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TML biweekly    Wed May 11 21:00:02 EDT 1994    Volume 44 : Issue 10

Today's topics:

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  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
 600  7520 10-May-1994 psualum@aol.com  T:TNE questions << To dbasinge@nickel.u

This is a passively moderated mailing list. All messages sent to the
submission address will be distributed. The biweekly digest is currently
distributed each Wednesday and Sunday at 9:00pm.

Submissions: traveller@engrg.uwo.ca -or- uunet!engrg.uwo.ca!traveller
Administrator: traveller-request@engrg.uwo.ca (James Perkins)

The TML is made possible by facilities provided by the University of
Western Ontario. All opinions and materials below are the responsibility
of the originator.

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

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: 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

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

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)

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

End of TML Biweekly
******************
