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Subject:   Traveller-digest V1996 #283
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Traveller-digest           Tuesday, 23 July 1996       Volume 1996 : Number 283

(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

         1. subscription
         2. Re: Psionic auto-mindprobe? (Td V96#280)
         3. Re: Psionic auto-mindprobe?
         4. Re: Oh Canada
         5. Re: Psionic auto-mindprobe? (Td V96#280)
         6. Re: The G Thing
         7. Re: The G Thing
         8. Re: The G Thing
         9. Re: Fighters and acceleration
        10. Adventure Creation
        11. Re: Fighters, J-drives
        12. Re: Traveller-digest V1996 #279
        13. Re: Surface Area and FF&S
        14. Re: Adventure Creation
        15. Re: Surface Area and FF&S
        16. Sundry

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

From: Glenn Crawford <marz@hotstar.net>
Date: Tue, 23 Jul 1996 12:03:41 +0000
Subject: subscription

subscribe xboat-digest@MPGN.COM
unsubsribe traveller@MPGN.COM

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

From: cyhiggin@usa.pipeline.com (Dragoness Eclectic)
Date: Tue, 23 Jul 1996 16:35:36 GMT
Subject: Re: Psionic auto-mindprobe? (Td V96#280)

On Jul 23, 1996 09:16:06, 'Derek Wildstar <wildstar@qrc.com>' wrote: 
 
>Tom Ellis wrote: 
>>Derek commented the a poor ref would simply disallow this, and I  
>>diagree. In my campaign telepathy has no effect on the telepath for a  
>>reason.  They do not read their own "frequency", to be brief. 
 
>IMHO this is reasonable - I was primarily commenting on the first few 
>responses I saw which basically said "no" without even considering the
plot 
>potential of the idea. 
> 
>It's also worthwhile to note that the particular person in question had
both 
>Telepathy and Awareness.  I'd suggest that (since awareness is a psi 
>discipline that specifically affects the user's self) this combination
would  
>be sufficient to do a self-mindprobe. 
 
IMHO Telepathy is redundant for *self* probing.  You don't need to 
be a telepath to find out what's going on in your *own* skull. The 
Awareness would be useful for putting oneself in the proper  
trance-state (auto-hypnosis, meditation, etc. ) for digging into the  
less accessible pieces of one's own mind...  
 
IMHO, telepathic training involves getting to know your own mind 
intimately first--after all, if you don't understand yourself, how 
will you ever understand others?  This would seem to be a particularly 
important pre-requisite for Probe--comprehension of any kind of 
communication requires common experiences between the sender and 
the receiver.  To understand someone else's subconscious, you would 
have had to learn your way around your own, first. 
 
In my campaign, I would answer with the previous information: to wit, 
"exploration of your own mind was part of your training in Telepathy, 
you've already done this".  IMHO, in general, self-knowledge should be  
an enlightening, liberating thing, not damaging. 
 
                              --Cynthia 
 
p.s. Some of the IMHO's above are based on personal experience. 
YMMV. 
- ----------------------------------------------------------------- 
Alt.gothic.CR Master-at-Arms ---------- cyhiggin@usa.pipeline.com

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

From: "Bruce Johnson" <johnson@tonic.pharm.Arizona.EDU>
Date: Tue, 23 Jul 1996 09:49:33 MST7
Subject: Re: Psionic auto-mindprobe?

> From: Charles Pratt <tminus@u.washington.edu>
> Date: Mon, 22 Jul 1996 19:21:02 -0700 (PDT)
> Subject: Re: Psionic auto-mindprobe? (Td V96#271)
> 
> On Mon, 22 Jul 1996, Derek Wildstar wrote:
> 
> > > Or is there a danger for an infinite recursive loop?
> > > A finite recursive loop?
> >
> > Maybe.  Having the character go catatonic or into a coma wouldn't be very
> > interesting for her player.  This could be an excuse for skipping a few
> > sessions, though.  Bring it up as a possible risk, though - so that the
> > player can feel good for sucessfully avoiding _that_ risk.
> 
> Norman Spinrad wrote a fairly relevant short story by the name of
> _Carcinoma Angels_ in which a very motivated person sought to fight off
> his cancer through an internal battle.   I was kinda like a major acid
> trip/soul searching, and he did manage to fight off his cancer...he just
> never woke up---he got stuck inside himself, so to speak.   I can't recall
> where it showed up, IIRC it was in an Arthur C. Clarke edited short story
> anthology 

 AUTHOR       Ellison, Harlan.
 TITLE        Dangerous visions; 33 original stories.
 SERIES       Doubleday science fiction.
 EDITION      [1st ed.]
 PUBLISHER    Garden City, N.Y., Doubleday, 1967.
 SUBJECTS     Science fiction.
 NOTE         Sequel: Again, dangerous visions.

	Ellison was the editor, in this case...there is another story in 
there as well, which ties in well with Virus: 'Auto da fe'...which 
involved herds of wild Buicks. The author escapes me now, John 
Brunner, perhaps?

	The sequel, IMO is still good, but weaker; the first cut of the 
stories clearly got into the first volume.

	It should be standard reading for any SF fan.  It helped set the 
standards for 'New Wave' SF like Campbell set the standards for the 
'Golden Age'. 



	
Bruce Johnson
Information Technology/College of Pharmacy
The University of Arizona
johnson@tonic.pharm.arizona.edu 


As if this place HAD any opinions...

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

From: pierre-louis constantin <Pierre-Louis.Constantin@DMI.USherb.CA>
Date: Tue, 23 Jul 1996 13:20:25 -0400 (EDT)
Subject: Re: Oh Canada

Hi everybody, I'm back from the evil english Canadian Empire (more
precisely Oakville, dumpster of souls :).

	I just wanted to remind everybody of the relatively
little-known fact that "Oh Canada" was originally composed in french.
Despite whatever the Reform Party members might hope. :)

Hm, shouldn't we be talking about Traveller?  One relatively
interesting question that pops into my head is: Will T4 be translated
to other languages?


- -- 
Pierre-Louis Constantin, ift. a. 	"He whose name was writ in E-mail."
	Independentist: My Canada excludes the federal bureaucracy :)
(: "I hate fanatics with a passion; all extremists should be shot." :)

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

From: cyhiggin@usa.pipeline.com (Dragoness Eclectic)
Date: Tue, 23 Jul 1996 17:28:27 GMT
Subject: Re: Psionic auto-mindprobe? (Td V96#280)

On Jul 23, 1996 09:16:06, 'Derek Wildstar <wildstar@qrc.com>' wrote: 
 
>Tom Ellis wrote: 
>>Derek commented the a poor ref would simply disallow this, and I  
>>diagree. In my campaign telepathy has no effect on the telepath for a  
>>reason.  They do not read their own "frequency", to be brief. 
 
>IMHO this is reasonable - I was primarily commenting on the first few 
>responses I saw which basically said "no" without even considering the
plot 
>potential of the idea. 
> 
>It's also worthwhile to note that the particular person in question had
both 
>Telepathy and Awareness.  I'd suggest that (since awareness is a psi 
>discipline that specifically affects the user's self) this combination
would  
>be sufficient to do a self-mindprobe. 
 
IMHO Telepathy is redundant for *self* probing.  You don't need to 
be a telepath to find out what's going on in your *own* skull. The 
Awareness would be useful for putting oneself in the proper  
trance-state (auto-hypnosis, meditation, etc. ) for digging into the  
less accessible pieces of one's own mind...  
 
IMHO, telepathic training involves getting to know your own mind 
intimately first--after all, if you don't understand yourself, how 
will you ever understand others?  This would seem to be a particularly 
important pre-requisite for Probe--comprehension of any kind of 
communication requires common experiences between the sender and 
the receiver.  To understand someone else's subconscious, you would 
have had to learn your way around your own, first. 
 
In my campaign, I would answer with the previous information: to wit, 
"exploration of your own mind was part of your training in Telepathy, 
you've already done this".  IMHO, in general, self-knowledge should be  
an enlightening, liberating thing, not damaging. 
 
                              --Cynthia 
 
p.s. Some of the IMHO's above are based on personal experience. 
YMMV. 
- ----------------------------------------------------------------- 
Alt.gothic.CR Master-at-Arms ---------- cyhiggin@usa.pipeline.com

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

From: cyhiggin@usa.pipeline.com (Dragoness Eclectic)
Date: Tue, 23 Jul 1996 17:28:36 GMT
Subject: Re: The G Thing

On Jul 23, 1996 00:34:30, 'Les Howie <lhowie@novalis.ca>' wrote: 
 
>While we're on a roll: 
> 
>Ever notice that most ship deck plans have down facing lateral to the line

>of acceleration -- rather like driving a car (or a Star Trek Starship,
which 
>is much the same thing).  Seems nuts to me.  Bring her up to one G and you

>are spending 1G to make down the floor, and another G to neutralize
forward 
>thrust. Im MY universe, designs like that have an effective G compensation
1 
>less than they are designed for.   
 
*grin* Noticed it years ago... 
Ever considered what happens in a Type S Scout accelerating at 2Gs 
if the floor fields & the anti-acc cut out?  From the bridge hatch,  
it's suddenly a multi-story drop at 2Gs to splatter on the engine room's 
forward bulkhead... 
 
Safety tip: Don't make the "floor" parallel to the direction of thrust 
in a military vessel.  Ships that go "in harm's way" occasionally get 
holes shot thru the anti-acceleration gravitics...  Or lose power to  
them while the reaction drive is still burning.  Oops! 
 
The _Azhanti High Lightning_, the _Broadsword_ and the _P.F. Sloane_  
Fleet Escort are the only "classic" designs that I've seen that 
have the "floor" PERPENDICULAR to the line of thrust (i.e., "safe"). 
Type S Scout, Type A Free Trader, Type A2 Far Trader, Type R SubMerchant, 
Type M Liner, and most of the FASA deck plans are instant deathtraps 
if you suddenly lose acceleration compensation.   
 
Sadistic Refs might want to use this someday >:-)   
Just make sure whoever you want to kill is in a long fore-and-aft  
passageway when the compensation gives out.   
"AAIIEEEEEEEEEEEE!!" *Splat* 
 
>Even if you don't do that, remember that as you go over G compensation
down 
>slowly shifts from the floor, to the corner, to the back wall (say, is
that 
>your coffee cup accelerating toward the captain at 3G?).  SO a 3 
>G-compensation ship doing 6G with a conventional design? Down is at about
45 
>degrees.  May as well stay in your chair, there aint NOTHING flat to stand

>on.  What does that do to, say, the automatic missile reload system?  Not 
>only do things get heavier, they get heavier in directions they did not 
>start out being heavy in.   
 
You get the same effect in a modern-day fighter plane.  MILSPEC for 
those components must include the ability to keep working at various 
lateral Gs.  The same should be true of spacecraft systems. 
 
>This suggests that some systems should be more failure-prone at high G's. 
 
Only if they weren't designed for it. 
 
                        --Cynthia 
 
- ----------------------------------------------------------------- 
Alt.gothic.CR Master-at-Arms ---------- cyhiggin@usa.pipeline.com 
- -- 
"O Grave, where is thy victory? Death, where is thy sting?" 
                                                --Alexander Pope 
- ----------------------------------------------------------------- 
Alt.gothic.CR Master-at-Arms ---------- cyhiggin@usa.pipeline.com

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

From: Merrick Burkhardt <merrick@rt66.com>
Date: Tue, 23 Jul 1996 12:51:26 -0600 (MDT)
Subject: Re: The G Thing

 
> *grin* Noticed it years ago... 
> Ever considered what happens in a Type S Scout accelerating at 2Gs 
> if the floor fields & the anti-acc cut out?  From the bridge hatch,  
> it's suddenly a multi-story drop at 2Gs to splatter on the engine room's 
> forward bulkhead... 
  
There we were, working as crew on a Type R.  We were hijacked.  As
they were cutting through to the bridge I turned off grav comp while
running at 2gs.  No more hijackers.  The ref was not a very
technical type and it ruined his hook.

- -Merrick


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

From: stedee@auto-trol.com (Steven Deemer)
Date: Tue, 23 Jul 1996 13:07:59 -0600
Subject: Re: The G Thing

cyhiggin@usa.pipeline.com (Dragoness Eclectic) writes:
>Safety tip: Don't make the "floor" parallel to the direction of thrust 
>in a military vessel.  Ships that go "in harm's way" occasionally get 
>holes shot thru the anti-acceleration gravitics...  Or lose power to  
>them while the reaction drive is still burning.  Oops! 

Blast from the past! I had a model of a space station circa late '60s that
followed this design, sort of. The model was a rocket shaped tube with one 
side made of clear plastic so you could see the interior detail. Inside
were a series of tiny decks with control consoles, beds, and some other
sparse molded details, with ladders connecting the decks through 
deck/overhead hatches. There were a bunch of little guys in about 15mm scale
you could glue into the model.

The nose cone section of the station was just big enough to hold one
of the little guys, molded in boxers and undershirt, standing in front
of a sink with medicine cabinet, brushing his teeth. I don't remember
any toilet, just a sink.

The strange thing was that "down" on this model was towards the nose
cone. I was only about eight at the time, I don't remember if there was
any mention of spinning the station for gravity, or if there was any
gravity. All the engineering stuff was at the opposite end of the
nose cone, as you'd expect in a `60s style rocket, just that the decks
were laid out upside down to what you'd expect.

Or maybe I just put it together that way by mistake.

Steve Deemer
stedee@auto-trol.com

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

From: "Gerald S. Williams" <gsw@aloft.att.com>
Date: Tue, 23 Jul 1996 15:25:59 -0400
Subject: Re: Fighters and acceleration

shadow@krypton.rain.com (Leonard Erickson) writes:
> Please note that many carnival rides *routinely* exceed 3 gees!
> Anything that has you upside down, but feeling at least one gee "up" is
> subjecting you to 3 gees at the bottom of the spin.

I don't think this is correct. Newer carnival rides employ designs
which vary the angular velocity and allow loops *without* pulling
as many gees at the bottom. Since they were introduced, loops have
become easier to build (and more popular).

There are certainly tricks to help people deal with more gees, though.
Pilots use special suits today, and gee tanks (with or without filling
your lungs with liquid :-) can be used. It also would help to be lying
down facing the direction of thrust (like most Earthforce fighters in
Babylon 5). Ships with reaction drives, at least, will be able to have
higher accelerations than 6G.

I suppose you could treat inertial compensators as an "all-or-nothing"
thing, so that you would go instantly from 1G "down" to >6G "back"
(which may or may not be the same as "down") if they are overstressed
or fail. This would explain why >6G ships are rare (the pilots would
have to be in gee tanks for non-trivial trips). It would also explain
why the decks often are not perpendicular to the direction of thrust
and would give you a "desperation maneuver" to try when needed. I'm
not sure if it "feels right" for inertial compensators to work this
way, but it is one way to look at them.

- -O Gerald Williams / Bell Laboratories - PAI830 55E-224 O-
- -O gsw@lucent.com /   1247 South Cedar Crest Boulevard  O-
- -O (610)712-3370 /          Allentown, PA  18103        O-
- -O -------------/ "Innovations for Lucent Technologies" O-


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

From: Joe Walsh <ransom@connect.iconnect.net>
Date: Tue, 23 Jul 1996 15:58:24 -0500 (CDT)
Subject: Adventure Creation

I wanted to share a couple of adventure creation methods that I use and 
see if anyone else uses them, what you think of them, etc.

I was reminded of the first one I'll discuss by a comment by Leonard 
Erikson that he likes to exploit players' ignorance in his adventures.  
My method is the flip-side of that: use something I know in a way that 
imparts that knowledge to the players.  I've talked about doing this 
before (my infamous radical ecologist adventures, for example).  Has 
anyone else used this method?

Another method I use is to take current events and twist them a bit to 
fit with the setting.  For instance, regarding the crash of TWA flight 
800, I might have something similar happen to a space ship, and have the 
players attempt to determine the cause (sabotage, attack, catostrophic 
failure).  Obviously, the adventure would differ greatly from the real 
fact it was based on, but the inspiration would come from the real event.

Does anyone else have a particular method of adventure creation that 
could be helpful to the rest of us who are often at loose ends when 
coming up with the umpteenth adventure scenario? :)


- -Joe
______________________________________________________________________________
Joseph E. Walsh      |  Atari 8-Bit User and Programmer Since 1982
ransom@iconnect.net  |  Classic Traveller Referee Since 1983
Stuck in the '80s    |  Microsoft-Free and Loving It! :)



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

From: Joe Walsh <ransom@connect.iconnect.net>
Date: Tue, 23 Jul 1996 16:50:48 -0500 (CDT)
Subject: Re: Fighters, J-drives

On Wed, 24 Jul 1996, David Jaques-Watson wrote:

> 2.	RESTRICTED J-DRIVE SALES
> 
> Now, here is an interesting topic. Does the Imperium restrict jump drives?
> 
> Some discussion points:
> 
> - There is virtally no need to restrict drives. High-jump also means 
> high-volume; these drives are unprofitable for the average trader.

Hmmm...they're probably not too worried about traders.  While I never 
restricted the sale of jump drives in MY Imperium, I can see that a case 
could be made for keeping them out of potential insurgents' hands and 
whatnot.


<shhhnnnniiipp!>
> What do you think? Do you feel that high-jump drives would be restricted 
> by the Imperium?

No, I don't.  I know, I said that a case could be made for keeping it 
restricted.  But, I didn't say a /good/ case could be made for that.  :)  
Besides, I don't like it...and won't run my game that way.



- -Joe
______________________________________________________________________________
Joseph E. Walsh      |  Atari 8-Bit User and Programmer Since 1982
ransom@iconnect.net  |  Classic Traveller Referee Since 1983
Stuck in the '80s    |  Microsoft-Free and Loving It! :)



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

From: "Douglas E. Berry" <dberry@hooked.net>
Date: Tue, 23 Jul 1996 15:14:25 -0700
Subject: Re: Traveller-digest V1996 #279

At 08:12 PM 7/22/96 -0400, various people wrote:

>From: Jeffery.M.Miller@Dartmouth.EDU (Jeffery M. Miller)
>Subject: RE: E-zine Name

>YEAH! And why don't we just name everything what it is...say, the new, #4
>American Car Manufacturer...CAR! It has 4 wheels, a suspension system....
>
>see?
>Even game-geeks need FLAIR every-damn-once-in-a-while....

Wait.. I think...  I have it.

FLARE, The Traveller e-zine



>From: sudet@well.com (Glenn M. Goffin)
>Subject: A paid commercial announcement

>Tired of all those Vegans, Vilani, and Vargr polluting your race and
>language with their impossible to remember, let alone pronounce, words and
>phrases?  Losing touch with your kids because when you listen to their phone
>calls they're speaking 21st Century Japanese?  
>
>The Solomani Party is the refuge for you.  No more foreigners.  No more
>foreign cultures.  No more foreign languages.  We all speak Galanglic, and
>we're going to take over the universe and make it all the same as us.  Join
>us today!
>
>Brought to you by SolParTML, a wholly-owned subsidiary of SolSec.

"Don't be stupid, be a smarty, join the Solomani Party!"

(advertising jingle used in occupied Imperial regions during the Last War.
Oddly, the inhabitants of these worlds praised Virus for destroying the
automated radio transmiiters used.)


+--------------------------------------------+
| Douglas E. Berry         dberry@hooked.net |
|    Professional Driver - Traveller Guru    |
|--------------------------------------------|
|     Now Appearing At:  (Note New URL!)     |
|  http://www.hooked.net/~dberry/index.htm   |
+--------------------------------------------+


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

From: "David J. Golden" <goldendj@usa.net>
Date: Tue, 23 Jul 1996 18:30:53 -0600
Subject: Re: Surface Area and FF&S

At 09:42 pm 7/22/96 -0700, you wrote:
>Why a sphere?  It has the lowest surface area/volume ratio.  According to 
>FF&S, our usable surface area is 274,000 square meters.  Actually, on 
>checking back, I find that configuration does not affect usable surface 
>area, so what I've just done is select the most surface area-efficient 
>design.  Silly me.

        1ST PRINTING ERRATA: Published by GDW in Challenge, corrected in 2nd
Printing: Configuration DOES affect surface area -- "Surface area in square
meters is the hull material volume ***(after hull form and airframe
modifications but without adjustment for hull thickness)*** multiplied by
100." So you were right the first time.
- --________________________________________________________________
   Dave Golden                           PGP Public Key available 
   goldendj@usa.net     http://www.usa.net/~goldendj/default.html

 "He that would make his own liberty secure must guard even his
  enemy from oppression; for if he violates this duty, he establishes
  a precedent that will reach to himself" -- Thomas Paine


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

From: "David J. Golden" <goldendj@usa.net>
Date: Tue, 23 Jul 1996 18:30:59 -0600
Subject: Re: Adventure Creation

At 03:58 pm 7/23/96 -0500, you wrote:
>Does anyone else have a particular method of adventure creation that 
>could be helpful to the rest of us who are often at loose ends when 
>coming up with the umpteenth adventure scenario? :)

        Steal ... I mean borrow from one of the many adventures on the Web,
or in magazines; also Science News articles, Reader's Digest, Scientific
American, Analog, etc., etc.
- --________________________________________________________________
   Dave Golden                           PGP Public Key available 
   goldendj@usa.net     http://www.usa.net/~goldendj/default.html

 "He that would make his own liberty secure must guard even his
  enemy from oppression; for if he violates this duty, he establishes
  a precedent that will reach to himself" -- Thomas Paine


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

From: Wes Payne <n9548326@cc.wwu.edu>
Date: Tue, 23 Jul 1996 20:28:30 -0700 (PDT)
Subject: Re: Surface Area and FF&S

Thus spake derek stanley <dstanley@direct.ca>:

> Actaully I made this mistake too and Dave Golden corrected me.  Hull form 
> does effect surface area.
> 
> "SURFACE AREA:  Surface area in square meters is the hull material volume 
> (after hull form and airframe modifications, but without adjustments for 
> hull thickness) multiplied by 100.

D'ohh!  I was reading from the first (unrevised) version of FF&S, which 
doesn't have the clarifying, parenthetical comment.  Still, it doesn't 
kill my original point about how there's plenty of surface area to go 
around, even with 6G thrusters.  My roommate has the Mark I, Mod 1 
(re)printing, but it's been lent to one of the players in my campaign.

D'ohh, again!  Ooh, donuts...

- ----------------------------------------------------------------------
Wes Payne, known to you as:  n9548326@cc.wwu.edu
Western Washington University -- Bellingham, WA -- The Great Northwet!  
"What is FUN?  Why is it usually colored BRIGHT PINK, and where does
 it go when JESSE HELMS comes around?" 
- ----------------------------------------------------------------------


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

From: gdw.support@genie.com
Date: Wed, 24 Jul 96 03:39:00 UTC 0000
Subject: Sundry

From: "Stuart L. Dollar" <sdollar@goodnet.com>

>On 20 Jul 96 at 21:22, Ethan Henry spewed:
>
>> > I wonder how you could work a micro-brewery into a Traveller campaign.
>>
>> Hm. I think 'The Traveller Adventure' had a winery... maybe you could
>> just sub in a brewery...
>>
>
> That would seem to be reasonable enough...actually, the winery
> portion of the Traveller Adventure was very creative...

Thanks, we had fun writing it.

> Is anyone else going to GenCon?

I plan on being there late Friday evening through Sunday Afternoon,
ghod willing and the crick don't rise...Frank will be there through
the whole show. Marc and Ken will be camping in the Imperium Games
booth.


     Loren


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

End of Traveller-digest V1996 #283
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