Traveller-digest     Saturday, November 30 1996     Volume 1996 : Number 706



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

The following topics are covered in this digest:

Re: Thanksgiving
Classic Traveller
Ken's T4 House Rules (sections 1-3)
traveller comic book
Re: Traveller-digest V1996 #705
Re: MILIEU 0 vs. TNE
Re: Traveller-digest V1996 #702
re: Thanksgiving
Re: ABC's of the ABC
Re: How long has the Imperium had TL12?
Re: MILIEU 0 vs. TNE
Re: Thanksgiving
Re: The Rebellion (kinda long)
Re: The Rebellion (kinda long)
Re: Traveller-digest V1996 #704
Re: [T96#700] Common Language?
Re: Genetic Ships
Look who I found!
Re: MILIEU 0 vs. TNE
Re: Traveller-digest V1996 #702
Re: Ine Givar
Re: Traveller-digest V1996 #705
RE: How long has the Imperium had TL12?

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

Date: Fri, 29 Nov 1996 23:42:23 -0800
From: "Glenn M. Goffin" <sudet@well.com>
Subject: Re: Thanksgiving

>From: eris@pen.net (Eris Reddoch) 
>>     What the hell is a thanksgiving? Is it some kind of post-Election
>>     ritual?
> 
>It's a day we Americans give thanks that we live in a land of
>bounty, liberty, and freedom.
> 
>What kind of holidays would the Imperium have?  What about the Sylean
>Federation?
> 

Many planets would probably celebrate a holiday like Thanksgiving.  Thanksgiving  
commemorates the survival of Plymouth Colony after the "starving time" of the first few
years.  All of the North American colonies went through starving times when they were
first established.  Eventually resupply from Europe arrived, and, more importantly, the
colonists' farms began to produce adequate crops -- or they finally succeeded in driving
the natives off the fertile land and relocating the colony's farms there.
 
Interstellar colonies would probably also experience hardship in getting established,
and then celebrate their success.
 
On another note, Rethe/Spinward Marches celebrates a holiday called "Festival",
characterized by three days of anarchy, much like in the Star Trek (Classic) episode
"Return of the Archons."  I think that it's in The Traveller Book, or the Traveller
Adventure.
 
As far as Imperial Holidays, we know of the Emperor's Birthday and Holiday (i.e., the 
first day of the year).  

- --Glenn

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

Date: Sat, 30 Nov 1996 00:09:36 -0800
From: "Glenn M. Goffin" <sudet@well.com>
Subject: Classic Traveller

>From: Harry <paharris@postoffice.newnham.utas.edu.au>

>I found that the Imperium was just too big. Anything that could threaten
>it had to be almost as big (the Zhodani, the Solomani etc). HUGE fleets ...
>In order to find excitement my players generally ended up breaking the law.

>From: "Rich Ostorero" <stormhvn@inreach.com>

>> FWIW, I'm glad MM didn't go back to  1115. Pretty much any of the other
>> Traveller settings have a certain, oh, I don't know, a certain excitement
>> to them that the original CT setting lacked. Of course, this is very,

>I have to agree here . . . CT was too "civilized" a setting, the Imperium a
>society without open frontiers to explore. 

Well, your mileage may vary, as they say.  The CT setting often reminded me of England 
under Victoria.  Brave nobles and their private armies would go off to exotic locales 
for adventures, then return to the club or the Royal Geographic Society to regale the 
stay-at-homes with their stories.  That was neither too civilized nor too big for me.

It's also worth noting that the two astrographic regions that were the most developed in 
the CT era were the Spinward Marches and the Solomani Rim --  both border areas filled 
with tension and mystery.  

Even in the middle of the Imperium, there is so much diversity among member states that 
there is always something to surprise.

- --Glenn

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

Date: Sat, 30 Nov 1996 07:43:52 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Ken's T4 House Rules (sections 1-3)

Let's try this again.

I originally started to post these rules when I ran into a conversion 
problem.  I fixed it, and now I'm posting my House Rules for any of 
you out there who are interested.

You'll find that my rules follow very closely those laid down in the 
T4 main book.  I've supplemented them with rules that I've liked from 
several magazines (JTAS, Traveller's Digest, etc.), all versions 
of Traveller (converted to T4, of course), and my own designs.

One of the main things I did was to make the critical hit rule (the 
one where the first hit must be taken off an ability at random 
allowing quick kills and the like) to only happen on a spectacular 
success.  I thought that it was not realistic to make each first hit 
a critical hit, and I also think that if a critical hit is possible, 
it must be possible on any to hit throw--not just the first.

So, my solution was to make spectacular success the critical hit.  
The chance that this will happen is much less likely than as 
described in the T4 main book (because it happens 100% of the time, on 
the first hit, as described there), and this pleases me.  It will 
keep the PCs alive longer in a fight, but still there is the chance 
that the critical hit will ocurr.  And this could be devestating if 
the character is already wounded.

So here's parts one, two, and three of my House Rules.

Kenneth.



		TRAVELLER

	        T4 BASIC COMBAT SYSTEM



I.  GENERAL NOTES.
 	1.  These rules, with some modification, are taken 
	from the T4 Main Book.

 	2.  To Hit Number.  This is determined by a character's
	 skill and base  attribute.  We will use the modified system 
	(called on the Traveller Mailing List KBv1.1) that I 	
	 designed.  That is--double the skill and add it to
  	half the attribute (rounding up).

  	KBv1.1 also alters the amount of dice thrown for difficulty.  
	Easy, Average, Difficult, and Formidable stay as is, but 
	Staggering is changed to 4 dice, and Impossible is 	 
	changed to 5 dice.

 	3.  Spectacular Success.  When this is rolled, the attacker is
 	entitled to a critical hit.  See the notes on spectacular success 
	on pg. 50 of T4.

 	4.  Spectacular Failure.  This is usually a fumble of some sort, 
	but also may be some other stroke of bad luck.  See the notes on 
	pg. 50 of T4.



II.  SURPRISE.	
 	1.  Surprise is covered on pg. 51 of T4.

 	2.  Surprise Procedure.  Roll 1 D6 for each party.  If one party 
	rolls at least 3 higher than the other, surprise has been achieved.  
	It is possible that neither party will achieve surprise, and if 
	this is the case, both parties are considered to be aware of 	
	 each other.	

DMs to the Surprise Throw				.
Battle Dress worn by any member		+2
  Highest Leadership skill			+ skill level
  Highest Tactics skill			+ skill level
  Highest Recon skill			+ skill level
  Military training (Army or Marines only)		+1
  Party includes a vehicle			-1
  Party has 8+ people			-1
  Party has 10+ animals			-1
  Party consists entirely of pouncers (animals)	+1

 	3.  Benefits of Surprise.  The party with surprise may elect 
	to avoid contact with the other party or engage in combat.  
	Melee strikes done with the benefit of surprise do 	 
	not count against the End limit for a character--see pg. 60, T4.

  	Surprise continues until lost.  Any alarm will automatically end
  	surprise.  An unsilenced shot can do this, as can a member of the
  	target party warning others in  some manner.  Any target that is
  	hit, but not immediately rendered unconscious, will generally make
  	sufficient noise to alert others.

  	Note that laser weapons, silenced pistols, and all guns in vacuum do
  	not make any (or minimal) noise when fired.

 	4.  Loosing Surprise.  If no alarm is raised as detailed above, there
 	is still a chance, each time an attack is made, that an unattacked 
	comrade of the victim will see him fall, or become alerted by 
	some other means, and give out warnings.

  	Roll 5- on 2 D6 for this to occur.

 	5.  Encounter Range.  This is covered on pg. 51 of T4.  The 
	GM will generally handle this.  

 	6.  Avoidance.  This rule is for parties that do not have surprise. 
 	Parties that have surprise can avoid contact with the other party 
	simply by stating it (and moving quietly).  If two parties 
	encounter each other, both without surprise, either may 	
	 attempt to avoid contact before combat occurs with this 
	procedure.		

  	Roll (3 + Range Number) or less on 2 D6 to avoid.



III.  THE COMBAT ROUND.
 	1.  Combat Round Notes.  This continues to be six seconds long.  
	The AHL Tactical Combat System splits these rounds in 
	half--resulting in two three second phases.

  	Within each round, a character is allowed to move and attack.  The
  	Initiative throw determines who goes first.  Generally, movement
  	is completed first, with the lowest initiative throw going first.
   	This allows characters with high initiative throws an advantage
  	because they are able to react to other's movement.  

  	Then combat is determined after everybody has had a chance 
	to move, but the high initiative characters go first to allow them 
	to shoot or strike first (and thus gain an advantage if they hit).  
	The GM may modify this based on the situation.

  	Combat Round Procedures.  In general, a combat round will play 
	out like this.

  	     1.  Initiative Throw.
  	     2.  Movement is done--lowest initiative throw moving first.
  	     3.  Combat--highest initiative throw attacking first.

 	2.  Initiative.    There are several ways to determine initiative--by
 	group size, by group roll, or by individual roll.  The specifics 
	on these are listed on pg. 52 of T4, but generally, we will be 
	using the individual roll method.  

  	Individual Initiative.  I've made a slight modification to the
  	initiative rules to allow a 	 character to take advantage of his
  	Dex, Leadership, or Tactics levels.

  	Individual Initiative Throw:  1 D6 for higher dice.

  DMs to Individual Initiative Throw						     .
  Highest Leadership skill on character's side	+ skill level
  Character's Tactics skill (see note below)*		+ skill level
  Dex 5-9				+1
  Dex 10-14				+2
  Dex 15+				+3
  Minor Wound			-1
  Serious Wound			-3
  Critical Wound			-5
  Draw				-3
  Weapon Bulk			- bulk rating

  	Notes:  All ties mean that the combat is simultaneous.  If a
  	character uses any Tactics points in his initiative throw, he may
  	not use them in the Tactics pool.  Thus, a character with Tactic-2
  	could take both skill levels as a +2 on all of his initiative 	
  	throws throughout the combat, but he would not be allowed to
  	contribute to the Tactics pool.  Or, the same character could use
  	one point as a +1 to all of his initiative throws, but he could
  	only contribute 1 point to the Tactics pool.  The character could
  	also devote both points to the Tactics pool, but he would gain no 	
  	benefit to his initiative throw.  The character's decision for the
  	first combat will decide the use of his tactics points for the
  	rest of the round--meaning if he doesn't use one or some of them
  	for the Tactics pool the first time he throws for initiative, he
  	will not be allowed to contribute to the pool later in the combat.

 	3.  Movement Options.  This rule illustrates typical movement 
	actions.  Each round, a character has a movement status.  
	The effects of these are determined below.

  Walking 	A character can move approximately 15 meters per round. 
  	Walking leaves the character free to perform most actions 	
     	except aimed fire.  This is sometimes referred to as speed-1 or 	
     	S1.  Walking characters can perform ranged attacks (snapshots) 
     	at a -4 DM.  Attacks against walking characters are done at a -1
     	 DM.  Walking can be combined with the Evade action status to 	
     	increase this DM.  

  Running	A combatant can run about 30 meters per round, but this 	
     	prevents the character from making any sort of attack that 	
     	round.  However, the character may take other actions like going 
     	prone, standing up (and then running), or evading.  Every round 	
     	running counts as one fatigue point against a character's End.  	
     	Running is sometimes referred to as speed-2 or S2.  Attacks 	
     	against running characters are done at a -3 DM.  This can be 	
     	combined with the Evade action status to increase this DM.

  Crawling	Crawling characters can move roughly 8 to 10 meters in a 	
     	round.  The only other actions a character can take while 	
     	crawling is to go prone (to initiate the crawl) or to stand up 	
     	(ending the crawl).  A crawling character is considered prone for
     	 purposes of hand to hand and ranged attacks.

  Trotting	A trotting character can move about 20 meters in a round. 
  	The same restrictions for running apply here, except that fatigue 	
     	points are applied every 10 rounds jogging instead of every 	
     	round.  Trotting characters may perform ranged attacks 		
     	(snapshots) at a -8 DM.  Attacks against trotting characters are
     	 made at a -2 DM.  This can be combined with the Evade action 	
    	 status to increase the DM.

  Stationary	A combatant does not move, but stays where he is.  He
  	need not be standing--he could be kneeling, lying prone, etc.  		
     	Stationary targets are easier to hit, and there is a +3 DM for 	
     	attacks made against them.  The main benefit of the stationary 	
     	movement status is that stationary characters may conduct 	
     	aimed fire rather than snapshots.  This is sometimes referred to
     	 as speed-0 or S0.

  Riding	Characters in moving vehicles or on moving animals are 	
     	considered to be riding.  Characters on animals are restricted by
     	the movement status of their mounts.  The mount's running 	 speed
     	may be much faster than human running speed, but if the mount is
     	running, the character is restricted as if he were running. 
     	Characters in moving vehicles use the restrictions listed under
     	"walking" above.

     	(When firing at a mounted rider or target in or on a vehicle, the
     	 attacker must declare whether he is shooting at the rider or
     	his mount/vehicle.  For any missed shots, roll 2 D6.  On 11 or
     	12, the mount/vehicle was hit.  The GM may change this based on
     	 the situation.)

 	4.  Action Status.  Along with movement, a character may 
	normally perform one action each round.  These are the basic 
	types of actions.

  Go Prone	Characters can use this to initiate a crawl or drop to
  	their  stomachs in order to make a smaller target for ranged attacks.  	
     	Notice that this is a case where the action occurs before 	
     	movement, but this still counts as the character's action for the
     	 round.  Hand to hand attacks against prone characters are made
     	at a +3 DM.  Ranged attacks against a prone character receive 	 
	a penalty equal to twice the range number between target and 	
     	attacker.

  Stand Up	A prone character can use this action to stand up.

  Evade	This action can be combined with any movement status except 	
     	crawling or stationary.  This character is zigzagging and 		
     	attempting to dodge fire.  Attacks against evading characters are
     	made at a penalty equal to the range number between the target
     	and the attacker.  Evading characters may not make any attacks
     	during the combat round and may not use their weapons to 	 
	block or parry.  

  Strike	This can be used to make hand to hand or armed strikes
  	against an opponent in melee combat.  A character must be 
	at contact range with his opponent in order to attempt a strike.

  Ranged Attack	This includes gun fire, thrown weapons, arrow 
		shots, and even mortar fire.

 	5.  Held Actions.  A character may indicate that he is holding his
 	action until later in the round.  This could be used, for example, 
	if a character wishes to sight his rifle on a doorway and shoot 
	the first person to come through.  A character my implement 
	his held action at any time after his turn (determined by initiative), and the GM will 	 govern
  	the use of held actions.  Normally, a character using a held action
  	will go when the player indicates, but the GM will resolve special
  	situations.

 	6.  Multiple Actions.  A character may conduct multiple actions,
 	breaking the one action per round rule, by using this rule.  
	It is listed on pg. 58 of T4.

(Sections on melee combat, ranged combat, wounds, medical treatment, 
and misc. are to follow-KB)

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

Date: Sat, 30 Nov 1996 00:39:04 -0800 (PST)
From: "Glenn M. Goffin" <sudet@well.com>
Subject: traveller comic book

Has the Traveller comic book been published?  I haven't seen it in 
Berkeley or San Francisco.

- --Glenn

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

Date: 30 Nov 1996 09:35:31 GMT
From: ajpursell@babylon.montreal.qc.ca (Alan Pursell)
Subject: Re: Traveller-digest V1996 #705

Hey there,

gone south to get some sun and recover from the snow that just keeps on
coming... back next tuesday. 

see ya...

alan j

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

Date: 30 Nov 96 12:05:18 EST
From: Jo Grant/DUB/Lotus <Jo_Grant/DUB/Lotus.LOTUSINT@crd.lotus.com>
Subject: Re: MILIEU 0 vs. TNE

On Fri, 29 Nov 1996, Joseph E. Walsh wrote:

>Not to mention the interesting economic expansion plan laid out by the 
>newly born Imperium.  Fans of economics and trade will definitely find many, 
>many adventure hooks worthy of being expanded upon.  At the same time, 
>those who take a more liberal view will find much to fight against.
    And you thought TEDs (Technologically Elevated Dictators) were bad, wait 
till
you see CMMs (Commercially Motivated Merchants). It is positively
commercially advantageous to have Technolocially Elevated Dictators for a
period of planetary development. Gets those balkanised planets unified under
one government. Than, should your pet dictator prove a little too balchy for
good commercial sense you sponsor a popular rebellion against them.
    Take your pick: Cyberpunk Corporates or Space: 1889 colonisers,
Milieu-0 has plenty of scope for commercial adventuring. Who says
economics can't be fun?

                 Jo

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

Date: Sat, 30 Nov 96 15:20 GMT0
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
Subject: Re: Traveller-digest V1996 #702

In-Reply-To: <927387549.145565128@babylon.montreal.qc.ca>

> 
> Hey there,
> 
> gone south to get some sun and recover from the snow that just keeps 
on
> coming... back next tuesday. 
> 
> see ya...
> 
> alan j

Is it just me, or is this being posted every day?

    ---------=========oooooooooOOOOOOOOooooooooo=========---------
Andrew M J Boulton                  http://www.compulink.co.uk/~fubar/
 "Please allow me to introduce myself, I'm a man of wealth and taste"

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

Date: Sat, 30 Nov 96 15:20 GMT0
From: aboulton@cix.compulink.co.uk (Andrew Boulton)
Subject: re: Thanksgiving

In-Reply-To: <Pine.BSD/.3.91.961128224328.27419B-100000@connect.iconnect.net>

> > Now to bring this back to Traveller...
> > What kind of holidays would the Imperium have?  
> 
> For the Imperium, I'd say it's just Holiday.  Each world is going to have 
> its own set of holidays, of course.  Adding a bunch of Imperial holidays 
> on top of that would probably result in no work days left at all. [grin]

Don't forget the Emperor's Birthday! Each world may celebrate the day it 
joined the Imperium, plus any local holidays. The Solomani may still 
celebrate Christmas/New Year.

    ---------=========oooooooooOOOOOOOOooooooooo=========---------
Andrew M J Boulton                  http://www.compulink.co.uk/~fubar/
 "Please allow me to introduce myself, I'm a man of wealth and taste"

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

Date: Sat, 30 Nov 1996 10:45:02 +0000
From: Mused <marz@hotstar.net>
Subject: Re: ABC's of the ABC

Jeff Kazmierski wrote:
> Actually, the original article was aimed towards Traveller players, but I
> suppose it could be used for just about any game system.  The charts are in
> d100 format.
> 
> I toyed briefly with the idea of converting it to a "d66" system, to better
> suit "real" Traveller players, but the mechanics were easier with d100.

Your article has an incredible similiarity to one published ages ago in the Dragon
Inspired?

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

Date: Sat, 30 Nov 1996 10:52:26 +0000
From: Mused <marz@hotstar.net>
Subject: Re: How long has the Imperium had TL12?

James Lindsay wrote:
> Just a quick question.  TL12 is supposed to be relatively new to
> Traveler in Milleu 0, yet most of the ships listed in the T4 main
> rulebook are built using the newest technology.  It seems strange to
> me that there are so few TL11 (or earlier) ships mentioned.  If all of
> the Imperium's neighbours are limited to TL11, it would have been nice
> to see some of the standard ship types like free traders and scouts
> built at earlier tech levels so that you could use them as a basis for
> Vargr or Zhodani vessels (which have little access to TL12 technology,
> especially civilian craft).

My impression of this is as follows:
The Imperium (according to standard histories) will reach TL 13 in around 300, TL 14 in 
700 and 15 around 1000. So based on that, the Imperium has had TL 12 for less than 100 
years to keep tech increase in line with those numbers. In short, the Imperium advances 
about one tech every 300-400 years.
The Vargr ships I have posted have been TL 11. And the Zhodani are already TL 12. It is 
just that they advance about one tech for every 500 years (TL 12 in 0, TL 13 in 500, TL 14 
in 1000) which gives the imperium superior tech by the time there is full scale contact

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

Date: Sat, 30 Nov 1996 10:55:47 +0000
From: Mused <marz@hotstar.net>
Subject: Re: MILIEU 0 vs. TNE

Joseph E. Walsh wrote:
> > I just hope it makes it to print soon!
> 
> Roger that!

Careful Joe...the great f*nny debate has subsided, don't start another. I believe roger may 
mean something to the effect of "have sexual relations with (spoken in the vulgar 
vernacular)" in the UK (or parts of it)
So what you just said may come across as VERY negative

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

Date: Sat, 30 Nov 1996 10:59:51 +0000
From: Mused <marz@hotstar.net>
Subject: Re: Thanksgiving

Eris Reddoch wrote:
> 
> On 11/29/96 at 11:19 AM,  Michael.Barry@FINANCE.ausgovfinance.telememo.au
> said:
> 
> >     What the hell is a thanksgiving? Is it some kind of post-Election
> >     ritual?
> 
> Post harvest, actually.
> 
> It's a day we Americans give thanks that we live in a land of
> bounty, liberty, and freedom.  Here's hoping the place *you* live is
> the same.
> 
> Now to bring this back to Traveller...
> What kind of holidays would the Imperium have?  What about the Sylean
> Federation?

How about Emperor's Birthday, Foundation Day (Sylean federation) and Thanksgiving (on 
the Canadian date, not the American)

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

Date: Sat, 30 Nov 1996 11:06:48 +0000
From: Mused <marz@hotstar.net>
Subject: Re: The Rebellion (kinda long)

sturm wrote:
> The Vargr are a big question mark though, but I think through a
> judiciious use of military force and diplomacy (making agreements with
> particular Vargr groups) Norris could keep the Vargr feuding amongst
> themselves and neutralize them.

I was kinda hoping to see an Aslan (allied to Regency)Vargr war

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

Date: Sat, 30 Nov 1996 11:09:07 +0000
From: Mused <marz@hotstar.net>
Subject: Re: The Rebellion (kinda long)

sturm wrote:
> I guess there is a romantic side to me that see's Norris sweeping into
> the core sectors and reuniting the Shattered Imperium.  I realize
> logistically it would be a difficult task, but whose to say that Norris
> couldn't ally with some of the other factions (Strephon, Margaret?) and
> then make a concented drive to take out the 2 toughest factions (Dulinor
> and Lucan).

Lucan + Aslan Hierate + Daibei + Strephon + possible Julian Protectorate + possible Vilani

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

Date: Sat, 30 Nov 1996 11:11:02 +0000
From: Mused <marz@hotstar.net>
Subject: Re: Traveller-digest V1996 #704

Alan Pursell wrote:
> 
> Hey there,
> 
> gone south to get some sun and recover from the snow that just keeps on
> coming... back next tuesday.
> 
> see ya...
> 
> alan j

I have seen this message at least 8 times now. Any particular reason, other than gloating?

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

Date: Sat, 30 Nov 1996 11:12:39 +0000
From: Mused <marz@hotstar.net>
Subject: Re: [T96#700] Common Language?

JEFF ZEITLIN wrote:
> T::>USA
>  ::>Liberia
> 
>  ... Myanmar (for those of you who don't want to call it Burma)

I stand corrected

USA
Myanmar
Liberia

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

Date: Sat, 30 Nov 1996 11:17:09 +0000
From: Mused <marz@hotstar.net>
Subject: Re: Genetic Ships

pierre-louis constantin wrote:

> It's late and I'm not thinking straight, but my question is,
> has anybody tried using genetic algorithms to figure out which kind
> of ship would be optimized for use in each area of the Imperium?

I am not sure what you mean by genetic algorithm (bio-comp?), or your question, but a J-3 
is the overall best rating. It gives you access to the vast majority of worlds and doesn't turn 
your ship into little more than a floating fuel barge
Just an opinion, presented for your enjoyment/criticism/flames and attacks

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

Date: Sat, 30 Nov 1996 11:23:28 +0000
From: Mused <marz@hotstar.net>
Subject: Look who I found!

A Friend <r-o-m-e-o@geocities.com>
I don't know if this is the same twit who says psionics is his, but ya never know

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

Date: Sat, 30 Nov 1996 10:24:32 -0600 (CST)
From: "Joseph E. Walsh" <ransom@connect.iconnect.net>
Subject: Re: MILIEU 0 vs. TNE

On 30 Nov 1996, Jo Grant/DUB/Lotus wrote:

>     And you thought TEDs (Technologically Elevated Dictators) were bad, wait 
> till
> you see CMMs (Commercially Motivated Merchants). It is positively
> commercially advantageous to have Technolocially Elevated Dictators for a
> period of planetary development. Gets those balkanised planets unified under
> one government. Than, should your pet dictator prove a little too balchy for
> good commercial sense you sponsor a popular rebellion against them.
>     Take your pick: Cyberpunk Corporates or Space: 1889 colonisers,
> Milieu-0 has plenty of scope for commercial adventuring. Who says
> economics can't be fun?

For great examples of this type of stuff, check out any of the nonfiction 
books by Noam Chomsky, by the way.  While his view of American economic 
agression may disturb you, there's no doubt it is good source material 
for an M0 setting...


- -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! :)
       .....Official Reporter of Imperium Games Product Info.....

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

Date: Sat, 30 Nov 1996 17:03:19 +0000
From: "Kenneth Bearden" <dreamer@brokersys.com>
Subject: Re: Traveller-digest V1996 #702

On 30 Nov 96 at 15:20, Andrew Boulton wrote:


> 
> Is it just me, or is this being posted every day?

Every doggone day.

Kenneth.

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

Date: Sat, 30 Nov 1996 13:06:09 -0500
From: BrianMays@aol.com
Subject: Re: Ine Givar

In a message dated 96-11-30 03:20:27 EST, you write:

<< Santanocheev, we recall, was the Sector Admiral for the Spinward Marches,
who so 
 distrusted Imperial Naval Intelligence that he set up his own intelligence
department, 
 which reported directly to him. >>

Ah!  Mysteries within mysteries!  Thank you for the information on the Ine
Givar, but now you have my curiosity riled about Admiral Santanocheev.  I
have also seen his name plastered all over the Traveller News Service,
including the fact that he was removed from command by Norris, but I never
had a clue as to why!  And of course my players were all over it, so had to
do some artful GM dodging.  It'd be nice to reveal this to them.

Can I ask where this information can be found?  JTAS?  Challenge?

Anyone?  Anyone?  Bueller?

Brian Mays

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

Date: Sat, 30 Nov 1996 13:09:09 -0500
From: BrianMays@aol.com
Subject: Re: Traveller-digest V1996 #705

In a message dated 96-11-30 06:00:56 EST, you write:

<< gone south to get some sun and recover from the snow that just keeps on
 coming... back next tuesday.  >>


Why the hell does this message keep popping up?

Brian

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

Date: Sat, 30 Nov 1996 10:22:47 -0600
From: "K.C. Komosky" <kc@mb.sympatico.ca>
Subject: RE: How long has the Imperium had TL12?

>My impression of this is as follows:
>The Imperium (according to standard histories) will reach TL 13 in around 
300, TL 14 >in
>700 and 15 around 1000. So based on that, the Imperium has had TL 12 for 
less than >100
>years to keep tech increase in line with those numbers. In short, the 
Imperium >advances
>about one tech every 300-400 years.
>The Vargr ships I have posted have been TL 11. And the Zhodani are already 
TL 12. It >is
>just that they advance about one tech for every 500 years (TL 12 in 0, TL 
13 in 500, TL >14
>in 1000) which gives the imperium superior tech by the time there is full 
scale contact

Just a thought - why does everyone assume that the Imperium must be  among 
the most advanced cultures in the universe? Remember that they are just 
coming out of a 1700 year period where no real technological advances were 
made. Don't you think they might have some catching up to do?

In building some alien (well, K'kree) ships for use in M0, I was building 
them at TL 13. The K'kree, and the Zhodani, and the HIvers didn't go 
through that 1700 year dry spell. The Aslan are very new on the 
interstellar scene (and probably not as advanced), and I just have trouble 
seeing the Vargr on the leading edge of technological development. Of 
course at some point in the future the Imperium will close that gap.

I have one question - wasn't the Rule of Man at TL 12? There is a reference 
in Alien Module 6 to the Solomani having jump-3 during part of the 
Interstellar Wars (and J-3 is available at TL-12. That would tend to make 
TL 12 vessels a little more common throughout the human controlled space.

K.C. Komosky
kc@mb.sympatico.ca

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

End of Traveller-digest V1996 #706
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