Traveller-digest       Tuesday, August 3 1999       Volume 1999 : Number 916



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

The following topics are covered in this digest:

Re: Spacecreaft Combat ratings questions
Re: Using Traveller Rules in Other Games.
Re: Yet more filk
Gen Con UK
Re: Traveller-digest V1999 #915
Re: Yet more filk
Re: Average Density of Cargo?
Re: Yet more filk
Re: Yet more filk
Re: First Imperium settlement patterns 
Re: Yet more filk
Re: Traveller-digest V1999 #915
Re: Yet more filk
Traveller World Settlement (Was:  Re: Traveller-digest V1999 #915)
Re: Yet more filk
Re: Spacecreaft Combat ratings questions
Re: Traveller World Settlement (Was:  Re: Traveller-digest V1999 #915)
Re: Traveller World Settlement (Was:  Re: Traveller-digest V1999 #915)
Re: Spacedocks
Re: Average Density of Cargo?
Re: Yet more filk
Re: Yet more filk
Re: Yet more filk
Re: Yet more filk

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

Date: Wed, 4 Aug 1999 20:19:37 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Spacecreaft Combat ratings questions

>        Anything less than 1000dton is a criticals-magnet, waiting for some
>lunatic with several rows of USP9 lasers and missles to alblatize the armor
>belt and convert it to a smear of plasma.


Anything with several rows of USP-9 lasers and missiles is a big scary
opponent and you really want to be calling in a battle fleet.

Most of the published SDB designs seem to be in the 400-500 ton range (with
a few tending up towards 1000 tons), and seem to be intended to fend off
pirates, Vargr coarsairs, noncompliant freetraders and the like, plus of
course heroically throwing themselves in huge numbers at the oncoming enemy
cruiser in wartime.

Ton for ton, a hundred SDBs can probably get enough missiles off to slag a
50,000 ton heavy cruiser*, although a whole lot of them will die in the
process. I suppose the point is that by the time you're using SDBs you're
going to be desperate enough ("Hold The Line - nobody gets through, no
matter what...") that taking casualties will be accepted if that's what it
takes to stop that cruiser from burning the world.

Nick
- ---
*Though most of my experience is with TNE, so I don't know if this holds
true for HG and MT. The main penalty imposed on the cruiser is that its
spinal mount will be limited to overkilling one SDB per turn, and they're
all equally small pathetic targets.

Nick

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

Date: Tue, 3 Aug 1999 12:36:12 -0700
From: "Legate Legion" <legate@futureone.com>
Subject: Re: Using Traveller Rules in Other Games.

From: Dr. Nik Whitehehead <nik@barrayar.demon.co.uk>
Subject: Re: Using Traveller Rules in Other Games.


>>    Do you use rules from Traveller in other games?  For example, I also
>>enjoy playing Rifts - Phase World & Macross II, both from Palladium & I
have
>>turn Rifts - Phase World into a quasi-Traveller game.  I.e. I have used
the
>>General Background from Phase World, but use many of the ships,
Mega-Corps,
>>Trade & Commerce Rules, World Building Rules & Mappers (World , Sector
>>Mappers (Galactic 2.4), etc to fill in the gaps in what they have
presented.
>>Has anyone else done this?
>
>I use MT to run Babylon 5 very successfully. I've had to make changes to
>the psionics rules so that they reflect the flavour of the series, but
>apart from that I've found that Traveller works exceedingly well. One
>reason may be that most B5 characters are military types, so you can
>used the extended character generation system in MT to get nicely
>rounded characters. You also have a solid history to relate those
>service histories to.


    Dr Nik:  "Hello everybody"
    TML:  "Hello Dr. Nik."

    I have to agree, C.E. did not do the show justice at all.  I have run a
B5 game using MT rules.  It is looking more & more like the Traveller rules
are a rule set with a setting tacked on, not a setting with rules tacked on.
    I.e. CT/MT/TNE/T4 are rules with a setting tacked on, GURPS Traveller is
a setting with rules tacked on.  It is a question of style.  CT/MT/TNE/T4
will be classics, while GURPS Traveller will be a flash in the pan.

Legate Legion
ICQ # 8973001
legate@futureone.com

"A man may fight for many things; his country, his principles, his friends,
the glistening tear on the cheek of a golden child. But personally, I'd
mudwrestle my own mother for a ton of cash, an amusing clock, and a stack of
French porn." - Edmund Blackadder

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

Date: Tue, 03 Aug 1999 13:29:39
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Yet more filk

At 07:54 PM 8/4/99 +0100, you wrote:

>Well, it even got me emotional, and I wasn't *alive* at the point the song
>starts...

Pass the Geritol, that made me feel *real* old...

You kids.. when I was your age we had to carve our own miniatures, and use
low-impact polyhedrals that we bought from Lou Zocchi's little store on the
corner!

BTW: The fixed version of the song should be up at:

http://www.hooked.net/~dberry/saga.html

in a few hours.
- -- 

Douglas E. Berry  dberry@hooked.net
Yfirmaur, Konunglegur Gramm Floti
Srstakur Vitsmunir jnusta
Sameina Her: Rm, Sver Verld Sambandsmyndun
http://Jump.to/SyleaDownport

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

Date: Wed, 4 Aug 1999 21:31:05 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Gen Con UK

I'm planning on being at GenCon UK this September in Loughborough (my first
real Con - woo!).

Are any other Brits on the list planning on going?

Nick

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

Date: Tue, 03 Aug 1999 15:59:15 CDT
From: Don McKinney <dmckinne@itds.com>
Subject: Re: Traveller-digest V1999 #915

> Subject: First Imperium settlement patterns (was: Book Reviews Requested)
> 
> > - the settlement tables make it quite difficult for a planet to have been
> > settled in the First Imperium. Was the First Imperium so sparse?
> 
> Quite probably. From all information it seems that the Ziru Sirka was rather
> weak on the biological sciences. Consequently alot of the more marginal
> worlds would have been effectively closed to them. Thus it seems likely
> that the ZS would have had to restrict it's settlement to worlds with
> "freindly" environments.

Note that what you're finding are those settlements from the First 
Imperium *which survived*.  The Long Night was NOT kind to many worlds.


DonM.
- --
========================================================================
= Donald E. McKinney, Senior ConfigMgt Engineer      dmckinne@itds.com =
= International Telecommunications Data Systems         (217) 239-8365 =
= 2109 Fox Drive, Champaign, IL                         (217) 351-8250 =
= Winter War 27 Convention Chairman, Champaign, IL, February 4-6, 2000 =
= winterwar@prairienet.org        http://www.prairienet.org/winterwar/ = 
========================================================================

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

Date: Wed, 4 Aug 1999 22:10:17 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Yet more filk

>Pass the Geritol, that made me feel *real* old...


Well, I try....

>You kids.. when I was your age we had to carve our own miniatures, and use
>low-impact polyhedrals that we bought from Lou Zocchi's little store on the
>corner!


Yeah, and walk to the games shop. Barefoot. In the snow.
Uphill there, uphill back.
<g>

Nick
- ---
The Whippersnapper

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

Date: Tue, 3 Aug 1999 17:24:20 -0400
From: "Daniel Phelps" <phelpsd@gate.net>
Subject: Re: Average Density of Cargo?

Was written:

> I've always assumed balance taken into account in loading the
>starship, and that you could (and did) compensate in flight by
>shifting fuel around between different tanks. In fact, that's one of
>my "stock" malfunctions: something goes wrong with the automatic
>balancing system; all piloting tasks are +1 difficulty (trying to
>compensate). More of an annoyance than a life-threatener.
>
>I don't know it could be a life threatener on vessels without contra grav
or
>inertial compensation such as TL9 merchants. Or even at later TLs where
>compensation may be inadequate.
>
This suggests a really interesting idea for sabotage.  Picture having
several powerful contra grav units in various part of the cargo cycle in red
line mode when you least expect it.   Talk about your loose canons.   I bet
she would fly like one of those cat toys with an excentric weight wobbling
around inside, like a high tech Mexican jumping bean.  I can't see how it
would be possible to create a "false mass" and prevent a ship from going to
jump, but could such units be used to so potentially distort the jump field
that it would make going to jump either unwise or impossible until they were
shut down?

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

Date: Tue, 3 Aug 1999 17:33:27 -0400
From: "Sword Worlder" <swordworlder@clinic.net>
Subject: Re: Yet more filk

- ----- Original Message -----
From: Nick Bradbeer <nickb@ndirect.co.uk>
> >You kids.. when I was your age we had to carve our own miniatures, and
use
> >low-impact polyhedrals that we bought from Lou Zocchi's little store on
the
> >corner!
>
> Yeah, and walk to the games shop. Barefoot. In the snow.
> Uphill there, uphill back.
> <g>

Oh no, it was much worse than that!  We didn't even have e-mail, never mind
the Web.  We had to actually _go_to_the_store_ to find out if a new
supplement had come out (you'd never be impertinent enough to phone them).


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The TRAVELLER Domain
http://www.downport.com
Colin Michael, Webslinger

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

Date: Wed, 4 Aug 1999 22:41:22 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Yet more filk

>> Yeah, and walk to the games shop. Barefoot. In the snow.

<snip>
>Oh no, it was much worse than that!  We didn't even have e-mail, never mind
>the Web.  We had to actually _go_to_the_store_

You use email to walk?? #;-p

NB

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

Date: Wed, 4 Aug 1999 07:50:18 +1000
From: "Alan Bradley" <alanb@elf.brisnet.org.au>
Subject: Re: First Imperium settlement patterns 

> From: "Andrew Moffatt-Vallance" 
> Quite probably. From all information it seems that the Ziru Sirka was
rather
> weak on the biological sciences. Consequently alot of the more marginal
> worlds would have been effectively closed to them. Thus it seems likely
> that the ZS would have had to restrict it's settlement to worlds with
> "freindly" environments.

The only thing that bugs me about this is that the "friendly" environments
tend to contain life, which the weak Vilani biological sciences might have
trouble dealing with.  "Unfriendly" environments have the benefit of being
sterile, and in that sense are easier to settle.

Alan Bradley
alanb@elf.brisnet.org.au

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

Date: Tue, 03 Aug 1999 18:08:53 -0400
From: Michael Peters <travelleri@home.com>
Subject: Re: Yet more filk

Nick Bradbeer wrote:
> 
> Yeah, and walk to the games shop. Barefoot. In the snow.
> Uphill there, uphill back.
> <g>
> 
> Nick
> ---
> The Whippersnapper

Dice AND feet! you guys had it made! We walked on stumps to get odd
shaped rocks and had to paint the pips on 'em ourselves!

- -- 
Mike Peters
travelleri@home.com

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

Date: Tue, 3 Aug 1999 23:36:47 +0100
From: Mark Watson <markw@antares.demon.co.uk>
Subject: Re: Traveller-digest V1999 #915

On Tue, 03 Aug 1999, you wrote:
>> Subject: First Imperium settlement patterns (was: Book Reviews Requested)
>> 
>> > - the settlement tables make it quite difficult for a planet to have been
>> > settled in the First Imperium. Was the First Imperium so sparse?
>> 
>> Quite probably. From all information it seems that the Ziru Sirka was rather
>> weak on the biological sciences. Consequently alot of the more marginal
>> worlds would have been effectively closed to them. Thus it seems likely
>> that the ZS would have had to restrict it's settlement to worlds with
>> "freindly" environments.
>
>Note that what you're finding are those settlements from the First 
>Imperium *which survived*.  The Long Night was NOT kind to many worlds.
>

That's not the case for the generation tables. The settlement table tells you
when the planet was first settled (assuming no native minor race), then the long
night table allows any 1Imp/2Imp survivors to be wiped out.

Also, re: Andrew's previous comment ... the DMs on an initial 3D6 roll for
settlement are: 
- - how close the next nearest system is (2 parsecs +2, 3+ parsecs +6)
- - +2 if the world is not an eden world (from skim reading I'm not entirely sure
what an eden world is - it's not in the index - so eden == earthlike?)
- - subtract the planetary population

a modified roll of 2 or less gets you a First Imperium world. So within a
main the primary determinant is going to be population. First In encourages you
to develop population based on the world development stat, but also bows to
tradition in allowing you to use the CT method (2d6 -2). Anybody generating
from canon data will have no choice in the matter, the 2d6-2 roll has already
been made for you, GURPS or no GURPS.

In other words, using this table, the ZS settlement pattern has very little
relationship to friendliness of the environment, since the CT population roll
has zero relationship to the UPP's physical data.

I'd been looking at using the First In tables to complement a WBH-based
generation. I think the answer is going to be to use the equivalent Pocket
Empires tables (World Settlement/Settlement Date/Alien Race*/Long Night
Event/Dead World) and then to use the First In Early Imperium/Recent Events
tables.

(* = not in the book, have to get the errata, good old IG.)

Also note for the Early Imperium Events table: roll 3d twice on this table.
Result of 10="roll twice on this table". ????

- --
Mark Watson, markw@antares.demon.co.uk

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

Date: Tue, 3 Aug 1999 16:11:11 -0700
From: "Wayne" <wewart@home.com>
Subject: Re: Yet more filk

> > Yeah, and walk to the games shop. Barefoot. In the snow.
> > Uphill there, uphill back.
> > <g>
> >
> > Nick
> > ---
> > The Whippersnapper
>
> Dice AND feet! you guys had it made! We walked on stumps to get odd
> shaped rocks and had to paint the pips on 'em ourselves!
>
> --
Paint and Stumps! You had it made. We had to carve the pips in the rocks
using are finger nails and move around by tying are selves to what ever
moved!!

Wayne (CT/HG Tampler wanna-be)
wewart@home.com
icq22113294

Give a man fire and he is warm for the night.
Set a man on fire and he is warm all his life.

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

Date: Tue, 3 Aug 1999 16:17:51 -0700
From: "Legate Legion" <legate@futureone.com>
Subject: Traveller World Settlement (Was:  Re: Traveller-digest V1999 #915)

>That's not the case for the generation tables. The settlement table tells you
>when the planet was first settled (assuming no native minor race), then the long
>night table allows any 1Imp/2Imp survivors to be wiped out.
>
>Also, re: Andrew's previous comment ... the DMs on an initial 3D6 roll for
>settlement are:
>- how close the next nearest system is (2 parsecs +2, 3+ parsecs +6)
>- +2 if the world is not an eden world (from skim reading I'm not entirely
sure
>what an eden world is - it's not in the index - so eden == earthlike?)
>- subtract the planetary population
>
>a modified roll of 2 or less gets you a First Imperium world. So within a
>main the primary determinant is going to be population. First In encourages
you
>to develop population based on the world development stat, but also bows to
>tradition in allowing you to use the CT method (2d6 -2). Anybody generating
>from canon data will have no choice in the matter, the 2d6-2 roll has
already
>been made for you, GURPS or no GURPS.
>
>In other words, using this table, the ZS settlement pattern has very little
>relationship to friendliness of the environment, since the CT population
roll
>has zero relationship to the UPP's physical data.
>
>I'd been looking at using the First In tables to complement a WBH-based
>generation. I think the answer is going to be to use the equivalent Pocket
>Empires tables (World Settlement/Settlement Date/Alien Race*/Long Night
>Event/Dead World) and then to use the First In Early Imperium/Recent Events
>tables.
>
>(* = not in the book, have to get the errata, good old IG.)
>
>Also note for the Early Imperium Events table: roll 3d twice on this table.
>Result of 10="roll twice on this table". ????


    There could be other reasons to settle a world, other than climate.
Mineral wealth could be one.  Think about it.  If world A is perfect in
everyway, but does not have mineral X & you need mineral X for Jump Drive &
world B is a hellhole, but is very rich in mineral X, you will settle both.
A for food & living space, B for Mineral X.  That could be the reason for
the 2d6-2 roll for population.

Legate Legion
ICQ # 8973001
legate@futureone.com

"A man may fight for many things; his country, his principles, his friends,
the glistening tear on the cheek of a golden child. But personally, I'd
mudwrestle my own mother for a ton of cash, an amusing clock, and a stack of
French porn." - Edmund Blackadder

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

Date: Tue, 3 Aug 1999 19:31:04 -0400
From: "Paul Schirf" <Paul@Schirf.com>
Subject: Re: Yet more filk

> > > Yeah, and walk to the games shop. Barefoot. In the snow.
> > > Uphill there, uphill back.

> > Dice AND feet! you guys had it made! We walked on stumps 
> > to get odd shaped rocks and had to paint the pips on 'em ourselves!

> Paint and Stumps! You had it made. We had to carve the pips in 
> the rocks using are finger nails and move around by tying are selves 
> to what ever moved!!

You had pips and something to tie with?  You really had it made. 
We simulated random numbers by spitting on one side of a rock and
tossing it to the ground.  Wet side up was good, dry side bad.  If we 
wanted to move we had to pretend like we were carrion and hope 
that a scavenger would pick us up in its mouth and carry us somewhere!

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

Date: Wed, 04 Aug 1999 00:40:45 +0100
From: Phil Kitching <postmark.design@btinternet.com>
Subject: Re: Spacecreaft Combat ratings questions

On 04 Aug, Nick Bradbeer <nickb@ndirect.co.uk> wrote:

<snip>

> *Though most of my experience is with TNE, so I don't know if this holds
> true for HG and MT. The main penalty imposed on the cruiser is that its
> spinal mount will be limited to overkilling one SDB per turn, and they're
> all equally small pathetic targets.

Supplement 9 has a 200t SDB and a 50kt "armoured" cruiser.
the cost ratio is 100:1 (because the SDBs are carting around 100 model/9
computers)

The cruiser's spinal mount is largely irrelevant (due to the target's small
size and agility and it only has one) but the 40 missile bays should
damage about half a dozen SDBs per turn. A single critical won't kill them
though, due to the factor 13 armour.

In return the SDBs will do about 40 hits per turn (due to the cruiser's
large size and so-so agility vs 100 laser turrets and 100 missile
turrets). These aren't going to destroy the cruiser but will scrape off
all the weapons in about 3 turns (the armour factor is only 5).

=> The cruiser is trading a lot of combat capability to do Jump-4.

With TNE and T4 the armour scales better (so the SDB shouldn't out armour
the cruiser) and it should be more even.

Phil Kitching

- -- 
Postmark Design Bureau, Emerging Technology Division
"Microwaving half-baked ideas from across the galaxy."
http://www.btinternet.com/~salvo/traveller/deckplans/

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

Date: Tue, 3 Aug 1999 16:56:46 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Traveller World Settlement (Was:  Re: Traveller-digest V1999 #915)

Legate Legion writes:
> 
>     There could be other reasons to settle a world, other than climate.
> Mineral wealth could be one.  Think about it.  If world A is perfect in
> everyway, but does not have mineral X & you need mineral X for Jump Drive &
> world B is a hellhole, but is very rich in mineral X, you will settle both.
> A for food & living space, B for Mineral X.  That could be the reason for
> the 2d6-2 roll for population.

No, this is a reason for a random factor in population.  The point is not that climate should _solely_ determine population -- the point is that it should _affect_ population.  Certainly, there could be high-pop hellworlds and low-pop garden worlds, but they should at least be unusual.

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

Date: Tue, 3 Aug 1999 17:12:38 -0700
From: "Legate Legion" <legate@futureone.com>
Subject: Re: Traveller World Settlement (Was:  Re: Traveller-digest V1999 #915)

From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Traveller World Settlement (Was: Re: Traveller-digest V1999
#915)


>Legate Legion writes:
>>
>>     There could be other reasons to settle a world, other than climate.
>> Mineral wealth could be one.  Think about it.  If world A is perfect in
>> everyway, but does not have mineral X & you need mineral X for Jump Drive
&
>> world B is a hellhole, but is very rich in mineral X, you will settle
both.
>> A for food & living space, B for Mineral X.  That could be the reason for
>> the 2d6-2 roll for population.
>
>No, this is a reason for a random factor in population.  The point is not
that climate should _solely_ determine population -- the point is that it
should _affect_ population.  Certainly, there could be high-pop hellworlds
and low-pop garden worlds, but they should at least be unusual.

    There are several reasons for it.  The 1I, 2I, or 3I could have
restricted colonization on a world because of an environmental hazard, the
first people to colonize it could have been wackos.  A Nobleman could keep
that world as a private hunting ground.  It might not be on a main.
    While on the other hand a hellworld might be on a main.  It might be a
dumping ground for criminals.  It might have a rich vein of needed ores.
    The UWP gives us just the raw data, we still have to do the work.  Take
a planet with a UWP of D866971-8, or IMHO Earth's UWP.  This is raw data.
It could mean anything to a good GM.  He could create an earth from it, just
like the one we live on, or one where psionics have been developed ahead of
mechanical science.  Or 1,000 different reasons for it to be different from
earth.  It is up the the GM to think of a reason for something to be, not
the game.  Remember, this is only raw data.

Legate Legion
ICQ # 8973001
legate@futureone.com

"A man may fight for many things; his country, his principles, his friends,
the glistening tear on the cheek of a golden child. But personally, I'd
mudwrestle my own mother for a ton of cash, an amusing clock, and a stack of
French porn." - Edmund Blackadder

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

Date: Wed, 4 Aug 1999 10:19:37 +1000
From: "The Roc" <roc@kewl.com.au>
Subject: Re: Spacedocks

- ----- Original Message -----
From: Nick Bradbeer <nickb@ndirect.co.uk>
To: <traveller@lists.imagiconline.com>
Sent: Wednesday, August 04, 1999 9:16 AM
Subject: Re: Spacedocks


> >In the B5 film 'A Call to Arms' the two Destroyers are built off a
lattice
> >framed spacedock not a million miles in concept from the one in the early
> >Star Trek film. This looks much more credible than the ST Enclosed
> >Spacedock.
>
>
> Well, the enclosed spacedock does beg the question: "What did they build
the
> dock in?"
>

I like the idea of the open structure, simply for the economic model (it
should be less expensive to manufacture... always a concern to official bean
counters).  They build trucks in a building, but the truck manufacturing
plant isn't built in another building, so that doesn't concern me.  However
(and I'm not into the politics of ST, so I'm not sure how the following
applies), what about security, as in distant spying by radio telescope or
fly-by?

An enclosed dock would cost one's enemy more expenses (I'm let to believe
spying is a financial drain compared to recon) to place an agent inside to
see what is being constructed, or to find out why that starship is in dock
(Repair?  Refit?  Modification?  Taking on secret cargo/passengers) and how
it's situation can be used?

Just a thought...

- -- The Roc

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

Date: Tue, 3 Aug 1999 20:32:03 -0400
From: "Thomas Schoene" <TomSchoene@worldnet.att.net>
Subject: Re: Average Density of Cargo?

- ----------
> From: Daniel Phelps <phelpsd@gate.net>

> This suggests a really interesting idea for sabotage.  Picture having
> several powerful contra grav units in various part of the cargo cycle in
red
> line mode when you least expect it.  
 Talk about your loose canons.   I bet
> she would fly like one of those cat toys with an excentric weight
wobbling
> around inside, like a high tech Mexican jumping bean. 


Thank you for that idea.  My players are going to dislike you intensely.

Tom Schoene

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

Date: Tue, 3 Aug 1999 21:53:34 EDT
From: AveNelso@aol.com
Subject: Re: Yet more filk

In a message dated 8/3/99 6:17:00 PM Eastern Daylight Time, 
travelleri@home.com writes:

<< 
 Dice AND feet! you guys had it made! We walked on stumps to get odd
 shaped rocks and had to paint the pips on 'em ourselves!
  >>

    Oh we would have been in paradise if we only had paint for our pips.

            Dave Nelson

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

Date: Tue, 03 Aug 1999 18:56:34
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Yet more filk

At 07:31 PM 8/3/99 -0400, you wrote:

>> Paint and Stumps! You had it made. We had to carve the pips in 
>> the rocks using are finger nails and move around by tying are selves 
>> to what ever moved!!
>
>You had pips and something to tie with?  You really had it made. 
>We simulated random numbers by spitting on one side of a rock and
>tossing it to the ground.

We used to dream about having rocks, or spit for that matter.
- -- 

Doug Berry
dberry@hooked.net
http://www.hooked.net/~dberry

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

Date: Wed, 4 Aug 1999 13:33:30 +1000
From: "The Roc" <roc@kewl.com.au>
Subject: Re: Yet more filk

- ----- Original Message -----
From: Sword Worlder <swordworlder@clinic.net>
To: <traveller@lists.imagiconline.com>
Sent: Wednesday, August 04, 1999 7:33 AM
Subject: Re: Yet more filk


> ----- Original Message -----
> From: Nick Bradbeer <nickb@ndirect.co.uk>
> > >You kids.. when I was your age we had to carve our own miniatures, and
> use
> > >low-impact polyhedrals that we bought from Lou Zocchi's little store on
> the
> > >corner!
> >
> > Yeah, and walk to the games shop. Barefoot. In the snow.
> > Uphill there, uphill back.
> > <g>
>
> Oh no, it was much worse than that!  We didn't even have e-mail, never
mind
> the Web.  We had to actually _go_to_the_store_ to find out if a new
> supplement had come out (you'd never be impertinent enough to phone them).
>
>

And we only had steam powered computers and the web was what a spider built
on the back!  I remember many an hour shovelling coal to get mine working!

- -- The Roc

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

Date: Wed, 4 Aug 1999 13:36:14 +1000
From: "The Roc" <roc@kewl.com.au>
Subject: Re: Yet more filk

- ----- Original Message ----- 
From: Michael Peters <travelleri@home.com>
To: <traveller@lists.imagiconline.com>
Sent: Wednesday, August 04, 1999 8:08 AM
Subject: Re: Yet more filk


> 
> 
> Nick Bradbeer wrote:
> > 
> > Yeah, and walk to the games shop. Barefoot. In the snow.
> > Uphill there, uphill back.
> > <g>
> > 
> > Nick
> > ---
> > The Whippersnapper
> 
> Dice AND feet! you guys had it made! We walked on stumps to get odd
> shaped rocks and had to paint the pips on 'em ourselves!
> 

Or carve them from misshaped breakfast cereals!

- -- The Roc

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

End of Traveller-digest V1999 #916
**********************************

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