100
o Technological accomplishment at TL 8
o Gaian religion established (2001)
o Rise of supranational economic blocs
o Orbital and lunar colonization
o Interplanetary exploration and colonization
o Abrahamic religion established (2037)
o Human recognition of dolphin sapience (2057)
o Sub-light interstellar exploration
o Martian colonies independent (2080)

2101-2200
o Rise to TL 9 c2100
o Colonization of near-solar systems
o Rise of chartered interstellar development companies

2201-2300
o Earth ecological deterioration becomes apparent
o Rise of the eco-terrorist movement

2301-2400
o 'Break-up' - Height of Earth ecological disaster
o Former eco-terrorist groups rise to power
o 'Runaway' - Generation ships launched
o Contact lost with near-solar colonies

2401-2500
o Colonial Worlds settled
o Fall to TL 8 c2450
o Gradual rebuilding of Earth ecosphere

2501-2600
o Colonial Worlds flourish
o Fall to TL 7 c2550
o Most Earth ecological damage repaired

2601-2700
o Colonial States interstellar colonization
o Return to TL 8 c2650
o Contact re-established with near-solar colonies

2701-2800
o Commonwealth of Earth (2701)
o Return to TL 9 c2750
o Colonial States established

2801-2900
o Rise to TL 10 c2800
o Contact with Colonial States:
	- Abrahamic Synod (2841)
	- Empire of Aztlan (2860)
	- Federation of Nyanza (2873)
	- Ouroran Community (2894)
o Rise to TL 11 c2880
o Contact with Aeroi (2898)

2901-3000
o Contact with Meren (2913)
o Rise to TL 12 c2940
o Interstellar warfare
o Rise to TL 13 c2980

3001-Campaign present

Some general notes: farthest sub-light colonies are approx. 25 yrs from Earth. 
Colonial States ships arrive after over 80 years (Earth time).

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 591
Archive-Message-Number: 7405
Subject: Wanted: GDW Fax #
Date: Sun, 1 May 1994 23:16:29 +0200 (MET DST)
From: schulz@t500m0.telematik.informatik.uni-karlsruhe.de
Reply-To: schulz@t500m0.telematik.informatik.uni-karlsruhe.de

Could someone please e-mail me GDW's fax number asap? Maybe I'm blind, but
I've gone through the three most recent issues of Challenge, and while
there are rules for submitting articles by fax, I can't find the
number... Thanks a lot! My address is
	schulz@telematik.informatik.uni-karlsruhe.de

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

Bundle: 591
Archive-Message-Number: 7406
Date: Sun, 1 May 1994 14:48:53 -0700
From: Dane Johnson <dane@halcyon.com>
Subject: Harbinger of Things to Come?


Hurm.

	I noticed a copy of Traveller:TNE on the 'discount' table in one
of the local Gaming/Comic Book stores yesterday -- 30% off, yet...

A harbinger of things to come?  Time will tell...

Dane
djohnson@willamette.edu   dane@halcyon.com

TNS Stringer ------ Terra/Solomani Rim (1827 G867975-8)
"My opinions are those of my fuzz-brained, cat-sniffing Norwegian Elkhound."

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

Bundle: 591
Archive-Message-Number: 7407
Date: Sun, 1 May 1994 15:53:43 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: Encounter...

 
 
 
 
 
 
 
 
 
 
WANTED DEAD OR ALIVE:
 
Kelios Joret.                                          -------------
                                                       |           |
Description:  Race:   Human, possibly cyborg           |    0 0    |
              Height: 6' 1"   Weight:  195#            |   \___/   |
              Hair:   Red     Eyes:    Green           |           |
                                                       -------------
Offenses:  Treason, murder, grand theft starship,
           hijacking, kidnapping, assault/battery,
           weapon trafficking, drug smuggling,
           and multiple other offenses against
           The State.
 
Comments:  Overtly agressive and extremely dangerous.
           Believed to be borderline psychotic due to drug abuse.
           May be cybernetically enhanced.
           Aliases:  Magpie, Jonsey Klord, Densor Elins, Certain Death, et al.
 
Reward:    Cr532,000
           Inquire at the Ministry of Justice for further details.
 
 
 
 
 
 

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #592: Msgs 7408-7423 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed May  4 22:00:02 EDT 1994
Reply-To: traveller@engrg.uwo.ca (TML Submissions)
Errors-To: traveller-request@engrg.uwo.ca
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #592: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 592  7408 01-May-1994 Roger Sanger     technology in the Regency... <<  
 592  7409 01-May-1994 Roger Sanger     WANTED <<  
 592  7410 01-May-1994 Mike Basinger    Re: TML nightly: Msgs 7405-7409 V73#2 <
 592  7411 01-May-1994 David Johnson    Shall Not Perish 6 - Sword Worlds << Ge
 592  7412 01-May-1994 Ron Dawson       Harbinger of Things to Come << Dane Joh
 592  7413 01-May-1994 David Johnson    Earth Colonies - Fomalhaut Subsector <<
 592  7414 02-May-1994 "Les Howie"      What Rules Sets Will I Need To: << work
 592  7415 02-May-1994 "KMCCARTHY"      Recolonization in T-TNE <<             
 592  7416 02-May-1994 "Alexander W. H  Harbringer of things to come. << Well I
 592  7417 02-May-1994 "Alexander W. H  Re: Shall Not Perish 5 << General Quest
 592  7418 02-May-1994 psualum@aol.com  MegaCorps & Quarantine Service << MegaC
 592  7419 02-May-1994 David Johnson    Shall Not Perish 7 - Sword Worlds << Ge
 592  7420 02-May-1994 KELLOGG@thorin.  Zhodani Psionic Sciences << "James M. K
 592  7421 02-May-1994 Steven M Bonnev  Regency Technology << Roger Sanger <rod
 592  7422 02-May-1994 Steven M Bonnev  Regional Lists << I've decided to go ah
 592  7423 02-May-1994 Steven M Bonnev  Sector List  [Long] << THE CONSOLIDATED

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

Bundle: 592
Archive-Message-Number: 7408
Date: Sun, 1 May 1994 15:55:59 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: technology in the Regency...

 
 
 
 
 
 
 
 
 
Which worlds do you see as breaking Tech-level 15 in the Regency
by the beginning of the New Era?
 
How far can a society improve technologically in 70 years?
 
 
 
 
 
 
 

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

Bundle: 592
Archive-Message-Number: 7409
Date: Sun, 1 May 1994 15:59:20 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: WANTED

 
 
 
 
 
 
 
 
 
 
 
 
I'm looking for information on the following fanzines:
 
        Alien Star  1-5
        Continuum   1-3
        Dark Star   2-5
        Signal-GK   2-7
 
Any assistance you can provide will be greatly appreciated.
 
Rodge.
 
 
 
 
 
 
 
 
 
 
 

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

Bundle: 592
Archive-Message-Number: 7410
From: Mike Basinger <dbasinge@nickel.ucs.indiana.edu>
Subject: Re: TML nightly: Msgs 7405-7409 V73#2
Date: Sun, 1 May 1994 20:35:51 -0500 (EST)

> 
> Bundle: 591
> Archive-Message-Number: 7406
> Date: Sun, 1 May 1994 14:48:53 -0700
> From: Dane Johnson <dane@halcyon.com>
> Subject: Harbinger of Things to Come?
> 
> 
> Hurm.
> 
> 	I noticed a copy of Traveller:TNE on the 'discount' table in one
> of the local Gaming/Comic Book stores yesterday -- 30% off, yet...
> 
> A harbinger of things to come?  Time will tell...
> 
> Dane
> djohnson@willamette.edu   dane@halcyon.com

I hope not. GDW has already dropped thier Dark Conspircy line due to
lack of sales. Personally, I like T:TNE, but I never did play 
Classic Traveller, and MegaTraveller seem to lack organiztion.

I have a couple of questions for the list (this has bugged me for
quite awhile).

1. I know ALOT of people dislike T:TNE. Is it due to the system, or
the world?

2. What would people change in the current Traveller version? 

I think GDW needs to do something to regain support of the people
they losted, and maybe the T:TNE bashers need to be more understanding
to change.

Just comments (no flames please),
mike

- -- 
D. Michael Basinger: 	Not speaking for Indiana University
			dbasinge@nickel.ucs.indiana.edu
			dbasinge@nations.ucs.indiana.edu (NeXT Mail)

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

Bundle: 592
Archive-Message-Number: 7411
Date: Sun, 1 May 94 21:00:25 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Shall Not Perish 6 - Sword Worlds

Gentlesophonts:

From Sunday night, Roger Sanger <rodge@cyberspace.com> asks:

> How far can a society improve technologically in 70 years?

This is a very good point.  I was looking at the Sword Worlds this weekend
with the intention of bringing them `up to date' to TNE.  In 1120 most of
the Sword Worlds were at tech level 10 or 11 with the exception of Sacnoth
which was at tech level 12.  The only class A starport (if my memory serves
me - my materials aren't at hand) was at Gram.  It seems to me that by
TNE most of the worlds in a `feudal technocracy' ought to have advanced
at least *one* tech level if not more and that additional class A starports
ought to exist - prime candidates being *at least* Anduril and Sacnoth.

Comments or opinions?

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 592
Archive-Message-Number: 7412
From: rdawson@business.carleton.ca (Ron Dawson)
Subject: Harbinger of Things to Come
Date: Sun, 1 May 94 22:25:35 EDT

Dane Johnson <dane@halcyon.com> writes:

> 
> 	I noticed a copy of Traveller:TNE on the 'discount' table in one
> of the local Gaming/Comic Book stores yesterday -- 30% off, yet...
> 
> A harbinger of things to come?  Time will tell...
>
    I've been wondering how well Traveller:TNE is doing in terms of
	sales.  I know I haven't purchased it, but that is more related to
	personal finances than anything.  Once my stint as a student is
	finally over (at least for a couple years), I certainly hope to pick
	up the new traveller material, despite its flaws. 
	
	What's in the boxed set?  I've never seen it around up here.

- - Ron Dawson
rdawson@business.carleton.ca

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

Bundle: 592
Archive-Message-Number: 7413
Date: Sun, 1 May 94 21:56:02 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Earth Colonies - Fomalhaut Subsector

Gentlesophonts:

I've been asked to post some info on a 3D subsector.  The following is
reprinted from *Melbourne Times* #3:

Starfield: Fomalhaut Subsector (K-III)

Named for its brightest star at hex 2322.22 the Fomalhaut Subsector contains 33
worlds.  The highest population is 800 million at Tabora.  The highest tech
level is 13 at Okhotsk and Ibadan.

Fomalhaut is one of the core subsectors surrounding Earth which is just one
parsec to coreward of hex 1720.19.  The Commonwealth enjoys much influence in
the subsector, maintaining naval bases at Nifflheim and Canyon and scout bases
at several other independent worlds.  The Ouroran Community is somewhat less
influential in Fomalhaut but does maintain scout bases at Nuevo Chaco and
Nunavut which also hosts a Commonwealth scout base.

Most worlds in the subsector are non-aligned.  Eight worlds claim allegiance to
the Commonwealth of Earth to coreward in Sirius Subsector.  A single world,
Goias, claims allegiance to the Ouroran Community to rimward in Ourora
Subsector.

Tabora, the populous rich world, and Marduk, a rich, agricultural world are
chief in importance in the subsector.  Trabzon and the breadbaskets Okhotsk,
Maka and No Cha are also important worlds.

Major Subsector Trade Routes
	Route	       Range	Revenue
Luxor-Tabora    	J-2	520 Kcr
Astarte-Tabora	        J-2	550 Kcr
Nifflheim-Tabora	J-2	590 Kcr

Major Subsector Commercial Operations

Arusha Shipwrights (Na): shipyards at Tabora (HQ), Nifflheim and No Cha.
Fomalhaut Farms (Na): agricultural production and processing at Astarte,
 Okhotsk, No Cha (HQ), Novo Karachay and Marduk; agricultural production at
 Luxor and Guangdong.
Fomalhaut Lines (Na): shipping operations at Oirot, Tabora, Nifflheim, Okhotsk,
 Nuevo Chaco, Trabzon, Snowball, Canyon, No Cha, Ibadan, Novo Karachay and
 Marduk (HQ).
Fomalhaut Organics and Minerals (Na): agricultural production at Luxor,
 Astarte, Maka (HQ) and Guangdong; resources extraction at Haseke, New Oregon,
 Nunavut, Canyon, Enki, Avichi and Hamadan.
Fomalhaut Yards (Na): shipyards at Trabzon, No Cha and Marduk (HQ).
General Hulls and Drives (Co): shipyards at Okhotsk and Ibadan; manufacturing
 at Tabora, Nifflheim, Okhotsk, Maka, Trabzon, No Cha, Ibadan and Marduk;
 financial services at Tabora, Nifflheim, Okhotsk, Trabzon, No Cha, Ibadan and
 Marduk; resources extraction and processing at Oirot (HQ), Nifflheim, Himachai,
 Nuevo Chaco, Nunavut, Snowball, Canyon, Enki and Ibadan.
House Andreas (Ou): agricultural production at Luxor, Goias and Guangdong;
 resources extraction at Haseke, New Oregon, Avichi and Hamadan; trading
 services at Tabora, Nifflheim, Okhotsk, Trabzon, No Cha, Ibadan and Marduk
 (HQ).
House Cesar (Ou): agricultural production and processing at Astarte, Okhotsk,
 Maka, No Cha, Novo Karachay and Marduk; resources processing at Nifflheim,
 Nuevo Chaco (HQ), Nunavut, Snowball, Canyon, Enki and Ibadan; manufacturing at
 Tabora, Nifflheim, Okhotsk, Maka, Trabzon, No Cha, Ibadan and Marduk.
House Moreira (Ou): Shipping operations at Tabora, Nifflheim, Okhotsk, Trabzon,
 No Cha, Ibadan and Marduk (HQ); manufacturing at Tabora, Nifflheim, Okhotsk,
 Maka, Trabzon, No Cha, Ibadan and Marduk; trading services at Tabora,
 Nifflheim, Okhotsk, Trabzon, No Cha, Ibadan and Marduk.
KRW Industries (Co): agricultural production and processing at Astarte,
 Okhotsk, Maka, Guari, No Cha, Novo Karachay and Marduk; resources extraction
 and processing at Oirot (HQ), Nifflheim, Himachai, Nunavut, Snowball, Canyon,
 Enki and Ibadan; resources extraction at Haseke, Ezana, Phumiphon, Dharan, New
 Oregon, Enlil, Avichi and Hamadan; manufacturing at Tabora, Nifflheim, Okhotsk,
 Maka, Trabzon, No Cha, Ibadan and Marduk.
Marduk Mercantile (Na): financial and trading services at Nuevo Chaco, Trabzon,
 Snowball, No Cha, Ibadan, Novo Karachay and Marduk (HQ).
Marduk Mining and Manufacturing (Na): manufacturing at Trabzon, No Cha, Ibadan
 and Marduk (HQ); resources extraction and processing at Nuevo Chaco, Nunavut,
 Snowball, Enki and Ibadan; resources extraction at New Oregon, Avichi and
 Hamadan.
Ouko, Sagih and Momeu (Na): trading and financial services at Tabora (HQ),
 Nifflheim, Okhotsk, Canyon, No Cha, Ibadan and Novo Karachay.
Pan Commonwealth Lines (Co): shipping operations at Tabora, Nifflheim (HQ),
 Okhotsk, Trabzon, No Cha, Ibadan and Marduk.
Tabora Starlines (Na): shipping operations at Oirot, Tabora (HQ), Nifflheim,
 Okhotsk, Nuevo Chaco, Trabzon, Snowball, Canyon, No Cha, Ibadan, Novo Karachay
 and Marduk.
Tabora Technologies (Na): manufacturing at Tabora (HQ), Nifflheim, Okhotsk,
 Maka, No Cha and Ibadan, resources processing at Nifflheim, Canyon and Ibadan.
Togugawa-Nederhaus (Co): financial services at Tabora, Nifflheim, Okhotsk,
 Trabzon, No Cha, Ibadan and Marduk; resources processing at Oirot (HQ),
 Nifflheim, Himachai, Nuevo Chaco, Nunavut, Snowball, Canyon, Enki and Ibadan;
 construction services at Oirot, Tabora, Nifflheim, Okhotsk, Nuevo Chaco,
 Trabzon, Snowball, Canyon, No Cha, Ibadan, Novo Karachay and Marduk.
Transtellar Lines (Co): shipping operations at Tabora, Nifflheim, Okhotsk (Co),
 Trabzon, No Cha, Ibadan and Marduk.

Subsector Military Forces

Regular space forces (worlds with pop 8+, tech B+):
 Independent naval squadrons:
  Tabora: 1st Cruiser Squadron
Regular planetary forces (worlds with pop 6+, tech B+):
 Commonwealth mobile battalions:
  Oirot: 9664th Combat Battalion
  Guari: 2570th Combat Battalion
 Independent mobile battalions:
  Tabora: 76th Combat Division, 327th Patrol Division, 849th Troop Division,
   387th Combat Division, 392nd Patrol Division, 419th Troop Division
   Nifflheim: 803rd Anti-bombardment Regiment, 1154th Combat Regiment, 5070th
   Troop Battalion, 5380th Troop Battalion
  Okhotsk: 768th Troop Regiment, 1615th Combat Regiment
  No Cha: 854th Anti-bombardment Regiment, 1221st Combat Regiment, 2809th Patrol
   Battalion, 9810th Troop Battalion
  Ibadan: 150th Troop Regiment, 617th Combat Regiment
  Marduk: 237th Combat Regiment, 287th Troop Regiment, 849th Troop Battalion.
   1365th Troop Battalion
Provincial planetary forces (worlds with pop 6+, tech 9-A):
 Independent mobile battalions:
  Astarte: 9478th Troop Battalion
  Maka: 131st Patrol Regiment, 293rd Patrol Regiment, 1305th Anti-bombardment
   Regiment
  Snowball: 9242nd Troop Battalion
  Trabzon: 198th Anti-bombardment Regiment, 873rd Troop Regiment, 981st Patrol
   Regiment
  Canyon: 3119th Troop Battalion

Location and Name      UWP Code Base Remarks        DB SDB PBG Al Stellar Data
1722.19 Oirot          B6F26AD-B S   Ni Po	    12   - 503 Co M5V
1723.22 Luxor          DC66579-7     Ag Ni           2   - 404 Na M5V M4VI
1723.24 Tabora         A966884-C N   Ri            12C  12 804 Na M0V
1725.19 Kelantan       C664352-A     Lo Ni           -   - 201 Co K0V M0V K6V
1727.19 Haseke         E968430-6     Ni              2   - 413 Na M2V
1822.24 Astarte        C965688-9 S   Ag Ni Ri S:Co  15   - 813 Na G8V
1823.20 Ezana          E988489-7     Ni              1   - 220 Co M4V
1824.23 Nifflheim      ACB27AC-B NS  Fl N:Co S:Co  120   1 123 Na M7V
1921.22 Okhotsk        A67778B-D S   Ag S:Co        1C   1 503 Na K5V
1921.27 Shin Yamanashi DAA138B-8 S   Fl Lo Ni        -   - 804 Na K0D
1922.23 Tamin          E66739C-5     Lo Ni           1   - 900 Na M1V
1924.23 Dagon          C342337-8     Lo Ni Po        -   - 915 Na M0V
1925.19 Himachai       C8A2476-9     Fl Ni           -   - 903 Co M3V M5V
1930.27 Goias          E857556-7     Ag Ni           2   - 613 Ou G0VI M0V
2021.20 Phumiphon      E9A4589-7     Fl Ni           2   - 602 Co M7V
2021.21 Dharan         EBA7487-7     Fl Ni           1   - 403 Co M2V
2022.27 Maka           C886776-9 S   Ag Ri S:Co    150   1 522 Na F8V
2029.20 New Oregon     E79A456-7     Ni Wa           1   - 105 Na M5V A0D
2030.19 Nuevo Chaco    BB84468-A S   Ni S:Ou         -   - 302 Na M4V
2121.20 Guangdong      E246657-5     Ag Ni          30   - 604 Na M5V
2126.23 Enlil          D5526AA-8 S   Ni Po          20   - 404 Co K1V M0V
2226.24 Nunavut        CB94435-9 S   Ni S:Co S:Ou    -   - 703 Na M0V
2229.24 Trabzon        A793765-A                   150   1 700 Na G7V
2230.19 Snowball       B117687-A     Ic Na Ni       15   - 314 Na A0D
2322.22 Canyon         B4F6676-9 N   Ni N:Co        15   - 123 Na A3V
2322.23 Guari          C5586A8-A S   Ag Ni          15   - 500 Co K5V
2324.27 No Cha         A1567CB-B     Ag	           120   1 314 Na M0V
2325.20 Enki           C96A423-9 S   Ni Wa S:Co      -   - 703 Na M4V
2327.22 Avichi         E9A0487-7     De Ni           1   - 704 Na A0D
2422.22 Ibadan         A9A47EF-D     Fl	            1C   1 201 Na M1V
2423.22 Novo Karachay  B775578-B     Ag Ni           1   - 204 Na M2V M0V M4V
2428.24 Marduk         A868797-C     Ag Ri         120   1 322 Na F4V
2429.25 Hamadan        E9444B8-6     Ni              2   - 102 Na M3V

Table codes:
UWP Codes: Universal World Profile codes for starport class, world size,
atmosphere type, hydrosphere percentage, population exponent, government type,
law level and tech level.
Base codes: D = naval depot, N = naval base, S = scout base, W = scout way
station.
Remarks:
Trade classification codes: Ag = agricultural, As = asteroid belt, Ba = barren,
De = desert, Fl = fluid hydrosphere, Hi = high population, Ic = ice-capped, In
= industrial, Lo = low population, Na = nonagricultural, Ni - non-industrial,
Po = poor, Ri = rich, Va = vacuum, Wa = water-covered.
Other codes: Cp = capital.
Base alignment codes: Form is X:Yz, where X is base code and Yz is alignment
code.
DB: Number of indigenous defense battalions.
SDB: Number of system defense boats.
PBG: First digit (P) is population multiplier (mantissa), second digit (B) is
number of planetoid belts, third digit (G) is number of gas giants.  Travel
zone classifications precede the PBG digits: A= Amber Zone, R=Red Zone
Alignment codes (Al): Ab = Abrahamic Synod, Ae = Aeroi Worlds, Az = Empire of
Aztlan, Co = Commonwealth of Earth, He = Caliphate of Hejaz, Ki = Republic of
Kiangsi, Me = Meren Worlds, Na = Non-aligned, Ny = Federation of Nyanza, Ou =
Ouroran Community, Qu = Republic Quebecois, Ra = Rajasthani Confederacy, Sh =
Empire of Shinnihon.

*****

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 592
Archive-Message-Number: 7414
Date: Mon, 2 May 94 10:50:48 ADT
From: "Les Howie"  <lhowie@192.219.29.90>
Reply-To: "Les Howie"  <lhowie@Prograph.Com>
Subject: What Rules Sets Will I Need To:

work with Traveller:TNE ship design and combat?  Please excuse the "newbie"-ness
of this question, but I have not had much to do with Traveller since 
Megatraveller came out.  Ordinarily I would figure this out from the back of the
box, but out local games stores consider TNE to be special-order only.

Thanks.

PS.  Thanks to John Bogan for his prompt response to my earlier question.


Les Howie
Prograph International


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

Bundle: 592
Archive-Message-Number: 7415
Date: 2 May 1994 09:59:15 U
From: "KMCCARTHY" <KMCCARTHY@qmgate.osc.hq.nasa.gov>
Subject: Recolonization in T-TNE

                       Subject:                               Time:11:30 AM
  OFFICE MEMO          Recolonization in T:TNE                Date:5/2/94
Recent discussions on O'Neill colonies brings up a new topic for dicussion:
Will the systems without habital planets be recolonized?

"At least in the T:TNE era,  I assume that rational paranoia, if nothing else,
would limit the size and number of orbital habitats, starports, etc.  Also,
there would be MUCH less incentive to built high population cities."

I believe that the tens to hundreds of billions killed by the effects of the
Virus in systems without habitable planets will be a massive impediment to the
recolonization of systems.  There may be bases, trading posts, outposts, etc.
in these systems but not full fledged Traveller worlds for 100s of years AT
LEAST.  Aside from the issue of cost of recontruction of these "domed" worlds,
which I'll be the first to admit FFS can not deal with, there is the
psycological impact.  I'd guess that 99+% of any population wouldn't be willing
to live an a domed colony.  "What if the Virus comes back?"  

The starmap of the future will look quite different from the 3I era.  This will
effect everything from interstellar trade to warfare.  

Comments?

Kevin



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

Bundle: 592
Archive-Message-Number: 7416
Date: Mon, 2 May 1994 10:14:44 -0400 (EDT)
From: "Alexander W. Holt" <awh2@crux4.cit.cornell.edu>
Subject: Harbringer of things to come.

Well I think you are pretty correct.  Traveller isn't really gaining in 
market share that I see.   My local store (in Duluth, MN)  only carries 
one or two TNE items at a time.  I think there are couple of problems 
that are evident.

1)  The quality of materials in MegaTrav definently drove people away.
2)  Not creating a new fad with TNE, sort of jumping on the destroyed 
    universe bandwagon.
3)  Computer Games are getting much more sophisticated, and Traveller 
    has not kept up.
4)  Detail, not enough detail for novice group to build a traveller campaign.
    ie.  DND were everything there for you.  Even a novice player who 
    knows the rules can get buy with one of the modules.  It may only be 
    passing, but it is not failing.  Therefore it is hard to bring people 
    into traveller.

This was just off the top of my head. 
						Alex

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

Bundle: 592
Archive-Message-Number: 7417
Date: Mon, 2 May 1994 11:04:59 -0400 (EDT)
From: "Alexander W. Holt" <awh2@crux4.cit.cornell.edu>
Subject: Re: Shall Not Perish 5

General Question:  Do we now that Aslan New Lords kept all the lands that 
they conquered in the Rebellion from the Domain?  When I look at the new 
map it seems that Domain as taken them back.

						Alex

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

Bundle: 592
Archive-Message-Number: 7418
From: psualum@aol.com
Date: Mon, 02 May 94 13:56:39 EDT
Subject: MegaCorps & Quarantine Service

MegaCorporations

Using MegaTRaveller and Book 7: Merchant Prince as sources the following
info re. possible MegaCorps within the Regency may be of use.

Merchant Lines known to have operated within the Spinward Marches up to
the time of the Black War include:

Imperial Merchants: Ling Standard Products, Makhidkarun, Naasirka,
Sharurshid, Tukera Lines, Al Morai, Sinzarmes, Oberlindes Lines, UTP
(Uake Transport Partners), Jamison Factors.

Darrian: Tharnitia Denus, Frendi Marshikin, Theriani.

Sword Worlds: Gramstaatsbedrif, Chaperons Blancs, Talisman.

Others: Tyeyo Fteahrao Yoir (Aslan Interface Line), Dhoylezhokka (Droyne
Interface Line), Thyo Supud (Droyne Free Trader), Rraegnaell Oukh (Vargr
Interface Line).


This is not to signify my interest in tackling MegaCorps in the Regency.
I'd like to instead be a primary contributer to the Quarantine Service.
This service seems to ahve its roots with the creation of The Patrol
established in 1120 by Norris as Archduke of Deneb using naval reserve
ships and crews to begin security sweeps along the Imperial coreward
border of Deneb.  L'oeul d'Dieu (3010) Imperial Naval Base was handed
over to the Patrol as a permanent base of operations.  The Patrol's
policy was to secure the borders from incursions and invasions.  Aslan
enlistees were actively sought after.

More info in future installments.

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

Bundle: 592
Archive-Message-Number: 7419
Date: Mon, 2 May 94 13:13:34 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Shall Not Perish 7 - Sword Worlds

Gentlesophonts:

The Domain of Deneb map in *MegaTraveller Journal* #1 shows the Border
Worlds, the Imperial client state established in the worlds occupied at
the end of the Fifth Frontier War.  This map is dated c1120.

In *MTJ* #3 there is Domain of Deneb UWP data to accompany the *MTJ* #1
map but it is dated c1118.  This UWP data does not show any allegiance
codes for the Border Worlds and instead lists all the Imperial-occupied
worlds as part of the Sword Worlds once again.

The `library data' that accompanied the map in *MTJ* #1 indicated that
the Border Worlds were `tightly controlled' from their capital at Beater.
Then, apparently, by *MTJ* #3 - two campaign years earlier(!) - there are
no Border Worlds.

Can anyone shed any light on this situation?  It's my sense that with the
Vargr and Aslan incursions that the Domain might have found it simpler to
no longer maintain the occupation and sustain their client state - and
the Border Worlds would have quickly fallen.

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 592
Archive-Message-Number: 7420
Date: Mon, 2 May 1994 13:43:49 -0500 (CDT)
From: KELLOGG@thorin.uthscsa.edu
Subject: Zhodani Psionic Sciences

"James M. Kelleher" schribe:
}Ok lets start, Scott (2g) Kellogg: I don't think a telepath is
}going to be much help in mapping someone's BRAIN; His/her's MIND
}maybe; Even my wife noticed that! how about a clairvoient Doctor.
}Hummm and even then I'm not so shure that the Zho's would be all
}of that much ahead in Nural jack tech.  After all they have all of
}those nifty Flicking controls...

Well, yes.  There are differences between the brain and the mind.
However, a detailed functional study of the mind/brain will be
infinitely easier for the longstanding psionic sciences of the
Zhodani than it would be for the Imperials.

Allow my to give you an example of how the brain is 'mapped'.  It
is mainly accomplished by studies of head injuries and the ways in
which the physical damage is correlated to the damage to the mind.

Person X has a lesion on the cingulate gyrus, just above the corpus
callosum.  This might be established by several means:  (CAT scan,
clairvoyance or other)

Person X's behavior is to sit around all day and do nothing.
Person X will not even eat unless fed.

So what does that say about the function of the cingulate gyrus of
the brain?  Hum...  Well...?

A psychologist will sit around for hours and wonder and puzzle what
the heck is going on in person X's mind.  Eventually, (If they're
very lucky and have enough high tech equipment around to determine
it all)  They may come up with an answer that is an edjucated
guess.  Thus they discover the function of the cingulate gyrus of
the brain.

A telepath can tell you *EXACTLY* what damage has been done to the
mind.  "Well, person X can see and hear and understand everything
around him, but has no desire to act upon that information.  Even
to the point of knowing that he is hungry, but he lacks the will
power to get up and go feed himself.  Therefore the cingulate gyrus
appears to be the center of the mind's motivations and will power."
(BTW, in case you're wondering, this is the current guess as to the
function of the Cinguate Gyrus.)

Another sort of study to feed a person's brain stimulus and then
monitor activity levels of different areas of the brain by watching
the levels of glucose uptake.

"Hey!  When we feed him visual images, the occipital lobes of the
brain light up!  Look at the glucose intake there.  Must be the
visual centers!"

Or, in brain surgery, the surgeon pokes around a bit and finds that
by prodding here, just posterior to the central sulcus the patient
feels a sensation in his foot.  But if they prod just *anterior* to
the central sulcus, the foot *moves*  Ah HA here we have the
sensory part of the brain, and here we have the motor!

Then we come to a *BIG* problem.  Well, it seems that not everyone
in the world has an identical brain, nor an identical mind.
(Surprise, surprise)  To put in something like a direct neural
interface, you need to know the recipient's brain with a fair
amount of exactness.  VERY difficult if you have only a CAT scan
and a glucose monitor.  But in the case of the telepath, the brain
differences can be mapped out for individuals because the minds can
be mapped out with clarity.

With telepathy you're taking all the guesswork out of it.  Much
more accurate determinations can be made because the mind in
question can be studied with exactitude.

I would further point out that the history of the Zhodani gives
them a surprising amount of scientific background on the mind and
brain.  The Consulate is the longest standing human government in
the entirity of the Traveller Universe.  TL8 should give the
Zhodani all the technology they need to determine an accurate model
of the human brain.  They've been TL8+ for nearly 8000 years.
Their psi-science has been around for longer than that.  I maintain
that the Zhodani have had accurate models of the brain for at least
8000 years.

Because of this and their culture, it seems logical to me that the
psionic and medical sciences related to the brain of the Zhodani
are at the very *least* 1 or 2 tech levels (probably more like 3-4)
in advance of what would be normal for Imperial technologies.
Thus, they would have a DNI at TL12.  Possibly even as low as late
TL9 or early TL10.

Another area where telepathy will give a *definite* edge to the
Zhodani is in design work of work stations.

An Imperial designer, when laying out a cockpit of a fighter knows
that there is a Lot of data that has to be presented to the pilot.
The main danger of designing a cockpit (even one that the pilot can
customize) is swamping the pilot with data.  It is the most
difficult problem when designing cockpits.

Side note:  Yes, it can be done, you can easily get used to the 11
guages in a Cessna 152, but even that simple trainer aircraft can
look awfully daunting when you first try and learn to scan your
instrument panel.  I don't even want to think about how someone
would scan the panel of a Boeing 747!  I used to know an F-14
Jockey, when the early jets came out, there were some examples of
early jets that required the *full* time of the *full* crew
watching all the instruments just to keep the ship in the air!  (I
think the example he used was the A-3?)  If it had tried to go into
combat, no one would have been able to watch out for any enemies!

A Zhodani cockpit designer would *KNOW* how to present a lot of
data to a pilot's mind without swamping him.  Studies on how to do
just that would be thousands of years old by now and quite
perfected.  Zhodani data presentation inside the cockpit (and
outside for that matter) is *THE BEST* in the Traveller Universe.

Scott 2G Kellogg

^Z

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

Bundle: 592
Archive-Message-Number: 7421
Date: Mon, 2 May 1994 14:54:35 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Regency Technology

Roger Sanger <rodge@cyberspace.com> writes:

>Which worlds do you see as breaking Tech-level 15 in the Regency
>by the beginning of the New Era?

Not many, and with the possible exception of Mora, look in Deneb.  
The Regency may be the most technically-advanced government after the
Collapse, but they were only a developing region beforehand, so
the infrastructure is a bit weak.  The Zhodani have a chance to
catch up, with their superior industrial strength.  Here's the
high-tech (TL 15 or 16) worlds in Deneb, selected using grep on
the TML files, circa 1118.

**TL 16**

Deneb
  Depot         1613 A100644-G  D Na Ni Va           220 Dd F9 II
  Vincennes     1122 A899AA6-G    Hi In Cp           113 Dd M7 V K1 V G1 V
  Pashus        1432 A232455-G  S Ni Po RsZ          812 Dd A9 V

Vincennes is the jewel of Deneb, and was visited in an issue of MTJ.
Note that the naval depot in Deneb is also tech level 16!  It was
smaller than the Corridor base, but more advanced in technology.

The Darrian Confederation has one world in the Marches at TL16,
Darrian, but its entire TL16 output goes to maintaining the TL16
infrastructure on the world -- standard of living is closer to TL12.
There may be a vargr world in Gvurrdon at TL16, but I forget who has
it.  I vaguely recall one from the old GDW Aliens module, coreward of
Aramis.

**TL 15**

Deneb
  Ansirk        1609 B100100-F  N Lo Ni Va           122 Dd F2 V
  Magash        0316 A400976-F  S Hi Na In Va Cp     824 Dd F8 V K7 III
  Starn         1417 B000996-F  S Hi Na In As RsB    722 Dd K0 V
  Imone         0826 A9C1555-F  N Ni Fl Cp           613 Dd M0 V
  Dekha         1128 C100A9A-F  S Hi Na In Va        210 Dd M6 V F3 V
  Bishop        1226 B201553-F  S Ni Va Ic           524 Dd M6 II
  HRD           1623 A401654-F  N Na Ni Va Ic        810 Dd M5 III
  Saguenay      0235 B438256-F  N Lo Ni              324 Dd M0 V
  Qevar         0731 A2326AE-F  A Na Ni Po Cp        403 Dd M6 V
  Jecife        1640 A439667-F  N Ni                 123 Dd F6 II

Plus a Dzarrgh Federate world and two client-states.

Spinward Marches
  Rhylanor      2716 A434934-F  A Hi Cp              810 Im M2 VI
  Mora          3124 AA99AC7-F  A Hi In Cx           112 Im M4 V
  Glisten       2036 A000986-F  A Hi Na In As Cp     821 Im K9 V
  Trin          3235 A894A96-F  A Hi In Cp           101 Im M0 V

That's right -- only four in the Marches.  (Surprise!)  Note that
one is Trin, and we all know what happened to Trin.  Ever wonder
why the Zhodani were obsessed with taking Rhylanor?  This is why.

Reft
  Lintl         0503 B739AEE-F    Hi Cp              404 Dd K2 VI

There are three more in Reft, but on the wrong side of the Great Rift.  

Trojan Reaches

None.  Tobia was, but the Aslan have it.  In fact, the Aslan have
five, the Florians two, and there is one droyne world and one
non-aligned world.

***********

That is it.  Most of those won't go up.  A very few might.
More likely that a tech 14 world will go tech 15, and on
down.

Also note that the Aslan colonies and the Domain are fairly
evenly matched.  The old Aslan colonies in Troy are solidly
tech 14.  As a rough estimate, note that the Aslan have
some 53 worlds at tech 13+ (avg. in this range is 13.7) and
the Domain has 70 at tech 13+ (avg. in this range is 13.9).
This doesn't take into account population or starport, so it's
a rough measure.  It's a good thing for the Domain that the
Zhodani will have trouble with Aslan encroachments on Foreven
to keep them both busy on another front.   Also, this only
counts Aslan worlds in Troy, not in other colonial sectors.

Deneb has a fair number of tech-14 worlds, so they aren't as
thin on technology as the above may make them look.


  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>


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

Bundle: 592
Archive-Message-Number: 7422
Date: Mon, 2 May 1994 15:06:21 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Regional Lists


I've decided to go ahead and mail the subsector and sector names
that I have to the mailing list so that the people who wanted them
can get them.  They should follow in the next two messages.

  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>


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

Bundle: 592
Archive-Message-Number: 7423
Date: Mon, 2 May 1994 15:07:54 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Sector List  [Long]

THE CONSOLIDATED _TRAVELLER_ REGION NAME LIST     version 2.1
by Steve Bonneville                               30 April 1994


Original Header/Author:
- -------TML Message #35 --------

From: reed!percival!bucket!leonard@tektronix
Date: Wed, 29 Jul 87 18:05:20 PDT
Subject: Traveller Sector list
AMN: 35
- -------------------------------


This list contains names of all areas of space a sector or larger in
_Traveller_ which have a specific name associated with them.  This
does not include names of major astrographical features of the galaxy
(Sagitarrius Arm, Great Rift, etc.).


Multi-Sector Region Names and Included Sectors

Domains of the Third Imperium
SYLEA:    Core, Delphi, Fornast, Massila
ANTARES:  Antares, Lishun, Mendan, Meshan
GATEWAY:  Crucis Margin, Gateway, Glimmerdrift Reaches, Ley
ILELISH:  Daibei, Ilelish, Reaver's Deep, Zarushagar
SOL:      Alpha Crucis, Diaspora, Old Expanses, Solomani Rim
VLAND:    Corridor, Dagudashaag, Gushemege, Vland
DENEB:    Deneb, Reft, Spinward Marches, Trojan Reach

Provinces of the Zhodani Consulate
JADLAPRIANTS:     Tienspevnekr, Zhdant
CHTIERABL:        Chtierabl {coreward of Zhdant, about -8,-7}
IABRENSH:         Statldhepr, Zdiedeidant
IADR NSOBL:       Afachtiabr, Iakr, Tloql, Yiklerzdanzh, Ziafrplianz
MEQLEMIANZ:       Eiaplial, Sidiadl, Tsadra
OBREFRIPL:        {region between Zdiedeidant and Chtierabl}
SHTOCHIADR:       Itvikiastf, Tlabrieish
VLANCHIETS QLOM:  {all Zhodani territory coreward of Chtierabl}



Sector names and co-ordinates
(Core = 0 0; positive y is trailing of 0000 ray [Prime Radiant?], and x 
             is rimward of 10000 ring, i.e., centered on
             Reference/Cadion (Core 0140).)

Multiple names for the same sector are separated by a pipe: |
Non-Imperial names are followed by a code enclosed in curly brackets: {}

Code:
      as Aslan
      hv Hiver
      kk K'kree
      va Vargr
      vi Vilani First Imperium (Ziru Sirka)
      zh Zhodani


 Y  X name(s)
- -8 -7 Chtierabl{zh} (?)
- -5 -9 Stinj Tianz{zh}
- -5 -8 Bliardlie{zh}
- -5 -7 Zhiensh{zh}
- -5 -6 Savria{zh}
- -5 -5 Datsatl{zh}
- -5 -4 Ianshaplzdier{zh}|Gakghang{va}
- -5 -3 Zhiaqrqiats{zh}|Thaku Fung{va}
- -5 -2 Rzakki{va}
- -5 -1 Listanaya{va}
- -5  0 Veg Fergakh{va}
- -5  1 Dfotseth{va}
- -5  2 Irugangog{va}
- -5  3 
- -5  4 
- -5  5 
- -5  6 
- -5  7 
- -5  8 
- -4 -9 Viajlefliez{zh}
- -4 -8 Bleblqansh{zh}
- -4 -7 Driasera{zh}
- -4 -6 Dalchie Jdatl{zh}
- -4 -5 Chit Botshti{zh}|Ugoede{va}
- -4 -4 Ghoekhnael{va}|Anzsidiadl{zh}
- -4 -3 Ksinanirz{va}|Zheranzanj{zh}
- -4 -2 Zao Kfeng Ig Grilokh{va}
- -4 -1 Knaeleng{va}
- -4  0 Kharrthon{va}
- -4  1 Oeghz Vaerrghr{va}
- -4  2 Kfazz Ghik{va}
- -4  3 Angfutsag{va}
- -4  4 
- -4  5 
- -4  6 
- -4  7 
- -4  8 
- -3 -9 Brieplanz{zh}
- -3 -8 Sidiadi{zh}
- -3 -7 Zdiedeiant{zh}
- -3 -6 Stiatlchepr{zh}
- -3 -5 Itvikiastaf{zh}|Aerenfors{va}
- -3 -4 Khoellighz{va}|Tlabrieish{zh}
- -3 -3 Dhuerorrg{va}|Tazhdapi{zh}
- -3 -2 Ngathksirz{va}
- -3 -1 Fa Dzaets{va}
- -3  0 Gzaefueg{va}
- -3  1 Gashikan|Lloellerz{va}
- -3  2 Trenchan|Rukhs Dall{va}
- -3  3 Ktiin'gzat{kk}|Ogzuekhfos{va}
- -3  4 Mugheen't{kk}|Ogadogorz{va}
- -3  5 Grikr!ng{kk}
- -3  6 Ukaarriit!!b{kk}
- -3  7 Kring Noor{kk}
- -3  8 Mbil!!gh{kk}
- -2 -9 Pliabriebl{zh}
- -2 -8 Eiaplial{zh}
- -2 -7 Zhodane|Zhdant{zh}
- -2 -6 Tienspevnekr{zh}
- -2 -5 Ziafrplians{zh}|Usingou{va}
- -2 -4 Gvurrdon{va}|Briakqra'{zh}
- -2 -3 Tuglikki{va}|Dravr{zh}
- -2 -2 Provence|Orraenang{va}|Amshagi{vi}
- -2 -1 Windhorn|Gotzdzo{va}|Kishadikhu{vi}
- -2  0 Meshan|Arzul{va}
- -2  1 Mendan|Gotzdzo{va}
- -2  2 Amdukan|Outhofos{va}
- -2  3 Ingukrax{kk}|Arzul{va}
- -2  4 Gn'hk'r{kk}|Gelath{va}
- -2  5 Gur{kk}
- -2  6 Un'k!!k'ng{kk}
- -2  7 Xaagr{kk}
- -2  8 Eekrookrigz{kk}
- -1 -9 Tsadra Davr{zh}
- -1 -8 Tsadra{zh}
- -1 -7 Yiklerdanzh{zh}
- -1 -6 Far Frontiers|Afachtiabr{zh}
- -1 -5 Foreven|Iakr{zh}
- -1 -4 Spinward Marches|Tloql{zh}
- -1 -3 Deneb|Nieklsdia{zh}
- -1 -2 Corridor|Amshagi{vi}|Eneri{vi}|Roughantz{va}|Llananae Tourz{va}
- -1 -1 Vland
- -1  0 Lishun
- -1  1 Antares|Mikasirka{vi}
- -1  2 Empty Quarter|Gushgus{vi}
- -1  3 Star's End
- -1  4 Gh!hken{kk}
- -1  5 Ruupiin{kk}
- -1  6 Raakaan{kk}
- -1  7 Uuk{kk}
- -1  8 Gnaa Iimb'kr{kk}
 0 -9 Chiep Zhez{zh}
 0 -8 Astron|Shiants{zh}
 0 -7 Fulani|Chtedria{zh}
 0 -6 Vanguard Reaches|Telehfaeikh{as}|Steblenzh{zh}
 0 -5 The Beyond|Lerlairlaii{as}|Zhdiakltlatl{zh}
 0 -4 Trojan Reach|Hlaoirlpahaurl{as}|Idrflanta{zh}
 0 -3 Reft Sector|Bransakral{zh}|Sushinar{vi}
 0 -2 Gushemege
 0 -1 Dagudashaag
 0  0 Core|Ukan{vi}
 0  1 Fornast|Rishunir{vi}
 0  2 Ley|Makhuniim{vi}
 0  3 Gateway
 0  4 Luretiir!girr{kk}
 0  5 X'kug{kk}
 0  6 Kilong{kk}
 0  7 Bar'kakr{kk}
 0  8 Mighabohk{kk}
 1 -9 
 1 -8 Theta Borealis
 1 -7 Theron|Iykhaiser{as}
 1 -6 Iphigenaia|Kyatulyare'{as}
 1 -5 Touchstone|Weasuirlaoa{as}
 1 -4 Riftspan Reaches|Iiyoihakh{as}
 1 -3 Verge|Khtiyhkokaeiw{as}|Shaakasi{vi}
 1 -2 Ilelish
 1 -1 Zarushagar
 1  0 Massilia|Masilaa{vi}
 1  1 Delphi|Manadish Khurem{vi}
 1  2 Glimmerdrift Reaches
 1  3 Crucis Margin
 1  4 Kaa G!'kul{kk}
 1  5 Gzirr!k'l{kk}
 1  6 K'trekreer{kk}
 1  7 Nuughe{kk}
 1  8 N!!krumbiix{kk}
 2 -9 
 2 -8 Khaeaw{as}
 2 -7 Faoheiroi'iyhao{as}
 2 -6 Ftaoiyekyu{as}
 2 -5 Afawahisa{as}
 2 -4 Hlakhoi{as}
 2 -3 Ealiyasiyw{as}
 2 -2 Reaver's Deep|Aeitle Sakh{as}
 2 -1 Daibei|Lankhisidam{vi}
 2  0 Diaspora|Nakulakak{vi}
 2  1 Old Expanses|Mikadira{vi}
 2  2 Hinterworlds
 2  3 Leonidae
 2  4 Extolian|Krurrihkugr{kk}
 2  5 Ricenden{hv}|Gnoghikt!{kk}
 2  6 Blaskon{hv}|Okteekrul{kk}
 2  7 Nooq{hv}|Hkimbiipam{kk}
 2  8 Gzektixk{kk}
 3 -9 
 3 -8 Hkakhaeaw{as}
 3 -7 Esai'yo{as}
 3 -6 Waroatahe{as}
 3 -5 Karleaya{as}
 3 -4 Staihaia'yo{as}
 3 -3 Iwahfuah{as}
 3 -2 Dark Nebula|I'aheako{as}
 3 -1 Magyar|Magaar{vi}
 3  0 Solomani Rim|Kushuggi{vi}
 3  1 Alpha Crucis|Amkarim{vi}
 3  2 Spica
 3  3 Phlask{hv}
 3  4 Centrax{hv}
 3  5 Wrenton{hv}
 3  6 Folgore{hv}
 3  7 Avereguar{hv}
 3  8 
 4 -9 
 4 -8 Yahehwe{as}
 4 -7 Kefiykhta{as}
 4 -6 Heakhafaw{as}
 4 -5 Etakhasoa{as}
 4 -4 Aktifao{as}
 4 -3 Uistilrao{as}
 4 -2 Ustral Quadrant|Ftahtuak{as}
 4 -1 Canopus
 4  0 Aldebaran
 4  1 Neworld
 4  2 Langere{hv}
 4  3 Drakken{hv}
 4  4 Lorspane{hv}
 4  5 Porlock{hv}
 4  6 Kidunal
 4  7 Treece
 4  8 
 5 -9 
 5 -8 Ohieraoi{as}
 5 -7 Fahreahluis{as}
 5 -6 Hfiywitir{as}
 5 -5 Irlaftalea{as}
 5 -4 Teahloarifu{as}
 5 -3 Ahkiweahi'{as}
 5 -2 Banners|Iyiyukhtoi'{as}
 5 -1 Hanstone
 5  0 Malorn
 5  1 Hadji
 5  2 Storr
 5  3 Mikhail
 5  4 Darret
 5  5 Ataurre
 5  6 Katoonah
 5  7 Uytal
 5  8 
 6 -9 
 6 -8 
 6 -7 
 6 -6 
 6 -5 
 6 -4 
 6 -3 
 6 -2 
 6 -1 
 6  0 
 6  1 RimReach
 6  2 Phlange
 6  3 Tracerie
 6  4 
 6  5 
 6  6 
 6  7 
 6  8 

One sector, "Sigma Zephyrus", has no known location, but is probably 
eight or more sectors spinward of Core near Theta Borealis.  Its only 
mention is from a sidebar in DGP's TD #19, p. 25:
  "Years ago, Deneb was the original headquarters of the Scout Service's
   Group Program, which established exploration outposts at Geokha
   (Sigma Zephyrus 3210) and Pautho (Theta Borealis 1506), far beyond
   Imperial borders."



end.  corrections to <bonnevil@mermaid.micro.umn.edu>

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #593: Msgs 7424-7435 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed May  4 22:00:02 EDT 1994
Reply-To: traveller@engrg.uwo.ca (TML Submissions)
Errors-To: traveller-request@engrg.uwo.ca
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #593: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 593  7424 02-May-1994 Steven M Bonnev  Subsector List << THE CONSOLIDATED _TRA
 593  7425 03-May-1994 Keeper Of The L  Errata Sheets << Does anyone out there 
 593  7426 03-May-1994 zcfbj00          just a thought...... << Hi folks! Konst
 593  7427 03-May-1994 Andy Lilly       A Bigger Bang << Hi all,
 593  7428 03-May-1994 rancke@diku.dk   Beef with TNE << Dane Johnson <dane@hal
 593  7429 03-May-1994 rancke@diku.dk   Sword World technology << David Johnson
 593  7430 03-May-1994 rancke@diku.dk   Regency & Aslan colonies power << Steve
 593  7431 03-May-1994 "St. John, Andy  Various << I just got an order from GDW
 593  7432 03-May-1994 pierre-louis co  TNE sales <<  This is hardly representa
 593  7433 03-May-1994 John Bucsek      Technological Advancement in 70 years <
 593  7434 02-May-1994 Tad Peters       fluff/greeting << I am new to the serve
 593  7435 03-May-1994 Glenn Myers      Background commentsGDW background comme

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

Bundle: 593
Archive-Message-Number: 7424
Date: Mon, 2 May 1994 15:08:50 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Subsector List

THE CONSOLIDATED _TRAVELLER_ SUBSECTOR LIST     version 1.1
by Steve Bonneville                             30 April 1994

The following is a list of subsector names known in many of the 
sectors in charted space.  There are a fair number of holes in the
data which await filling.  The list is organized alphabetically by 
sector, and positionally within the sector, in the standard format.
Some sectors which may be "apocryphal" end the list in a separate 
section, out of order.  Magyar, in two different forms, is listed
in both places.  

Most info is from products.  Some information was gleaned from 
"official" sources available to the TML, such as the DGP-authorized
sector data on sunbane.engrg.uwo.ca.  (A handful only.)

Subsector names may change without warning after the Collapse!  The
list data is circa 1100.
Examples:  Massilia/A was Kerr is Ershur.           [DGP/GDW]
           Old Expanses/M was Nicosia is Aubaine.
           Old Expanses/N was Sarid is Oriflamme.
           Alpha Crucis/A was Ximenes is Lazzerton. [Sol. Rim]

Aldebaran
    Euxene         Aldebaran      Wovoka         Firdausi
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
Alpha Crucis
    Ximenes        ?              ?              ?
    Orichalc       ?              ?              ?
    Denebola       ?              ?              ?
    Ziusudra       ?              ?              ?
Amdukan
    Zimigiska      Rego           Bauk's Reach   Faraeng
    Sakas          Ozuvon         Hikaru         Urru 
    Julian         Ghadz          Nalimin        Mesmabi
    Vector         Divide         Bardarna       Lorean
Antares
    Pelusium       Ninik          Dartho         Oulduktak
    ?              ?              ?              ?
    Urunishu       ?              ?              ?
    ?              ?              ?              ?
Canopus
    ?              ?              ?              ?
    ?              ?              ?              ?
    Nanfeng        ?              ?              ?
    ?              ?              ?              ?
Centrax
    ?              ?              ?              Liana*
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
    *referred to as Glea subsector in at least one place
Core
    Apge           Perite         Ameros         Shinkan
    Sanches        Mekee          Core           Kaskii
    Bunkeria       Cemplas        Chant          Dingtra
    Cadion         Ch'naar        Dunea          Saregon
Corridor
    Khouth         Khukish        Lemish         The Narrows
    Ian            Strand         Naadi          Uantil
    Shush         The Empty Void  Atu'l          Kivu
    Two Worlds     Ashishinipar   Sinta          Sashrakushra
Dagudashaag
    Mimu           Old Suns       Arnakhish      Iiradu
    Shallows       Ushra          Khandi         Kuriishe
    Zeda           The Remnants   Pact           Gadde
    Bolivar        Argi           Sapphyre       Laraa
Daibei
    Edge           Alun           Standish       Iingar
    Woomera        Outback        Amdani         Conda
    Zhemi          Mulaar         Dudin          Cruxway
    Gaalorn        Hermes         Narya          Orvon
Dark Nebula
    Earle          Aotrei         Ruih           Akuusir
    Kyaenkha       Akhlare        Kilrai'*       Danvers
    Siei           Yataw          Khtoiakta      Kimson's Stand
    Hrorehe        Kou            Yohkui         Staai
    *some Imperials transliterate Kilrai' as Kilane
Delphi
    ?              ?              ?              ?
    ?              ?              ?              ?
    Aklan          ?              ?              ?
    Eta-Gu         Oreo           ?              Breda
Deneb
    Pretoria       Lamas          Antra          Million
    Sabine         Inar           Dunmag         Atsah
    Star Lane      Vincennes      Usani          Geniishir
    Gulf           Zeng           Karniar        Vast Heavens
Diaspora
    Narquel        Libert         Sufren         Khavle
    Shadigi        Kushga         Alurza         Pasdaruu
    Ebasha         Iusea          The Blight     Promise
    Hijiri         Shumisdi       Madoc          Khulam
Ealiyasiyw
    Truiheiw       Airiyrlyu'     Fye'iyra       Ihearu
    Ktaiyolr       Hla'ei         Kilrya         Ehilao
    Oeiykh         Tohai          Fearah         Tulrakh
    Eiyhkihte      Kheasu'        Wasealya       Ouhtoh
Empty Quarter
    ?              ?              ?              ?
    ?              ?              ?              ?
    Lentuli        ?              ?              ?
    ?              ?              ?              ?
Foreven
    Shiva          Lieber         Shial          Massina
    Pieplow        Anika          Mowbrey        Fessor
    Lassana        Titan          Xenough        Reidain
    Rull           Harem          Piah           Urnian
Gashikan
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
    Stand          Paanir         Karuin         Gashilean
Gateway
    ?              Atoon          Denkard        Lowton
    ?              Windfleet      Castra         Forcett
    ?              Beckann        Ashton         Riftin
    ?              Ariel          Cinder         Farina
Glimmerdrift Reaches
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ? 
    Verge          Zairae         Sepic          Daro
Gushemege
    Riften         Khiira         Taapvaia       Tansa
    Gandonen       Rure           Ankhsusgar     Isi Ahto
    Balech         Sallounn       Dashinshaii    Shire
    Vipach         Laeth          Truax          Lagan
Gvurrdon
    Ongvos         Zoghz          Adhsakh        Fanganger
    Uerra Rueshken Dzen           Lla Iz Therrg  Thoengling
    Kfan Uzagou    [see "J"]*     [see "K"]*     Aelluekh
    Llanic         Spurl          Uthe           Firgr
    *Gvurrdon/J: Ruhk Odzuetarung
    *Gvurrdon/K: Ksits Usathu Odzuetarung
Hinterworlds
    Adar           Tlianke        Anubis         Pendiash Ginshar
    Cimeon         Darvis         Cromar         Menere's Reach
    Nullia         Bruia          Silver Laurel  Sontra
    Hashi          Kandra         Tempri         Aquila
Ilelish
    Arlumer        Bakkula        Miitan         Ilelish
    Steppe         Shillish       Akkula         Shudash
    Verran         Dlan           Desta          Gadirur
    Edge           Lyystra        Zagrab         Empty
Kaa G!'kul
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              Regal(?)       Discord(?)     ?
Leonidae
    Nejim          ?              ?              ?
    Valc           ?              ?              ?
    Zej            ?              ?              ?
    Yuddunn        ?              ?              ?
Lishun
    Vakkuum        Adawi          Sotri          Criideu
    Pryden         Masionia       Gama           Tephany
    Shuna          Taccis         Simen          Ot Zell
    Shuun          Welling        Strashna       Mirmida
Magyar [see also "Apocrypha"]
    ?              ?              ?              Gadarur
    ?              ?              ?              Walpurgis
    ?              ?              ?              Fugue
    ?              ?              ?              Morency
Massilia
    Kerr           Arar           Khisham        Zalucha
    Keum           Vaait          Forquee        Palasha
    Ten Suns       Shiwonee       Nes'Vra        Tooka
    Annari         Shokee         Shimmer        Wescom
Mendan
    Zuugabish      Gainia         Armi           Mendan
    Bammesuka      Kupid          Udinidir       Tozus Ganok
    Sarkan         Lumda          Valosak        Kaasam
    Ikdalon        Lasla          Maidza         Naem
Meshan
    Raen           Lues           Ungersol       Dekesh
    Yonder         Arena          Varson         Maramar
    Nersol         Zisran         Tokho          Ogaros
    Khuulu         Faengfel       Ekso           Sudzum
Old Expanses 
    Dethenes       Quinoid        Ahrhi          Rusco
    Srys           Jayna       Twenty-One Worlds Ile
    Thoezennt      Shenk          Karse          Vendtup 
    Nicosia        Sarid          So Skire       Bascoj
Provence
    ?              ?              Grnouf*        ?
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
    *also seen as Grnrouf
Reaver's Deep
    Farift         Riftdeep       Riftrim        Gulf
    Hryaroaa       Scotian Deep   Caledon        Nightrim
    Keiar          Ea             Drexilthar     Urlaqqash
    Uhtaa          Eakoi          Drinsaar       Fahlnar
Reft
    Vestus         Macon          Two Little     Barker
    Usher          Sagittarian    Lost Way       Gome
    Void 8         New Islands    Old Islands    Limon
    Alone          Evestin        Arcrant        Moibin
Ricenden
    ?              ?              ?              ?
    ?              ?              ?              ?
    Guaran*        ?              ?              ?
    ?              ?              ?              ?
    *referred to as Hive subsector in at least one place
Riftspan Reaches
    Aulryakh       Hwiwuiyo       Tyehlai        Ewasya'
    Trawo          Aokiylair      Ryuhleiea      Iyhaseakh
    Yuhiyah        Jikhyrleirla   Hryehkhtyei    Aohelroiao
    Ftyoauial      Ioihlehwa      Tuistao        Wahtoikoeakh
Ruupiin
    ?              ?              ?              ?
    ?              Thirty         ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
Solomani Rim 
    Ultima         Suleiman       Concord        Harlequin
    Alderamin      Esperance      Vega           Banasdan
    Albadawi       Dingir         Sol            Arcturus
    Jardin         Capella        Gemini         Kulkulcan
Spica
    Naav           Bain           Spica          Al Ajib
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
Spinward Marches
    Chronor*       Jewell         Regina         Aramis
    Querion        Vilis          Lanth          Rhylanor
    Darrian        Sword Worlds   Lunion         Mora
    Five Sisters   District 268   Glisten        Trin's Veil
    *Spinward Marches/A: Cronor {zh}
Trojan Reach
    Menorial       Egyrn          Pax Rulin      Gazulin
    Yggdrasil      Dpres          Sindal         Tobia
    Nora'a         Goertel        Tlaiowaha      The Borderland
    Ranib          Silraaihe      Hkea'as        Binary
Vland
    Voskhod        Vhodan         Anarsi         Theton
    Lalaki Kharir  Kagamira       Vland          Shiigus
    Dusa           Akumid         Kasear         Anakod
    Parsi          Daangiilu      Nulisud        Kakadan
Windhorn
    Dakoeng        Khonsu         Urrgae         Urzkhoe
    Nanthou        Elours         Uroez          Tsougak
    Urarz          Urkae          Khaellung      Sunggoe*
    Aekhgal*       Gvadhoe*       Voenggaks*     Kishadiku
    *Windhorn/L: Kashzumish {vi}
    *Windhorn/M: Dargarshug {vi}
    *Windhorn/N: Shumgannshii {vi}
    *Windhorn/O: Depanguu {vi}
Zarushagar
    ?              ?              Lagaar         Lode
    ?              ?              ?              ?
    ?              Liasdi         Wolf           Oasis
    ?              ?              ?              ?
Zhdant
    ?              ?              ?              ?
    ?              ?              ?              Gaval
    ?              ?              ?              ?
    ?              ?              ?              ?

The "Apochryphal":

These are sectors in which the "canonicality" of the data is 
questionable.  Name of the data's publisher follows the sector name.  
Reasons for being here are:

1) Paranoia Press.  All Paranoia Press materials were judged "non-  
   canonical" by GDW at about the same time as all Judges' Guild  
   materials for Traveller were.  They published two sectors, "The 
   Beyond" (blue book) and "Vanguard Reaches" (gold book), and 
   subsector names for surrounding sectors comes from map margins.
   Both sectors appear on the positional map in DGP's canonical 
   "Solomani & Aslan", and the star positions do not match. (DGP's are,  
   IMHO, more interesting.)  Governments were moved around a bit, but 
   some of the names are similar (Duchy of Treyln in same place, Esylat 
   in subsector B instead of H).
2) Far Frontiers.  FASA held the "land grant", and their materials are 
   still considered fairly canonical.  The _Traveller Chronicle_ has  
   been printing subsectors recently, but note that they seem to reflect 
   Paranoia Press materials more than DGP's material, so it was left 
   here.  (This makes sense, since the FASA material was originally 
   developed at the same time as the Paranoia Press materials.)
3) Magyar.  DGP printed the Magyar sector library data and maps in 
   _Traveller's Digest_ #14, but unlike every other sector they printed, 
   this one had major consistency problems.  First, the subsector names 
   along the trailing edge of the sector did not match those in GDW's 
   _Solomani Rim_ supplement.  Second, the X-boat lines, as shown on the 
   map, cross the Solomani/Imperial border as if it weren't there.  The   
   star positions match those in DGP's later _Solomani & Aslan_ book.    
   This one could be squeezed into the canon if (1) Solomani subsector 
   names are different than Imperial subsector names in places, and (2) 
   the X-boat routes shown show the system as it appeared prior to 990, 
   when the Solomani Autonomous Region revolted.
   

The Beyond (Paranoia Press)
    Mapepire       ?              ?              ?
    Delta          ?              ?              ?
    Zydar          ?              ?              ?
    Spinward Drift ?              ?              ?
Far Frontiers (FASA/Paranoia Press/Traveller Chronicle)
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
    Wulfeck        Cabala         Jungeblut      Mnemosyne
Fulani (Paranoia Press)
    ?              ?              ?              Lythgoe
    ?              ?              ?              Vanguard
    ?              ?              ?              Zachrisson
    ?              ?              ?              Idella
Iphegenaia (Paranoia Press)
    Cheetham       La Grone       Keflin         Shillelagh
    ?              ?              ?              ?
    ?              ?              ?              ?
    ?              ?              ?              ?
Magyar (DGP)
    Clan           Eery           Clown          Anise
    Nemo           New Town       Voyager        Kline
    Iouo           Valhalla       Swan           New Mars
    Last Chance    Black Jack     Olypus         Cluster
Vanguard Reaches (Paranoia Press)
    Issoudun       Andwella       Coos           Trelyn
    Chapra         Haldensleben   Pandemonium    Eslyat
   Eckmann Schrift Four Corners   Diadem         Kajaani
    Helix          Hyperion       Old Colonies   Jarnac



End.  corrections to <bonnevil@mermaid.micro.umn.edu>

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

Bundle: 593
Archive-Message-Number: 7425
Subject: Errata Sheets
Date: Tue, 03 May 94 03:18:47 -0400
From: Keeper Of The Lint <darkstar@chopin.udel.edu>


Does anyone out there know if there's been an updated errata sheet
posted by GDW to GeNIE lately?  The last one I remember seeing was
released in July.  I know about the Upgrade Booklet, but I'm just
looking for something in an electronic medium as well.  Plus, I also
liked the way there was commentary, and additional stuff thrown in that
GDW didn't pick up on.

Thanks in advance...

       
	--Jerry


|>  Jerry Alexandratos             **  "vengo de la tierra del    <|
|>  darkstar@freezer.cns.udel.edu  **   fuego ten cuidado cuando  <|
|>  darkstar@bach.udel.edu         **   llamas mi nombre..."      <|

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

Bundle: 593
Archive-Message-Number: 7426
From: zcfbj00 <zcfbj00@ucl.ac.uk>
Subject: just a thought......
Date: Tue, 03 May 94 11:19:24 +0100

Hi folks! Konsty here again to hassle you all with inane ideas...
	Hows this for a thought.....There must have been lots of Misjumped 
ships during the Final War, all infected with nasty strains of Virus. Now,
while most would have probably destroyed themselves by now, there would 
undoubtedly be some that survive - particularly the more advanced strains.
	So how about this for an idea - a few ships manage to jump WAY out
of Known Space in various directions, to arrive at OTHER vast, stable star-
spanning empires. And then proceed to screw up these ROYALLY by infecting
everything they see. I would think the natives of these other empires would
be most displeased by this, and might start to think about destroying the 
cause of the weird Virus that's just destroyed their billion-year Empire.
So, at some point in the future, the Imperium (probably just rebuilt) 
suddenly finds lots of big nasty fleets at all its borders, ready and 
raring to tear out its throat.
	The same sorta thing happenned in the Star Fleet Battles Universe
with the Seltorians and the Tholians (well, Ok, maybe it didn't, but the 
idea of chasing somebody over long distances is there...?!). Actually, for
all you Space 1999 fans out there (YAY!!!), one episode in the first (better,
IMHO) series called 'Voyager's Return' actually is very similar to this.
	In that, a Voyager probe returned to the wandering Moon. Unfortunately
its propulsion system turned all the planets it passed into radiactive slag,
peeving the inhabitants no end. So, they sent out a fleet of ships to track
it down to its source at kill everyone there. Rather nice idea, I thought, and
I'm sure you can see the similarity...
	Right, enough wittering.
		TTFN, Konsty
Be Pure, Be Vigilant, BEHAVE	-	Torquemada, 2000AD

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

Bundle: 593
Archive-Message-Number: 7427
Date: Tue, 03 May 1994 11:28:52 +0100
From: A.S.Lilly@bnr.co.uk (Andy Lilly)
Subject: A Bigger Bang

Hi all,

People were discussing inter-ship, etc. collisions some weeks back. I just 
saw in a newspaper (Sunday Telegraph 24/4/94), a short article about 
space-based kinetic weapons which included the following:

"Such a bomb could be an interstellar spacecraft the size of a cross-Channel 
ferry weighing 1,500 tons, which, to travel the vast distances between the 
stars, had been accelerated to 600 million miles per hour, a speed close to 
that of light. ... , if such a craft hit a planet at such a speed it would 
produce a blast 150 times more violent than a full-scale nuclear war and 
extinguish all life forms."

Of course, you've got to get the ship up to that speed...

Even, "...two InterCity trains which are both travelling at 125mph and whose 
combined weight is 800 tons. The impact would cause an explosion equal to 
1.3 tons of TNT..."

Hope this interests someone.

Andy
Commander Lilly, PITS (Political Intelligence Team, Scout)
Nothing I say or do in any way reflects the views of my very kind and
generous employers.


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

Bundle: 593
Archive-Message-Number: 7428
From: rancke@diku.dk
Subject: Beef with TNE
Date: Tue, 3 May 1994 14:48:29 +0100 (METDST)

Dane Johnson <dane@halcyon.com> asks:
>1. I know ALOT of people dislike T:TNE. Is it due to the system, or
>   the world?

I don't mind the world _as such_ (although I consider the mechanism used
for producing the change (ie. the Virus) to be ah... slightly unlikely...),
but I bitterly resent the fact that GDW abandoned the old setting to do
the change. That means that no more support material will be produced for 
the pre-Crash Imperium. I gather that GDW felt that the mass of background
material that had accumulated over the years intimidated potential new 
customers, and took this way of wiping the slate almost clean. That may
be so, but I, at least, feel differently about it. By it's very nature a
multi-planet science-fiction background represent a wealth of information
that the PCs should rightfully be able to get merely by looking it up in
a reference book. I know of no Referee who can afford the time and effort 
required to produce all that by himself. After 15 years I was just about
approaching having a minimum level of background information on a few 
areas in Spinward Marches  -  much of it produced by myself, but as much 
or more provided by outside sources  -  and now GDW has invalidated 80%
of it in one fell swoop. I now have the choice of dropping most of my
background info and follow GDW 80 years into the future (where I can 
logically look forward to having them dump me again when the new
collection of background information becomes intimidating to newcomers,
ie. when I begin to get some use out of it) or of dumping GDW and keep
playing in the pas with no more outside inspiration and help. Of the two
I choose the latter, but I'm not happy to be forced to the choice.


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir

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

Bundle: 593
Archive-Message-Number: 7429
From: rancke@diku.dk
Subject: Sword World technology
Date: Tue, 3 May 1994 15:11:23 +0100 (METDST)

David Johnson writes:
>Subject: Shall Not Perish 6 - Sword Worlds
> 
>>From Sunday night, Roger Sanger <rodge@cyberspace.com> asks:
> 
>> How far can a society improve technologically in 70 years?
> 
>This is a very good point.  I was looking at the Sword Worlds this weekend
>with the intention of bringing them `up to date' to TNE.  In 1120 most of
>the Sword Worlds were at tech level 10 or 11 with the exception of Sacnoth
>which was at tech level 12.  

The answer is: possibly a lot but propably not at all. Never forget (as is
so easy to do given our background as 20th Century Earthlings) that the 
TLs in Traveller are _economic_ (or sometimes social) indicators. Any
planet that is in contact with a high-tech planet has all the high-tech
_knowledge_ they want (ignoring for this argument the question of techno-
logical secrets and blockades  -  surely TL 15 knowledge is widespread 
enough Behind the Claw to be available _somewhere_). The problem is wether
they have the economic underpining to implement the technology. The
Sword Worlds were TL 11 1500 years ago. They've been knocked down a bit 
once or twice during their history by wars  -  once below TL 9  -  but
they've been TL 9+ for centuries. Why should a 70 year period of crisis
management (I'm referring to the Quarantine) be conductive to economic
growth? Or perhaps it is  -  one might argue that a pseudo-wartime economy
would stimulate technological improvements. But then, the Sword Worlds
have frequently been on war footing throughout their history, and they
were still only TL 10-12 in 1120. And never forget that wartime economies
are not sustainable in the long run. Perhaps the Sword Worlds goes through
a regular cycle of booms and recessions with acompanying TL increases and
decreases?

>The only class A starport (if my memory serves
>me - my materials aren't at hand) was at Gram.  It seems to me that by
>TNE most of the worlds in a `feudal technocracy' ought to have advanced
>at least *one* tech level if not more and that additional class A starports
>ought to exist - prime candidates being *at least* Anduril and Sacnoth.

On the starport improvements I agree completely. The concept of B starports
(as defined by the ability to construct starships) on TL 9+ worlds has
never made much sense to me. Presumably they are the result of economic
factors too.


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "This gives a possible range of 56 to 178 starships
         total  in the three Terran starport facilities,  a
         believable quantity for such a star system."

        "We have a maximum of 178 ships in port, and (as it
         is a busy star system)  we will say that there are
         70 docking berths at the Phoenix facility."

                        ---Journal of the Traveller's
                           Aid Society # 18

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

Bundle: 593
Archive-Message-Number: 7430
From: rancke@diku.dk
Subject: Regency & Aslan colonies power
Date: Tue, 3 May 1994 15:29:11 +0100 (METDST)

Steven M Bonneville writes:
>Also note that the Aslan colonies and the Domain are fairly
>evenly matched.  The old Aslan colonies in Troy are solidly
>tech 14.  As a rough estimate, note that the Aslan have
>some 53 worlds at tech 13+ (avg. in this range is 13.7) and
>the Domain has 70 at tech 13+ (avg. in this range is 13.9).
>This doesn't take into account population or starport, so it's
>a rough measure.  It's a good thing for the Domain that the
>Zhodani will have trouble with Aslan encroachments on Foreven
>to keep them both busy on another front.   Also, this only
>counts Aslan worlds in Troy, not in other colonial sectors.

If all you're comparing is TLs then you're right. But otherwise, no, the
Aslans colonies and the Domain are NOT evenly matched. At least, not if
we are to regard the old material about the Aslans as accurate. Because
the Aslan colonies are divided into 29 major and thousands of minor
'principalities' who are unable to combine the way the Regency can. That's 
why I've never been able to swallow the Aslan invasions described in 
Megatraveller. Add the fact that the average _ihatei_ fleet spend a lot of
it's money on transports instead of fighting ships (after all, that's the
whole point of an _ihatei_ fleet) and that _ihatei_ are generally equipped
with obsolescent ships (that drops the effective TL a bit for a start) and 
I would undertake to defend Tobia with only the subsector forces of Tobia 
and Reft in 1116. Or, if through a whole series of monumental blunders some
Aslans had been allowed to get settled on a few Regency worlds, I would
undertake to take a Named Fleet and have them either kicked out or (more
likely) sworn, tax-paying citizens in a couple of years. And that's
without using a truly inspired idea for solving the problem that I came up 
with some years ago. 

Anyway, that the Aslans were allowed to put their paws on the whole south
bit of the Domain even for a short while surprised me. That they have been 
moved out of the Regency or turned into Regency citizens again by 1200 
surprises me not at all.


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "The referee should determine the nature of subsequent
         events based on the individual situation."
                                _76 Patrons_, p. 8

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

Bundle: 593
Archive-Message-Number: 7431
From: "St. John, Andy" <andy@ssims.nci.nih.gov>
Subject: Various
Date: Tue, 03 May 94 10:43:00 edt


I just got an order from GDW the other day, and they included their latest
catalog.  At risk of sounding like a "Kremlin Watcher", possible
implications in their product line caught my eye.

To whit:  _Dark Conspiracy_ is listed as out of print, and there was no sign
of anything for _2300 AD_.  Is this a new change, or did I just miss this a
while ago?



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

Bundle: 593
Archive-Message-Number: 7432
From: pierre-louis constantin <Pierre-Louis.Constantin@DMI.USherb.CA>
Subject: TNE sales
Date: Tue, 3 May 1994 10:42:44 -0400 (EDT)

	This is hardly representative, but I know that my gaming
store (which I partly own :) only sold 1 copy of TNE.  To myself.
	But ever since TNE came out, we sold a lot of MegaTRaveller
material, including the boxed set, some adventures, etc.  It seems
that almost everyone (including myself :) were so put off by TNE that
they decided to stick with MT. 

	I think that what GDW should have done with TNE is put more
enphasis on characters and role-playing instead of game mechanics.
That seems to be the craze right now (just look at the White Wolf
games - simple mechanics but lots of role-playing/background).  And
the old Traveller fans who play it for the mechanics would have
changed/added their own rules anyway so whyy bother?  
	I say 1) Use GOOD art.  The 'techy' header and footers are
really annoying and unnactractive.  The Star Wars art (Nuunis) really
looks like Star Wars, not Traveller.  As for the other drawings, hey,
even I can do better.  Please fire your art director or give him a
PGM-15 tan. 
	2) Put the emphasis on Role-playing, not combat. Traveller
players are and will always be 'sophisticated' gamers who want more
than blowing up dozens of Vargrs or TED's all the time.  Theyy want
to do it some of the time. :)  Give us an alternative point-oriented
character generation.  Give us special character books (i.e. Marines,
Merchants, Scouts (what do you mean, the imperial scouts are dead?)),
special sourcebooks, etc.  
	3) Use a game system that doesn't make a super-hero out of
everyone.  Competent, yes, but surhuman?  Boring.  I know more people
who play Traveller (CT or MT) than Twilight 2000... So why switch to
the T:2000 system?  A point-based character generation system would
let players generate 'competent' characters for Traveller, and 'Green
Berets' for T:2000 if you give them more points.
	4) Hire a new art director. :)
	5) Please foolproof your products?

	These are my main gripes. :)  Oh, BTW, I bought TNE.  I feel
ill.  So I bought a copy of MT to replace the one I had permanently
borrowed from a friend.  Then I bought Space:1889.  I felt all better
again.  Is there a Space:1889 mailing list? :) I love it! :)
Sorry for wasting your bandwith. :)
- --
Pierre-Louis Constantin		constanp@dmi.usherb.ca

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

Bundle: 593
Archive-Message-Number: 7433
From: bucsek@oo.com (John Bucsek)
Subject: Technological Advancement in 70 years
Date: Tue, 3 May 94 11:17:54 EST

From Sunday Roger Sanger <rodge@cyberspace.com> asked:

> How far can a society improve technologically in 70 years?

And David Johnson <djohnson@geds01.jsc.nasa.gov> gave a nice answer regarding
the Sword Worlds.
 
Another thought, more for pocket empires and even the Reformation Coalition,
is based on the last (chronologically) Pern book by Anne McCafery.  _All The
Weyrs of Pern_ is about the Dragonriders (a neutral, more or less, defence
organization) finding an advanced, solar powered computer, buried in ash from
when Pern was originally colonized.  The conditions on Pern where rough enough
that they had lost all high technology and memory of it.  At the start, they
were only TL-1.  With the computers help they were able to advance up to a
firm TL-2 with some TL-3 besides having the use of some advanced Relic
technology.  By the Megatraveller Tech chart in the Referee's companion this
computer was TL-16.
 
The timeline for this TL change was only 10 years or so.  Some important
consideration were: A willing population.  The Dragonriders wanted to advance,
as did some of the craft halls.  Some were opposed but they were the minority.
The skills to make use of the knowledge: For example one crafthall was already
working on developing paper. The computer just gave them a better formulation.



*** SPOILER ALERT *** Ending of All the Weyrs of Pern Revealed
                        Don't read if you want to enjoy the book



 
Read the book for the details. It is well written, and the author gives credit
to those who helped with the tech details and even gives a disclaimer for the
short timespan for advancement.  The computer does not survive the book as it
had only one mission.  That was to save the planet at any cost.  This
directive was given to the computer a few thousand years previously by the
commander of the colony.  The computer was only using the people and the
dragons as a resource to achieve this end.  If they learned something from it,
then good, but it also did not want to alter the social and technical growth
of the colony.  So when it's end was achieved, it shut itself off, although
the inhabitants were left with working desktop computers plus the storage
devices.
 
So there it is... a popular science fiction example that pertains to parts of
our discussion.
 
John Bucsek
bucsek@oo.com


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

Bundle: 593
Archive-Message-Number: 7434
Date: Mon, 2 May 1994 23:55:14 -0700
From: tad@kaiwan.com (Tad Peters)
Subject: fluff/greeting

I am new to the server, and would to just introduce myself. I am in Rancho
Cucamonga, CA. I am also a fairly old dog at FRPG's but have never really
been able to get into Traveller because, well I do not know why. I have
alot of the old books, (circa 1985), was just wondering what =96 should go
and get to make traveller more playable... I am attending a Gamex Con on
Mem. day, and have signed up for a game.  Thanx in advance.

Tad A. Peters
tad@kaiwan.com



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

Bundle: 593
Archive-Message-Number: 7435
From: Glenn Myers <gem188@swanson.com>
Subject: Background commentsGDW background comments
Date: Tue, 3 May 94 17:07:43 EDT


Hi All,

Regarding AMN 7406 - Dane Johnson <dane@halcyon.com>
writes:

>     I noticed a copy of Traveller:TNE on the 'discount' table in one
> of the local Gaming/Comic Book stores yesterday -- 30% off, yet...
>
> A harbinger of things to come?  Time will tell...
>
> Dane
> djohnson@willamette.edu   dane@halcyon.com

Here in Pittsburgh, the TNE stuff seems to move pretty well. I had to 
wait over a month for FF&S because it was always sold out. I've hardly
even seen Path of Tears on the shelves but Smash and Grab seems to be
selling pretty good. I have no idea whether new players are buying
TNE or if old CT fans like myself are buying into the new rules and
background.

Regarding AMN 7410 - Mike Basinger
  <dbasinge@nickel.ucs.indiana.edu> writes:

>I have a couple of questions for the list (this has bugged me for
>quite awhile).
>
>1. I know ALOT of people dislike T:TNE. Is it due to the system, or
>the world?
>
>2. What would people change in the current Traveller version?

Personally, I've bought all the new rules; TNE, BL, and FF&S, but
none of the supplements that require the Virus; PoT & SaG. I plan 
to continue this policy with the possible exception of the Regency
sourcebook.

I'd have to say that I can accept most of the rules changes. The 
bean-counting approach to G-turns and large crew requirements being
the only exceptions, mainly because they negatively (IMHO) affect
my campaign.

The background issue is a very personal subject for the returning 
traveller players and I don't think GDW can win on this issue. 
Some people will never accept the Collapse or the New Era that 
resulted. I've looked at the backbround source books and found them
to be boring. Smash & Grab in the New Era is not my idea of fun. But,
I'm willing to sit out the official GDW background until it becomes
suited to my tastes. In the meantime, I hope to run a campaign far 
from the borders established official background. 

If GDW wants to sell background materials to me they should:

(1) provide good adventure formats which would be easily adapted to
    any campaign.  With any of the old Adventures or Double
    Adventures although set in the third Imperium could be used in 
    nearly any setting. 

(2) A Regency sourcebook should be top priority. If I ever use the 
    GDW background again it will be behind the claw. Proper
    treatment of the Regency might reassure fans of the Spinward 
    Marches that they are important in the development of the TNE
    background. The most compelling reason for using the GDW
    universe in CT and MT was the idea of an multiple sector spanning
    *EMPIRE* capable of endeavors that smaller powers could only
    dream about.

(3) Get the TNS cranking out some useful information. If Virus
    is being fought in any part of known space I'd like to know
    about it. Wholescale death and destruction can get pretty boring
    after too long. The Virus idea has been around for about a year 
    now and I find the virus infected TNS transmissions to be 
    insulting. 

    Ditto for Commodore Bwana. I have nothing against Dave Nilsen
    but this persona is annoying. I don't know if he thinks he's
    being clever or whati, but I don't want to read his articles.

On the other hand, if GDW hadn't nuked the third Imperium I wouldn't
have worked so hard to flesh out my own space. It is still ongoing,
but it has been fun. And, it's mine, do you hear me, all mine! 


TTFN

Glenn


- ----------------------------------
| Glenn E. Myers                 |
| gmyers@swanson.com             |
| QA software engineer           |
| Swanson Analysis Systems, Inc. |
| (412) 746-3304 x188            |
- ----------------------------------


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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #594: Msgs 7436-7447 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed May  4 22:00:02 EDT 1994
Reply-To: traveller@engrg.uwo.ca (TML Submissions)
Errors-To: traveller-request@engrg.uwo.ca
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #594: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 594  7436 03-May-1994 David Johnson    More TNE Bashing << Gentlesophonts:
 594  7437 03-May-1994 psualum@aol.com  Smash & Grab << >As far as the store I 
 594  7438 03-May-1994 psualum@aol.com  Zhodani in the New Era << >The Consulat
 594  7439 03-May-1994 Roger Sanger     Join in on the FUN! <<  
 594  7440 03-May-1994 Roger Sanger     Contributions and Kudos <<  
 594  7441 03-May-1994 David Johnson    Shall Not Perish 8 - Regency sourcebook
 594  7442 04-May-1994 Steven M Bonnev  TNE Comments << More ranting on the TNE
 594  7443 04-May-1994 "Susan M. Shock  Traveller TNE sales and such << When I 
 594  7444 04-May-1994 TML Administrat  TML Admin corrects problem << I have re
 594  7445 04-May-1994 PAVEWAY          I lost the help address. << I lost my a
 594  7446 04-May-1994 James T Perkins  TML Topical Sublists << pierre-louis co
 594  7447 04-May-1994 James T Perkins  Re: Contributions and Kudos  << rodge@c

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

Bundle: 594
Archive-Message-Number: 7436
Date: Tue, 3 May 94 18:27:35 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: More TNE Bashing

Gentlesophonts:

Mike Basinger (kin to Kim? :-) <dbasinge@nickel.ucs.indiana.edu> asks:

> 1. I know ALOT of people dislike T:TNE. Is it due to the system, or
> the world?

I dislike it for two main reasons.  The first is that I *really* liked
the Imperium campaign.  This has always been the most appealing aspect
of Traveller to me - the incredibly-well-developed campaign background.
I haven't messed with rules in more than a decade but I followed
the development of the campaign background from a few worlds in Regina
subsector to the entire Imperium and beyond - even if quality suffered
in the MegaTraveller era - intimately and with great eagerness.  From
the moment I read the last TNS news brief in the latest issue of *JTAS*,
and later *Challenge*, I *couldn't wait* for the next issue to arrive.
I picked up the Supplements - at least the `background' ones, I never
bought *Animal Encounters* for example - as soon as they came out.  In
a sense I have *lived* in this world for the last fifteen years.

The Rebellion seemed to put much of this at risk initially but eventually
things settled down.  The Domain of Deneb was relatively stable and seemed
to be in good hands with the folks at DGP.  After a while I moved into
MegaTraveller and even ran a long-running pbm campaign based upon the
`Nail Mission' in the *Rebellion Sourcebook*.

TNE takes all of this background, all of this history, and basically
throws it in the toilet.  The Imperium is gone, the Virus has wiped
the surface of most worlds clean, and I find myself in a situation
similar to that of the `imaginary' folks in the Imperium campaign.  I
feel toward GDW as they must feel toward the Virus - except that I'm
not `afraid' of GDW and can hinder it's `spread' merely by not buying 
it's products.

(And then of course there is the further point that I believe we established
several weeks ago here that TNE, from the point of view of background,
doesn't offer anything over what could have been done with a series of
`frontier' sourcebooks and without destroying the Imperium.)

The second reason I dislike TNE is that I've been through this process
of `new and improved' evolution before and find it rather disingenious
the second time around.  I first entered the realm of role-playing with
the three little *D&D* books: "Men and Magic" (or "Characters and Combat"),
"Monsters" (or "Starships"), and "Wilderness Adventures" (or "Worlds and
Adventures").  This `evolved' into the `new and improved', wallet-grabbing
*"Advanced" Dungeons and Dragons* (or *MegaTraveller*) in full-format
books.  I had abandoned *D&D* for *Traveller* by the time the next iteration
appeared and I've abandoned `official' *Traveller* now that *TNE* has
appeared.  As I've said here before, "Fool me once, shame on you.  Fool
me twice, shame on me."

> 2. What would people change in the current Traveller version?

For me, own up to the mistake, abandon the `New Coke' of TNE, and bring
us Bobby(?- the Patrick Duffy character on *Dallas*) back in the shower.
I realize though, that this ain't gonna happen.  That's fine, but I ain't
gonna buy TNE either.

> I think GDW needs to do something to regain support of the people
> they lost

Not really, unless *TNE* really isn't selling and they *really* want to stay
in the *Traveller* business like they say.  Of course, it might be that we
`old timers' weren't buying enough products to keep *Traveller* viable (but
anyone who has taken Marketing 101 will tell you where the solution to *that* 
problem lies) and that's what prompted the move to *TNE* in the first place.

> and maybe the T:TNE bashers need to be more understanding
> to change.

I disgree.  There is no *inherent* value in change - especially if it costs
me money to do so.  *TNE* forces me to abandon something I already like
without any commensurate improvement, IMHO.  So why be understanding?  Change
merely for the sake of change is called "chaos" - or poor marketing.  :^)

> Just comments (no flames please)

No flames intended.  I appreciate the opportunity to explain my view.  
(Sorry to all you folks who've heard this before.  It's the first time
*I`ve* sounded off though.)

Peace,

David Johnson
Houston, Texas, USA

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

Bundle: 594
Archive-Message-Number: 7437
From: psualum@aol.com
Date: Tue, 03 May 94 19:30:09 EDT
Subject: Smash & Grab

>As far as the store I saw S&G at was concerned, price was $14.


At my local game store (Village Hobby) the only one close to Reading,
PA, *S&G* was priced at $28.  I pointed out to the owner the $14 price
printed on the back cover and he checked his distributer's (Chessex)
list which indicates the price is $18.  Quite a discrepancy.  Luckily
the owner is a kindly gent and sold it to me for the $14 cover price.

PBJuzyk
Reading, PA
Terra/Solomani Rim (1827 G867975-8)

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

Bundle: 594
Archive-Message-Number: 7438
From: psualum@aol.com
Date: Tue, 03 May 94 19:30:29 EDT
Subject: Zhodani in the New Era

>The Consulate has never been hit by the virus and is providing
>arms, equipment and manpower to fight off the virus at the
>Regency's borders.  Think what it must be like at home in the
>Consulate...

Even if the Consulate has not been hit by the Virus.  What about the TAS
News items in *Survival Margin* from Esalin/Spinward Marches in 1119
that speculate about a rebellion (against psionic rule) or change of
gov't within the Consulate.  There is also evidence of Zho ships that
have "suffered tremendous battle damage" in addition to intel indicating
the withdrawal by the Zho of their newer, more powerful vessels.

Was the internal strife or were the Zhos attacked by forces unknown on
their non-imperial borders?  Is the rellion against psionic rule just
wishful thinking on the part of TAS or did the Zho masses decide to
broaden the definition of their democracy but overthrowing the psionic
nobles.  Possibly a new philosophy emerged within the Consulate that was
more willing to approach the Regency with hopes of cooperation.

Norris' dealings with the Zhos are also intiguing.  He was willing to
open negotiations and cooperate with them as well as embrace the use of
psionics within the Regency - is it possible that he is half Zhodani
(even if he has no psionic talents)?

PBJuzyk
Reading, PA
Terra/Solomani Rim (1827 G867975-8)

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

Bundle: 594
Archive-Message-Number: 7439
Date: Tue, 3 May 1994 17:22:40 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: Join in on the FUN!

 
 
 
 
 
 
 
 
 
 
 
                 JOIN THE TML RESOURCE TEAM
 
This is getting good!  REAL GOOD.  I've really enjoyed the custom
gaming material and info-packed messages you Traveller-crazies
have posted to the TML lately.
 
Keep the material coming guys, and I'll bet even more TML'ers
will see the light.  The more of us there are who chip in with
custom adventures, background info, rules subsystems, and gaming
ideas and examples, the more valuable will the TML become as a
gaming and campaign resource.  If each of us gives just a little,
the contributions will multiply, and the returns will be great!
Call it the "leverage of cooperative contribuation".
 
As for those who have been watching from the sidelines, come on,
join in on the fun!
 
 .   Don't be timid.
 
 .       Don't be shy!
 
 .           We might laugh, we might cry -- but that's the whole
            idea behind roleplaying!
 
If you do any ref'ing at all, you must have some cool,
interesting, or fun ideas you've tried out on your players.  We'd
really like to compare notes!
 
Fan the flames,
Rodge.
 
 
 
 
 
 
 
 
 
 
 

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

Bundle: 594
Archive-Message-Number: 7440
Date: Tue, 3 May 1994 17:34:49 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: Contributions and Kudos

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
                KUDOS to TML-Contributors
 
 
ACCOLADES to our Discussion Leader and Master of Ceremonies,
David Johnson for his fine job in stepping up the rythm on the
TML.  His latest custom-campaign contributions serve to magnify
his already amazing level of contribution!  I've checked out his    o o
fanzine Melbourne Times, and it is a doozy (and very nicely        \___/
illustrated too).  His alternate Traveller setting is quite
excellent, and reasonably priced.  I plan on using it as a
parallel-diverged universe, getting my players there via the
epitome of misjumps -- perhaps by crossing their ship's
jump-field with the field generated by a pair of experimental
teleportation booths they shall be transporting -- to emerge from
Jump Space on the Other Side.  Thankyou David.  Long live the
Aeroi!
 
CHEERS, for:
 
    Jo Grant -- For contributing the imaginative and very-well
    written "CRITTER COMPETITION" virtual reality adventure
    scenario and background (in bun#/msg#'s: 525/6483, 526/6487,       oo
    553/6960, 560/7036, & 577/7229); and the AMBER ZONE - ON THE      \__/
    ROCKS (568/7135).  You are definitely our Blue Ribbon writer!
 
    Karl Crandall -- Who has his players play themselves!  They
    are hiking through the Canadian wilderness on present-day
    Earth, when lo-and-behold, they spot a UFO!  Lets get the
    heck out of here!  Then Project Blue Book shows up, and...
    (read the rest for yourself).  I enjoyed immensely Karl's
    description of an ancient high-tech missile designed to
    capture rather than destroy enemy ships! (569/7139).
 
    James M. Kelleher -- For giving a detailed overview of his
    campaign, and for introducing us to each of the members of
    his PC group (561/7056).  I shall be using these for an
    upcoming encounter in my own campaign.
 
    Allen Shock -- For sharing with us the nature of the
    two campaigns he runs (561/7050).  Very insightful:  Classic
    Traveller for his "newbies", TNE for his veterans.
 
    Rick Blackburn -- For his extensive world write-up on
    "Mega-Earth" (561/7151).  Rick, your new charts turned out
    fine; perhaps other TML'ers would like to see the revised
    posting with the fixed charts...
 
    David Hoey (from "down under") -- For posting a TNE-scenario
    posing the PC's up against not a TED, but something much much
    worse ruling the planet:  POWERFUL PSIONIC PRIESTS!
    (568/7130).
 
    Jeff Zeitlin and Bryan Borich -- Who both posted mock news
    items and want ads for use in a Traveller campaign.  Jeff's
    are posted as they appear in the game, Bryan's are reprints
    of items written by members of the HIWG - with ref-notes in
    76-Patrons style. (539/6693 & 552/6944, respectively).
 
 
KUDOS   :)   go to our resident-Traveller-expert and research
librarian, Steven Bonneville, who has almost single-handedly
pieced together the entire Traveller-Universe-Puzzle for us.  He    0 0
has asked for our help to fill in the gaps, so please don't        \___/
hesitate, and let him know what you know!  I've worked on this
type of thing myself (see the message references above), so I
know how many hours this can take -- LOTS!  (BTW, Steve, thanks.
Man, you must have spent DAYS seeking out those subsector names!
You've helped me fill in some of the more elusive gaps in my
Traveller astrographical lists).
 
 
 
SPECIAL PRAISES go to our TML Administrator and guardian angel,
James Perkins, without whom none of this would have been
possible.  James says he does it because he enjoys seeing "the
personalities discussing and sharing" on the TML. Be sure to show
him your gratitude.
 
    Sincerely,
    Roger Sanger
 
 
 
 
 
 
 
 
 

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

Bundle: 594
Archive-Message-Number: 7441
Date: Tue, 3 May 94 20:40:03 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Shall Not Perish 8 - Regency sourcebook

Gentlesophonts:

From Monday night, Kevin McCarthy <KMCCARTHY@qmgate.osc.hq.nasa.gov> asks:

> Will the systems without habital planets be recolonized?
> The starmap of the future will look quite different from the 3I era.
> This will
> effect everything from interstellar trade to warfare.  

This is an excellent point but it is also one of the areas where those
dreaded rules will seep over into background.  Basically, all those 
inhospitable worlds in the Old Imperium (like the exotic atmosphere worlds
we discussed a while back) were a result of `poor' world generation rules
that permitted large numbers of moderately- and highly-populated inhospitable
worlds.  There wasn't really any background rationale for this (say, an
Imperial colonization policy to expand habitation to inhospitable worlds).
In a sense, background rationale was a victim of rules.

Such may be the case with TNE as well.  [FACT ALERT: I don't have TNE!]
Rationale like Kevin's will take a back seat to whatever world generation
rules are published.

(In the Earth Colonies campaign, I've modified the world generation rules
in an attempt to account for this.  Generation of the `natural' UWP
factors - size, atmosphere and hydrosphere - is `biased' toward hospitable
worlds; the rationale being that colonists will gravitate to such worlds.
Population is independent of `natural' factors but is weighted toward
moderate population levels.  In addition to government and law level,
tech level is based upon population; the rationale being that people make
technological achievements, not automated facilities or import houses.
Starport class is generated *last* and is matrixed from population and
tech level.  Thus, lightly-populated `garden' worlds and highly-populated
iceballs/hell-holes exist but are much less common - and therefore easier
to explain.  Low or unpopulated high tech/starport class worlds are also
less common - just as are international airports and `world-class'
manufacturing plants in Antarctica and the Sahara.  I can post these
modified world generation rules if anyone is interested.)  Plug, plug.  :-)


Alex Holt <awh2@crux4.cit.cornell.edu> asks:
 
> General Question:  Do we now that Aslan New Lords kept all the lands that 
> they conquered in the Rebellion from the Domain?  When I look at the new 
> map it seems that Domain as taken them back.

This is another good question that, not having TNE, I can't answer.  I've
assumed though that those worlds that were initially overrun by the *ihatei*
and have now been reclaimed by Deneb (to use Autonomist language) still
have their Aslan populations - they've just been incorporated into the
Republic (to use New Democrat language).


??? (I've forgotten) <psualum@aol.com> writes:

> Merchant Lines known to have operated within the Spinward Marches
> Imperial Merchants: Ling Standard Products, Makhidkarun, Naasirka,
> Sharurshid, Tukera Lines, Al Morai, Sinzarmes, Oberlindes Lines, UTP
> (Uake Transport Partners), Jamison Factors.

I remember this.  By TNE LSP and Tukera Lines will be the only remaining
megacorp shipping lines in the Regency (to use Imperialist language).
What was left of Makhidkarun, Naasirka and Sharurshid after the withdrawal
of the Bureaux will certainly have withered with the onslaught of Virus.
Al Morai was a sector-wide line in the Marches and might be challenging
LSP, if not Tukera, in TNE.  I'm not familiar with Sinzarmes but Oberlindes
Lines was a subsector-wide line in Regina that was expanding into Aramis.
The Vargr invasion was causing them problems.  There ought to have been
other subsector-wide lines in the Marches in places like Rhylanor, Mora,
Lunion, Glisten and Trin's Veil at least.  If I'm not mistaken UTP was
just a fledgling line - just a few free traders - and Jamison Factors
was a single free trader.

There should be at least one sector-wide line in Deneb (we called it
Blue Star Lines - for the star Deneb - in my campaign) and several 
subsector-wide lines as well.

> Darrian: Tharnitia Denus, Frendi Marshikin, Theriani.
> Sword Worlds: Gramstaatsbedrif, Chaperons Blancs, Talisman.

These are, at best, subsector-wide lines.
 
> This is not to signify my interest in tackling MegaCorps in the Regency.

Well, darn!  Why not!  :-)

> I'd like to instead be a primary contributer to the Quarantine Service.

Go for it!

> The Patrol's
> policy was to secure the borders from incursions and invasions.  Aslan
> enlistees were actively sought after.

Are these the *ihatei* that Alex is asking about?

> More info in future installments.

Looking forward to it!
 

Steve Bonneville <bonnevil@mermaid.micro.umn.edu> writes:

> **TL 16**
> Deneb
>   Depot         1613 A100644-G  D Na Ni Va           220 Dd F9 II
>   Vincennes     1122 A899AA6-G    Hi In Cp           113 Dd M7 V K1 V G1 V
>   Pashus        1432 A232455-G  S Ni Po RsZ          812 Dd A9 V

Especially in light of the *MTJ* article I would expect Vincennes to maintain,
and possibly increase, it's TL.  Such won't be the case for the other worlds.
With only two million people Depot's TL is clearly a result of import
technology which means it can be expected to *fall* when contact is
lost with the Imperial interior.  The same goes for the 80,000-person
Research Station at Pashus.

> **TL 15**
> Deneb
>   Ansirk        1609 B100100-F  N Lo Ni Va           122 Dd F2 V
More import technology for the naval base.  TL will fall.

>   Magash        0316 A400976-F  S Hi Na In Va Cp     824 Dd F8 V K7 III
>   Starn         1417 B000996-F  S Hi Na In As RsB    722 Dd K0 V
A pair of thriving, sustainable high-tech worlds.

>   Imone         0826 A9C1555-F  N Ni Fl Cp           613 Dd M0 V
Low population means import technology to maintain the artificial biosphere
on this inhospitable world.  TL will probably fall.

>   Dekha         1128 C100A9A-F  S Hi Na In Va        210 Dd M6 V F3 V
Another thriving, sustainable high-tech world.

>   Bishop        1226 B201553-F  S Ni Va Ic           524 Dd M6 II
Similar to Imone, above.  TL will probably fall.

>   HRD           1623 A401654-F  N Na Ni Va Ic        810 Dd M5 III
Was listed as a high-tech research center.  Again the loss of contact with
the Imperial core can be expected to lead to a TL decrease.

>   Saguenay      0235 B438256-F  N Lo Ni              324 Dd M0 V
300 people?  Clearly import technology or some sort of automated facility.
TL will most likely fall.

>   Qevar         0731 A2326AE-F  A Na Ni Po Cp        403 Dd M6 V
Low population suggests import technology or automated facilities used
to maintain the subsector capital on this inhospitable world.  TL will
probably fall.

>   Jecife        1640 A439667-F  N Ni                 123 Dd F6 II
Again with only one million people it's tough to sustain this level of
technology.
 
> Spinward Marches
>   Rhylanor      2716 A434934-F  A Hi Cp              810 Im M2 VI
>   Mora          3124 AA99AC7-F  A Hi In Cx           112 Im M4 V
>   Glisten       2036 A000986-F  A Hi Na In As Cp     821 Im K9 V
>   Trin          3235 A894A96-F  A Hi In Cp           101 Im M0 V
All of these high-population capitals ought to be able to maintain
their TLs (excepting Trin, of course).
 
> Reft
>   Lintl         0503 B739AEE-F    Hi Cp              404 Dd K2 VI
Another, high-population capital that ought to be sustainable.

> That is it.  Most of those won't go up.  A very few might.

Unless, of course, the Hold (to use Isolationist language) government
establishes a technological exchange policy between these worlds and
Vincennes.  If I were Archduke/Regent/Premier I would be spending every
science and technology and education tax dollar I had to send scientists
and engineers from Magash, Starn, Dekha, Rhylanor, Mora and Glisten to
study on Vincennes for a year or two.

Some good development work!

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 594
Archive-Message-Number: 7442
Date: Wed, 4 May 1994 08:55:53 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: TNE Comments

More ranting on the TNE thread....

VIRUS

Probably the most difficult thing to deal with rationally.  For a game
that's gone so heavily into "hard science" lately, the Virus is anything
but.
  For instance:

  Given that the Virus spreads by communication (and a case for self-
  rewritable synaptic computers can be made here), I can deal with the
  wholesale infection of starships.  I can deal with the infection
  of world internets.  But a lot of isolated systems should have been
  missed.  A computer dedicated to controlling gravitic generators on
  a floating city or a gravitic air "dome" as on Luna should be totally
  isolated from outside networks -- there's too much chance for tom-
  foolery.

  Why the robot hysteria?  A master-slave system like the harvester that
  got Dulinor, that I can understand.  But independent 'bots that
  don't hook up to computers shouldn't be a danger unless somebody
  manually infects them.  And Virus can't spread by psionics because
  then it a) automatically infects everything and b) could possibly
  infect "living beings" like humans.  It'd just take a while to
  figure out the protocols....  Further, a world like Vincennes in
  the Regency with its reliance on robotics and early TL17 in 
  robotics and communications would be *better suited* to understand
  Virus, so abandoning that technology would be silly.

  But apparently the indepedent systems were got too -- and they 
  shouldn't have been.  Especially if they were supposed to follow
  the guidelines on Virus that they wrote in TNE!

RULES

My biggest rules gripe is the new skill/asset confusion.  I'd rather
see UPPs for NPCs and figure out their "assets" than risk confusion
between skill level and asset (skill + attribute) level.

My second biggest gripe is the difficulty in rolling up alien PCs.
(Always a problem in Traveller, actually -- it's so humanocentric, 
but has some good aliens.)  Right now you can either "reverse
engineer" them from the NPC templates (with some difficulty), or
use old rules if you can find them and convert them with _Survival
Margin_.  Or, if you have PoT, play a Schall.  PC generation rules
run about a page.

Also, the UWP for population is seriously screwed up for TNE.  In
Traveller, it seems to have represented citizens of the local 
government.  Which means it often misses local aliens.  For instance,
published material says there is a tech-0 vaccuum living alien race
on Thorell/Aubaine, but there is no way to see this since the UWP 
reflects the destroyed Imperial interdiction station and claims the 
world is barren.

For the most part, of course, the rules aren't the problem.  Especially
if they don't change them *again* anytimne soon.

BACKGROUND

IMHO, GDW will have to advance the history quickly to keep people
interested.  And once we get out of the Solomani-dominated
Diaspora and Old Expanses, we'll have to see what's become of the
old Imperial cultural regions and alien races, human and non-human.


DIGRESSIONS

On an unrelated note:

In the TNE rulebook, there are several subsector-sized ppocket
empires shown connecting the RC and the Hive Federation *which is
shown as fairly intact* (from what we can see of it).  What are
they?  Hiver bases?  Small versions of the RC?  Does the RC even
know about them?  One seems to be placed in the Hinterworlds in
such a way as to include the Leenitakot "ringworld" formerly held
by the xenophobic Outcasts of the Whispering Sky.  Wonder what's
up.

 
  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>

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

Bundle: 594
Archive-Message-Number: 7443
Date:         Wed, 04 May 94 09:27:16 EDT
From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      Traveller TNE sales and such

When I first decided to buy TNE (around late August or so) it took me three
weeks to get it; the distributor kept running out. Since I bought it and have
been running it, three others in my gaming group have also done so. One of them
is a Traveller fan from the early days; he owns mint condition copies of allof
GDW's products for the original game. He refused to buy MegaTraveller because
he was mad that they killed Strephon. He likes the background ideas behind TNE
and really likes the new rules system.

> I know A LOT of people dislike T: TNE. Is it due to the system or the world?

First, it seems that a lot of people ON THE TML don't like TNE. The TML is a
small sample compared to the total number of Traveller fans in the world. We
don't know how many of them like or dislike TNE.
   From what I've been able to tell, most people that dislike TNE seem to do so
because of the changes made in the background of the Traveller universe. There
are those who don't like the new system, of course; there are some things about
the new system that I don't care for. There were MORE things about the older
system that I didn't care for, so I feel the new rules are an improvement.
(More on that later). Unless they're too complex or unplayable, rules systems
don't mean that much to me. Background is much more important.
   A fair number of people here seem to dislike TNE because of the death of the
Third Imperium. Interesting, since it wasn't the Virus which killed the 3I; it
was the Rebellion. Hard Times and the Arrival Vengeance adventure make it
pretty clear that the Imperium was dead. Lucan's Imperium wasn't legitimate;
he kept the Moot from meeting to confirm him (which they would not have) and
killed his own brother to get the throne! When he did that, the Third Imperium
as such ceased to exist. The Domain of Deneb, in attitude at least, might be
the last remnant of the Imperium and it still exists.
   Changes in technology bother some people. They point to the removal of the
Thruster Plates and the alterations in space missles as being "not Traveller as
we knew it". That's right I suppose. And I agree that the changes were probably
unneccesary, at least from the missles standpoint. I myself don't care about
such details. Having played BRILLIANT LANCES many times now, I can testify that
ships still get hurt real bad when "hit" by a missle. HEPlar drives cause a bit
more concern to some of my players; they're worried about running out of fuel
during a battle. In 12 games of BL this has not happened yet.

>What would people change in the current Traveller version?

 I would alter the hit point formulas; characters can take WAY too much damage
for a game that's supposed to be at least somewhat realistic. (My players, by
the way, disagree with this, And we DID have a fatality in our last session...)
I would give lasers a 1-2-3 penetration rating and forget about "realistic"
lasers; this is science FICTION, after all. People have certain expectations
about SF, and one of them is that lasers are effective weapons. I would fix the
rules for autofire weapons; Impossible difficulty at all ranges really annoys
me. Almost every other game I've ever seen with autofire weapons allows you to
direct shorter bursts at a single target,and this often IMPROVES your chance to
hit. This may not be realistic, but it again falls under the heading of
expectations.
   And finally, if I were in charge at GDW, I would give SERIOUS thought to
putting a Third Imperium sourcebook on the schedule for fourth quarter 1994
or early 1995, and/or a Regency sourcebook. This would help out those who still
want to play their Traveller in a large empire setting. GDW does not have to
support an Imperium sourcebook; this can be done in Challenge or even in other
gaming magazines if need be (unless GDW turns into Palladium, which I don't see
happening). But it would be helpful to older players who wish to keep playing
in the old universe, and to new ones who don't know the rich history which the
new game is built on.
           All oif this is my opinion, of course.
                                             Allen Shock

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

Bundle: 594
Archive-Message-Number: 7444
Subject: TML Admin corrects problem
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
From: TML Administrator <traveller-request@engrg.uwo.ca>
Date: Wed, 04 May 94 09:29:45 PDT


I have resent the contents of the last three nightlies:

  Msgs 7410-35 V73#3
  Msgs 36-36 V73#4
  Msgs 37-51 V73#5

As three new nightlies:

  V73#6
  V73#7
  V73#8

In order to correct broken Bundle: and Archive-Message-Number: entries
in the files. Fortunately, the biweekly and archive bundle subscribers
won't be aware of these problems.

Sorry for any confusion or overflowing mailboxes that this causes.

James

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

Bundle: 594
Archive-Message-Number: 7445
Date: Wed, 4 May 94 17:56 GMT
From: PAVEWAY <BSP054@BANGOR.AC.UK>
Subject: I lost the help address.

I lost my access for ages.  Can I come back please :)
Ta.


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

Bundle: 594
Archive-Message-Number: 7446
Subject: TML Topical Sublists
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
Date: Wed, 04 May 94 11:46:49 PDT
From: James T Perkins <jamesp@sp-eug.com>


pierre-louis constantin <Pierre-Louis.Constantin@DMI.USherb.CA> writes:
> Then I bought Space:1889. I felt all better again. Is there a
> Space:1889 mailing list? :) I love it! :) Sorry for wasting your
> bandwith. :)

Certainly there is! For those who aren't aware of what topical interest
mailing lists currently exist on the periphery of this list (which tries
to hit the generic Traveller interests), here's the appropriate section
from the TML Orientation Message.  BTW, if you have updates/additions to
this list, please let me know!

TOPIC COORDINATORS

There are also more special addresses to send items to the mailing list.
This is because people wanted to start "special interest groups" for
certain topics:

Traveller EPBM Referee: pbemref@engrg.uwo.ca (Mark Cook and metlay)
	Richard Johnson began refereeing a Traveller Electronic
	Play-by-Mail game, where players are crewmembers aboard the ISR
	Alcyon, on a mission to research a newly-discovered Ringworld.
	Mark Cook and metlay took it over. They periodically keep the
	TML at large informed of game happenings. There are a whole
	family of mailing-list style aliases at the engrg.uwo.ca site,
	to aid characters in routing PBEM mail - for details, contact
	pbemref. The game is usually suspended May through September.
	Note that the engrg.uwo.ca address actually forwards mail to
	their real mailboxes: markc@cv.hp.com, and metlay@netcom.com.

Compter-Aided Traveller "CAT": richard@agora.rain.com (Richard Johnson)
			       dan@engrg.uwo.ca (Dan Corrin)
	CAT members discuss how computers can be used as RPG aids in
	playing Traveller, including automated character & star system
	generation.  This list is distinct and mostly seperate from the
	TML.  Please mail to BOTH addresses to be added, as Richard is
	topic coordinator and Dan maintains a redistribution mail alias,
	cat@engrg.uwo.ca.

Traveller Done Right "TDR":
	THIS LIST IS CURRENTLY DEACTIVATED. If you have specific
	questions about TDR, please send E-mail directly to metlay
	(metlay@netcom.com) and/or Mark Cook (markc@cv.hp.com).
	Discussion on rule changes to Traveller, MegaTraveller, and
	Traveller:TNE rules currently should be directed to the TML.
	(TML thanks Mark Cook for the above statement).

2300AD: ftavares@ptearn.fc.ul.pt (Pedro A C Tavares)
	Pedro is interested in keeping those with interest in 2300
	together, and reports to the TML occasionally if there's any
	interesting material. Write him if you're especially interested
	in 2300.

TNE-Pocket: tne-pocket-request@ocf.berkeley.edu (George Herbert)
	George and Guy Garnett (aka Derek Wildstar) have a working group
	to flesh out a pocket empire for Traveller: The New Era. The
	location is the Aoreriyya region (subsectors J, K, M, and N) of
	Reavers' Deep sector, and the time is 1200 - the dawn of GDW's
	"New Era". This is quasi-official work being done with the
	knowledge of GDW. Members of this list are expected to
	contribute regularly. Periodic reports of goings-on are posted
	to the TML, and complete archives are available by FTP from
	ocf.berkeley.edu in the directory pub/Traveller/TNE-pocket.

Space 1889: space-1889-request@mit.edu (Matt Goodman)
	Matt has started a mail list to discuss GDW's Space 1889 game,
	which is unrelated to Traveller, but as it's a GDW game, it's of
	interest to several TMLers.

If you cannot reach these people, send the mail to traveller-request and
I will gladly manually forward mail to them.

James

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

Bundle: 594
Archive-Message-Number: 7447
Subject: Re: Contributions and Kudos 
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
Date: Wed, 04 May 94 11:57:35 PDT
From: James T Perkins <jamesp@sp-eug.com>


rodge@cyberspace.com (Roger Sanger) writes:
> SPECIAL PRAISES go to our TML Administrator and guardian angel, James
> Perkins, without whom none of this would have been possible. James
> says he does it because he enjoys seeing "the personalities discussing
> and sharing" on the TML. Be sure to show him your gratitude.

Aw, shucks, Rodge. Back in 1987 I just wanted to see if anyone
remembered the old Traveller black books I played with in the early 80s,
when I was in high school.

James

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #595: Msgs 7448-7453 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed May  4 22:00:02 EDT 1994
Reply-To: traveller@engrg.uwo.ca (TML Submissions)
Errors-To: traveller-request@engrg.uwo.ca
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #595: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 595  7448 04-May-1994 Roger Sanger     THEY CAME FROM BEYOND, part 3 <<  
 595  7449 04-May-1994 Peter H. Brento  Excel FF&S Spreadsheets Part 1 << Thank
 595  7450 04-May-1994 "Susan M. Shock  RE: Steve's TNE rant :) << In reply to 
 595  7451 04-May-1994 MSAMUELS@VAXC.S  Re: TML nightly: Msgs 37-51 V73#5 << > 
 595  7452 04-May-1994 David Johnson    Shall Not Perish 9 - Sword Worlds << Ge
 595  7453 04-May-1994 David Johnson    Shall Not Perish 10 - Sword Worlds << G

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

Bundle: 595
Archive-Message-Number: 7448
Date: Wed, 4 May 1994 12:21:14 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: THEY CAME FROM BEYOND, part 3

 
 
 
(...continued from TML BUN 563 msg# 7072)
 
 
 
 
 
 
 
                    ---------------------
                    THEY CAME FROM BEYOND
                          episode 3
                    ---------------------
 
Whew!  It's been over a month since my last installment.  It
didn't feel like that long ago.  Well, I better get a move on.
Without further ado...
 
For those of you new to the TML, this is a continuation of the
telling of one of the adventures I ran my Traveller players
through earlier this year.  It is loosely based upon the movie
"Invasion of the Body Snatchers", and takes place on the planet
Junidy in the Aramis subsector of the Spinward marches, backdated
to the year 1053 IR.  Episodes #1 and #2 are contained in TML
messages #7007 (BUN 557) and #7072 (BUN 563) respectively.
 
A couple of weeks ago, in an effort to prompt you guys into using
the TML as a central Traveller material-swapping depot, I
promised to upload some NPC's to get the ball rolling.  Instead,
I shall go one step further and post the PC's who partook in this
adventure.
 
 
 
 
The Player Characters:
- ----------------------
 
Baraka "Bugeyes" Lews
Rogue, informant
 
Statistics:    Career: Criminal          Rank:
               Terms: 4
               Race:  Human, Solomani    Gender:  Male
               UPP 585989                Age: 34 / 34
               height: 1.68 meters       weight: 58 kilograms
               hair: brown      eyes: brown      skin: light
 
Skills:  Linguistics (Zhodani-3), body pistol-2, Taser-1, Large
Blade-1, Axe-1, Tactics-2, Demolition-2, Med-1, Computer-3,
Ground car-2, Hovercraft-1, Forgery-3, Streetwise-3, Bribery-2
 
Possessions:  Cr60,000, forged TAS ID, 2 high passage, low
passage, body pistol, several spare clips, taser, 2 compressor
masks, a utility pouch, and some spare jumpsuits.  A flat in the
Astoria Whaldorf (a rental complex in the seedy district).
 
Background:  Baraka developed the annoying neuroses cleptomania
and pathological lying at an early age.  He eventually grew out
of these short-sightted compulsive drives, but they developed into
an overriding disregard for the law, and aspirations to make big
money the fast way:  By cheating.  By being caught and punished
so many times in his youth, he learned the value of truth, and
the importance of the reputation that came with telling it, or
in his case, selling it -- To whomever was willing to pay.
Unfortunately, even though he had saved up quite a nest egg, he
was still a small-time operator.
 
 
 
 
 
Arthur Lawrence Cage
ex-Imperial Marine
 
Statistics:    Career: Marine           Rank:  Force Commander
               Terms: 2
               Race: Human              Gender: Male
               UPP A87865               Age: 34 / 26
               height: 1.92 meters      weight: 86 kilograms
               hair: black     eyes: brown      skin: dark
 
Skills:  Tactics-2, Energy-Weapons-2, Assault-rifle-2, Leader-2,
Linguistics (Zhodani-1)
 
Possessions:   Cr32,000,
               fusion gun FGMP-15 - held by Junidy Down customs.
 
Background:  Recently mustered from the Imperial Marines, where
he spent most of the last 8 years on the security force at
Jewell/Jewell, Cage returned to his homeworld for one last visit
before embarking on a mercenary career in the hopes of financing a
journey to the Capital of the Imperium.  He was currently staying
with "Uncle" James, a good friend of his father's.
 
 
 
 
James L. Tiberius
Ex-Police Detective
 
Statistics:    Career: Law Enforcer     Rank:  Leutenant
               Terms: 13
               Race: Human, Vilani      Gender: Male
               UPP 878EB7               Age: 50 / 46
               height: 1.83 meters      weight: 74 kilograms
               hair: black     eyes: green      skin: olive
 
Skills:  Handgun-3 (Revolver-4, Body Pistol-4), Rifleman-2,
Small Blade-2, Cudgel-2, Tactics-2, Stealth-1, Comm-1,
Computer-1, Forensic-1, Legal-1, Instruction-1, Leader-1,
Admin-1, Bribery-1, Disguise-2, Forgery-1, Gambling-4,
Intrusion-1, Streetwise-2, Interrogation-1
 
Possessions:  Pension; Cr22,500, Hunting Rifle (30-06), Revolver
(44), Body Pistol, High Passage, Forensic Kit, Makeup kit
(Cr500), Kevlar body suit (Cr3500), Laptop computer w/comm
(Cr1500), backpack (police issue), Combo mask (Cr150);  A condo
in the central district.
 
Background:  It didn't seem natural to him, life as a civilian.
He had been on the force for most of his life, and now that he
was retired, he felt empty.  He missed the excitement and the
sense of fulfillment it gave him.  He was considering opening his
own private detective agency, but that would probably turn out to
be mostly on-line missing-persons work.  He longed to be young
and on the force again.
 
 
 
 
 
 
                        Episode Three
                        -------------
 
It felt like forever before the elevator arrived.  As the door
opened, Baraka had the overwhelming fear that one of those things
would be inside...  But the elevator was empty.  With a sigh of
relief, Baraka buried himself into one corner of the tiny room.
When the doors closed, Baraka became quite conscious that he was,
for the moment, trapped -- just like in his apartment.  As the
elevator descended, Baraka's stomach entered his throat.  He was
still queezy from his ordeal, but he had nothing left to give.
He took a couple deep breaths, and afixed his compressor mask.
 
When the elevator stopped, and the doors began to open, Baraka
once again was overwhelmed by the thought of another one of those
humanoid monsters leaping through the doorway at him.  As the
doors parted, he could see someone standing there.  Baraka
dropped his brief case, and fumbled for his his utility pouch.
Grasping his body pistol tightly in both hands, he lunged forth,
and aimed it point blank at the creature's face.  "DIIIIIIIE!" he
screamed at the elderly woman dressed in a pink jumpsuit.  It was
Mrs. Bluutz, the building manager, and she was looking rather
shocked with fear at the moment.
 
Baraka melted, then winced.  Feeling like an idiot, he quickly
hid his gun behind him.  "Uh, sorry maam... Uh, sorry about that.
I, I've had a rough day."  Pretty sure he was going to lose his
apartment, he left her standing there in shock and made his way
to the building's main airlock.  Ten paces later, he stopped,
turn around shaking his head in disgust, and went back past Mrs.
Bluutz into the elevator.   The landlady just stood there, her
mouth wide open and silent, glaring at him with wide open fearful
eyes, as Baraka retrieved his briefcase and departed once again
for the nearest airlock.
 
Since the atmospheric pressure outside was not enough to sustain
human life (though llellewelolly found it quite adequate), most
buildings were pressurized and thus had airlocks.  As the doors
opened, Baraka overcame the urge to draw his gun again.  He had,
in a very short period of time, aquired an acute fear of doors.
Doors sealed you in, and you never knew what was on the other
side.  At least not anymore.  He reluctantly entered the chamber,
and as he waited for the air to thin, his mind raced.  "What if
the streets are crawling with those things!?" he thought.  The
outer doors opened, but people were passing on the walkway
outside normally enough.
 
Baraka hurried along the sidewalk.  Finding a public phone was
easy.  Because of the dangers posed by the its atmosphere,
Junidy's cities had emergency pressure-booths placed at intervals
of every 150-feet on boths sides of the street, so you never had
to go further than about 75-feet in the event your
compressor-unit failed.  Each pressure-booth had a communicator,
and therefore performed the dual duty of comm-booth.  For
comm-users, it was mandated by law that you must exit a
pressure-booth for someone in atmospheric distress, unless you
were in the same trouble yourself.
 
Baraka went no more than 150-feet before he found an empty booth.
He entered and shut the door.  The comm-unit's vidscreen
prominently displayed the following message:  "Please wait for
booth to pressurize before disengaging your air supply.  For
emergency pressurization, press the Enter key."  A second or two
later, the unit's rather aluring female simvoice repeated the
same message.
 
As he waited for the air to thicken, Baraka sighed and leaned up
against the back wall of the booth and casually looked around.  It
was weird - there wasn't a daddy-longlegs in sight.  Then he
noticed a man walking by who was staring at him intently, not
breaking eye-contact until he was completely passed. "What the
fuck's your problem?!"  Baraka yelled, knowing the man probably
couldn't hear him anyways, since he was inside an air-tight
booth, and the voice amp in his mask was turned off.  Then he
shook his head in disgust. "Asshole."
 
At that moment, he noticed a vargr walking by.  As was often the
case with aliens, he couldn't tell if it was male or female.  He
was glad vargr had to wear compressors just like everybody else
(except dandies) -- fights with the wolf-like beings could get
pretty nasty, but the face masks served as defacto muzzles.  It
too stared at him intensely.  Baraka looked down to see if his
weapon was exposed.  No, it was safely hidden inside his utility
pouch.  He reflexively checked his jumpsuit for foodstains.
Nothing.  He looked at his reflection in the vidscreen to check
his hair.  It was fine, but he noticed a smeer of green on his
neck.  He began to wipe it off as he looked up.
 
The vargr had passed, but now there was a middle-aged lady
standing only a couple of feet away to one side of the
transparent booth, her two beady little eyes staring out over her
air mask and straight into his eyes.  Baraka was beginning to
feel trapped again.  There was a loud DING as the vidscreen
displayed the message:  "Pressurization complete.  Deposit
credcard, or press 9-1-1 for emergency service."  Startled, Baraka
convulsed as if he had received an electric shock.  Noticeably
shaken, he stared back at the strange woman, looking more than a
little nervous.  She was expressionless, and was looking right
through him.  He held up his credcard, to show her he was about
to make a call.  He flicked his voiceamp switch and yelled, "Go
to the next one lady!"  She didn't move. The vidcomm spoke,
"Pressurization complete. Deposit..."
 
Baraka noticed a couple other people walking by who were staring
directly at him as well.  Not inquisitive glances, but intense
blank stares.  He muttered, "To hell with this!" and pressed the
Esc key on the commconsole.  The vidscreen displayed the message,
"Depressurizaton about to begin, please re-engage your air
supply.  Press Enter when ready."  Baraka did.  The voice came on
and annoyingly repeated the message.  Baraka had always wondered
if the voice was modeled after a living woman or designed from
scratch.  He often fantasized about meeting her, but that was the
last thing on his mind at the moment.  He just wanted to get the
hell away.
 
Baraka kept an eye on the lady as he waited, but glanced around
sporadically to make sure he wasn't surrounded.  After what
seemed like ages, the bell sounded again, and the door finally
opened.  The cowardly snitch ran down the street, holding his
briefcase clutched up against his chest.  His compressor was not
self-adjusting, so he reached up with his semi-free hand and
cranked it up a bit, to accomodate his increased physical
activity, turning one of the knobs on the side of his mask.  As
he gained some distance, he could have sworn he heard a scream
in the background.  He turned off his voiceamp to muffle his
heavy breathing.
 
After jogging several blocks, Baraka resumed walking.  He glanced
around nervously, and eyed people suspiciously as they walked
past.  He had entered the central district.  There was much more
traffic and many more people out and about.  Baraka continued
walking, taking it all in.  Things seemed back to normal.  After
several minutes, his fear having subsided, he tried to think
things through.  Was his imagination running wild?  Or was he
just being paranoid?  He almost shot his landlady for freaking's
sake. "No."  He thought to himself.  "I was attacked by something
not from this world.  Maybe assassins from some distant planet, I
don't know.  But they looked human, and people just don't melt
when they die."  Baraka started to feel light-headed.  He reached
up and turned his mask's airflow back down to normal.  His
thoughts resumed.  "No. It was real, alright.  People were
staring for no reason.  That woman."
 
Baraka stopped at the next pressure booth, but then thought
better of it and continued on.  He wasn't about to trap himself
again.  But that was going to be a problem.  Society on Junidy
was based on structures which confined people, or rather, which
held in the air they needed to breath, or took them from place to
place or floor to floor.  He walked across the street, which was
bumper-to-bumper with electrocars (petroleum-based fuel was
prohibited by the Air Preservation Acts).  He headed in the
direction of the Galaxia Deluxe, to use the vidcomms there.
 
Baraka began talking to himself.  "Hold on.  Who's going to
believe this shit?"  he asked outloud, his worried voice muffled
by his air mask.  "No one ever believes them in the movies, but
they always tell anyways.  Idiots!  I'm not going to get locked
up.  I'm keepin' my mouth SHUT.  Waitasec.  Except for
'Ghostfiends from Hell'.  Now that movie made sense.  Yeah, Jorga
Porshe was cool.  The guy actually had brains.  It was my
favorite line too. 'If it sounds so crazy that you have a hard
time believin' it even after seeing it with your own two eyes,
then never tell a living soul until you can prove it with
conclusive physical evidence.'  I love his movies.  When someone
stands out in the open, they got shot, plain and simple.  Just
like it should be."
 
Baraka stopped himself from wandering further from the critical
issue.  "The bodies.  The bodies are proof.  But what if they're
just immigrants from some weird-ass planetoid?  Waitasec.  What
am I talking about?  There are no bodies; they're mush.  I better
get rid of the mess.  Screw that, I'm not going back there.  Big
Eddie's after me.  Either Big Eddie wants me dead, or he's one of
them, in which case he still wants me dead.  Or maybe he just
wants to eat my brain or something, in which case he still wants
me dead.  I've got money, I'm getting off this rock."
 
If only it was that simple.  Baraka knew that the reach of
well-financed criminals like little shit-head Eddy extended well
beyond their homeworld's orbit.  With just a photo and a few
credits for enticement, bounty hunters could pretty easily track
you down by bribing a customs clerk to run a visual comp on local
emmigration records.  Plus, they had many other tricks.  He
wouldn't be safe until Big Eddie was dead.
 
There was only one person he could trust who might handle this.
Baraka continued on his way, passing comm-booth after comm-booth,
intent on making his call from the Deluxe.  How the hell he was
going to talk him into it, he had no idea.
 
 
 
 
 
 
To be continued...
 



Rodge.

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

Bundle: 595
Archive-Message-Number: 7449
Date: Wed, 4 May 94 14:58:40 CDT
From: Peter H. Brenton <pete@biochem.uchicago.edu>
Subject: Excel FF&S Spreadsheets Part 1


Thanks to our illustrious and patient TML administrator, the file
xlffsv1.zip is now in pub/traveller/software directory of sunbane.
(ftp.engrg.uwo.edu)

This file is five Excel 3.0 (for windows) spreadsheets which allow the
design of _some_ of the small arms from FF&S.

smlarms1.xls - for designing under 20mm bore conventional single barrelled
or double barrelled small arms.

gauss.xls - for designing (under 20mm) gauss weapons.

multbarr.xls - for multibarrelled (rotary) small arms.

also two extra example files, 11mmsub.xls (uses smlarms.xls, and 12mmgaus.xls.
(uses gauss.xls).

Instructions are included.

Comments/suggestions/revisions are welcome.

- -Pete

"The opinions expressed certainly have nothing whatever to do with
the University of Chicago or the Department of Biochemistry (I just
work there and use their toys)."

Peter Brenton					   (312) 702-0030
Biochemistry & Molecular Biology	pete@biochem.uchicago.edu
The University of Chicago	

P.S.  I have the zipped file and am willing to email it to any who request it.

P.P.S.  More to come, the CPR Round creator (non-submunitions) is almost done.

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

Bundle: 595
Archive-Message-Number: 7450
Date:         Wed, 04 May 94 15:52:18 EDT
From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      RE: Steve's TNE rant :)

In reply to some points brought up by the esteemed Mr. Bonneville:

 VIRUS: It is reasonable to assume that many worlds were not touched by the
Virus per se; I beleive there is a world like this in Path of Tears. Most
worlds which were low tech level (perhaps 7 or lower) and habitable probably
didn't feel the effects of the Virus itself, since their computer technology
would not have been advanced enough. What WOULD hurt them was the extreme
slow-down of interstellar trade. It is implied throughout Traveller that the
Imperium wanted planets to economically dependant on it. Many worlds imported
high-tech items which became relatively important to the functioning of their
society which would suddenly have become unavailable with the crash of the
Imperium. A lot of worlds had simply become too dependent on the Imperium.

 As for the scientific plausibility of Virus: yes, you're right. It is blatant
"rubber science", as bad as Jump drives, contra-grav lifters and artificial
gravity. It's also a plot device; a way to get from there to here. Robots can
be infected through radio communications systems, just like ships and other
computers. Robots which were completely self-motivating and had no need of
computer direction were fairly rare in the Traveller universe, or so I have
been led to beleive.

NPC's

> I'd rather see UPP's for NPC's and figure out their assets...

  The major NPC's in Smash and Grab are written up this way. I do this for
important NPC's and use templates for cannon fodder types.

ALIENS

  It takes time to develop and write game supplements.especially when you are
dealing with other things such as lawsuits, and trying to get work done on
other games AND publish a magazine, and your staff isn't that large. There is
a book announced called "Aliens of the Rim". When they start developing the
Regency, I'm sure we'll see "Aliens of the Regency" or some such thing.
 It would be really nice if GDW would at least tell us whether they will ever
detail the Regency and if so, approximately when. But they don't have to do
this. It will happen some day; GDW at least claims to be interested in making
money. and they won't miss the chance to sell you a book! :)

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

Bundle: 595
Archive-Message-Number: 7451
Date: Wed, 04 May 1994 16:51:06 -0400 (EDT)
From: MSAMUELS@VAXC.STEVENS-TECH.EDU
Subject: Re: TML nightly: Msgs 37-51 V73#5

> 1. I know ALOT of people dislike T:TNE. Is it due to the system, or
> the world?

I dislike it for two main reasons.  The first is that I *really* liked
the Imperium campaign.  This has always been the most appealing aspect
of Traveller to me - the incredibly-well-developed campaign background.

>>>>>	I echo this feeling as well.

After a while I moved into MegaTraveller. 

>>>>>	I did as well.  I didn't use their background, but I liked the cleaned
	up rules.

TNE takes all of this background, all of this history, and basically
throws it in the toilet.  The Imperium is gone.

>>>>>	What a waste.  I refuse TNG. 



> 2. What would people change in the current Traveller version?

For me, own up to the mistake, abandon the `New Coke' of TNE.

>>>>>	Yup.

I realize though, that this ain't gonna happen.  That's fine, but I ain't
gonna buy TNE either.

>>>>>	The cost realy isn't the issue for me.  I always *make* money for
	games that I want.  I just don't want a bogus non-Imperial world.

> I think GDW needs to do something to regain support of the people
> they lost

Not really, unless *TNE* really isn't selling and they *really* want to stay
in the *Traveller* business like they say.  

>>>>>	I echo this thought for different reasons.  It could be that GDW is 
	simply content to abandon all the old audience and move on.  

> and maybe the T:TNE bashers need to be more understanding
> to change.

I disgree.  There is no *inherent* value in change - especially if it costs
me money to do so.  *TNE* forces me to abandon something I already like
without any commensurate improvement, IMHO.  So why be understanding?  Change
merely for the sake of change is called "chaos" - or poor marketing.  :^)

>>>>>	Uh, I disagree as well.  If GDW sees it fit to dump all the things
	that *I* loved so very much then they *deserve* to lose me as a 
	customer forever.  That's the price of rapid change.

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

Bundle: 595
Archive-Message-Number: 7452
Date: Wed, 4 May 94 16:10:00 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Shall Not Perish 9 - Sword Worlds

Gentlesophonts:

From Wednesday night, Hans Rancke <rancke@diku.dk> writes:

> David Johnson writes:
> >the Sword Worlds were at tech level 10 or 11 with the exception of Sacnoth
> >which was at tech level 12.  
> 
> Sword Worlds were TL 11 1500 years ago. They've been knocked down a bit 
> once or twice during their history by wars  -  once below TL 9  -  but
> they've been TL 9+ for centuries. Why should a 70 year period of crisis
> management (I'm referring to the Quarantine) be conductive to economic
> growth?

I had recognized your point that variance in tech levels suggests some
sort of sociological reason - as opposed to technological - behind the
tech levels but I hadn't considered the fact that Sword Worlds technology
had been relatively stagnant and yet still varied from world to world.
This does tend to suggest that an increase might not occur in the 80 years
to TNE.

> Or perhaps it is  -  one might argue that a pseudo-wartime economy
> would stimulate technological improvements. But then, the Sword Worlds
> have frequently been on war footing throughout their history, and they
> were still only TL 10-12 in 1120. And never forget that wartime economies
> are not sustainable in the long run.

I agree with this point as well.  If the Frontier Wars haven't induced 
technological advance one doubts Virus will - especially since the Sword
Worlds aren't on the front line.

> Perhaps the Sword Worlds goes through
> a regular cycle of booms and recessions with acompanying TL increases and
> decreases?

Well, maybe, but that still doesn't explain the *variance* in tech levels
from world to world within the Confederation - especially since it was
suggested in the *JTAS* "Contact" article on the Sword Worlds that they
were very homogenous - at least to outsiders.  One would expect then some
similarity in technological achievement.  Without it, one wonders why
Sacnoth, at tech level 12, hasn't come to dominate the Sword Worlds long
ago.

(I suspect that this is once again merely a matter of the world generation
rules intruding into the background but any rationales - not just opinions -
to the contrary are appreciated.)

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 595
Archive-Message-Number: 7453
Date: Wed, 4 May 94 18:25:43 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Shall Not Perish 10 - Sword Worlds

Gentlesophonts:

Some thoughts on the Sword Worlds in TNE.  I've started with Rebellion-era
stats and made modifications with some of the following ideas in mind.

Rebellion-era *ihatei* invasions of District 268 resulted in large numbers
of refugees moving into the `Metal Worlds' along the rimward edge of the
Sword Worlds.  These barren worlds were prime candidates for refugees fleeing
the encroaching Aslan.  This sort of immigration was further enhanced by
strict controls on the Imperial borders in Lunion subsector.

Later, as the *ihatei* moved into 268, these same worlds would have drawn
their attention.  Ultimately, the Confederation was forced to cede Steel
in order to halt further Aslan moves into the Sword Worlds proper.

On top of this crisis came the onslaught of Virus.  The Confederation was
spared the brunt of the Virus assault due to the buffer of Deneb but the
subsequent rapproachment between Deneb and the Zhodani left the Sword Worlds
`out in the cold'.

In response to these challenges business as usual had to change in the Sword
Worlds.  No longer could the various worlds afford to bicker among themselves
and efforts were made to enhance the central government.  Technological
exchange programs were launched to spread technological capabilities across
the Sword Worlds.  Class A starports, with their associated shipyards, were
constructed at several worlds.

Internal immigration was encouraged in order to further equalize capabilities
across the Confederation.  Population increased from legal immigration from
Diatrict 268 as well.

Sword Worlds Subsector Data c1120 (from *MTJ* #3)

Hrunting (+6)   0921 B463747-9 M   Ri                   313 Sw  M2V
- -With 30 million people a good candidate for TL increase to TL A.  Proximity
 Darrians would seem to preclude much immigration.
New UWP:        0921 B463758-A M   Ri                   413 Sw  M2V

Tizon (+6)      0922 B386887-A M   Ri                   323 Sw  K2VI M3D
- -With 300 million people a good candidate for TL increase to B or even C
 and for starport improvement to class A.
New UWP:        0922 A386887-B M   Ri                   423 Sw  K2VI M3D

Narsil (+6)     0927 B574A55-A M   Hi In                224 Sw  M0II M6D
- -With 20 billion people a prime candidate for TL increase to B or C and for
 starport improvement to class A.  Also a good candidate to possibly lead
 a new government except for the proximity to Darrian.
New UWP:        0927 A574A55-C M   Hi In                224 Sw  M0III M6D

Flammarion (+5) 0930 A623514-B NSX Ni Po                710 Dd  F8V
- -Expect this Imperial world not to change much.
New UWP:        0930 A623614-B NSX                      110 Dd  F8V

Colada (+4)     1022 B364685-B M   Ag Ni Ri           A 211 Sw  K2V M8D
- -Unclear what the Amber Zone is for but it might preclude much immigration.
 At six million people a TL increase might not be likely.
New UWP:        1022 B364685-B M   Ag Ni Ri           A 211 Sw  K2V M8D

Anduril (+7)    1026 B985855-B M   Ri                   222 Sw  F2V
- -With 200 million people a good candidate for TL increase to C and for
 starport improvement to class A.  Another possible government seat.
New UWP:        1026 A985855-C M   Ri Cp?               222 Sw  F2V

Mjolnir (+1)    1121 B530544-A M   De Ni Po             522 Sw  A5V G0D
- -Desert conditions and low population make immigration or TL increase
 unlikely.
New UWP:        1121 B530544-A M   De Ni Po             522 Sw  A5V G0D

Joyeuse (+3)    1123 B464778-A M   Ag Ri              A 201 Sw  M3V M9D
- -The Amber Zone was due to a bitter civil war.  One might expect this to
 have been resolved in 80 years.  With 200 million people a good candidate
 for TL increase to B or even C in light of the war footing.  The internal
 focus though might suggest no starport improvement.
New UWP:        1123 B464757-B M   Ag Ri                201 Sw  M3V M9D

Orcrist (+2)    1126 B8A6733-A M   Fl                   401 Sw  M7V M7D
- -Exotic atmospheric conditions make immigration unlikely but with 40
 million people a TL increase to B might be likely.
New UWP:        1126 B8A6733-B M   Fl                   401 Sw  M7V M7D

Enos (-4)       1130 E25059B-4 M   De Ni Po             710 Sw  M9V
- -Still the Sword Worlds backwater.
New UWP:        1130 E25059B-4 M   De ni Po             810 Sw  M9V

Gungnir (+3)    1221 B444779-8 M   Ag                   432 Sw  G3VI M4VI
- -With 40 million people a good candidate for immigration and a TL increase
 to 9, A or even B.  As an agricultural world there might not be a
 starport improvement.
New UWP:        1121 B444758-A M   Ag                   632 Sw  G3VI M4VI

Gram (+8)       1223 A895957-B M   Hi In Cp             603 Sw  F2D M2D
- -The recent and often capital.  With six billion people a TL increase
 to C would seem to be in order.  Might be challenged for leadership of
 the Confederation by Narsil, Anduril or Sacnoth.
New UWP:        1223 A895957-C M   Hi In Cp?            703 Sw  F2D M2D

Excalibur (+4)  1225 B324755-A M                        402 Sw  M5V
- -Poor atmosphere to encourage immigration.  With only 40 million people
 a TL increase or starport improvement might be difficult.
New UWP:        1225 B324755-A M                        502 Sw  M5V

Tyrfing (+4)    1324 B637735-A M                        701 Sw* M4V
- -Similar atmosphere problems to Excalibur.  With 70 million people a TL
 increase or starport improvement might be tough here too.
New UWP:        1324 B637756-A M                        801 Sw  M4V

Sacnoth (+7)    1325 B775956-C M   Hi In                301 Sw* F9V M8D
- -With three billion people an improvement in starport to class A would make
 sense.  As the maximum TL in the Confederation there might not be any
 increase.  A former capital and a good candidate to challenge Gram.
New UWP:        1325 A775956-C M   Hi In Cp?            401 Sw  F9V M8D

Caladbolg (+5)  1329 B365776-A SX  Ag Ri                710 Dd  F7V M0D M4D
- -If this world weren't so isolated from the rest of Deneb it might be a
 booming site for immigration.  Even though, it might have seen much
 immigration from District 268'ers fleeing the *ihatei* or possibly even
 the Aslan themselves.
New UWP:        1329 B365899-A SX  Ag                   210 Dd  F7V M0D M4D

Beater (+5)     1424 B685686-A M   Ag Ni Ri             610 Sw* M4V
- -Collaboration with the Imperials during the Border Worlds era might
 hinder immigration once this world is back in the fold.  With only six
 million people neither a TL increase or starport improvement seems likely.
New UWP:        1424 B685686-A M   Ag Ni Ri             810 Sw  M4V

Gunn (-5)       1429 E344110-8     Lo Ni              A 602 Dd  M6V
- -With only 60 inhabitants and a small, red star this is probably just a
 refuelling post on a satellite of the gas giant.  It still might have
 seen an influx of District 268 refugees.
New UWP:        1429 E344577-8     Ni                 A 202 Dd  M6V

Caliburn (-3)   1430 E000514-A     As Ni                924 Dd  M7VI
- -With 900,000 people and no habitable world there are clearly resources to
be had in the Caliburn Belt.
New UWP:        1430 E000615-A     As Ni                124 Dd  M7VI

Dyrnwyn (+4)    1522 B958412-A M   Ni                   201 Sw* M4V M8D
- -With a good biosphere and only 20,000 people this is a prime candidate for
 immigration.  The low population though would make a TL increase or
 starport improvement unlikely.
New UWP:        1522 B958535-A M   Ag Ni                101 Sw  M4V M8D

Durendal (+5)   1523 B687334-B M   Lo Ni                714 Sw* M1V
- -Another great candidate for immigration.  Similarly, a TL increase or
 starport improvement are unlikely.
New UWP:        1523 B687556-B M   Ag Ni                214 Sw  M1V

Hofud (+4)      1524 B666553-A M   Ag Ni                501 Sw* M4V M9D
- -Another immigration candidate.
New UWP:        1524 B666554-A M   Ag Ni                901 Sw  M4V M9D

Sting (+5)      1525 B645896-A M                        302 Sw* M0V
- -With 300 million people a TL increase to B or even C seems likely as
 does a starport improvement to class A.  Animosity left over from
 post-5FW collaboration with the Imperials might foil any attempt to
 seek a leadership position in the Confederation.
New UWP:        1525 A645896-A M                        302 Sw  M0V

Biter (+4)      1526 B354623-A MX  Ag Ni                301 Sw* M7V M1D
- -With only three million people another good candidate for immigration.
 As part of the Imperial x-boat route you'd expect pro-Imperial sentiments
 here.  Starport improvement or TL increase are unlikely.
New UWP:        1526 B254623-A MX  Ag Ni                501 Sw  M7V M1D

Steel (-2)      1529 E655000-7     Ba Lo Ni             324 Sw* M8III
- -This world would have been a prime target for District 268 refugees and
 Aslan *ihatei*.
New UWP:        1529 C655576-9     Ag Ni                424 As  M8III

Iron (-3)       1626 E329000-9     Ba Lo Ni             714 Sw* F0V
- -While the *ihatei* might have steered clear of here, District 268 refugees
 would see it as a good place to escape the Aslan.
New UWP:        1626 E329434-6     Ni                   614 Sw  F0V

Bronze (-5)     1627 E201000-9     Ba Ic Lo Ni Va       510 Sw* M3V
- -Clearly nothing more that a small, highly-automated refueling station
 on a barren ball of ice.
New UWP:        1627 E201100-9     Ba Ic Lo Ni Va       810 Sw  M3V

Mithril (-2)    1628 E568000-7     Ba Lo Ni             301 Sw* F4D
- -Another popular destination for District 268 refugees and Aslan *ihatei*
 except that the dwarf star means the biosphere is probaly not that hospitable.
New UWP:        1628 E568568-7     Ag Ni                401 Sw  F4D

*`Border World' occupied by Imperium after the Fifth Frontier War and
 administered from Beater.

Here's a revised subsector map for TNE:

                               VILIS
  -------         -------         -------         -------
 |       |       |       |       |       |       |       |
 |   B   |       |   B   |       |       |       |       |
 |   *   |-------|   o   |-------|       |-------|       |-------
 |Hrunting       |Mjolnir|       |       |       |       |       |
 |M     G|       |M     G|   B   |       |       |       |       |
 |-------|       |-------|   *   |-------|       |-------|       |
 |       |       |       |Gungnir|       |       |       |       |
 |   A   |       |       |M     G|       |       |   B   |       |
 |   *   |-------|       |-------|       |-------|   *   |-------|
 | Tizon |       |       |       |       |       |Dyrnwyn|       |
 |M     G|   B   |       |       |       |       |M     G|       |
 |-------|   *   |-------|       |-------|       |-------|       |
 |       |Colada |       |       |       |       |       |       |
 |       |M     G|   B   |       |       |       |   B   |       |
 |       |-------|   *   |-------|       |-------|   *   |-------|
 |       |       |Joyeuse|       |       |       |Durendal       |
 |       |       |M     G|   A   |       |       |M     G|       |
 |-------|       |-------|   *   |-------|       |-------|       |
 |       |       |       | GRAM  |       |       |       |       |
 |       |       |       |M     G|   B   |       |   B   |       |
 |       |-------|       |-------|   *   |-------|   *   |-------|
 |       |       |       |       |Tyrfing|       | Hofud |       |
 |       |       |       |       |M     G|   B   |M     G|       |
 |-------|       |-------|       |-------|   *   |-------|       |
 |       |       |       |       |       |Beater |       |       |
 |       |       |       |       |   A   |M      |   A   |       |
 |       |-------|       |-------|   *   |-------|   *   |-------|
D|       |       |       |       |SACNOTH|       | Sting |       |
A|       |       |       |   B   |M     G|       |M     G|       |L
R|-------|       |-------|   *   |-------|       |-------|       |U
R|       |       |       |Excalibur      |       |       |       |N
I|       |       |   B   |M     G|       |       |   B   |       |I
A|       |-------|   *   |-------|       |-------|   *   |-------|O
N|       |       |Orcrist|       |       |       | Biter |       |N
 |       |   A   |M     G|       |       |       |MX    G|   E   |
 |-------|   *   |-------|       |-------|       |-------|   *   |
 |       |Anduril|       |       |       |       |       | Iron  |
 |   A   |M     G|       |       |       |       |       |      G|
 |   *   |-------|       |-------|       |-------|       |-------|
 |NARSIL |       |       |       |       |       |       |       |
 |M     G|       |       |       |       |       |       |   E   |
 |-------|       |-------|       |-------|       |-------|   *   |
 |       |       |       |       |       |       |       |Bronze |
 |       |       |       |       |       |       |       |       |
 |       |-------|       |-------|       |-------|       |-------|
 |       |       |       |       |       |       |       |       |
 |       |       |       |       |       |       |       |   E   |
 |-------|       |-------|       |-------|       |-------|   *   |
 |       |       |       |       |       |       |       |Mithril|
 |       |       |       |       |   B   |       |   C   |      G|
 |       |-------|       |-------|   *   |-------|   *   |-------|
 |       |       |       |       |Caladbolg (Dd) | Steel |       |
 |       |       |       |       |SX     |   E   |      G|       |
 |-------|       |-------|       |-------|   *   |-------|       |
 |       |       |       |       |       |Gunn (Dd)      |       |
 |   A   |       |   E   |       |       |      G|       |       |
 |   *   |-------|   o   |-------|       |-------|       |-------|
 |Flammarion (Dd)| Enos  |       |       |       |       |       |
 |NSX    |       |M      |       |       |   E   |       |       |
  -------|       |-------|       |-------|   @   |-------|       |
         |       |       |       |       |Caliburn Belt (Dd)     |
         |       |       |       |       |      G|       |       |
          -------         -------         -------         ------- 
                           DISTRICT 268

*****

I'd be very interested in anyone's comments or suggestions.

Happy Travelling,

David Johnson
Houston, Texas, USA

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #596: Msgs 7454-7454 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed May  4 22:00:02 EDT 1994
Reply-To: traveller@engrg.uwo.ca (TML Submissions)
Errors-To: traveller-request@engrg.uwo.ca
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed, 04 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #596: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 596  7454 04-May-1994 David Johnson    Earth Colonies World Generation << Gent

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

Bundle: 596
Archive-Message-Number: 7454
Date: Wed, 4 May 94 20:25:57 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Earth Colonies World Generation

Gentlesophonts:

Kelly St.Clair <kstclair@CSOS.ORST.EDU> asks:

> Please post (or email) your modified world generation rules.

Glad to oblige.  The following revised world generation tables are tailored
for the Earth Colonies campaign (with a TL max of 13, for example) but are
easily enough altered to suit any campaign.  Let me know what you think of
the changes.

A. Size (Throw 3D-3)
	Digit	Diameter
	0	none (Asteroid belt)
	1	1600 km (Small)
	2	3200 km (Small)
	3	4800 km (Small)
	4	6400 km (Small)
	5	8000 km (Medium)
	6	9600 km (Medium)
	7	11,200 km (Medium)
	8	12,800 km (Large)
	9	14,400 km (Large)
	A	16,000 km (Large)
	B	17,600 km (Very Large)
	C	19,200 km (Very Large)
	D	20,800 km (Very Large)
	E	22,400 km (Very Large)
	F	24,000 km (Very Large)

B. Atmosphere (Throw 2D-6 + size)
        Throw	Digit	Diameter
	0-	0	none (vacuum)
	1	1	trace (vacuum)
	2	3	very thin* (vacuum)
	3	F	thin, low
	4	5	thin*
	5	5	thin*
	6	5	thin*
	7	6	standard*
	8	6	standard*
	9	6	standard*
	10	6	standard*
	11	6	standard*
	12	8	dense*
	13	8	dense*
	14	8	dense*
	15	D	dense, high
	16	B	corrosive (exotic)
	17+	C	insidious (exotic)
* Throw additional 1D:
	1-3	normal (3,5,6 or 8)
	4-5	tainted (2,4,7 or 9)
	6	exotic (A)

C. Hydrographics (Throw 2D-2)
	Digit	Water coverage
	0	less than 5% (Desert)
	1	10% (Dry)
	2	20% (Dry)
	3	30% (Dry)
	4	40% (Wet)
	5	50% (Wet)
	6	60% (Wet)
	7	70% (Wet)
	8	80% (Wet)
	9	90% (Wet)
	A	greater than 95% (Water)

D. Population (Throw 3D)
	Throw	Digit	Magnitude
	3	0	none
	4	1	tens (low)
	5	2	hundreds (low)
	6	3	thousands (low)
	7	3	thousands (low)
	8	4	ten thousands (mod)
	9	4	tens thousands (mod)
	10	5	100 thousands (mod)
	11	5	100 thousands (mod)
	12	6	millions (moderate)
	13	6	millions (moderate)
	14	7	tens of millions (mod)
	15	7	tens of millions (mod)
	16	8	hundred millions (high)
	17	9	billions (high)
	18	A	tens of billions (high)

E. Government (Throw 2D-5 + pop)
	Digit	Government
	0-	none
	1	autocratic autarchy
	2	demarchy
	3	autocratic oligarchy
	4-6	democratic oligarchy
	7	no central authority
	8-9	democratic oligarchy
	A-B	democratic autarchy
	C+	democratic oligarchy

F. Law level (Throw 2D-7 + gov)
	Digit	Law level
	0-3	low
	4-7	moderate
	8-9	high
	A+	extreme

G. Tech level (Throw 2D-3 + pop)
	Throw	Digit	Tech level
	0-	0	Pre-industrial
	1	1	Pre-industrial
	2	2	Pre-industrial
	3	3	Pre-industrial
	4	4	Industrial
	5	5	Industrial
	6	6	Pre-Stellar
	7	7	Pre-Stellar
	8	8	Pre-Stellar
	9	9	Low Stellar
	10	A	Low Stellar
	11	B	Stellar
	12	C	Stellar
	13+	D	Stellar

H. Starport Class: Cross reference Pop & TL on table below:
	Population
TL	0 1 2 3 4 5 6 7 8 9 A
6-	E E E E E E E E E E E
7 	E E E * * * * * * * *
8	E E * * * * * * * * *
9	E * * * * * * * * * *
A	- * * * * * * * * * A
B	- - * * * * * * * A A
C	- - - * * * * * A A A
D	- - - - * * * A A A A
* Throw 1D and consult table below:
			Throw
	TL	1	2	3	4	5	6
	7	E	E	E	D	D	D
	8	E	D	D	C	C	C
	9	D	C	C	B	B	B
	A	C	C	B	B	A	A
	B	B	B	B	A	A	A
	C	B	B	A	A	A	A
	D	B	A	A	A	A	A
	Starport quality:
	A	excellent
	B	good
	C	routine
	D	poor
	E	frontier

I. Allegiance:
For major Colonial States, throw distance from capital world on 2D-2.  For
minor Colonial States, throw distance from capital world on 2D-4

J. Trade Route Revenues (kcr)
	Port	Destination
	Pop	Base	Pop 4-	Pop 8+	AZ
	Code	Rev	Mod	Mod	Mod
	0	0	-	-	-
	1	9.9	-9.9	+46.7	-9.9
	2	68.3	-68.3	+70.7	-53.7
	3	90.3	-90.3	+70.7	-68.4
	4	140.3	-120.7	+70.7	-111.1
	5	162.3	-120.7	+70.7	-125.7
	6	189.45	-120.7	+70.7	-141.7
	7	232.45	-120.7	+70.7	-171.4
	8	288.6	-120.7	+70.7	-208.1
	9	331.75	-120.7	+70.7	-222.7
	A	415.9	-120.7	+70.7	-242.1
Determine total revenue for Round Trip (TL delta cancels on Round Trip).  Major
trade Routes have Round Trip revenues in excess of Kcr500.  See JTAS #20 for
more details.

World Quality Rating (WQR)
Starport Factors
	+2	Class A
	+1	Class B
	-1	Class D
	-2	Class E
Atmosphere Factors
	+2	good (5,6,8)
	+1	fair (4,7,9,D,F)
	-1	poor (0,1,A)
	-2	noxious (B,C)
Hydrographics Factors
	-1	dry (1,2)
	-2	desert (0)
Population Factors
	+2	high (9,A)
	+1	moderate (7,8)
	-1	low (0,1,2,3)
Law Factors
	+1	moderate (4,5,6,7)
	-1	poor (0,1,A,B)
	-2	extreme (C+)
Technology Factors
	-2	primitive (0,1,2,3)
	-1	low (4,5)
	+1	good (9,A)
	+2	high (B,C,D)
Add all applicable Factors to determine WQR.

Earth Colonies Sphere
Sphere diameter of 100 cyr (31 pc) includes 529 worlds.  Average stellar
density is 0.035, giving an average of 25 systems per subsector (720 cu. pc). 
Undiscovered systems must be beyond 15 pc from Earth/Sirius 1720.19.

#012#Jump Distance Tables
Method 1: Determine the absolute values of the differences in hex coordinates
(i.e. |X1-X2|, |Y1-Y2|, and |Z1-Z2|) and arrange them in numerical order from
lowest to highest, then consult the table below:
	D1	D2	D3	Distance
	0	0	1	1
	0	0	2	2
	0	0	3	3
	0	0	4	4
	0	1	1	1
	0	1	2	2
	0	1	3	3
	0	1	4	4
	0	2	2	3
	0	2	3	4
	0	2	4	4
	0	3	3	4
	1	1	1	2
	1	1	2	2
	1	1	3	3
	1	1	4	4
	1	2	2	3
	1	2	3	4
	1	3	3	4
	2	2	2	3
	2	2	3	4

Method 2: An expansion of Method 1 that does not require the delta values to
arranged in numerical order:
	DX	DY	DZ	Distance
	0	0	1	1
	0	0	2	2
	0	0	3	3
	0	0	4	4
- -and so on.  This table would be three times as long as Table 1.

Method 3: Determine the distance on the X-Y plane of the map and the absolute
value of the differences in Z-coordinates (i.e. |Z1-Z2|) and consult the table
below:
	DXY	DZ	Distance
	0	1	1
	0	2	2
	0	3	3
	0	4	4
	1	0	1
	1	1	1
	1	2	2
	1	3	3
	1	4	4
	2	0	2
	2	1	2
	2	2	3
	2	3	4
	2	4	4
	3	0	3
	3	1	3
	3	2	4
	3	3	4
	4	0	4
	4	1	4
	4	2	4

All tables only consider distance up to jump-4, the limit for TL13.  Table 1
can be used to calculate distances from hex locations without the use of a map.
 Table 2 is a longer version of Table 1 but requires less arithmetic.  Table 3
can only be used in conjunction with a map.

Happy Travelling,

David Johnson
Houston, Texas, USA

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Sun, 08 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #597: Msgs 7468-7491
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Sun May  8 22:00:02 EDT 1994
Reply-To: traveller@engrg.uwo.ca (TML Submissions)
Errors-To: traveller-request@engrg.uwo.ca
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Sun, 08 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #597: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 597  7468 05-May-1994 Diane Kelly      complaints, complaints << Folks:
 597  7469 05-May-1994 PAVEWAY          Lasers << My gm asks:-
 597  7470 06-May-1994 langsl@cbr.hhcs  sword worlds <<                   I N T
 597  7471 05-May-1994 Rob Dean         Gone? << Jo Grant laments the lost memb
 597  7472 05-May-1994 "Susan M. Shock  Play nice, children... << There are peo
 597  7473 06-May-1994 PPUGLIESE@pimac  Re: TML nightly: Msgs 7468-7469 V73#12 
 597  7474 06-May-1994 Bertil Jonell    TL8 examples <<   At Lausanne they have
 597  7475 06-May-1994 kirschj@rhea.in  A question of surface gravity << Hello 
 597  7476 06-May-1994 PPUGLIESE@pimac  Jo Grant << Jo, 
 597  7477 06-May-1994 rancke@diku.dk   Re: TL8 examples << Bertil writes:
 597  7478 06-May-1994 Bertil Jonell    Re: TL8 examples << > >  I *would* like
 597  7479 06-May-1994 Goldman of Chao  TML nightly: TNE bashing... << Jim who 
 597  7480 06-May-1994 mgood@MIT.EDU    Laser Penetration << Hi!
 597  7481 06-May-1994 Peter H. Brento  MBT Weapons << >From: "Tariq M. Rashid"
 597  7482 06-May-1994 James T Perkins  Re: Kudos & such  << Jo_Grant.LOTUSINT@
 597  7483 06-May-1994 "Tariq M. Rashi  Re: Pocket Empire Ideas (fwd) << ------
 597  7484 06-May-1994 Steven M Bonnev  Why no GDW Regency Yet. << Incidentally
 597  7485 06-May-1994 Steven M Bonnev  Re: complaints, complaints << Jim Cambi
 597  7486 06-May-1994 "Tariq M. Rashi  Re:Corrections to my submissions << I m
 597  7487 06-May-1994 rancke@diku.dk   Tech level advances << Bruce Pihlamae w
 597  7488 07-May-1994 John Bucsek      Ramblings about AFV weapons << Peter H.
 597  7489 06-May-1994 George Herbert   MBT Weapons << The amount of laser puls
 597  7490 07-May-1994 Nicholas Sylvai  Re: TML nightly: Msgs 7470-7487 V73#13 
 597  7491 08-May-1994 William White    Interstellar Politics, Of A Sort <<    

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

Bundle: 597
Archive-Message-Number: 7468
Date: Thu, 5 May 1994 15:07:03 -0400
From: Diane Kelly <dkelly@acpub.duke.edu>
Subject: complaints, complaints

Folks:

I understand that lots of people have problems with TNE, and this mailing list
exists to let Traveller players exchange opinions, BUT . . .
	Once again the mass of TNE gripes has gotten boring.
	Maybe we should just start a new mailing list -- TNE-Gripe, or some-
thing like that.  People could exchange messages moaning about GDW and TNE to
their hearts' content, and the rest of us wouldn't have to subscribe.

Jim Cambias
Who Actually Likes The New Era
Misusing My Wife's Internet Account
At Duke

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

Bundle: 597
Archive-Message-Number: 7469
Date: Thu, 5 May 94 21:25 GMT
From: PAVEWAY <BSP054@BANGOR.AC.UK>
Subject: Lasers

My gm asks:-
	Is the penetration for TNE lasers correct in the rules?
	or are they erroneously so low?  He says a 5.56 mm bullet is as good.
Replies/opinions/errata? 
thanks

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

Bundle: 597
Archive-Message-Number: 7470
Date: Fri, 06 May 1994 09:01:26 +1000
From: langsl@cbr.hhcs.gov.au
Subject: sword worlds


                  I N T E R O F F I C E   M E M O R A N D U M

                                      Date:  Sent on: 06-May-1994 09:00am
                                      From:  Alistair Langsford
                                             LANGSFORD ALISTAIR
                                      Dept:  Information Services
                                      Tel No:289 7870

TO:  Remote Addressee                     ( _traveller@engrg.uwo.ca )


Subject: sword worlds

Regarding the Sworld Worlds....

<From: djohnson@geds01.jsc.nasa.gov (David Johnson)
<Subject: Shall Not Perish 10 - Sword Worlds
 ....lots deleted...
<Sacnoth (+7)    1325 B775956-C M   Hi In                301 Sw* F9V M8D
<- -With three billion people an improvement in starport to class A would 
<make sense.  As the maximum TL in the Confederation there might not be any
<increase.  A former capital and a good candidate to challenge Gram.
<New UWP:        1325 A775956-C M   Hi In Cp?            401 Sw  F9V M8D

While they seem to have been stagnant in the past, the challenges of 
surviving through to the New Era might wake them up. This seems to be 
suggested by David Johnsons write up (which I liked, BTW). I don't see why 
you can't be optimistic and use the higher of the suggested tech level 
increases, and have SACNOTH go up to TL 13. 

Alistair,
langsl@cbr.hhcs.gov.au





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

Bundle: 597
Archive-Message-Number: 7471
From: Rob Dean <robdean@access.digex.net>
Subject: Gone?
Date: Thu, 5 May 1994 22:00:31 -0400 (ADT)

Jo Grant laments the lost members of the TML.  I miss Metlay too, but I'm
not completely gone.  I haven't (and won't) update to TNE, which leaves me
in the position of designing an occasional vehicle for myself.  If enough
people want a few more designs, I'll see about getting the new stuff
uploaded to sunbane.

One of these days, we ought to have a nice Oldtimers discussion...

Rob Dean
robdean@access.digex.com
(Traveller fan since 1977)

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

Bundle: 597
Archive-Message-Number: 7472
Date:         Thu, 05 May 94 23:16:10 EDT
From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      Play nice, children...

There are people on this list who like TNE and people who hate it. Fine. That's
the way it's going to be. But let's not sink to inflammatory comments and
taking swipes at each other. This list is a place for us to discuss Traveller
in whatever form we enjoy it most. The right to express our opinions should be
balanced somewhat by respecting others' opinions and feelings.

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

Bundle: 597
Archive-Message-Number: 7473
Date: 06 May 1994 01:01:24 -0700
From: PPUGLIESE@pimacc.pima.edu
Subject: Re: TML nightly: Msgs 7468-7469 V73#12


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

Bundle: 597
Archive-Message-Number: 7468
Date: Thu, 5 May 1994 15:07:03 -0400
From: Diane Kelly <dkelly@acpub.duke.edu>
Subject: complaints, complaints

Folks:

I understand that lots of people have problems with TNE, and this mailing list
exists to let Traveller players exchange opinions, BUT . . .
	Once again the mass of TNE gripes has gotten boring.
	Maybe we should just start a new mailing list -- TNE-Gripe, or some-
thing like that.  People could exchange messages moaning about GDW and TNE to
their hearts' content, and the rest of us wouldn't have to subscribe.

Jim Cambias
Who Actually Likes The New Era
Misusing My Wife's Internet Account
At Duke

==========================================================================

I have a better idea. How about a 'GDW_sycophant' mailing list for silly
msgs like yours?

Phil
Pugliese


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

Bundle: 597
Archive-Message-Number: 7474
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: TL8 examples
Date: Fri, 6 May 1994 10:31:27 +0200 (MET DST)

  At Lausanne they have a 70-gram independent robot that can navigate
by ultrasound or laser. It can be equipped with a small camera or arm.
The whole shebang costs ~$2500.
  A communicator for remote control should not weight so much. And the
possibilities allowed for by a 70-gram robot with camera and arm are
endless:)

  I *would* like to see someone design a TL8 70-gram robot, even
one with a slave unit, in Travller:)

- -bertil-
- -- 
Legal Notice: Exporting 'personal data' to non-European countries without
special license issued by the Computer Inspection Agency ('Datainspektionen')
for each specific case (message) is a crime. Personal data include names,
even my name. If you read this message outside Europe, I'm a criminal.

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

Bundle: 597
Archive-Message-Number: 7475
Date: Fri, 06 May 1994 12:26:29 MET_DST
From: kirschj@rhea.informatik.uni-bonn.de
Subject: A question of surface gravity

Hello fellow travellers,

perhaps some of you noticed one aspect of character generations, added to TNE.
I'm refering to the aspect of surface gravity as an influence to the characters
strength and constitution. I found a rule to determine the surface gravity of
a planet in the system generation section of the TNE rulebook. It essentially
says: Surface gravity depends on planet size and its average density.

There is a dice table to determine the density of the planet. So no problem
here, ...but...there is no entry for average density in the Universal World
Profile. What I'm searching now are suggestions, where to add this - not so
unimportant fact - in the UWP.

Suggestions are welcome. At the moment I add the letters "L", "M", "H" to
the world profile. The position is next to the techlevel code, before the
base code.

Juergen Kirsch
kirschj@rhea.informatik.uni-bonn.de

P.S.: Any suggestion from GDW for this ?

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

Bundle: 597
Archive-Message-Number: 7476
Date: 06 May 1994 05:31:43 -0700
From: PPUGLIESE@pimacc.pima.edu
Subject: Jo Grant



Jo, 
	I haven't been able to get e-mail thru to the
	address shown on your TML posts. 
	<Jo_Grant.LOTUSINT@PLATO.lotus.com>
	
	Could you send a test msg to me at 
	<ppugliese@pimacc.pima.edu>
	so that I can try to send a 'reply'?
	
thanks,  Phil
	 Pugliese
	 

ppugliese@pimacc.pima.edu




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

Bundle: 597
Archive-Message-Number: 7477
From: rancke@diku.dk
Subject: Re: TL8 examples
Date: Fri, 6 May 1994 14:53:38 +0100 (METDST)

Bertil writes:
>  At Lausanne they have a 70-gram independent robot that can navigate
>by ultrasound or laser. It can be equipped with a small camera or arm.
>The whole shebang costs ~$2500.
>  A communicator for remote control should not weight so much. And the
>possibilities allowed for by a 70-gram robot with camera and arm are
>endless:)
> 
>  I *would* like to see someone design a TL8 70-gram robot, even
>one with a slave unit, in Travller:)

Bertil, you're making a mistake that is one of my pet hates in Traveller:
You're assuming that everything produced on Earth in a particular period
of time belongs to one specific tech level. IMO that 'TL to period 
equivalence' table is a good rule-of-thumb but a terrible rule. It has
been pointed out time and time again that there are computers made today
that is equivalent to TL 10 or 11 or whatever  -  at least according to
the Traveller tables. "How can that be when Earth is only TL 8? We can't
make jump drives yet!" Simple: Earth today is TL 8 wrt. space tech but a
lot higher wrt. computers and robots.


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "The referee should determine the nature of subsequent
         events based on the individual situation."
                                _76 Patrons_, p. 8


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

Bundle: 597
Archive-Message-Number: 7478
From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Re: TL8 examples
Date: Fri, 6 May 1994 15:14:52 +0200 (MET DST)

> >  I *would* like to see someone design a TL8 70-gram robot, even
> >one with a slave unit, in Travller:)
> 
> Bertil, you're making a mistake that is one of my pet hates in Traveller:

> "How can that be when Earth is only TL 8? We can't
> make jump drives yet!" Simple: Earth today is TL 8 wrt. space tech but a
> lot higher wrt. computers and robots.

  Ok, ok, design it at TL15 then. It is equally impossible there:)
 
>       Hans Rancke

- -bertil-
- -- 
Legal Notice: Exporting 'personal data' to non-European countries without
special license issued by the Computer Inspection Agency ('Datainspektionen')
for each specific case (message) is a crime. Personal data include names,
even my name. If you read this message outside Europe, I'm a criminal.

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

Bundle: 597
Archive-Message-Number: 7479
Subject: TML nightly: TNE bashing...
Date: Fri, 6 May 94 8:57:32 CDT
From: goldman@orac.cray.com (Goldman of Chaos -- postmaster CRI-US)
Reply-To: goldman@orac.cray.com

Jim who abuses his wife's account said the following:
> Folks:
> 
> I understand that lots of people have problems with TNE, and this mailing list
> exists to let Traveller players exchange opinions, BUT . . .
> 	Once again the mass of TNE gripes has gotten boring.
> 	Maybe we should just start a new mailing list -- TNE-Gripe, or some-
> thing like that.  People could exchange messages moaning about GDW and TNE to
> their hearts' content, and the rest of us wouldn't have to subscribe.

A was bashing TNE for a while and decided that it wasn't worth my
effort.  Now I'm voting with my wallet and not bothering to pick up
any new TNE materials.  I'd much rather spend my money on cellular
phone airtime.

Matt

- -- 
Matthew Goldman  E-mail: goldman@orac.cray.com Work: (612) 683-3061

My day today? Nothing major, just Xenon base gone, Scorpio gone, 
Tarrant dead, Tarrant alive and then I found out Blake sold us out.

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

Bundle: 597
Archive-Message-Number: 7480
From: mgood@MIT.EDU
Date: Fri, 6 May 94 09:58:11 -0400
Subject: Laser Penetration

Hi!

PAVEWAY asks: 
>Is the penetration for TNE lasers correct in the rules?

That really depends on which copy of the rules you mean ;-)

Assuming you have the latest mods, Loren Wiseman (from GDW) has
said here and in other places (it was in Challenge too, I think)
that the penetration numbers only applied to hard armor: combat
armor, battle dress, flak jackets with plate inserts, etc.

Lasers should ignore all other armor.

Why is the penetration so low?  Frank and Dave did alot of 
research into lasers, and decided that this was more realistic.  It
also brings it in line with Fire, Fusion, and Steel.

This, along with the other replies I'm certain we'll see, should
clear this up.  I can point you to the text in various places
if you'd like...

Matt Goodman
Who Also Likes the New Era ;-)

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

Bundle: 597
Archive-Message-Number: 7481
Date: Fri, 6 May 94 09:04:09 CDT
From: Peter H. Brenton <pete@biochem.uchicago.edu>
Subject: MBT Weapons


>From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
>Subject: Re: MBT Weapons

> At any tech level 
>projectile weapons far outclass DE weapons as Anti-Tank Weapons.

Obviously, FF&S has done something at least a bit wrong (surprise, surprise!).
One advantage I would note about DE weapons, however, is that you do not have 
to find your ammo carrier after firing 40 rounds!

It seems to me that a TL 11 or 12 Tank-Mounted laser _should_ be capable of
greater penetration than a respectable-sized TL 8 CPR gun!  And at TL 14 we 
should be seeing a significant difference.  I am do not have any rules in front 
of me at the moment, can anyone comment?

- -Pete

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

Bundle: 597
Archive-Message-Number: 7482
Subject: Re: Kudos & such 
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
Date: Fri, 06 May 94 08:02:59 PDT
From: James T Perkins <jamesp@sp-eug.com>


Jo_Grant.LOTUSINT@PLATO.lotus.com writes:
> It also made me sad. I've been on this list a long time (how many others
> remember 3 digit message numbers?). My rates of interaction have varried

I created the message numbers. :-) I agree with your disappointment in
the alienation of the likes of metlay, Rob Dean, even Chuck Gannon. Even
Scott Kellogg is quiescent lately (although he's got quite a armful to
keep him occupied in his non-Traveller life right now :-).

>From my own perspective, I enjoy the list (vicariously) by watching each
person discuss and share their point of view in their own inimicable
style. Losing the old gaurd is not unlike hearing of the extinction of a
once-proud species -- Passenger Pigeon, Lebanese Cedar, even the proud
Dodo (end of the line for some of the terror bird genes). In the end,
the diversity is reduced and the fun less. That familiar flash of color
in the tree tops, or the odd squawk and squabble in the underbrush, is
conspicuous in its absence.

> 		Creak, creak, creak (back into my closet)

On a more positive note, the TML is busier now in message volume than
ever before, and the quality is as high as its ever been. I would like
to thank Roger, David, Andy, and many others lately for their leadership
and contribution.

James

Where have all the old gaurd gone?
Long time passing.
Where have all the old gaurd gone?
Long time ago.
Where have all the old gaurd gone?
Gone to closets, every one.
When will they ever learn,
When will they ever learn.

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

Bundle: 597
Archive-Message-Number: 7483
Date: Fri, 6 May 1994 14:44:26 -0400 (EDT)
From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
Subject: Re: Pocket Empire Ideas (fwd)



- ---------- Forwarded message ----------
Date: Fri, 6 May 1994 14:32:33 -0400 (EDT)
From: Tariq M. Rashid <spstmr@gsusgi2.gsu.edu>
To: "gerald.s.williams" <gsw@aloft.att.com>
Subject: Re: Pocket Empire Ideas

I like the idea about the Terrafroming business.  I once wrote a Qbasic 
program that generated worlds.  Based on some desirable characteristics
(size,orbit, hydro) there was a probability that It had been terraformed 
by someone in the past, Imperium, early settlers.  A probability was 
established that would then effect air,water,atmos, etc..you get the idea.
I actually think Megatraveller is a great game, in fact I got my own 
introduction to traveller through MT.  I only played or GM'd about 3 
campaigns in MT and so never really developed any attachment to it.  
Certainly I agree that the MT background is superior to that of TNE but I 
also argue that the scope of MT is too broad to be meaningful anyway.  
While the Traveller player is certainly above average, most people do not 
think on this level.  Ultimately its up to the GM and players.  I 
understand how some people feel abandoned, their Great Imperium stolen 
from them and maybe the transition from MT to TNE is a bit contrived.  In 
fact I considered setting this campaign in the MT background but for no 
real reason I didnt.




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

Bundle: 597
Archive-Message-Number: 7484
Date: Fri, 6 May 1994 14:47:20 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Why no GDW Regency Yet.


Incidentally, for the people who haven't figured it out, there's 
several good reasons why there is no Regency sourcebook for TNE
yet.

1)  The Regency is huge and complicated.  A lot of published material
    exists which involves the area.  Any reasonable sourcebook on
    the Regency will therefore also be big and complicated and...

2)  A lot of work to write it.  Especially considering the other 
    important projects to get out the door.  RC set-up and support.
    (Yes, despite many opinions on TML, this is important.)  The
    Brilliant Lances Express rules.  Long-term preparation for
    upcoming stuff -- the history will get ever more interesting
    as TNE develops, and to get stuff out in a timely way, they
    have to start now.

3)  Later usefulness in the plot of the Regency.  Think about it.

Personally, I'd rather see other materials come out first rather than
have a *bad* sourcebook or nothing for a long time, stagnating sales
of Traveller and cutting off the game at the ankles.

Besides, for people who don't like the current future history, this
gives you a chance to tell GDW what you don't like so they can fix
it for the later stuff without "causing too much damage".

Patience, folks.  For now, you can make it up as you go!

  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>

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

Bundle: 597
Archive-Message-Number: 7485
Date: Fri, 6 May 1994 15:05:31 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Re: complaints, complaints



Jim Cambias writes:

>        Once again the mass of TNE gripes has gotten boring.
>        Maybe we should just start a new mailing list -- TNE-Gripe, or some-
>thing like that.  People could exchange messages moaning about GDW and TNE to
>their hearts' content, and the rest of us wouldn't have to subscribe.


Seconded.  Pointing out minor rules problems is one thing.  Bitching and
moaning about TNE is another, less useful thing.  I admit to my fair
(unfair?) share!  But get real, people -- TNE is here.  If it goes away,
any perceived problems notwithstanding, it would be a Bad Thing (tm).
It would be stupid for GDW to abandon a new system, especially since
it's basically two of the old systems.

Not that I'd like to see people stop pointing out problems with the rules.
We need to know about those.  But it would be nice if people would relax
a little about all this -- after all, the Traveller Police won't stop
you from changing the rules you don't like to something better.

Meat thrown to the rules lawyers:  there's some interesting minor changes
to the anagathics/aging rules in TNE, in particular in regard to progression
down the aging table.  Under the new rules, while using anagathics, you
still progress down the aging table.  Personally not sure whether I'll 
use it that way or use the MegaT interpretation yet.

  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>


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

Bundle: 597
Archive-Message-Number: 7486
Date: Fri, 6 May 1994 16:58:55 -0400 (EDT)
From: "Tariq M. Rashid" <spstmr@gsusgi2.gsu.edu>
Subject: Re:Corrections to my submissions

I must have been really sleepy wed night when I sent in the Pocket Empire 
Submission.  The Aslan should be the largest minority among the Aslan, 
Hivers and Vargr by far.  This is Diaspora afterall.

Also In the MBT Weapons submission...I meant to say that you really COULD 
NOT armor a tank at any reasonable TL to withstand a TL 140mm ETC 
smoothbore ADFSDSCI much less a TL 14 3000 m/s Mass Driver.

Ill try to get more sleep in the future.
				Tariq



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

Bundle: 597
Archive-Message-Number: 7487
From: rancke@diku.dk
Subject: Tech level advances
Date: Fri, 6 May 1994 23:31:27 +0100 (METDST)

Bruce Pihlamae writes:
>    On the subject of tech level advances:
>     
>    A tech level advance is usually a fundamental breakthrough or addition 
>    of knowledge to the society.  Other advances are simply refinements or 
>    incremental improvements on existing technology.

This is true only on the cutting edge of technology, which for most worlds
in the former Imperium (and all worlds in the Regency) is 16. Even if you
assume that the newest discoveries are kept secret that still means that
anything up to TL 15 is a question of economics: Can you afford to build
and maintain the industry for a given TL. And that is mostly a matter for
the "historian" to decide, at least in a campaign background like the
Imperium where the economic information we have is very scant. So if you
want a world to advance from TL 5 to 15 in 70 years, make it so. If you
want to drop them from 15 to 5, make it so. Use what GDW tells you or make 
up what you think is reasonable. 

>    A Breakthrough occurs roughly every generation, so in 70 years we are 
>    just about to the end of our third generation (25x3 years)

I'm totally at a loss here. Where do you get that figrure from?


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "The referee should determine the nature of subsequent
         events based on the individual situation."
                                _76 Patrons_, p. 8


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

Bundle: 597
Archive-Message-Number: 7488
From: bucsek@oo.com (John Bucsek)
Subject: Ramblings about AFV weapons
Date: Sat, 7 May 94 00:16:23 EST



Peter H. Brenton <pete@biochem.uchicago.edu> replied to a FF&S
comment that at any tech level projectile weapons far outclass DE
weapons as Anti-Tank Weapons.
 
I would have to agree that a TL-8 projectile weapon will be
outclassed by a TL-11 + energy weapon.  But to compare the two
together at the same tech level I would think that the projectile
weapon would cause more damage.
 
I say that on the basis of having played Centurion, a grav tank
board game by FASA that I found very playable and fairly
realistic.  Vehicles have a variety of weapons mounted as they
each achieve different results.  Using various types of shells you
can achieve different effects on the enemy armor. Lasers give a
straight line penetration. And missiles are similar to shells but
more powerful.  The lasers alone won't kill a tank since it is
very hard to hit the same spot twice.  So the tactics usually
demand that you fire a few shells and missiles first to thin out
the armor, and then fire the lasers to hopefully penetrate and
damage various internal components like ammo, fusion reactor,
crew, and stabalizers.

Or we can look at OGRE/GEV from steve jackson games. Their
rail-gun (gauss) fired tactical nuclear shells outclass every
other weapon on the battlefield.  The background history states
that lasers were found to be too tempermental to be used on the
battlefield and so laser are regulated to anti-air duty. A
definite rules simplification but one that works in that future
history.
 
Also, jump infantry is included in the Centurion rules, and I can
see how Centurion could easily be adapted for use in Traveller
ground actions.  Another technology that appears in Centurion is a
ceramic armor that defends nicely against lasers but is normal for
shells, meaning that you have to layer you armor in you vehicle
designs.

And thinking of armor, a reactive or ablative armor spaced with a harder
material (like superdense) should help keep the weight down while still
improving survivability.  Which give me a thought. I will have to try to
design a Centurion type Gravtank with FF&S.  It should prove enlightening.
 
Sorry if this is off-topic for some, but anytime I have compared
games, I have found more similarities than different.  It is
important to define what exists in the future history you use and
stick with it.  If another game design can be used to fill-in
parts, or just make play easier then I'm all for it.

One last note, Centurion doesn't have the believability problems
that FASA's Battletech does. I could never understand why a few
nice heat-seekers couldn't be used in Battletech! <G> The thermal
exaust from those fusion reactors make such easy targets!
 
The whole point of this was to say that I think that fighting
vehicles would function best with two or more weapon types that
complement each other.
 
And hopefully when STRIKER II is released (I did hear it
mentioned, I think) it will simplify ground actions for us. (And
cause another new round of debates) <g>
 
John Bucsek
bucsek@oo.com


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

Bundle: 597
Archive-Message-Number: 7489
Subject: MBT Weapons
Date: Fri, 06 May 1994 22:45:05 -0700
From: George Herbert <gwh@crl.com>


The amount of laser pulse energy needed to burn through
or cause impulsive spalling on the inner surface of a
four inch armour-grade steel plate is just incredible.
The practicality of punching through with a HEAT warhead
(any modern LAW will do) or a long rod saboted penetrator
from a HV gun is obvious.

We've spent billions of dollars trying to develop lasers
powerful enough to do about as much damage to a missile
as a few shotgun blasts (<5).  Nonhardened targets are
vulnerable to lasers.  Hardened ones are for all practical
purposes much better broken with kinetic penetrators of
some sort.

- -george william herbert
gwh@crl.com

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

Bundle: 597
Archive-Message-Number: 7490
From: sylvain@netcom.com (Nicholas Sylvain)
Subject: Re: TML nightly: Msgs 7470-7487 V73#13
Date: Sat, 7 May 1994 12:21:04 -0700 (PDT)

> From: Rob Dean <robdean@access.digex.net>
> Subject: Gone?
> 
> One of these days, we ought to have a nice Oldtimers discussion...

Eh? What's that, sonny? :>

> Subject: Re: Kudos & such 
> From: James T Perkins <jamesp@sp-eug.com>
> 
> I created the message numbers. :-) I agree with your disappointment in
> the alienation of the likes of metlay, Rob Dean, even Chuck Gannon. Even
> Scott Kellogg is quiescent lately (although he's got quite a armful to
> keep him occupied in his non-Traveller life right now :-).

Not that I was ever a major contributor, but my alienation has been much
the same as for these individuals. I will never play TNE, and hence am
uninterested in anything to do with TNE. Unfortunately, this also means
that the TML has become a source of annoyance to me rather than pleasure.
It reminds me that the abomination that is TNE is not going to go away,
more's the pity.

It is therefore with much regret that I ask James to drop me from this
fine list. I have many kind words for the people that I have met via
the TML, but only words of contempt for GDW which through its actions
has driven me from the TML.

Farewell, and I'll see some of you on the PBeM. (It's not dead, it's
getting better...)

- --

- --------------------------------------------------------------------------
Nicholas Sylvain (sylvain@netcom.com) |  My employer does not care what my
Assistant Prosecuting Attorney        |  opinions are, as long as I do my
Montgomery County, Ohio               |  job.
- --------------------------------------------------------------------------

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

Bundle: 597
Archive-Message-Number: 7491
Date: Sun, 8 May 94 16:38:29 EDT
From: William White <whitew@eden.rutgers.edu>
Subject: Interstellar Politics, Of A Sort

              The Political Economy of the Imperium

I want to talk a little bit about the Imperium, and some of the
assumptions that underlie its structure.  Let me begin by listing
two of the problematic areas that I think merit consideration.

1)  In UWP generation, world physical characteristics are
independent both of Starport type and Population details.  As has
been pointed out, this leads to cases where hostile, hellish
worlds with millions or even billions of inhabitants sit next
door to garden planets with populations measurable on the fingers
of one hand.

2)  Nearly every star system has a starport of one kind or
another, no matter how useless the real estate in the area is. 
In fact, since the starport code is generated _first_, there is
no relation between the starport and anything else in the system
except its tech level.

One way to approach these "problematica" is to say, "Well,
they're completely non-rational; let's change them."  That's a
valid solution.  And that's been done here on this list, so I
don't propose to go that route again.

The other approach is to say, "Well, this doesn't seem to make
sense.  But there are certain assumptions that I'm working with
in making that judgement.  Okay, so what assumptions about an
interstellar society are necessary to justify the approach that
these rules take?"

One answer, at least, was suggested by the writer who said that,
essentially, "Third Imperial culture is a _starfaring_ culture." 
(It consists, in other words, of _travellers_.)  

This lets us decouple the mainworld characteristics from the
value assigned to a system by Imperials.  They aren't looking for
a garden world just like dear old Terra (or Sylea, or Vland). 
They live in space, viewing planets as resource centers rather
than places to colonize or settle down upon.

Of course, that is not to suggest that there are no planet-bound
or planet-centered cultural groups within the Imperium, or even
non-travelling subcultures within Imperial culture -- there may
be segments of the population of Capital/Core, perhaps, who view
the rest of the Imperium the way some New York City dwellers look
on the rest of the United States.  But the culture into which
most Classic Traveller PCs mustered out may have been what can be
called "mainstream Imperial culture".

This rationalization only gets us part way, however.  It can be
asserted that the main objection to the UWP generation sequence,
all considerations of culture aside, is that, economically, some
results are hard to justify.  I don't dispute that here.  But I
do suggest that economic behavior exists within a political
framework -- that is, a structure of regulations, laws, and power
struggles and imbalances.  By attempting to rationalize some
apparently illogical results within a political economy
framework, the referee can "flesh out" the underpinnings of a
world or a subsector and make it more real, interesting, and fun
for his (or her) players.

The lo-pop garden world next door to the hi-pop hellhole is a
case in point.  Instead of calling this an irrational result of
arbitrary die rolls, we can say that the lo-pop world is a
tourist site or rest and recreation area for the teeming masses
who labor on the surface, in orbital facilities, on the jovian
moons, and out in the Oort clouds.  The world government has
petitioned the subsector nobility to make sure that the garden
planet next door is preserved for that purpose, and so the
proclamations have been duly made.

[Note that adventure hooks can be found here:  What if some
outsiders decide that they do want to settle there?  The hi-pop
world, with no authority outside its system, may hire PCs to
investigate, negotiate, and/or evict.  Or the squatters can hire
them to help defend the settlement (a la the Magnificent Seven),
or to escort a spokesman to the subsector capital to plead their
case.]

The ubiquity of starports is another matter altogether.  It seems
that some of these serve no good purpose -- why would someone
spend their hard-earned credits to build a starport in the middle
of nowhere?  The "if you build it, they will come" argument only
goes so far, even if we assume a highly mobile and transient
community of interstellar travellers.  

It occurs to me, however, that just as the U.S. government
subsidized the building of the interstate highway system, the
Imperial government would subsidize (and otherwise encourage) the
construction of starports.   Thus, while some starports would be
built by megacorporations and smaller companies anticipating a
profit, others would be financed by the Ministry of Commerce,
still others by the Scout Service, and others by the Navy.  Some
megacorporations might be induced to build a starport by virtue
of a tax write-off they would then become eligible for.  Low tech
worlds might contract with higher tech corporations to build a
starport in exchange for certain concessions or rights upon the
planet.

[Adventure hook:  PCs become involved in the investigation of
shoddy construction practices by a subsector-wide corporation,
where substandard materials are used but assessed as more
expensive so that the bill can be presented to the Ministry of
Commerce, and the excess credits pocketed.] 

It is not often noted, but the Imperium does in fact possess
considerable power regarding megacorporations and smaller
interstellar corporations down to at least the subsector level. 
_The Imperium permits them to exist_.  That is, by virtue of the
laws and regulations it promulgates, the Imperium makes it
feasible for star-spanning corporations to function.  They are
not natural or even inevitable constructs.  If the legal
structure of the Imperium was altered so that only the capital of
individual worlds or subsectors could be consolidated for
business ventures, a very different economic environment would
prevail, one perhaps more similar to the mercantile era of
Terra's 17th and 18th centuries (or thenabouts).

The assumptions I am making here are different from but no less
valid than those made by advocates of changing UWP generation. 
In a sense I am making the case for an "active Imperium" that
acts on the worlds within its domain, indirectly, by governing
the relationships between them.  In MegaTraveller terms, I
suppose that would put me in Dulinor's camp.  And we all know
what happened to him.

Comments?  I'm all ears.

Bill White
whitew@eden.rutgers.edu

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Sun, 08 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #598: Msgs 7492-7492 
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----------------------------------------------------------------------

Date: Sun, 08 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #598: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 598  7492 08-May-1994 Ted7@world.std.  Thoughts about Colonies, etc. << Forwar

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

Bundle: 598
Archive-Message-Number: 7492
From: Ted7@world.std.com
Subject: Thoughts about Colonies, etc.
Date: Sun, 8 May 1994 20:30:31 -0400 (EDT)

Forwarded message:
From aquifer@memit.enet.dec.com Thu Apr 28 17:12:04 1994
Message-Id: <9404282059.AA02445@enet-gw.pa.dec.com>
Date: Thu, 28 Apr 94 13:59:39 PDT
From: 28-Apr-1994 1701 <aquifer@memit.enet.dec.com>
To: ted7@world.std.com
Cc: aquifer@memit.enet.dec.com
Apparently-To: ted7@world.std.com
Subject: cols

Ray Pullar comments:

>This exemplifies one of Traveller's basic assumptions: that an interstellar
>society would only be interested in the worlds oribiting stars and not in
>the space that lies between them... It was believed that all colonisation
>would be of worlds not of space itself.  O'Neill's work on orbital colonies
>led to a new viewpoint.  An interstellar civilisation might actually prefer
>to live in space stations rather than on the surface of a world.  

Ah, but there's a LARGE difference between the depths of space between the 
stars and space in a given star system.  I agree that O'Neill's work shows
the latter can certainly be practical - but usually within a star system,
where material and energy are available, as opposed to a point in the depths
between the stars where material and energy would need to be transported.

OTH, I am sure that there can be some "Deep Space" refueling stations
that make economic sense - such as they represent a major (2 month+
time saving) travel short-cut to be worth it to starships to pay for
fuel at say triple or quadruple the cost (remember that all energy fuels,
food, building material, or ship fuel must be jumped in by a hauler that
then needs to jump back out!  Not many ships can carry Jump-4 worth of
fuel and still carry a useful cargo load!

J Roberson sez:
>I always thought that there weren't deep-space refueling stations in
>Traveller because ships don't just refuel, they discharge energy. 

Nope.  They just need fuel to go any further.  (see above why their might be
an expensive deep space station).

>I know that was true in 2300AD 

True, but that's due to a vastly different technology.

>and I'm pretty certain that's how jump worked in Battletech, 

Ah, no.  In BT, jumpships are rather delicate items, easily effected by 
gravitational fields.  The safest place to jump into a system is at 
either the "north" or "south" poles of a sphere centered on the system's
star.  A good interstellar navigator with intimate knowledge of planetary 
position and movement within a system can find additional places to 
jump to, usually closer to (but not on top of) the inhabited planet.  
Jumping to the wrong place in the system can have disasterous effects 
from permanent damage to the jump system (as in won't work any more)
to coming out as dust near a gravity well to not coming out (actually,
not much worse than the previous :-).

Once in system, jumpships need to recharge the capacitors used tp power
jump in one surge.  The economic way to do so is by unfurling a large
solar panel to gather the energy.

>and I guess I always assumed it was true in Traveller. Jump
>Drives must discharge accumulated energy before moving on, and they must do
>so in a significant gravity well. 

Nope.  Different technology.

>A deep space station with that much
>gravity would need a celestial body, or be a truly immense (possibly Dyson
>Sphere-scale) station. Lemme know if I'm wrong. . .

There's no particular reason the STATION would need a grav well is there?
Even beyond the ships travelling to it, the station is just a (hopefully
well-engineered) pile of metal in deep space.  It can be as large or small 
as folks are willing to pay for.

There is nothing in GDW's current (or past) Traveller series technology that 
requires a celestial body for jump.


					Ted7


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

End of TML Bundle
******************
BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 599  7503 09-May-1994 Steven M Bonnev  Oldtimers Life List :) << James, our au
 599  7504 09-May-1994 David Johnson    Shall Not Perish 11 - Sword Worlds << G
 599  7505 09-May-1994 Muir Macpherson  ammo capacity << Has anyone, perhaps on
 599  7506 09-May-1994 David Johnson    Earth Colonies NPC - Scheherazade << Ge
 599  7507 09-May-1994 David Johnson    Earth Colonies - Earth << Gentlesophont
 599  7508 10-May-1994 rancke@diku.dk   Sword World technology << David Johnson
 599  7509 10-May-1994 Kerry Harrison   Sigma Zephyrus  << Details on just wher
 599  7510 10-May-1994 gerald.s.willia  Re: Thoughts about Colonies, etc. << Te
 599  7511 10-May-1994 Steven M Bonnev  Stations/Depot/Xboat Politics << On Dee
 599  7512 10-May-1994 David Johnson    Earth Colonies World Gen - Govt << Gent
 599  7513 10-May-1994 "Susan M. Shock  CT/MT/TNE: It's still TRAVELLER! <<   I
 599  7514 10-May-1994 "Susan M. Shock  Charted Space map for sale/trade. << I

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

Bundle: 599
Archive-Message-Number: 7503
Date: Mon, 9 May 1994 15:03:27 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Oldtimers Life List :)


James, our august TML administrator, writes:

> That familiar flash of color
>in the tree tops, or the odd squawk and squabble in the underbrush, is
>conspicuous in its absence.

Yeah, that sounds like the oldtimers I've known.  Especially the
squawking and squabbling!

I think that it's too bad that some of the long time Traveller players,
most recently Nick Sylvain, have found TNE so annoying that they've
gone away.  Nick has always had something useful to say, as have many
of the other "oldtimers" on the TML who are no longer around.

I have problems with some things about TNE, too.  Some of them fairly
major.  But heck, I had problems with "Classic" Traveller, some of
them major as well.  As anyone who ever tried to run the old adventure
"Research Station Gamma" knows, sometimes you just have to wing it.
And if something is too broken to use (like the MT "Frightning Ships"
supplement) then you don't buy it.  Some people would say TNE falls
into this category.  Their choice.  (Some people are sick of new
rules sets.  No problem there!)  Besides, I loathe GURPS. :)

So I guess I'll be around for a while.  Of course, I reserve the right
to flee at will if things get too brain-dead.  Doesn't look like that
quite yet, though.  After all, DGP could have *published* that awful
"Baddies From The Core" outline from MTJ #4!  (Concept ok.  The
implementation outlined, no.)

  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>

  Traveller Player Since (About) Second Edition _High Guard_
  (circa 1980 for the "Why *second* edition?" (newcomer) crowd....)

  !!! *That* long?!  Yikes, sometimes I scare myself!




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

Bundle: 599
Archive-Message-Number: 7504
Date: Mon, 9 May 94 19:21:53 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Shall Not Perish 11 - Sword Worlds

Gentlesophonts:

Well, I seem to have developed some sort of mail reception problem and am
only getting my TML fix through ftp now so I apologize for the delay in my
repsonse time.

Alistair Langsford <langsl@cbr.hhcs.gov.au> writes:

> While they seem to have been stagnant in the past, the challenges of
> surviving through to the New Era might wake them up. This seems to be
> suggested by David Johnsons write up (which I liked, BTW). I don't see why
> you can't be optimistic and use the higher of the suggested tech level
> increases, and have SACNOTH go up to TL 13.

This is a good point.  I'm something of a Sword Worlder though (I was in
the *JTAS* `draft' a long time ago and served in the Confederation Second
Grav Tank Corps during the 5FW) and decided to `be conservative' and choose
the lower TL choice in my modifications for TNE to avoid any suggestion
of partisanship.  I'm curious what others think of this issue.


Steve Bonneville <bonnevil@mermaid.micro.umn.edu> writes:

> Subject: Why no GDW Regency Yet.
> Patience, folks.  For now, you can make it up as you go!

I *thought* that's what we were doing!  ;-)


Hans Rancke <rancke@diku.dk> writes:

> Bruce Pihlamae writes:
> >    On the subject of tech level advances:
> >
> >    A tech level advance is usually a fundamental breakthrough or addition
> >    of knowledge to the society.  Other advances are simply refinements or
> >    incremental improvements on existing technology.
>
> This is true only on the cutting edge of technology, which for most worlds
> in the former Imperium (and all worlds in the Regency) is 16. Even if you
> assume that the newest discoveries are kept secret that still means that
> anything up to TL 15 is a question of economics: Can you afford to build
> and maintain the industry for a given TL.

I agree with Hans's point but I think this has major ramifications for the
Regency and other Spinward States in TNE.  As Alistair suggests above one
would expect the Viral threat to serve as an important motivator for all
interstellar states to seek to overcome the economic and social obstacles
to the spread of their highest technological capabilites.

Just as the Regency is most likely sending scientists and engineers from
its TL 15 worlds to study on Vincennes, I would think the Sword Worlds
would be doing the same.  They might even put aside their distaste for
Imperials and Zhodani in order to participate in technological exchange
programs with them.

It was in the interests of the Imperium to maintain the technological
diversity of its worlds - it made the lower-tech worlds easier to control
through advanced technology and the higher-tech worlds easier to control
through control of the means of transportation and communication between
them.

Such motivations become suspect in the face of Virus.


Finally, Bill White <whitew@eden.rutgers.edu> writes a whole bunch
of good stuff on:

>               The Political Economy of the Imperium

Ending with:

> The assumptions I am making here are different from but no less
> valid than those made by advocates of changing UWP generation.
> In a sense I am making the case for an "active Imperium" that
> acts on the worlds within its domain, indirectly, by governing
> the relationships between them.
>
> Comments?  I'm all ears.

I agree with much of what Bill writes - his argument is well thought out.
I, too, prefer to `rationalize' the `inconsistencies' that appear due
to `glitches' in the rules.  With Traveller world generation though these
`inconsistencies' are, IMHO, just too rampant.  Yes, there may be policy
reasons for the Imperium to subsidize `un-needed' starports and
to promote settlement of `Nifflheims' when several `Edens' are just
a week away, but I find it impossible to explain these sorts of decisions
when such explanations often become necessary for multiple occurrences in
a single subsector.

I don't like rules, but world generation is one of those places where
a lot of useful information is generated very quickly - a good measure
of the usefulness of a rule - and in this instance we're still plagued
with relics that were developed a long time ago when sci-fi role-
playing was still relatively new.  It was fine - even fun and interesting -
to have such `awkward' worlds when we were just adventuring in Regina
subsector but now that the entire galaxy is at our disposal I think it's
time for a little tinkering with the mechanics.

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 599
Archive-Message-Number: 7505
Date: Mon, 9 May 1994 18:08:17 -0700
From: Muir Macpherson <muirmac@ocf.Berkeley.EDU>
Subject: ammo capacity

Has anyone, perhaps on the beta list, examined how to come up with reasonable
clip capacities for slug throwers?

I mean, how far can you extend a bannana clip until it gets in the way?
What about ammo drums, like a Thompson, or top-mounted clips, like the
T:2000 weapon that appears in Challenge 72?

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

Bundle: 599
Archive-Message-Number: 7506
Date: Mon, 9 May 94 21:46:57 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Earth Colonies NPC - Scheherazade

Gentlesophonts:

Scheherazade Wavecatcher appeared in *Melbourne Times* #1.  She ought to
be easily adaptable to just about any Traveller campaign - even the dreaded
New Era.  :-)

Scheherazade Wavecatcher

Scheherazade is an attractive, middle-aged Dolphin female.  She is somewhat
small for a female Dolphin and her soft build reveals her non-athletic nature.
In atmosphere, Scheherazade is always dressed in a stylish e-suit with integral
waldos, voder and contragravity.  In hydrosphere, she is typically unclothed.
Scheherazade usually scorns the use of translation devices, relying instead
upon here own linguistics skills.  Just in case though, her voder is equipped
with a full translator for use in emergencies.  She often carries a
computer-recorder and comm-link.

Scheherazade speaks native Delphinese and understands most major Human
languages as well as Meren and several Aeroi dialects.  She can speak all these
languages with the use of her voder.  Her words tend to come quickly when she
is excited or angry, but she has learned to control this in professional
situations.  A natural diplomat, Scheherazade is gregarious and a facilitator
of conversations.

Scheherazade has mastered the social skills required of a diplomat, but several
of her assignments in less sophisticated areas of society have led to her
comfort among them as well.  She is also quite able to persuade others of her
point of view.  She is an innovator and highly adept at adjusting to new
situations.  She is often looked to as a leader.  Her own respect for authority
is generally tolerant.

Scheherazade has few interests outside her work.  Fortunately, the work of a
freelance diplomat requires a broad range of interests.  Scheherazade has
extensive contact throughout the diplomatic community, especially in economic
and criminal law fields.

Scheherazade has two co-mothers to whom she is very close.  She is similarly
close to her sole brother.  She has a single birth-daughter who has not spoken
to her in years.  She is closer to her two care-sons.  Recently, she has become
involved romantically with Ulfilas Yellowknell, a writer of some renown.
She has made professional enemies of Pelham O'Boyle, a Commonwealth army
officer who was court-martialed as a result of her investigations early in her
career, and of Akbar Aubademaker, an instructor at the Universidad de Lima who
attempted unsuccessfully to take credit for her research.  She counts
Jacqueline deVlaminck, a pirate encountered while negotiating the Nyanza
Anti-piracy Protocol, and Dean Quadros, a belter she met during her work on the
VanMaanen Mining Accords, among her professional friends.

Somewhat typically of Dolphins, Scheherazade is an idealist.  She has gone
freelance to pursue her belief in greater harmony among all peoples, a position
that was not always fostered in the Commonwealth diplomatic corps.  Her
continued association with Hsun Li, her former superior in the Corps, has lead
to several challenging assignments for a wide variety of clients.  Most
recently she has served as a trade negotiator for Aeroi interests in Ourora
subsector in the aftermath of the Markets War.

*****

Happy Travelling,

David Johnson
Houston, Texas, USA
Houston: The first word spoken from the surface of the Moon.


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

Bundle: 599
Archive-Message-Number: 7507
Date: Mon, 9 May 94 21:56:18 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Earth Colonies - Earth

Gentlesophonts:

The following *WBH* information on Earth at the dawn of the 31st Century
appears as an Earth Colonies Developing League Working Paper.

Worldview: Earth/Sirius 1720.19

Earth A867988-D DWX Hi Cp Ho        814 Co G2V
Starport: excellent (class A)
Size: large (12,742 km, 1.00 g)
 Primary-Sol (G2V), orbit-3, period-356.25d, rotation-23h56m4s.
Atmosphere: standard (1.00 atm)
 Standard oxygen nitrogen mix, base temp 15 #251#C (+21 equator/-49 pole, +6
 day/-12 night, +14 summer/-23 winter), native life
Hydrosphere: wet (74%)
 Liquid water, 3 major continents, 3 minor continents, 12 major islands, 14
 archipelagos, 6 major volcanoes, weather control
 Resources-agriculture, ores, compounds, agriproducts, non-metals, parts,
 durables, consumables, recordings, software, documents
Population: high (8.3 billion)
 Primary cities (starport)- New York 98 million (class A), Jakarta 97 million
 (class A), Seoul 96 million (class B), Mexico 92 million (class A), Los Angeles
 89 million (class A), Tokyo 89 million (class A), Bombay 88 million (class A),
 Sao Paolo 84 million (class A), Calcutta 84 million (class B), Buenos Aires 83
 million (class B), Cairo 83 million (class A), Lagos 81 million (class B), Rio
 de Janeiro 80 million (class A), Manilla 80 million (class B), Teheran 80
 million (class A); 85 secondary cities of tens of millions, including nine
 orbital (class F spaceports); 495 tertiary cities of millions (class H
 spaceports)
 Social outlook-progressiveness (progressive/advancing), aggressiveness
 (unaggressive/neutral), extensiveness (harmonious/friendly).
Government: democratic oligarchy
 Representative authority: several executive/judicial councils
 Other authority: elite legislative council
Law level: high (8-C4998)
 Law uniformity-territorial, weapons law-extreme, trade law-moderate, criminal
 law-high, civil law-high, personal freedom law-high
Tech level: avg stellar (DC-DCCCD-DDDD-DD-D)
 High /low common tech-avg stellar, energy-avg stellar, computers/robotics-avg
 stellar, communications-avg stellar, medical-avg stellar, environment-avg
 stellar, land/water/air/space transport-avg stellar, personal/heavy
 military-avg stellar, novelty-avg stellar.
Installations: class A starport, naval depot, scout way station, x-boat station
Trade classification: high population
Remarks: regional capital, homeworld (Dolphins, Humans)
Allegiance: Commonwealth of Earth
System features: planetoid belt, four gas giants, yellow main-sequence star

Inner System Profile:
orbit   name        UPP     remarks     jump points
- - Sol     G2 V        primary         J-1
0   empty orbit                     -
1   Mercury     F300465-6   Ni Va Re M      -
2   Venus       F8B0469-5   Ni Re M         -
3   Earth       A867988-D   Hi Cp Ho        J-4
  60    Luna        F200679-A   Ni Na Va Re MNS     -
4   Mars        F43057A-A   De Ni Po Re M       -
5   belt        F000644-9   As Na Ni Va MN      -

Outer System Profile:
orbit   name        UPP     remarks     jump points
6   Jupiter     large GG    size 89         J-2
  6 Io      F210535-9   Ni Re           -
  9 Europa      G200357-6   Lo Ni Va        -
  15    Ganymede    G300448-6   Ni Va           -
  25    Callisto    F30066A-A   Ni Na Va MNS        -
7   Saturn      large GG    size 75         J-3
  20    Titan       F3A0679-B   De Ni Re MN     -
8   Uranus      small GG    size 32         J-4
8.5 Neptune     small GG    size 30         J-4
  15    Triton      F2106BF-A   Ni Re N         -
9   Pluto       H200000-0   Ba Va           -
10  Persephone  GA0036C-1   Lo Ni Va Re     J-4

Earth/Sirius Jump Destinations Table
Destination World Name (Allegiance)     Distance (pc)
1620.20     Issyk Kul/Procyon (Co)      1
1722.19     Oirot/Fomalhaut (Co)        2
1519.19     Jabir/Procyon (Co)      2
1519.18     K'ang-hsi/Pollux (Co)       3
1718.20     Sirius Belt/Sirius (Na)     3
1919.20     Ensanche/Sirius (Co)        3
1823.20     Ezana/Fomalhaut (Co)        3
2021.20     Phumiphon/Fomalhaut (Co)    3
1917.20     Lalibela/Sirius (Co)        3
1420.19     Iyeyasu/Procyon (Co)        3
1922.17     Iberville/Vega (Co)     3
1921.22     Okhotsk/Fomalhaut (Na)      3
1920.17     Ferishtah/Gaea (Co)     3
1617.19     Aoki/Procyon (Co)       3
2021.21     Dharan/Fomalhaut (Co)       4
1722.16     Nejd/Vega (Co)          4
2019.20     al-Ghazali/Sirius (Co)      4
1817.22     Ghee/Sirius (Co)        4
1921.16     Niyikang/Vega (Co)      4
1716.19     Dairen/Sirius (Na)      4
1524.20     Vindhya/Siddhartha (Co)     4
2119.19     VanMaanen's Belt/Sirius (Na)    4
1321.18     Jahangir/Jagannath (Na)     4
2020.22     Saavedra/Sirius (Co)        4
1419.16     Anokye/Pollux (Co)      4

Earth is the homeworld of both Dolphins and Humans and the birthplace of Terran
civilization.  All Terran states in the Earth Colonies Sphere were originally
colonized by settlers from Earth, or their descendants.

Earth is the capital and most important world of the Commonwealth of Earth.
The world suffered extensive ecological damage during the 21st through 24th
Centuries and only recently has most of the damage been erased.  Earth of the
31st Century is closer to the 'garden planet' of yore than it has been since
the rise of industrial civilization.  Scattered among its vast oceans and
forests are gleaming megalopolises.  Exploitation of natural resources has been
abandoned in favor of a balanced stewardship.

*****

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 599
Archive-Message-Number: 7508
From: rancke@diku.dk
Subject: Sword World technology
Date: Tue, 10 May 1994 05:34:27 +0100 (METDST)

David Johnson writes:
>J Roberson <RJR96326@vax1.utulsa.edu> writes:
>>I don't know much about the Sword Worlds, but to me they always seemed
>>very faction-based, more akin to the Peloponnesian city-states than,
>>say the Roman Empire.
>
>This is a fair assessment, IMHO, but this very view seems at conflict with
>variable TLs.  Again, if Sacnoth truly is at TL 12 while the other worlds
>are at TL 9-11 then it ought to quickly come to dominate the entire
>Confederation.

Dominate how? And how quick is quickly?

>Remember, technology is at the heart of the `feudal
>technocracy' of the Sword Worlds Confederation.

How would this affect the inter-planet dealings? Individual Sword Worlds
may be feudal technocracies, but the Confederation itself is a  -  well,
a confederation ;-)

>This idea of a fundamental advance does need to be rectified with Hans's
>point that in the Imperium campaign the ease of access to higher TLs points
>to an economic or sociological basis for any TL rating rather than a basis
>upon technological endeavor.  If I want to build a Jump-3 starship on Gram
>all I need to do is jump over to Sacnoth, buy some blueprints (or hire a
>shipwright), and jump back to Gram.  Since this isn't happening (otherwise
>Gram would be TL C with a class A starport) then either I can't afford to
>buy the blueprints (or hire the shipwright) *or* there is some social
>reason why I can't do this.  You can take it a step further to say that
>Gram doesn't have the TL 12 factories needed to manufacture components for
>such a ship but can't I just jump down to Sacnoth and get plans for them
>too?

Ah, but thats the whole point. You don't have the factories because you can
buy your TL 12 stuff cheaper from Sacnoth than you can build them yourself.
And you don't build that ship yourself becuase it's cheaper to buy it from
Sacnoth, too. This also impose a natural restriction on Sacnoth's ability to
dominate the Confederation: If they become too expensive the other worlds
_will_ build TL 12 factories  -  which will propably trigger a recession on
Sacnoth and close down a lot of industry  -  quite possibly enough to drop
Sacnoth a TL in the process. That's what I mean by economic cycles.

>Hans Rancke <rancke@diku.dk> writes:
>
>>David Johnson writes:
>>>>From Wednesday night, Hans Rancke <rancke@diku.dk> writes:
>>>>Perhaps the Sword Worlds goes through
>>>>a regular cycle of booms and recessions with acompanying TL increases and
>>>>decreases?
>>>
>>>Well, maybe, but that still doesn't explain the *variance* in tech levels
>>>from world to world within the Confederation  -
>>
>>It does if one postulates that the individual Sword Worlds are on different
>>cycles. When a world has a boom it produces TL 12 stuff and exports it; when
>>it is in a depression it makes do with TL 10 or 11 stuff for the most part
>>and imports what it has to.
>
>Such variation in economic cycles from world to world would seem to suggest
>that there is little integration between the economies of the Sword Worlds.

On the contrary, there is a lot of intergration. That's why their economies
can affect each other that way. What they don't have is much economic
_control_. Each world will do what seems best for itself.

>This seems unlikely to me.  Even if there is little political cooperation
>there ought to be much economic cooperation or the Sword Worlds would have
>fallen to the Imperium - or the Darrians - long ago.

How do you know that? By that logic the independent worlds along the edge
of the Imperium should have fallen to the Imperium long ago too. They are
certainly even weaker than the Confederation. Lots of independant worlds
have fallen to the Imperium in the old days. But the Imperium had to stop
somewhere. It happened to be before they swallowed the Sword Worlds (Of
course, the fact that the present Sword world government (centered on Gram)
is rumoured to be heavily backed by Zhodani money may explain a lot). The
Imperium did occupy 12 of the Sword Worlds for a time after the Third
Frontier War, as a matter of fact. They just decided to go home again.

>>Their culture can perfectly well be homogenous in spite of TL variances of
>>a couple of levels.
>
>Well, maybe, but I find this unlikely for a `feudal technocracy'.  Technology
>is a fundamental aspect of Sword Worlds culture.

(Do me a favour and describe how a feudal technocracy functions. Of all the
government types that's the one I've never been quite clear about. I have
a vague idea, but I can't quite see how it would work in practice). Anyway,
as I said above, the Confederation is not one.

>>>Without it, one wonders why
>>>Sacnoth, at tech level 12, hasn't come to dominate the Sword Worlds long
>>>ago.
>>
>>Two possible reasons: 1) Sacnoth has its own ups and downs and just happened
>>to have an up the last time the Scouts or TAS updated their world catalogue.
>
>Well, if this was the case, why wasn't Sacnoth the capital at that point?

Because it was only one of 20+ worlds and the rest wanted it differently?

>Leadership clearly fluctuates among the Sword Worlds so ought not these
>fluctuations be tied to any fluctuations in technology?

Why should it? It is tied to political power. One source of political power
is technology, but it's not the only one. Besides, the leadership dosen't
fluctuate all that much. The Sword Worlds had been led by Gram for centuries
in 1120.

>Again, keep in mind the `feudal technocracy'.

Elucidate please. I'm not trying to be snide, I actually can't see why that
should affect the inter-planet relationships.

>>2) If, as I assume, a world can maintain equipment that is not too much in
>>advance of its TL, then the other worlds can maintain their own TL 12 ships
>>even though their TL is only 10 or 11 (though they cannot build new ones).
>>Thus there is a balance of power.
>
>Well, again maybe, but only if that balance of power doen't destroy any
>of those precious ships.  If I were Sacnoth I wouldn't sell any other
>worlds ships, fight them to a destructive stalemate, build some new TL12
>weapons of my own, and set myself up as a TED, in a sense.  If the Sword
>Worlds are as fractious as it seems, even if Sacnoth doesn't do this it
>seems the next world to hit the `peak' of it's cycle would.

Oh, dear! You really have a gamer's mentality, don't you? (And, yes, here I
am being snide ;-) The Sword Worlds have had their civil wars, true, but
they don't have them twice a decade. I think they've had four or five in
15 centuries. They're not the local Monday Evening Gaming Club trying to
do each other down, reasoning that having 50 'victory points' and win is
better than having 500 points and lose. Wars cost. Maybe the Sacnoth
leaders think a destructive stalemate would destroy too much. And, as
I've mentioned above, if Sacnoth dosen't sell those ships then the other
worlds _will_ build the factories to make the parts and build their own. If
that's the way it works, then the only reason why the other worlds are not
TL 12 is precisely that Sacnoth IS selling them ships and spare parts.

> This entire `technological cycles' idea seems to me to be more and more
> difficult to rationalize.

Did I help?

>>         "A  subsector  official  pompously states that the
>>         subsector  armed  forces  have  four Kinunir class
>>         ships in service,  each with enough troop strength
>>         to put down any military operations that threathen
>>         the peace of the Imperium."
>>
>>                         ---Adventure 1, The Kinunir
>
>I've been meaning to say it for a long time.  I *love* this quote.  It so
>wonderfully demonstrates the `provinciality' of all of us who `grew up' in the
>Marches - both gamers and GDW.  Thanks, Hans.

Thank you. Ahh, yes. I too remember a time when a Kinunir was an awesome
vesel of destruction, able to pacify whole worlds at a single volley of
its 15 (Count them: 15!) jump capsules <<nostalgic sniff>>.

They just don't make Marines like that nowadays, do they?


      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "The referee should determine the nature of subsequent
         events based on the individual situation."
                                _76 Patrons_, p. 8


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

Bundle: 599
Archive-Message-Number: 7509
Date: Tue, 10 May 1994 00:13:58 -0500 (CDT)
From: Kerry Harrison <kerry@illuminati.io.com>
Subject: Sigma Zephyrus


Details on just where Sigma Zephyrus sector is.

- ---------- Forwarded message ----------
Date: Tue, 10 May 94 03:48:00 UTC
From:m.mikesh@genie.geis.com
To: kerry@illuminati.io.com
Subject: Sigma Zephyrus

> One sector, "Sigma Zephyrus", has no known location, but is probably
> eight or more sectors spinward of Core near Theta Borealis.  Its only
> mention is from a sidebar in DGP's TD #19, p. 25:
>   "Years ago, Deneb was the original headquarters of the Scout Service's
>    Group Program, which established exploration outposts at Geokha
>    (Sigma Zephyrus 3210) and Pautho (Theta Borealis 1506), far beyond
>    Imperial borders."

Kerry -
     I wrote the articles in collaboration with James Holden.  That
segment is actually a condensation of something in the Grand
Explorations manuscript which Geo Gelinas and I wrote.  (Although the
book was ultimately cancelled, the material might begin to see print
soon in the form of magazine articles.)
     The similarities to Theta Borealis sector, published by Group One,
were deliberate so as to lend validity to that product.
     You're welcome to forward this information back to whoever
posted the above.  Thanks.                                        MIKE

 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
The Group Program
     In 359, the Scouts began a massive deep space exploration effort,
named the Group Program after Dr Sylvester Group, the prominent
scientist that lead the campaigned for it.  The primary objective was
to send ships with astronomical sensors well outside the Imperium.  At
the same time, the ships would carry exploration teams to study the
systems along the way.  With the support of other scientists from a
wide range of fields, he won the endorsement of several dukes and
ultimately that of the Emperor Anguistus.
     The project set up headquarters at Deneb and prepared two series
of missions focused on two different directions roughly ninety degree
apart from one another.  The series called Group One focused on areas
to spinward, while Group Two went to coreward.  Each set up a
permanent colony on a remote hospitable world to support these remote
scientific endeavors.
     Group One established itself at Pautho (Theta Borealis 1506
A567456-E V), a very hospitable world, but barren at the time.
Imperium-wide attention given the projects attracted numerous
engineers and technicians to settle the colony.  They rapidly set up a
class A starport, city, and hinterland with the lavish support of the
Scout supply line.  The colony tech level started out fully at the
Imperial maximum (TL13).
     Advanced scouts particularly selected Theta Borealis for its many
budding minor races.  The colonists recruited a few thousand to help
build the colony.  In return, Pautho gave the aliens technological
assistance which allowed a few to start their own interstellar
communities after a couple of centuries.  Humans from Pautho often
settled on these alien worlds to form commercial companies.
     Meanwhile, Group Two settled Geokha (Sigma Zephyrus 3210
A689559-E V) in the same fashion.  This sector, called Zhiaqrqiats in
the Zhodani language, was rich in Ancient sites.  Geokha itself had an
enormous intact Ancient city completely untouched by the Final War.
However, the Ancient withdrawal was evidently quite orderly, leaving
little to physically ship back to the Imperium for study.  The
searchings by scientists and the occasional artifact hunters
periodically encounter rich finds, though.


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

Bundle: 599
Archive-Message-Number: 7510
From: gsw@aloft.att.com (gerald.s.williams)
Date: Tue, 10 May 94 08:24:17 EDT
Subject: Re: Thoughts about Colonies, etc.

Ted7@world.std.com writes:

> There is nothing in GDW's current (or past) Traveller series technology that
> requires a celestial body for jump.

Except the background, that is.  Many of the supposed barriers
to travel would not exist without this as at least a practical
requirement (for example, you can do it, but you waste fuel and
it adds an element of danger).

An example from Classic Traveller is the Great Rift, and the
corresponding J-n routes across it which would no longer be needed
(before saying they're for traders, think about the cost savings
of using a smaller Jump drive and the fact that you have more cargo
space by making a series of smaller jumps--besides, they weren't
just for traders).

An example from TNE (which I don't own) is the Regency's defense
against the virus.  I guess TNE claims they are covering every
cubic meter in a shell 6 parsecs thick around the Regency (which
is ludicrous--they would have to be able to INSTANTLY destroy any
ship coming out of jump in that area and NEVER fail).  More likely,
they are covering every planet and gas giant at the border.  Of
course, this doesn't work if it's easy to jump to empty space.
There would be a whole chain of Virus refueling stations extending
throughout the Regency's open space by now (scary, isn't it?).
Make it a little harder to do, and the refueling stations still
appear at the border (slowly), giving the blockade fleets another
horror they have to face before it's too late (not to mention the
occassional deep-space jump patrol popping in on top of literal
fortresses just inside of Regency space).

,-----------------.
|Gerald S Williams|
|gsw@aloft.att.com|
`-----------------'

      _  |     ____/    _  |
     /   /    /        /   /      /                     /
    /   /  ____ |     ____/   _  _/    __ |    __ |    /      ____/
   /   /        /    /          /     /   /   /   /   /    ____
______/  ______/  __/         ___/  _____/  _____/  ___/  ______/


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

Bundle: 599
Archive-Message-Number: 7511
Date: Tue, 10 May 1994 14:21:53 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: Stations/Depot/Xboat Politics

On Deep Space Stations:

It's possible they don't often make much economic sense.  (Maybe I'll do
a quick analysis sometime.)  But they might make very good military
sense, as a refueling depot.  All you need are the hulls for holding
the LHyd fuel, tanker/tugs to haul them around and fill them up, and
a parsec or so to hide them in.  I don't know whether the logistical
assets to support such a venture would be worth tying up or not.


On Depot and its' TL16:

David Johnson <djohnson@geds01.jsc.nasa.gov> writes:


>If this infrastructure exists in Deneb - and essentially Vincennes is the
>only source available - then Depot might continue to function.  Clearly
>this would be a priority of the Domain and later the Regency.  On the
>other hand, if Depot was previously supported by Imperial infrastructure
>beyond the Domain then it might be more feasible to move these facilities
>to Vincennes.

Point taken.  However, I think that Depot's tech is supportable on
the Domain's resources.  Deneb has enough TL15 worlds to handle any
materiel Depot got from other worlds at that tech level (maybe with
some retooling) and it would be fairly difficult and time-consuming
to ship anything significant from further away.  The nearest TL16
world outside Deneb was the capital of Corridor, Kaasu (Corr. 1209).
The only other TL16 worlds in that direction are the two in Vland,
Gemid and Lukham.  So Depot had to be fairly self-sufficient in the
way of manufacturing.  And from what we're told, typical Imperial
naval policy dictated this.  Still, I'd expect short-term equipment
problems, especially with experimental ships like the uprated TL17
armed Voroshilev battleships, since those contractors and that project
was not originally in Deneb.  It still will be rough for a couple
of decades, but not I believe, insurmountable.

Hmm...Depot (Deneb) may have been centered on Imperial prototype
development and testing, as well as high tech production.  Does
anyone else remember any TL16 naval depots?  (It seems to me that
some of the depots were designed with major secondary missions.
Except Depot (Corridor).  Its' secondary mission was its' primary
mission -- to be the biggest naval base in the Imperium!) :)

>My own view is that TL represents the production capability of the world.

Agreed.  I really liked the DGP _World Builder's Handbook_ development
of the tech level concept into types of technology at different levels,
with UWP tech level represented as the height of commonly available
technology on the world.  That didn't rule out weird tech level
variations in places, or lower tech in undeveloped regions, and so on.
For instance, UWP tech for modern Earth was 8, best representing the
planetary production (i.e. the industrialized, computerized "First
World" countries), but low common was only 6, representing the best
available elsewhere.  The book, if you can still find a copy, presented
a nice flexible system.


On Imperial Politics:

The x-boat system is an interesting case study.  When designed in the
mid-600s, it was state of the art: tech 13, jump four.  (Although
the Imperium was considered tech 14 in 700, so the government probably
had many jump five ships by then).  After four hundred years of service
it was still jump four.  While political reasons for having a slower
information system have been expressed (the government gets news by
jump six first), there are other considerations.  The x-mail system
may have been aging, but it still worked, and it would be terribly
expensive to redesign the entire system for jump six.  What if the
way stations would need to be moved?  Think of the expense of the
new x-boat designs!  [Especially in the old Classic Trav design
system which explains why we have the xboats we do!]

Even so, prior to the Fifth Frontier War, there had been talk of
building a jump six express route from Regina to Capital in order
to keep closer track of the Zhodani situation.  (Which may have been
Imperial sabre-rattling, but is still interesting.)  TNS news
releases on such things were in the 5FW game, and may have been in
JTAS was well.

  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>


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

Bundle: 599
Archive-Message-Number: 7512
Date: Tue, 10 May 94 14:44:47 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: Earth Colonies World Gen - Govt

Gentlesophonts:

From Monday night, Jim Vassilakos <jimv@ucrengr.UCR.EDU> writes about
previous TML discussions on world generation variants:

> I've just put a
> transcript of the old discussion up for ftp.

I've only gotten through part of Jim's discussion but if you're going
to participate in our current world generation discussion then I
strongly urge you to check this out first.  It will save us a *great*
deal of duplication.


Andy Lilly <A.S.Lilly@bnr.co.uk> asks with regard to the Earth Colonies
world generation variant I posted:

> I did note that the Govt gen
> bit doesn't allow have religious extremists or dictators - or am I
> misinterpreting the oligarchies, etc.?

It's not that you're not reading the tables correctly it's just that I
didn't bother to explain them.  The description of government types C+
as 'democratic oligarchies' merely describes the nature of authority and
consent under these governments.  The 'democratic' means that ultimately
the government enjoys some level of consent (even if that's merely a
consent to oppression in the face of an alternative of death - which is
what permits the oppression to continue) from the populace.  Since high
government levels result from large populations some sort of consent
*has* to exist.

The 'oligarchy' in the government type description merely describes the
agent that exercises authority.  In this case, a group of individuals
(as a opposed to the single individual of an autarchy).  At C+ we get
an oligarchy again because population levels are high which strains
the ability of a single individual to exercise authority.

The specific characteristics of this 'democratic oligarchy' are left
to the referee.  If you prefer a theocracy go right ahead.  The rules
are simply constructed to permit an extremely oppressive government
type without requiring that it be characterized as theocratic.  (A view
expressed in the canonical rules that, IMHO, reflects the Western humanist
bias of the original developers rather than an objective take on
government types - there was nothing 'religious' about the rule of Sauron
in Mordor!)

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 599
Archive-Message-Number: 7513
Date:         Tue, 10 May 94 17:13:30 EDT
From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      CT/MT/TNE: It's still TRAVELLER!

  I agree that we should probably dispense with the arguments over TNE. I do
think however that there needs to be a realization: TNE is the current form of
Traveller, the New Era is the current form of the Traveller universe. There are
people here who are experiencing Traveller for the first time because of TNE.
The comments of people like "Jo Grant" who, in a recent post, said that people
who play TNE are "sad individuals" (and other inflammatory remarks) will just
wind up alienating people. I like ALL FORMS of Traveller, including TNE. If you
want to complain about the rules or background, fine; but let's not get
personal or insulting anymore.
                               Allen Shock

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

Bundle: 599
Archive-Message-Number: 7514
Date:         Tue, 10 May 94 18:35:25 EDT
From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      Charted Space map for sale/trade.

I may have sent a message about this earlier (I think I accidentally zapped it)
so if I did forgive me. I have come into possession of an extra copy of a BIG
map (8 sectors by 16 sectors) of charted space produced by GDW as a promo circa
1981, showing the complete territories of all the major Traveller races. The
only flaw with this copy is that it has some extra folds in it as though mailed
in an enevelope. I have no idea how much this is worth, and would be willing to
entertain offers for sale or trade, especially trade. I'm interested in alien
modules (don't need Aslan, Vargr, Solomani or Darrians) or FASA adventures
(don't need Ordeal by Eshaar). I also have the four sector packs produced by
Judges Guild (Ley Sector, Glimmerdrift Reaches, Crucis Margin and Maranatha-
Alkahest) and extras of Alien Module 1: Aslan and 1001 Characters if anyone
needs those.  I'll trade everything listed above for Alien Module 2: K'Kree
and Alien Module 7: Hivers. Contact me at 34ZBTXQ@CMUVM.CSV.CMICH.EDU or call
(517)772-7865.
               Allen Shock

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

End of TML Bundle
******************
To: traveller@engrg.uwo.ca (TML Submissions)
Date: Wed, 11 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #600: Msgs 7515-7532 
Approved: by traveller-request@engrg.uwo.ca (TML Admin) Wed May 11 22:00:03 EDT 1994
Reply-To: traveller@engrg.uwo.ca (TML Submissions)
Errors-To: traveller-request@engrg.uwo.ca
Precedence: bulk

TML bundles come from the archives maintained by
traveller-request@engrg.uwo.ca (TML Admin).

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

Date: Wed, 11 May 94 22:00:03 EDT
From: traveller-request@engrg.uwo.ca (TML Admin)
Subject: TML bundle #600: Table of Contents

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
 600  7515 10-May-1994 David Johnson    World Generation Variants << Gentlesoph
 600  7516 10-May-1994 "Susan M. Shock  Disregard Previous Message << The Judge
 600  7517 10-May-1994 Erwin Fritz      Re: TML nightly: Msgs 7491-7491 V73#15 
 600  7518 10-May-1994 psualum@aol.com  Shall Not Perish - RQS << Sinzarmes
 600  7519 10-May-1994 psualum@aol.com  recolonization << KMCCARTHY@qmgate.osc.
 600  7520 10-May-1994 psualum@aol.com  T:TNE questions << To dbasinge@nickel.u
 600  7521 10-May-1994 psualum@aol.com  Shall Not Perish - Sword Worlds << Rega
 600  7522 11-May-1994 David Hoey       Some Adventure Ideas << The following a
 600  7523 10-May-1994 Caffine Achieve  << In Bundle: 599, Mon, 9 May Muir Macp
 600  7524 11-May-1994 Roger Sanger     The Regency, the Wilds, and Your Campai
 600  7525 11-May-1994 Roger Sanger     The IISS in the New Era... <<  
 600  7526 11-May-1994 Roger Sanger     The Great NPC Swap! << With 40+ referee
 600  7527 11-May-1994 Adrian Hurt      Re: ammo << Muir Macpherson <muirmac@oc
 600  7528 11-May-1994 PAVEWAY          Lasers << Thanks for the tip about what
 600  7529 11-May-1994 Steven M Bonnev  *MAIL CRASH* << Hate to bother y'all ab
 600  7530 11-May-1994 John Bucsek      Deep Space Jumps <<  
 600  7531 11-May-1994 James T Perkins  Welcome Stephen Aust << ------- Forward
 600  7532 11-May-1994 TML Administrat  ARGH! apologies! << Welcome Stefan Aust

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

Bundle: 600
Archive-Message-Number: 7515
Date: Tue, 10 May 94 18:46:30 CDT
From: djohnson@geds01.jsc.nasa.gov (David Johnson)
Subject: World Generation Variants

Gentlesophonts:

If you haven't read the discussion from last year's TML made available
by Jim Vassilakos <jimv@ucrengr.UCR.EDU> some of this might not make any
sense.  Also, note that I originally sent this message as mail directly
to Jim.  (So he's probably whom I mean when I write "you".)

My general feeling was that the discussion was starting to get a little
too complicated.  I guess I agree with Jim's comment of 19 Feb 93:

> Hmm... this is starting to entail lots
> of variables.

I'm not much for rules in the first place.  My approach to role-playing is
to generally ignore the rules except when they can provide a lot of useful
information with a relatively small amount of effort.  This is illustrated
by the difference between the basic and extended canonical rules.  The
basic rules give plenty of info on the main worlds for a relatively small
amount of effort while the extended rules give lots of info for the (less
important) rest of the system *and* requires a great deal more effort.

That said, I do feel the basic rules need work which is why I developed
variant world generation tables for the Earth Colonies campaign (but that
only address the main world).

The concern about spectral types interested the scientist in me (I was an
engineering major) but pretty much bores the role-player in me (I'm now a
humanities major).  I realize some `garden' worlds get generated about
stars that sort of ruin the garden but I'm willing to deal with that on
an individual basis.  (I realize though that this becomes an issue when
you seek to expand the system to include some sort of random life generation.)

I really liked the idea suggested by Bruce Pihlamae that proposed an
approach to developing worlds similar to that used to generate characters.
The generation of the geosphere, native biosphere, external cultural
influences and subsequent interactions seems very interesting.  (I also
like the `resonance' of this approach with the character generation scheme.
This does begin to become a product of one's approach to one's particular
gaming universe though - another important point raised in the discussion.)
Unforunately, this particular stream of the discussion seems to have died
out.  (I also agree with your sense that this is more `world building'
than `world generation' - sort of like the `expanded' character generation
rules - but I *do* like it.)

I've jimmied (Oops!  Just realized you might not like that term.  :-) with
the trade classifications myself.  (In addition to many of the points raised
I've always found the fact that waterworlds - Hyd A - can't be agricultural
to be more a product of our own land-lubber bias than objective consideration.)
Generally, though I've never been satisfied with my limited attempts to
rectify this situation.  This is probably due to the fact that trade codes
don't really matter except in the trade and commerce rules.  Not being
much for rules anyway I just don't encounter the trade codes that much.

The other point I found of interest was the notion of some sort of `life
scale' that details the sophistication of native life.  In general I come
down on the side of this measure not addressing technological accomplishment
(sentience is important regardless of TL, IMHO).  On the other hand I'm
uncomfortable with randomly occurring sophonts but the idea of a code that
will tell me whether the local life consists of water-borne single-cell
organisms or highly sophisticated mobile predators does seem quite useful.
I see no problem just adding this code to the `Remarks' section of the UWP.
Say a code like `LX' where the `X' is the UWP digit.  (I've added columns
under `Remarks' in the Earth Colonies campaign that address local defense
battalions and system defense boats already.)

I find the `Resource' measure of less use.  Planets are pretty large bodies
and most will possess *some* sort of resources.  It seems to me that more
important will be the *accessibility* of those resources which leads you
back to `good' biospheres.  (No matter how much lanthanum there is on some
`hell-hole' there is a price to be paid to extract that resource in such
an environment - making it ultimately less valuable, unless you *can't* get
it somewhere else - and if I can't get it anywhere else, how did I find it
to be useful in the first place?)

The last issue I feel I need to address is the suggestion that government
and law level might influence tech level.  First off, you'll see from the
variant world generation that I posted from the Earth Colonies that I've
rejected the government types from Traveller (which were always problematic,
IMHO) in favor of a government characteristic that attempts to address the
nature of popular consent and the exercise of authority that is unrelated
to the specific manifestation of that consent and exercise of authority.
I also abandon the `weapons restrictions' guidelines for law level in favor
of a more loosely defined level of government intrusiveness that primairly
manifests itself in `encounter throws' for the local police - whether
such an encounter occurs because of a weapons violation, expired license,
or your haircut is up to the referee.

That said, I would be very careful about any modification of tech level by
government type or law level because such modification is highly susceptible
to contemporary political views about the nature of technology and the
practice of science that are extremely lacking in objectivity.  Even in
the TML discussion there was a great deal more ideology than technology - both
with respect to `oppressive vs. open' government types and with repsect to the
nature of government intrusiveness (law level) into the practice of science
and technology.  (I say this as a practicing engineer currently involved
in the joint US-Russian space program *and* as a soon-to-be science and
technology policy graduate student.)

Happy Travelling,

David Johnson
Houston, Texas, USA

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

Bundle: 600
Archive-Message-Number: 7516
Date:         Tue, 10 May 94 20:12:20 EDT
From: "Susan M. Shock" <34ZBTXQ@CMUVM.CSV.CMICH.EDU>
Subject:      Disregard Previous Message

The Judges Guild Traveller materials I mentioned in my previous post and the
map are already gone. (Kevin Knight offered to trade me a copy of 5th Frontier
War for them and some other stuff). Sorry for wasting the bandwidth on this.
                                                Allen

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

Bundle: 600
Archive-Message-Number: 7517
From: erwin@fritz.cuug.ab.ca (Erwin Fritz)
Date: Tue, 10 May 94 06:27:14 -0700
Subject: Re: TML nightly: Msgs 7491-7491 V73#15

William White <whitew@eden.rutgers.edu> writes:
>Subject: Interstellar Politics, Of A Sort

>              The Political Economy of the Imperium

>I want to talk a little bit about the Imperium, and some of the
>assumptions that underlie its structure.  Let me begin by listing
>two of the problematic areas that I think merit consideration.

[munch]

>Comments?  I'm all ears.

>Bill White

Excellent article!  Exactly the kind of thing I subscribe to this list
to read!  

When I roll up systems, I don't muck with the starport or population 
rules.  I like the challenge that results from having to explain why
a world has 10 billion people on it when its temperature is 100 below
zero and has an insidious atmosphere.

If the rules change so that only garden worlds have high populations,
then each worlds starts to look suspiciously the same.

- -- 
erwin@fritz.cuug.ab.ca

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

Bundle: 600
Archive-Message-Number: 7518
From: psualum@aol.com
Date: Tue, 10 May 94 23:04:42 EDT
Subject: Shall Not Perish - RQS

Sinzarmes
    From Book 7 - (Subsector-wide Company): Within the Regina subsector,
Sinzarmes provides transport from the subsector's many worlds to the
major trade route worlds.  Sinzarmes is also a majot mail carrier,
delivering xboat messages to worlds off the main routes.
- -----------------------------------------------------------------
Regency Quarantine Service

In the years following the withdrawal of the Corridor Fleet the Domain
of Deneb Navy & Scout assets conducted a fighting retreat before the
onslaught of the Vargr invasions.  In 1125 the frontier of the Domain
had been pushed back to the spinward half of Deneb Sector while the
other half had been reduced to Wilds.

When Norris established the Quarantine (312-1130) the Patrol was
combined with part of the Regency Interstellar Scout Service
(Exploration and External Mapping branches) to form the Regency
Quarantine Service (RQS).  Communications (xboat & courier service) and
Internal Mapping functions remained unchanged (within the borders of the
Regency).  The RQS soon became a separate service.

The Quarantine border was extended to more defensible positions and is
several parsecs deep to prevent high jump performance ships from leaping
over the blockade.  By 1201 this border ran through the following
subsectors:

	Deneb: 		B - G - K - O
	Reft:			C - B - F - E - I
	Trojan Reach:	L - P - O
	Riftspan Reaches:	C - G - F - E

The Scout/Courier ships now available to the RQS were modified to create
Quarantine Cutters quickly followed by the addition of 70-ton Inspection
Launches.  The RQS still wasn't able to maintain a virus-proof seal
along the entire border which resulted in the creation of the RQS
Auxiliary comprised of private citizens assisting the patrol of the
border.  Later 150-ton Quarantine Cutters (stretched versions of the
Scout) entered into use by the RQS.

The above data on the RQS is pieced together from Survival Margin and
T:TNE manual.  The following is my conjectures on tactics of the RQS as
well as some additional necessary assets.  For each system that contains
gas giant(s) and/or a world with water present the RQS will need to base
assets able to defend those sites and send messages to other systems in
the Zone.  This would include manned bases in position around such
planets and small fighter craft in addition to the ships normally in use
by the RQS.

When a ship arrives at a system within the Zone and is detected by RQS
sensors they will be hailed.  If they respond they will be instructed to
rendezvous with either a Quarantine Cutter or an Inspection Launch
depending on the size of the ship.  If any problems arise when
communication is attempted the RQS will dispatch armed craft (either
Cutters or fighters who tend to shoot first and ask questions later.
Fighters would be designed with high manuever capabilities and would be
based at all refueling sources.

They would not be launched until a suspect ship is fairly close.  This
provides multiple benefits: the fighters have ample fuel, the incoming
ships are low on fuel, the bases are close-by so are able to provide
heavy fire support (Particle Accelerators and Meson Guns).  Another
option would be to replace some or all of the fighters with remotely
piloted vehicles operated from the base.

Finally should incoming hostile forces overcome an RQS base there must
be some means for notifying other nearby systems.  This is accomplished
by maintaining a small unmanned station outside of the 100 diameter zone
which contains jump torpedoes.  When RQS forces are nearly overwhelmed a
signal is sent to the station which then launches all of its torpedoes.
Each torpedo is preset to enter jumpspace at the proper time.  One
torpedo is sent to each nearby system.  As part of the notification
signal additional data can be transmitted and sent with the torpedo such
as compostion of enemy forces.  When the torpedo arrives at its
destination it begins broadcasting its message to RQS bases.  This
system is a response to the Rape of Trin and currently only 1 in 3
systems are equiped with these stations.


Next:  The RQS in 1200 and beyond.



PBJuzyk
Reading, PA
Terra/Solomani Rim (1827 G867975-8)

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

Bundle: 600
Archive-Message-Number: 7519
From: psualum@aol.com
Date: Tue, 10 May 94 23:05:06 EDT
Subject: recolonization

KMCCARTHY@qmgate.osc.hq.nasa.gov recently asked: Will the systems
without habital planets be recolonized?

I agree with the majority of the discussion that followed.  Large
artificial habitats will no doubt be avoided like the plague (or the
Virus).  Smaller AHs (not Avalon Hills! :)  will only be established if
the need is great enough.  BTW this only applies to such groups as the
RC, the Regency would not have such phobias.

An example would be Kruyter which is inhabited by RC workers of a
private corporation attemting to recover minerals and relic equipment.
This would provide the only good reason for returning to such worlds.
If additonal reasons for the continued habitation of the world are found
(such as being a J-2 way station between more important systems) then
possibly the colony would continue to exist.

As far as the tech needed and phobia toward such I think if people are
willing to trust returning to space in ships they will have no problem
with AHs.  They will of course take all the precautions used on
spacecraft to deter Virus infection.


PBJuzyk
Reading, PA
Terra/Solomani Rim (1827 G867975-8)

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

Bundle: 600
Archive-Message-Number: 7520
From: psualum@aol.com
Date: Tue, 10 May 94 23:13:09 EDT
Subject: T:TNE questions

To dbasinge@nickel.ucs.indiana.edu and
   rdawson@business.carleton.ca

Re: 1. I know ALOT of people dislike T:TNE. Is it due to the system, or
       the world?
    2. What would people change in the current Traveller version?
                         and
    Contents of T:TNE Deluxe Edition

Several months ago this very topic was heatedly discussed on TML and
I've included a humorous summary that was posted:

Once upon a time, before the sinking of F.G.U. and the rise of Star Wars
licensed products, there was a game called Traveller. It came in three
small booklets and it was good. But with the waning of the years of
innocence GDW did look upon the face of their sales, and lo, begat Mega
Traveller of Many Colours, and did fill it with many fine and strangely
crafted rules. But yeah the people of the Imperium did look upon the new
creation wrought in the image of the three books and lo saw that it was
flawed. Listening to the torment of the multitiude GDW did release
errata sheets; and they were legion. And the people did name the Many
Coloured One "Typo Traveller" and were filled with dismay.

With the passing of the age of Innocence came 'The New Era', and there
was many wiping of slates clean. And lo the sides of the die did
multiply thricefold and more, the Imperium was swept away, and the
people did weep. Yet from within the lamentation the people did look
upon the new book and did like the new uncluttered task system and
rejoiced over character generation. And yeah they threw down their laser
carbines for they were as nought in the face of the enemy, and picked up
rifled muskets for they had better penetration at small range than the
ACR with DS rounds.

And yet in this moment of triumph 'Errata', the Evil One, did once more
spoil the party with seditious mistakes and inconsistencies.

And it is Now, and I that speak to you from the far distant land of
England. A land that has not yet seen the light of FF&S or indeed this:

 U> From: gt6963c@prism.gatech.edu
 U> There are 2 books and 1 booklet in the deluxe box:  TNE rules, FF&S,
 U> and an "upgrade" booklet that covers changes to the main rules that
 U> have been made by the creation of FF&S.  It says that "updated rule
 U> books will have the designation version 1 mod 1, dec 1993 on the
 U> title page".
 U> John

With confusion and a sadly dwindeling bank account, I seek T:TNE Errata
to fill the holes in our blessed book. Sages of the TML, answer me:

   What errata is currently available?
   Where may such wise lore be found?
   Does this involve more than changes to system travel times?
   Will GDW slay Errata for good with version 1 mod 1?

I can only watch and hope.

Pip pip

Graham


Graham Spearing  said the following:
> Once upon a time...
[biblical like text deleted for space]

  I finally have some more weird ideas:

 Judiasiam   == People who only play Clasic Traveller
 Christanity == People who play only CT and MegaTraveller
 Islam       == people who have embraced TNE?

and

 CT  == Old Testament
 MT  == New Testament
 TND == Koran

Okay, I'll climb back into my Morrow Team Bolt Hole (tm) and set the
sleep-sleep machine for 'long time'.  You can put down the muskets. :-)

Matthew Goldman  E-mail: goldman@orac.cray.com Work: (612) 683-3061
- --------------------------------------------------------------------

It seems that the less TMLers were upset over the game system (a
combination of Classic Traveller (CT) & Twilight 2000 (T2K)) as they
were over the setting (i.e. the eradication of the 3rd Imperium (3I).
Many of us who've played Traveller for some time were devastated at the
loss of the 3I, or more pointedly GDW's apparent intention to stop
support of such with modules & sourcebooks & move in new directions.

GDW not only changed the system but also the setting all at once and
officially has left the 3I behind as but a note in history.  The rules
overhaul in my opinion is good.  The character skills have been heavily
altered but still have the Traveller flavor.  Combat has changed to the
T2K system, I agree somewhat with A. Shock's opinion regarding lasers (I
would limit their pen to 2-2-2 as non-rigid armor does nothing to
lasers) and automatic fire (it seems that more damage is done by firing
the full number of single shots that if the weapon is fired on full
automatic!!).  These rules are GDW's 'house rules' that they now use for
all their (dwindling) rpgs.  The boxed set includes the rules book which
contains all the rules:
	character creation
	task resolution
	world building, space travel, commerce,
		equip maintenance & repairs (a la T2K), psionics
	combat - planetary (i.e. individual), vehicle, & space
	equipment list

in one 380 pg tome which also includes 2 scenarios (one in the RC & one
in the Wilds).  Also included is Fire,Fusion, & Steel which is a tech
design book for firearms, vehicles, and spacecraft plus a map of
Diaspora sector & accompanying stats (for both 1119 & 1200) plus char
gen charts.

The setting GDW seems to actively support is as follows: as the Final
War wound down Lucan was researching a secret weapon.  Dulinor
discovered this & raided the research base not knowing what was being
developed.  He thereby acquired the AI Virus & spread it.  The Virus was
bred for distruction and what the warring factions didn't destroy it did
- - leaving the former Imperium in ruins, depopulated, and in many cases
without space transport or contact.  Except for the Domain of Deneb (now
known as the Regency) which had warning of the Virus & set up a
Quarantine Zone at its borders.

Seventy-five years later the survivors are starting to crawl back into
space.  GDW is supporting one such area - the Reformation Coaltion.
This group first tried peaceful trade but their initial missions all ran
into serious trouble.  They then sent rescue missions which achieved
using force what the peaceful trade missions did not.  The RC is now
embarcked on a mission of reuniting all the worlds of the former
Imperium.  The only propblem is most of the worlds are run by TEDs.


Technically Advanced Dictators rule by might.  Nearly all the worlds of
the Imperium suffered a drop in Tech Lvl but some relic tech items are
left.  Those who have advanced weapons can rule over many even if they
are few in number.  The RC is democraticvally inclined (at the moment)
and therefore only wants like minded worlds to join (and will eliminate
TEDs to bring democratic rule to planets).

This is the Star Viking campaign which is described in the rules along
with mention of two alternate settings: the Spinward Sates (Regency) and
a Pocket Empire.

I personally rather like the current setting - the Imperium always
seemed too big & not subject to external threats.  Even the Zhodani were
only a threat to but a portion of one sector.  Nonetheless GDW should
have taken a cue fromTSR and maintained multiple settings.  Many of the
TMLers want the old Imperium.  The Regency is very similar but does not
seem to enjoy much official support.  GDW should issue products for both
the Regency and Reformation Coalition settings and possibly more (its
the new way to make money - Task Force Games does it with Star Fleet
Battles, Avalon Hill with Advanced Squad Leader, and TSR with their
multiverse of D&D settings).  On the TML we have started developing our
own background for the Regency.  Feel free to join in with your comments
and ideas.



PBJuzyk
Reading, PA
Terra/Solomani Rim (1827 G867975-8)

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

Bundle: 600
Archive-Message-Number: 7521
From: psualum@aol.com
Date: Tue, 10 May 94 23:19:55 EDT
Subject: Shall Not Perish - Sword Worlds

Regarding TNE Sword World data:
  I agree that the stats seem to be a result of applying a mechanical
system to the process without editing the results.  As the Regency and
other peoples further spinward were not touched by the Virus (with a few
exceptions) they would not have suffered the degradations suffered by
worlds in the Wilds.  In addition during the first few decades the
economies, tech levels, and possibly populations may very well have
increased for the following reasons:

	- the Zhodani and Regency entered a new, more peaceful stage in
their association with each other

	- with the loss of Corridor and contact with the Imperium the
Regency needed to produce more items for self-sufficiency.  What they
couldn't produce would be purchased from the Zhos, Darrians, Sword
Worlds, etc.

	- ship building outside the Regency probably increased and
starport quality with it.  To successfully equip the RQS ships were
needed, ships not available from the Imperium.  The Regency would need
nearly all of its shipyards to produce RQS ships.  Civilians would have
to go elsewhere and initially that would probably be to Gram in the
Sword Wlds and Mire & Jacent in the darrian Confederation.  An effort to
upgrade other starports to capture a share in this new market would be
made by the Sword Wlds, Darrians, Arden & Border Wlds.

The updated stats seem well thought out and well within the bounds of
believability.


PBJuzyk                             | 'Most plans don't even survive
Reading, PA                         |  contact with Reality'
Terra/Solomani Rim (1827 G867975-8) |   -Hammer Lanthrop, *Smash & Grab*

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

Bundle: 600
Archive-Message-Number: 7522
From: David Hoey <dhoey@it.ntu.edu.au>
Subject: Some Adventure Ideas
Date: Wed, 11 May 1994 15:12:23 +0930 (CST)

The following are some brief adventure ideas, the first two I used while
playing Classic Traveller.  The last one struck me last night after dropping
someone of at the airport.

Idea 1:
The Imperial Police Agent:  This came from an idea involving extradiction
of criminals from countries and even states within countries.  Basically
if a criminal commits a crime on planet A and then flees to planet B, who
brings the criminal to have justice on planet A.  The Imperial Police 
Agent was different from bounty hunters in that they were given a ship
for there use and have powers of arrest on all planets.  If they required
extra help on the arrest they could enlist the aid of the Imperial Navy.

I used this idea as a campaign for a group of two people.  It is better
suited for a small group.


Idea 2:
Planetary Dictator:  I want to have the some fun playing planetary 
governments.  The players have to form a political party on a democratic
world and get into power.  Once in power they have to try maintain their
hold on power.  This can be done democratically or by coming up with a way
to form a dictatorship.  In the game I played a planetary civil war enabled
the P.C.'s to declared marital law, they just forgot to remove it.


Idea 3:
The Customs Barrier:  After going through security at the airport here
I noticed two things:  it is very light, and in all the traveller games
I have played I have never had to go through security or customs at a
starport.  For this adventure the PC's have just landed on a high law
level world and are trying to get through customs.  Unknown to the PC's
(unless they ask) the government has decided to outlaw a large range of
items.  Items outlaw should included an item on of the PC's is carrying
i.e. the wearing of black items of clothing is now outlawed.

The search for contraband should be extensive and maybe involve guards
with rubber gloves etc.  This gives the PC's a chance to use those little
used admin, bibery, streetwise skills.

Also the guards will be lightly armed and armoured with a large heavy 
armed and armoured swat team as backup.  This team would be hidden away.
The players in my group have a nasty habit of shooting problems.

I hope these ideas are of some help
- -- 
**************************************************************************
*  David Hoey          * Computer Science, Northern Territory University *
*  dhoey@it.ntu.edu.au * Darwin, Northern Territory, Australia           *
**************************************************************************

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

Bundle: 600
Archive-Message-Number: 7523
Date: Tue, 10 May 94 23:41:49 PDT
From: Caffine Achiever! <fok@scf.usc.edu>

In Bundle: 599, Mon, 9 May Muir Macpherson wrote:
>Subject: ammo capacity

>Has anyone, perhaps on the beta list, examined how to come up with
reasonable
>clip capacities for slug throwers?

I understand that the Italian M4 Spectre have a clip magazine capacity
of 50 rounds.  It has a length comparable to most 20-30 rounds
magazine by using a four column arrangement.  If you keep that in mind
higher capacity clip magazine doesn't *have* to mean a significantly
longer length.

>I mean, how far can you extend a bannana clip until it gets in the
way?
>What about ammo drums, like a Thompson, or top-mounted clips, like the
>T:2000 weapon that appear in Challenge 72?

I don't recall which version of the Calico appeared in C72, but the
9mm model comes with a 50 round held in a helix pattern on top of the
weapon.  A 100 round version is also available.

If you're really worry about the physical bulk of the magazine, take
the solution used by some version of the HK G11.  The stock breaks
opens and a 100 round brick of its caseless ammo is inserted w/o any
metal/plastic jackets.  pretty niffy ah?

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

Bundle: 600
Archive-Message-Number: 7524
Date: Wed, 11 May 1994 00:12:36 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: The Regency, the Wilds, and Your Campaign...

 
 
 
 
 
 
 
Who would dare to venture out of the Regency into the wilds?
 
What kinds of adventures would the wilds provide for Regency
campaigns?
 
What would the Regency government itself be doing about the wilds?
 
 
 
 
 

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

Bundle: 600
Archive-Message-Number: 7525
Date: Wed, 11 May 1994 00:14:10 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: The IISS in the New Era...

 
 
 
 
 
 
 
With most of its assets transferred over to the quarantine
effort, what is the role of the Scout Service in the Regency in
the New Era?
 
 
 
 
 
 
 
 
 

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

Bundle: 600
Archive-Message-Number: 7526
Date: Wed, 11 May 1994 00:49:14 -0700
From: rodge@cyberspace.com (Roger Sanger)
Subject: The Great NPC Swap!









With 40+ referees with active Traveller campaigns frequenting the TML,
between them there must be a LOT of NPC's floating around out there.

One of the referee's most tedious tasks is to generate NPC's.  Oh,
how much easier life would be if there were an NPC pool from which
a ref could pull an NPC whenever he needed.  (sigh)

Such would be the case if each of you posted your NPC's to the TML.
Take advantage of the leverage of cooperation, contribute your efforts,
and receive in return the efforts of 40!

The concept is starting to catch on, as several people have already
submitted theirs.  The NPC pool is growing!






NPC's are the life-blood of any campaign.  I love to read other refs'
NPC's because it reflects their RPG-running style, and is a window inot
their imagination.  There are a lot of refs on the TML who would also
love to see your NPC's...

I hope you liked the 3 characters I included with the latest episode
of They Came From Beyond.  I hope to have episode 4 posted by the end
of the upcoming weekend (whew, these episodes take far longer to write
than the original adventure took to play!).

Having fun,
Rodge.










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

Bundle: 600
Archive-Message-Number: 7527
From: adrian@cee.hw.ac.uk (Adrian Hurt)
Subject: Re: ammo
Date: Wed, 11 May 1994 09:07:01 +0100 (BST)

Muir Macpherson <muirmac@ocf.Berkeley.EDU> writes:
> 
> Has anyone, perhaps on the beta list, examined how to come up with reasonable
> clip capacities for slug throwers?
> 
> I mean, how far can you extend a bannana clip until it gets in the way?
> What about ammo drums, like a Thompson, or top-mounted clips, like the
> T:2000 weapon that appears in Challenge 72?

Apart from having long banana magazines, you can double your ammo capacity
by the quick'n'dirty method of taping or clipping two magazines together.
Modern magazines have their capacity increased by being thicker so that
they contain two columns of rounds.

Drums tend to be less reliable than straight magazines.

The big advantage of a top- or side-mounted magazine is that you can lie
prone and it doesn't get in the way.

Finally, if you have too big a magazine, it becomes heavy enough to upset
the balance of the weapon.  In the case of pistols and bullpup rifles,
this is not such a serious problem as if the magazine is mounted forward.

Flame ammo:
Allen Shock <34ZBTXQ@CMUVM.CSV.CMICH.EDU> writes:
> Subject:      CT/MT/TNE: It's still TRAVELLER!

The background has changed almost recognition, the rules have changed
beyond recognition.  I'm reminded of the story about the man who claims
he still has the axe his father gave him 20 years ago; he replaced the
handle last year and replaced the head the year before that, but he still
has the same axe.
:-)

- -- 
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET: adrian@cee.hw.ac.uk
 UUCP: ..!uknet!cee.hw.ac.uk!adrian  |  ARPA:  adrian@cee.hw.ac.uk

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

Bundle: 600
Archive-Message-Number: 7528
Date: Wed, 11 May 94 15:06 GMT
From: PAVEWAY <BSP054@BANGOR.AC.UK>
Subject: Lasers

Thanks for the tip about what kinds of armour the TNE lasers ignore, is there
any alteration to the tables in the first TNE rulebook?
If some kind soul could point me in the direction of where to locate them or
post them, I and the rest of my laser-armed party would be everso happy.
Thanks.


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

Bundle: 600
Archive-Message-Number: 7529
Date: Wed, 11 May 1994 13:20:55 -0500
From: bonnevil@mermaid.micro.umn.edu (Steven M Bonneville)
Subject: *MAIL CRASH*


Hate to bother y'all about this....

Some weird stuff happened to our local machines here today, and I lost
some unread mail from the spool.  I had been reading mail when the
oddities took place, so I'm sure some messages were lost.

Would anyone who's tried to mail anything to me in the last two
days please resend.  (I saw a message that was definitely Traveller
related that was lost, that I never had a chance to read!)

Sorry about the inconvenience!

  Steve Bonneville
  <bonnevil@mermaid.micro.umn.edu>

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

Bundle: 600
Archive-Message-Number: 7530
From: bucsek@oo.com (John Bucsek)
Subject: Deep Space Jumps
Date: Wed, 11 May 94 17:35:31 EST

 
 
 Ted7@world.std.com writes:
 
 > There is nothing in GDW's current (or past) Traveller series technology
that
 > requires a celestial body for jump.

 and Gerald S Williams <gsw@aloft.att.com|> replied:
 
> Except the background, that is.  Many of the supposed barriers
> to travel would not exist without this as at least a practical
> requirement (for example, you can do it, but you waste fuel and
> it adds an element of danger).
 
{specific examples deleted}
 
The major problem as I see it is the loss of cargo space where you
have to carry the extra fuel.  Any of these deep space refueling
stations would be expensive to operate.  I would guess that a
constant stream of tankers would be necessary to support a busy
deep space station.
 
The few imperial ships that are meant to function by using a deep
space stopover, usually carry a fuel bladder in their cargo hold,
or would have the extra fuel capacity built in.  The Imperiallines
Type TJ Frontier Transport is a ship that comes to mind with it's
jump 6 capability as opposed to the Type TI Frontier Transport
with its J-2 capablility.  The TJ is meant as a special courier
and is designed as such. The TJ even looks like the TI for
security reasons.
 
The one problem I have is with the TNE ship designs.  Now that we
are back to somewhat realistic thrusters, I find that I need more
fuel for my M-drives than for the J-drive.  So if you are willing
to sacrifice maneuverablity when you exit from jump, most TNE ship
already have the capability to do a deep space stopover without
carrying extra fuel.
 
CT and MT ships however would need to carry extra fuel.  I agree
that a deep space stopover is allowable, however it should be a
MAJOR problem to do so.  Either the refueling problem, difficult
piloting (or rather navigation) task, or something.  It is
allowable as it is the way the Aslan bridged the Riftspan Reach
gap (commercial ships are still only J-2 or J-3).  See GDW Alien
Module 1 for details.
 
I disagree that it creates a big problem with the Virus and the
Regency blockade.  The Virus doesn't have the refueling capability
to move a large fleet by the way of a deep space stop, and knowing
that the regency is watching for them, they wouldn't put
themselves at such a tactical disadvantage. (Less than 20 G-turns
of fuel remaining as opposed to the 40+ G-turns fully fueled)
 
It makes even less sense for merchantmen to use smaller J-drives
as this increases the travel time and decreases the profit.

One last point, In Arrival Vengence the ship rendevous with a deep
space comet for refueling on the way back to the regency.  This
allowed them to cross the Great Rift through the Gushemege,
Corridor, and Deneb sectors.  But the location and orbit of the
comet was a state secret for such an emergency.

John Bucsek
Bucsek@oo.com


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

Bundle: 600
Archive-Message-Number: 7531
Subject: Welcome Stephen Aust
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
Date: Wed, 11 May 94 16:55:55 PDT
From: James T Perkins <jamesp@sp-eug.com>


- ------- Forwarded Message

Date: Wed, 11 May 1994 17:16:43 +0200
>From: Stefan Matthias Aust <sma@informatik.uni-kiel.d400.de>
Subject: I would like to subscribe to TML

The following is a first submission. Could you please forward it to
the list when I'm subscribed? So I can see, when I'm in ;-) Thanks
again.

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

Hello, 

this is my first official submission to this list. I've been reading
it quite a while and would like subscribe, to be able to send in
something, too. Please excuse my not always correct English.

Maybe it's of some interest for you that the Chaosium Digest (another
unofficial mailing list for games published by Chaosium) number 5.6
hold some rules for playing a Traveller-like game with BRP (Basic
Roleplaying Rules -- the rules of Cthulhu, RuneQuest or Elric) To
subscribe to the Chaosium Digest, email to appel@erzo.berkeley.edu.

The rules are available via ftp at soda.berkeley.edu in
/pub/chaosium/archives as ASCII or Windows Help file or via WWW at
http://www.informatik.uni-kiel.de/~sma/chaosium/brp .

I'm looking forward to any comment or critism.

bye.
- - -- 
Stefan Matthias Aust // ...als alle den Saal verlassen hatten, stand
                    //  Herr K. auf, drehte sich um, und sagte "Nein".

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


__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

Bundle: 600
Archive-Message-Number: 7532
Subject: ARGH! apologies!
Reply-To: traveller-request@engrg.uwo.ca (TML Administrator)
From: TML Administrator <traveller-request@engrg.uwo.ca>
Date: Wed, 11 May 94 16:57:36 PDT


Welcome Stefan Aust!  Misspelling!

James

__   __/         /   /	    Internet Traveller Mailing List, Administrator
    /     /  /  /   /	   James T. Perkins in Eugene, Oregon, USA
 __/   __/__/__/ _____/   traveller-request@engrg.uwo.ca

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

End of TML Bundle
******************
