Subj:	#1(2) TRAVELLER digest 365
Date:	95-08-01 17:25:14 EDT
From:	traveller@mpgn.com
To:	traveller@mpgn.com

From:	traveller@mpgn.com
Sender:	traveller@mpgn.com
Reply-to:	traveller@mpgn.com
To:	traveller@mpgn.com (Multiple recipients of list)
Mail Split By Gateway


			    TRAVELLER Digest 365

Topics covered in this issue include:

  1) RICE Paper:  Jae Tellona/Rhylanor	by Christopher_Griffen@dmcwave.com (Christopher Griffen)
  2) Re: Math/Science and Trav (Td#364)	by Derek Wildstar <wildstar@qrc.com>
  3) Re: Math, science, and spelling	by George Herbert <gherbert@crl.com>
  4) The Fine Print...	by DER04123@Jetson.UH.EDU
  5) Config. Examples, Please	by merrick@Rt66.com (Merrick Burkhardt)
  6) Re: Config. Examples, Please	by Bill Currie <BILLC@teleng1.tait.co.nz>
  7) RE: Config. Examples, Please 	by That Computer Guy <darkstar@chopin.udel.edu>
  8) 	by library@dss.gov.au (DSS Library)
  9) Re Math, Science and Spelling	by "Bob Brown" <Robert.Brown@newcastle.ac.uk>

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

Date: Mon, 31 Jul 1995 14:23:07 -0700
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: RICE Paper:  Jae Tellona/Rhylanor
Message-ID: <01d49cd0@MailXFER.DMCWAVE.COM>

     The second in my line of Rhylanor Subsector RICE papers.  Porozlo will 
     be following soon.  Hope y'all like it!
     
     
     RICE Paper #SM-2814
     
     Jae Tellona System
     
     Jae Tellona  (Rhylanor:  Spinward Marches/2814)
     A560565-8  N  Ni De Mr      913 RE F9 IV
     G=0.61, Day=17:07:15.6, Year = 8y 140d 12:16:48.72
     Atmo=1.2, No Weather Control
     Temp= +29.0 (5/lat +15 to -35) (season +7.2 to -12.0, 12 deg lat)
     Daily temp range 13.35
     Ores, Compounds; Agroproducts, Metals; Weapons; None
     Progressive/Advancing, Unaggressive/Neutral, Harmonious/Friendly
     Legal:  5-53476     Tech  88-88789-8898-88-G
     
     If your astrogator made the mistake of plotting his course for the 
     "habitable" zone of the Jae Tellona system, don't chastise him too 
     severely when you arrive in an asteroid belt. Jae Tellona, the system 
     mainworld, is located one orbit into the outer zone of the system.
     
     When settlers originally came to Jae Tellona (ca. 230), they made the 
     same mistake.  The small flotilla of settlers from Gushemege Sector 
     arrived in system to stake their claims only to find they were in the 
     middle of the system's solitary asteroid belt.  Thinking they had been 
     suckered by a corrupt colonial-office tree-kraken-oil salesman, the 
     angry settlers prepared to embark upon the long and costly flight home 
     across The Rift to collect some payback.  Fortunately, a crewmember on 
     one of the ships took a closer look at the system charts and 
     discovered their folly.
     
     Even at this distance, Jae Tellona's average temperature remains in a 
     survivable range because of the absence of large oceans on Jae 
     Tellona's arid surface.  Because there are no oceans present to cool 
     the planet, the energy of Dikaai, the system's solitary subgiant star, 
     is conserved rather well.  Oddly enough, if a planet with Jae 
     Tellona's hydrosphere were in this system's habitable zone, the 
     temperature would be infernally high and render colonization next to 
     impossible.
     
     Jae Tellona's original settlers came from Gushemege's rimward edge.  
     This region was particularly hard hit by The Long Night.  The peoples 
     of the region were eager to ply the lanes of interstellar space 
     looking for a better opportunity after centuries of hardship and 
     subjugation at the hands of more populated and technologically 
     advanced worlds.
     
     The Jae Tellonan settlers were the descendents of mixed 
     Vilani-Solomani stock.  Their Vilani blood came predominantly from 
     several warrior caste worlds of the old Vilani Empire, including 
     Answerin.  During the Interstellar Wars, several roughriding Terran 
     squadrons were sent into the region to do battle with the Vilani.  
     After peace was made, many of them stayed.  The hybrid of the two 
     cultures featured some of the best characteristics of both human 
     strains.  The settlers who were to become the Jae Tellonans were known 
     for their Answerin fearlessness as well as the frontier spirit of 
     their Terran ancestors.
     
     While colonizing a desert world is a dismal proposition for some, the 
     Jae Tellonan settlers welcomed the challenge.  In christening their 
     world, the settlers chose the name of an inspirational Gushemegan 
     military leader who helped guide the people of the Gushemegan colonies 
     through the waning years of the Long Night and into the Twilight Era.
     
     The Jae Tellonans learned to maximize their use of the planet's 
     limited moisture resources.  In addition, they learned to distill 
     water from the skimmed atmosphere of Uunkida Gar, the gas giant Jae 
     Tellona orbits.  It therefore comes as no surprise that Uunkida Gar is 
     named for one of Vland's largest oceans, considering its primary use 
     for the Jae Tellonans.
     
     While the Jae Tellonan colonists held a commonality of purpose, they 
     could never completely overcome their militaristic roots.  Descended 
     from spacefaring soldiers, the clannish colonists found themselves 
     splintering into opposed camps.  Soon warfare began to break out 
     between the clans.  By 350, the warfare between the clans became so 
     severe, Jae Tellona's population began to experience a sharp drop, at 
     one point even dipping into pre-colonization levels.  The number of 
     young men and women began to dwindle to the point that they could no 
     longer sustain the population growth necessary for a colony to 
     continue to grow and prosper.
     
     It was then that Makhid Jellosonar, a general of the Hyosonuri clan, 
     went to the Duke of Rhylanor for help.  Jellosonar invited 
     intervention by the Rhylanori to quell the discontent at home.  At 
     first, Rhylanor was loathe to accept the offer.  While Jellosonar was 
     the most powerful warlord on Jae Tellona, he was the only one to come 
     to Rhylanor for help.  The resistance, bred for desert fighting, might 
     be strong and Rhylanor had no desire to become embroiled in a 
     prolonged conflict.  Jellosonar sweetened the deal by offering a 
     lucrative trade pact to Rhylanor provided they help to establish him 
     as the solitary ruler of the planet.  Rhylanor accepted and dispatched 
     military advisors to help Jellosonar conquer the enemy clans and bring 
     them under his wing.  Using advanced Rhylanori weaponry, he succeeded.
     
     Since that time, Jae Tellona has existed under nearly a millenium of 
     military rule.  The Jae Tellonans, used to a hard life, willingly 
     submit to the fiat of a central ruler.  The central ruler is drawn 
     from the general ranks of Jae Tellona's army.  No pretense of 
     pluralism exists on the planet.  The ruler is referred to as "general 
     commandant" by the citizenry.  The general's hierarchy of staff 
     officers provide the network by which he rules the system.  Each 
     general commandant is elected by his peers in the Jae Tellonan army.  
     Election of a general commandant is not taken lightly, as he rules for 
     life once appointed.
     
     Staff generals are appointed to cities and territories by the general 
     commandant.  The native city or region of a staff general has no 
     bearing on his appointment.  In fact, staff generals are usually 
     appointed to regions that are not their native element.  The Jae 
     Tellonans believe this promotes unity and dissipates clan 
     ethnocentricity.
     
     One element of Jellosonar's trade agreement with Rhylanor that 
     continues to this day is the "Rashakhra Provision."  The Rashakhras 
     are Jae Tellonan soldiers conscripted into the Rhylanori military 
     services as commandos.  They are trained on Jae Tellona and known as 
     one of the toughest, most disciplined military units in the Regency.  
     The number of conscripts is limited based on current population levels 
     so as not to upset the balance or personnel numbers of Jae Tellona's 
     army.  Though many Jae Tellonans have come to resent this provision, 
     for most it is considered an honor to serve among the Rashakhra ranks.
     
     The delicate balance of peace between the clans is maintained by the 
     checks and balances of a system that could best be described as a 
     draconian feudal technocracy.  The military ranks controlled by the 
     general commandant consist of carefully mixed clan blocs so as to 
     prevent any one clan from obtaining a controlling majority of a 
     military unit.  Each clan bloc is privy to a large stock of 
     top-of-the-line Rhylanori military technology, enabling them to hold 
     power by the sheer potential force of their ranks.  While some of the 
     old clan conflicts continue to simmer to this day, the historical 
     threat of self-destruction and the strength of the general commandant 
     maintains the peace.
     
     Jae Tellona's novelty tech level is of particular importance since it 
     reflects the military technology level.  While domestically 
     manufactured weapons, sensors and computers may be purchased by the 
     general populace for commercial and self defense purposes, only the 
     military is allowed use of imported high-tech weaponry and 
     electronics.  The Jae Tellonan military trades with only two preferred 
     partners:  Rhylanor and Porozlo.
     
     The above description may give the wandering traveller the impression 
     that Jae Tellona is a powder keg waiting to blow.  Just the opposite 
     is true, however.  Jae Tellona maintains a remarkably harmonious 
     society.  While the planet is technically under military rule, this is 
     more out of tradition than necessity.  Jellosonar's unification of the 
     Jae Tellonan clans was looked upon as a paradigm shift in the history 
     of the planet.  The military was not looked upon as an oppressor, but 
     rather a liberator, freeing the citizenry from the self-imposed prison 
     of perpetual war.
     
     The military is actually proportionately smaller than those of most 
     other Regency systems.  The revered training and discipline of a Jae 
     Tellonan battalion, however, makes them the equal of most Regency army 
     brigades.  At age 17, all Jae Tellonans are conscripted into the army 
     and are taught, in addition to basic weapons, tactics and fighting 
     skills, the tenets of civil defense and desert warfare.  The length of 
     conscription is one term.  Many Jae Tellonans opt to remain in the 
     military for a second term, but for the most part, the only "lifers" 
     in the Jae Tellonan military are those who become Rashakhras.
     
     Jae Tellona's populace for the most part thrives on trade, producing 
     components and materials for many offworld industries.  The Jae 
     Tellonan silicon industry, for instance, claims to cut more silicon 
     than the rest of the subsector's worlds combined.  Indeed, Jae 
     Tellona's main specialization is the production of military-grade 
     silicon components.
     
     Jae Tellonans take pride when they see their part in the greater 
     scheme of things.  While the planet's pre-stellar TL-8 doesn't allow 
     them to compete with neighbors Rhylanor and Porozlo in most 
     industries, Jae Tellonan craftmanship and attention to detail is 
     respected subsectorwide.
     
     As a leading exporter of many technological components, Jae Tellona is 
     resented by many other systems in the subsector for their trade 
     surplus.  Jae Tellona ships a great deal, but is rather stingy on 
     importation for several reasons.  First and foremost is the 
     aforementioned trade limitations imposed by the general commandant.  
     Second is the culture of the Jae Tellonans themselves.  Accustomed to 
     hardship and relatively few material comforts, Jae Tellonans simply 
     don't demand many consumer products.  They work hard, play hard and 
     enjoy travelling the wild outbacks of their harsh and unforgiving 
     world, but they don't buy much in the way of entertainment, fashion or 
     leisure products.
     
     Because of this, Jae Tellona is frequently at the center of TNS 
     financial news pieces.  They have been subjected to numerous economic 
     sanctions in the past from other systems in Rhylanor Subsector, but 
     maintain their monolithic stance and show no signs of abating their 
     aggressive trade policies.
     
     Hyosonuri Starport, located in the industrial city of Dan Mokheidi, is 
     a meticulously maintained and highly functional starport, albeit a bit 
     small.  A large portion of the starport is allotted to Jae Tellona's 
     government-controlled freighter fleet and small but efficient SDB 
     squadron.  Eight ports are reserved for offworlder starships.
     
     The seat of government lies in the small and seemingly provincial city 
     of Brokari Ai.  Located next to one of the planet's few permanent 
     oases, Brokari Ai is more a military base than a city, though a fairly 
     large commercial sector exists to serve the needs of the general 
     commandant's brigade.
     
     Offworlders will find Jae Tellonans surprisingly friendly and 
     forthcoming.  They criticize their leaders quite freely and without 
     fear of reprisal.  Casual observers and self-proclaimed civic experts 
     attribute the unwillingness to overthrow the government to a general 
     malaise or complacency on the part of the Jae Tellonan masses.  Those 
     who are so misinformed fail to remember that Jae Tellonans are 
     descendants of Vilani military castes.  Committed to duty and 
     efficiency, the Jae Tellonans subscribe the old addage, "If it ain't 
     broke, why fix it?"
     
     Their society, under military rule, prospers to a degree that the Jae 
     Tellonan populace finds satisfactory.  Most see no reason to alter the 
     system or liberate the government, thereby risking a return to the 
     bloody days of old.
     
     Jae Tellonans, for the most part, are dark skinned with black or dark 
     brown hair.  Their eye colors have a much greater natural range, with 
     hazel, amber and light brown being the most common.  Jae Tellonans, 
     due to their ascetic lifestyles, are rarely overweight.  Poor physical 
     condition is taboo in Jae Tellonan culture.  "The gluttonous man," it 
     is said in Jae Tellonan proverbs, "has drawn too long on the well that 
     nourishes us all."
     
     
     Jae Tellona System Details
     
     Orbit      Name    UPP     Remarks
     Primary    Dikaai  F9 IV
     0  Rake    H400265-7       Va
     1  Pilot   Y320000-0       
     2  Carlotta        G500436-8       Nv Co
        9       Mabry   Y200000-0       Va
        25      Wake    Y200000-0       Va
     3  (Empty Orbit)
     4  (Empty Orbit)
     5  Sillica G000266-7       As
     6  Uunkida Gar     Small GG        Size 20
        60      Jae Tellona     A560565-8       N       Ni De Mr
     7          Argenta Small GG
        8       Giilushum       Y2A1000-0
        50      Rizid   Y200000-0       Va
     8  Macon Malloy    Y742000-0       
        10      Cartosy Y553000-0
     9          Caloyka Small GG
        10      Tregent GS00124-7       Va
        13      Silas   Y400000-0       Va
     10         (Empty Orbit)
     11 Quarl   FA6A366-8       Nv Ic

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

Date: Mon, 31 Jul 95 17:58:53 -0400
From: Derek Wildstar <wildstar@qrc.com>
To: traveller@MPGN.COM
Subject: Re: Math/Science and Trav (Td#364)
Message-ID: <9507312158.AA04342@qrc.com>

Rob_Prior@nynet.nybe.north-york.on.ca (Rob Prior) wrote:
> Actually, you don't need to be a math or engineering graduate to design
> stuff; in fact, you don't even need a computer.

Quite true.  For one reason or another, I've never bothered to computerize
any of the FF&S design sequences.  While it is more time-consuming (2 to 4
hours per design) than with Classic Book 5 (which took me between 30 and 60
minutes a design), it's feasable to design a FF&S starship with nothing but
pencil, paper, and a pocket calculator.

OK, my pocket calculator is an HP-41CX, but _still_ ...  :-)


MORNINMAN@aol.com wrote:
> Someone needs to seriously rebuild the main rulebook and inject a little
> life into it as soon as possible.  A nice graphic makeover and the addition
> of good prose introductions would make introducing new players to the
> setting a lot easier.

The graphic treatment in T:TNE is a bit better than that in Survival Margin,
but I must confess, rather reminds me of someone's first or second attempt
at laying out a document with a new Macintosh.

It really is true - less is more.  Good typography and layout will make
the rules seem easier to read and more straightforward (of course, some
proofreading, editing, and crossreferencing would work wonders, too).

> Yet another reason for reviving classic Trav.

I'd dearly love to see a _Classic Traveller: 20th Anniversary Edition_ on
the shelves for 1997.  How 'bout it folks?

> Lastly, gamers tend to have addictive personalities.  If they don't get a
> regular fix of new material they move on to something that will offer them
> the constant stimulation they crave. 

I think you've got a point here - nobody has a monopoly on good ideas, and
the best periods in the history of Traveller were when there were several
liscencees working on the game.  In the very early days, there was Paranoia
Press and FASA releasing some quite creative suppliments (does anybody
remember the LeHP(Or) series computers?) and adventures (The _Sky Raiders_
trilogy still tops my list of "Best Role-Playing Adventures of All Time").

> That's the reason Magic went boffo and why other, IMHO inferior games, have

> taken off. 

Very true!  But I see another lesson in the current collectable card game
craze: QUALITY products _can_ make an impression, even in a crowded and
competitive market.  In particular, I'm referring to Steve Jackson Games [*]
and I:NWO.

> I'd even be willing to forgive them cashing in on the CCG craze with
> a Traveller version if I thought it would give them the cash to get things
> moving again.  Now that I think about it I actually kinda like the idea of
a
> Traveller card game.  Hmmm....

Unfortunately, I'm personally very afraid that GDW would do too little, too
late.  The collectable trading-card genre has gotten _very_ crowded in the
last six months, and from past performance, it seems all too likely that
GDW would enter the market as the boom goes bust; and with a product that
(while based on an interesting, or even highly original idea) was so
insufficently developed, proofread, or playtested as to be more annoying
than fun in actual play.


[*] Regular readers of TML might notice that I refer to SJ games a _lot_;
it's not because of some secret agenda - it's because I feel that Frank
Chadwick and his game company could learn a great deal from Steve Jackson. 
Both are talented game designers who have a number of Good Ideas.  However
GDW has, over the last 5 to 10 years, proven unwilling or unable to develop
them into quality products.  SJ Games, on the other hand, seems to believe
that their customers care about quality products, and take the time to
develop their ideas into solid, very playable, and very enjoyable games.
The latest case-in-point being Illuminati: New World Order; SJ Games has
put a product into the increasingly-crowded collectable trading-card game
market and proven that they have a Good Idea, executed very well (I:NWO won
"Best Card Game" at this years Origins, and I understand that I:NWO sales
have been breaking records down in Austin since the game was announced).
Quality shows, and quality sells games (or anything else, for that matter).


"Upton, Django" <DUpton@vtrnntov.telecom.com.au> wrote:
> I got the impression ( I don't recall were I got this from though ) that
the 
> GDW-Beta list was defunct and it was an "invitation only" type of thing
when 
> it was operating anyway....... looks like I might me wrong about this.

No, GDW-Beta isn't defunct ... though there's been no traffic on it for
a while.  I administer the list ... originally, I invited a few of the
most prolific "number-crunchers" to join.  Since then, I've added everyone
who has requested to join the list.  IF at some point the mail volume
becomes excessive for QRC.COM, I may have to restrict membership to control
the load on our mail server (QRC.COM couldn't, for example, handle the
equivalent of the full TML and XBOAT).  That point has never been reached,
and to date I've only removed names from the list in cases where the
account has been deleted or otherwise became invalid.

> Prehaps Mr. Wildstar could post the details of GDW-Beta for anyone who is 
> interested in subscribing to that list (and generating a bit of traffic for

> him to read ;).

Send me e-mail and ask to be added.  (Or you can send e-mail to
GDW-Beta-request@qrc.com, which is effectively the same thing).

wildstar@quark.qrc.com

------------------------------------------------------------------------------
                                   "A shining New Era is tiptoeing nearer
..."
                                                "... and where do we
feature?"

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

Date: Mon, 31 Jul 1995 15:34:05 -0700
From: George Herbert <gherbert@crl.com>
To: traveller@MPGN.COM
Cc: gherbert@crl.com
Subject: Re: Math, science, and spelling
Message-ID: <199507312234.AA17902@mail.crl.com>


>One solution to a complicated design system is contracting the designs out. 
>There are enough people here who _like_ designing that I'm certain you could
>find someone to design a ship or vehicle to your specifications. 
>Alternately, you could just use the standard designs and not worry about it.


Hehehe.  Well, there are some Naval Architects on the list ;-)

>Actually, you don't need to be a math or engineering graduate to design
>stuff; in fact, you don't even need a computer.  My high school students
have
>no trouble designing ships and weapons using FFS.  My friend George MacLure
>designed the Sydkai patrol cruiser (MegaTraveller Journal 3) using pencil
and
>paper, not a spreadsheet.  

I have yet to use a spreadsheet.  I always use paper and pencil,
sometimes a pen, but usually just some legal pads...

-george


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

Date: Mon, 31 Jul 1995 21:47:35 -0500 (CDT)
From: DER04123@Jetson.UH.EDU
To: traveller@MPGN.COM
Subject: The Fine Print...
Message-ID: <01HTJ9G1HJIQ91VZWF@Jetson.UH.EDU>


I heard some complaining in #364 about the lack of "life" (was that it?)
in TNE, and I agree that some nice italicized narrative a la Twilight:2000
would be nice.  I find the personal insight stuff from RCES team members
to be very motivational, point in case is The Toast...  However, the "life"
is what each of us as Refs, should bring to the Game...

Who was it that said his starmap of Diaspora was wrong, because it still had
all the old data on it, starport types A, etc?  I believe it was one of you
"techies" (Freudian analysis omitted) who failed to READ THE FINE PRINT.
It's in the upper right hand corner.  'Says somethin' 'bout supposed t'be
old data. [local color]  :)  Everything that SEEMS out of the ordinary is
NOT always a GDW snafu; sometimes it is intentional.  (I'm not sure why I 
remembered this, but looking up at my laminated wall map of Diaspora brought
back that adab memory.  I am glad that the map is old.  I catch my players
looking at it now and then. :) )

BTW, I want to personally that all the "technies", you math lovers you, for
sharing with us all your designs, data, and technobabble discussions, as
MorninMan pointed out, they have been inspirational.  :)  (Er, that that up
yonder should've been a THANK, Mr. Prior.)  Thank you, again.

OTHO, Magic et al. are about to go bust due to a new Europe only marketing
strategy, last I heard, and I would counsel GDW NOT TO MAKE A CARD GAME on
moral/ethical grounds, as well as, sound financial ones (i.e.  the market
is pretty well saturated with fantasy, sci-fi, and horror CCGs).  BR was
bad enough with its cards... Ick!


Dave.
=> please send all flames to ME! *evil grin*

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

Date: Mon, 31 Jul 1995 22:05:32 -0600 (MDT)
From: merrick@Rt66.com (Merrick Burkhardt)
To: traveller@MPGN.COM (traveller)
Subject: Config. Examples, Please
Message-ID: <9508010405.AA18959@Rt66.com>


Howdy,
 
I was trying to doodle some ships, and an old question (one for the FAQ)
came up in my mind.  I know what a sphere is, and I can picture dome/disk.
Cylinder is easy, as is box.  There are examples of wedge (though many 
of the ships shown in BL are wedge SL, and a bunch sure don't look it), as
well as needle. Also open frame.

Now the big question:

What the hell is Close Structure!  And while you're at it, what about slab?

Any examples to cite?  From traveller, or movies, or whatever would be nice.

It's drivin' me nuts :)

Thanks in advance for any relief,
				  Merrick

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

Date: Tue, 01 Aug 1995 17:01:38 +1100
From: Bill Currie <BILLC@teleng1.tait.co.nz>
To: traveller@MPGN.COM
Subject: Re: Config. Examples, Please
Message-ID: <1838AD1114B@teleng1.tait.co.nz>

> 
> What the hell is Close Structure!  And while you're at it, what about slab?
> 
> Any examples to cite?  From traveller, or movies, or whatever would be
nice.
> 

A close structure MIGHT be like the gunstar (?) in "The Last 
starfighter" (going by memory, it's been a loooong time...).

As for a slab, I don't realy know, but it might be very long and wide 
in comparison to it's height. eg an orbital platform (say 10m thick 
and 100-400m square, life support etc inside, external modules, 
docking ships etc attached to the outside).

Hope this helps
Bill
+--------------+-----------------------------------+
|Bill Currie   | "Watch that first step..."        |
|Christchurch  | Jump trooper motto.               |
|New Zealand   |                                   |
+--------------+-----------------------------------+

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

Date: Tue, 1 Aug 1995 01:23:11 -0400
From: That Computer Guy <darkstar@chopin.udel.edu>
Subject: RE: Config. Examples, Please 
Message-ID: <199508010523.BAA01197@chopin.udel.edu>

In Reply to Your Message of Tue, 01 Aug 1995 00: 08:48 EDT
Date: Tue, 01 Aug 1995 01:23:10 -0400
From: That Computer Guy <darkstar@chopin.udel.edu>

: 
: Howdy,
:  
: I was trying to doodle some ships, and an old question (one for the FAQ)
: came up in my mind.  I know what a sphere is, and I can picture dome/disk.
: Cylinder is easy, as is box.  There are examples of wedge (though many 
: of the ships shown in BL are wedge SL, and a bunch sure don't look it), as
: well as needle. Also open frame.
: 
: Now the big question:
: 
: What the hell is Close Structure!  And while you're at it, what about slab?
: 
: Any examples to cite?  From traveller, or movies, or whatever would be
nice.
: 
: It's drivin' me nuts :)
: 
: Thanks in advance for any relief,
: 				  Merrick

Okay, so I'm not too sure why they consider some things wedge.  To be
honest, when I look at a far trader, I think slab first.  Oh well,
Maybe this is one of those Ask Commodore Bwana questions.  I just wish
he would answer on this list.  8)

As for examples:

close structure  Donosev-Class Survey Ship
                 Chrysanthemum-Class Destroyer Escort

open structure   Aurora-Class Clipper

slab             Shukugan-Class System Defense Boat
                 Bastien-Class Subsidized Liner
                 
All of the above are taken from Brilliant Lances...

Okay, now here's my take (which is probably all wrong anyway 8).  Close
structure ships are ones that have no business being considered any
other type of hull.   They are the ones that are just the funky shapes
or the combination of shapes.  Open structure are just a little more
`open' for interpretation (pun intended).  Actually, they could almost
fit into another category, but because of their hodge-podge of pieces,
shape, etc. aren't.  And the slab.  It's just not stylish enough to be
a wedge.  Either the nose and hull don't have enough curves, or
something (honestly, I'm still fuzzy as to some of GDW's decisions). 
Basically, it looks like a brick with engines.

       --Jerry

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

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

Date: Tue, 01 Aug 1995 17:34:25 -0500
From: library@dss.gov.au (DSS Library)
To: traveller@MPGN.COM
Message-ID: <9508020037.AA13345@babylon5.dss.gov.au>

Dear Folks -

I have just been reading through some of my old TNE digests, and a few
questions
arose.

ELECTRO-MAG CATAPULTS

Back in Digest 285, Andrew Richard Doull wrote:
>	Electro-mag catapults were really intended to provide in-system transfer
and planetary launch capabilities. Because of this, I am rating them in terms of
g-turns and providing incidental rules for planetary bombardment.<

(As an aside) There was an interesting Star Trek scenario (adaptable to
Traveller) which concerned the takeover of such a facility.

Could you post the stats for your facility? In my "high-level" campaign, I
envisioned an orbital refinery which would circle a gas giant, shooting fuel
pods off to the system's mainworld via a mass driver catapult. I created the
refinery, but never got around to creating the catapult.

Also, do you have data on the speed of the projectiles? We just assumed that it
would take 6-8 months before the first shipments arrived, and after that you
would have a steady flow of _refined_ fuel travelling to your homeworld.

TNE vs CT/MT FAQ

In Digest 292, James Dempsey wrote:
>The draft FAQ is now also on the web. Try http://www.spirit.com.au/~jamesd

Thank you to Harold Hale for suggesting it, and to James Dempsey for putting up
the FAQ (sorry for being late in saying thank you). Could I suggest that Derek
Wildstar's <wildstar@qrc.com> commentary about TNE be re-worked and placed into
the FAQ? It was a good general summary of TNE vs earlier Traveller systems - and
was a FAQ in itself. The text is found in Digest 289.

JUMP FIGHTER

Much more recently (Digest 363), Brendan O'Donovan posted a "jump fighter".
Now, I have looked thru my rules and there is nothing specific which rules
out sub-100t starships. The nearest thing is a throw-away definition in
Brilliant Lances which defines small craft as those craft under 100t AND
without jump drives, and so they cannot jump to other systems.

However, there is nothing which says that the minimum size for a starship
is 100t - a BIG change from the old rules. My players KNEW that you could
put jump drives into small craft, even in MT or HG (that is, there is
enough room for them), but the "min. 100t rule" was in effect.

Has this rule been lifted for TNE??

- Hyphen
  (David Jaques-Watson)
	
------------------------------

Date:          Tue, 1 Aug 1995 12:14:03 +0000
From: "Bob Brown" <Robert.Brown@newcastle.ac.uk>
To: traveller@mpgn.com
Subject: Re Math, Science and Spelling
Message-ID: <199508011339.OAA06830@cheviot.ncl.ac.uk>

Since someone mentioned it I thought it only fair to pull up the 
entire American population over it's failure to spell i.e. tire 
(sic.), color (sic.) and center (sic) to name but a few. Common 
people, try: tyre, colour and centre and we across the pond will love 
you for it.
On a more serious note and I'm afraid using nasty things from Imperial 
Lines, How about the Avalar Consulate, Avalar could be a perversion 
of Avalon! established by some pretty unpleasant Solomani types, 
Solomani hypothesis, Pax Britainica and all that. Put them at Tech 
level 16, psionic users and very war like. Well it's time to get 
those pinko Imperials with all their liberal ideas. Only a thought, 
just imagine the fun you could have. All us "Spirit" types can think 
up weird and wonderful rituals, cultures etc and all you "techno 
weenies" can have hours of fun designing new and fun weapens of mass 
destruction.
Have fun
A beintot
Bob

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

End of TRAVELLER Digest 365
***************************
