Traveller-digest       Sunday, August 8 1999       Volume 1999 : Number 928



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

The following topics are covered in this digest:

House Rules (Was, Re: Hi!) 
Re: House Rules (Was, Re: Hi!) 
Re: House Rules (Was, Re: Hi!) 
Re: House Rules (Was, Re: Hi!)
Re: Traveller Symbols
Re: House Rules (Was, Re: Hi!)
Re Skill Limits
New Art
Re: New Art
Re: Hi!
Re: [PBEM]  Opennings
Re: Hi! 
Re: [PBEM]  Opennings
Re: Hi!
Re: New Art
Re: Re Skill Limits
Re: New Art 
Re: Dispatch From Crescent City Con
Planetology 102 Part 7
Re: Planetology 102 part 3
RE: Planetology 102
Re: Traveller Symbols
Re: Re Skill Limits and CGen
Re: House Rules (Was, Re: Hi!)

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

Date: Sun, 08 Aug 1999 14:58:08 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: House Rules (Was, Re: Hi!) 

> On 08/07/99 at 10:00 AM,  "Benyamene' ZeAbe' Akella" <xrp@sierratel.com> said:
> 
> >> I ignored it, just like I ignored the "death during generation" rule and
> >> probably quite a few others too.
> 
> >I like using the death during generation as a forced mustering out
> >inspired by the rule in Twilight 2000. Of course theirs is the
> >beginning of WWW3, but any event could be used from as personal as an
> >accident to your person, to the start of whichever Frontier War is
> >coming up in YTU.
> 
> All this CT talk prompted me to pull out my old black box again last
> night.  The books have twenty year old folded sheets of paper with
> notes and all kinds of notes scribbled in them on the nice wide
> margins.  I've got a binder *somewhere* with systems, maps, ships,
> deckplans, NPC's and notes for the TU I ran my games in..<sigh>.
> 
> Let's see, I know I had some notes about the "death roll"...ah, yes!
> Here's how I handled it...
> 
> The player had three options:
> 
> (1) the character had been seriously injured and immediately takes
> 1d6 points spread, at their option, across their physical/mental
> attributes, and then continues with character generation.  Example:
> Lt Cmdr Joe Generio (777777, rank 3) takes 4 points of injury, and
> ends up at (656777, rank 3).

Sounds like my 'oops table' so far...
 
> (2) the character had committed a major faux pas, regulation
> violation, or been caught in a crime, and takes 1d6 points spread,
> at their option, across Soc and their rank, and then continues with
> generation.  Example:  Lt Cmdr Joe Generio (777777, rank 3) takes 4
> points of faux pas, and ends up as CPO Joe Generio (777776, rank 0).

Sounds like the 'oops table' in Scouts & Assassins.
 
> (3) the character is forced out of his service immediately and
> begins play at this point.  It's almost the same as failing the
> Reenlist roll, except it comes *before* you get a chance at rolls
> for Commission, Promotion or Skill that term, and you *don't* get a
> Mustering Out benefit for that term.  You do have to make an aging
> roll, if required, for that term.

*nod*  Still sounds like an 'oops' table to me.

All 3 of the above options are doable, IMNSFBHO.
 
> >> I've always wondered why it wasn't Dex+Int+Edu? There are a lot of physical
> >> skills that rely on Dex.
> 
> >If you are going to bother with that, it may be a good idea to divide
> >up the skills into physical, mental or other catagories, and limit
> >them according to type.
> 
> That makes sense if you are tying a characteristic to a skill, but
> that wasn't really done much in CT.  In fact, in CT the
> characteristic wasn't used very much at all, outside of combat and
> injury resolution.  Looking over the books now, I'm surprised how
> few characteristic DM's there were, I didn't *like* that very much,
> and as per the rules, added DM's left and right. ;->

It's something I never even thought of, but I noticed in TNE.  Thing is, it almost makes *sense*.  Thing is, I've never figured out how some things in MT work yet, mostly because I didn't bother *playing* them, or gave up on them too soon.  Ship design, for example.  I never did figure out how to design a ship with those rules by the flowchart.  And character combat.  It seemed a lot like Striker with a couple extra steps for damage applications, so I stuck with CT.

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

Date: Sun, 08 Aug 1999 12:22:10 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: House Rules (Was, Re: Hi!) 

> IMNSFBHO

In My N? S? F? B? Humble Opinion? The acronym database site I use has never
heard of that one, but by the time someone on the list tells me, I'll bet
it will. Last time I asked about an acronym, that is exactly what happened,
I went back to input the answer like a good boy, and lo and behold, the site
had the answer the second time! Does someone on this list use the same site
and update it when an elf like me asks these questions?

And how about using the WWW3 begins roll from Twilight 2000 in CT for the
start of the Frontier War? Number Five, right? Or any other campaign
setting?
CHIRP!
BZA
////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi+  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

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

Date: Sun, 08 Aug 1999 15:41:19 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: House Rules (Was, Re: Hi!) 

> > IMNSFBHO
> 
> In My N? S? F? B? Humble Opinion? The acronym database site I use has never
> heard of that one, but by the time someone on the list tells me, I'll bet
> it will. Last time I asked about an acronym, that is exactly what happened,
> I went back to input the answer like a good boy, and lo and behold, the site
> had the answer the second time! Does someone on this list use the same site
> and update it when an elf like me asks these questions?

'Not So ****ing Bloody'
 
> And how about using the WWW3 begins roll from Twilight 2000 in CT for the
> start of the Frontier War? Number Five, right? Or any other campaign
> setting?

I don't happen to have those laying around.

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

Date: Sun, 08 Aug 99 14:46:17 -0500
From: "Eris Reddoch" <eris@pcola.gulf.net>
Subject: Re: House Rules (Was, Re: Hi!)

On 08/08/99 at 02:58 PM,  "Keven R. Pittsinger" <jamstar@accesstoledo.com> said:

>> Let's see, I know I had some notes about the "death roll"...ah, yes!
>> Here's how I handled it...
>> 
>> The player had three options:
>> 
>> (1) the character had been seriously injured and immediately takes
>> 1d6 points spread, at their option, across their physical/mental
>> attributes, and then continues with character generation.  Example:
>> Lt Cmdr Joe Generio (777777, rank 3) takes 4 points of injury, and
>> ends up at (656777, rank 3).
 
>> (2) the character had committed a major faux pas, regulation
>> violation, or been caught in a crime, and takes 1d6 points spread,
>> at their option, across Soc and their rank, and then continues with
>> generation.  Example:  Lt Cmdr Joe Generio (777777, rank 3) takes 4
>> points of faux pas, and ends up as CPO Joe Generio (777776, rank 0).
 
>> (3) the character is forced out of his service immediately and
>> begins play at this point.  It's almost the same as failing the
>> Reenlist roll, except it comes *before* you get a chance at rolls
>> for Commission, Promotion or Skill that term, and you *don't* get a
>> Mustering Out benefit for that term.  You do have to make an aging
>> roll, if required, for that term.

>*nod*  Still sounds like an 'oops' table to me.

Very much like an 'oops' table, except I let the player choose which option they wanted. That way they could fit the event into their character concept. If they couldn't (or didn't want to) choose, I'd roll/choose for them.

>All 3 of the above options are doable, IMNSFBHO.

Yeah, they worked. I pretty much put my CT books away when I started using my own home-brew in the early 80's. I bought MT when it first came out, liked the task system idea, hated dividing by 5 all the time, the mistakes and the Rebellion, so I went back to my own system. Then I stopped all together for a while, though I still picked up the occasional TW2K or T2300 book, so I missed some good things from DGP. 

When I got back into rpging TNE was just coming out and I *liked* the system, although me being me, I started tinkering immediately. ;->  I had high hopes for the setting at first too, but I didn't care for the direction GDW eventually took it. Setting wise, my AKUS MOBY game is where *I* took it instead. 

Eris
- -- 
- -----------------------------------------------------------
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245
- -----------------------------------------------------------

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

Date: Sun, 08 Aug 1999 13:05:54 -0700
From: Edward Swatschek <edjs@bitslayer.net>
Subject: Re: Traveller Symbols

At 08:47 99/08/08 -0700, Benyamene' ZeAbe' Akella wrote:

>. . . were the Sword Worlds not always a Confederacy? I mean, I know they 
>were even uninhabited once, but in "recent" history? . . .

The Sworld Worlds have always had a fractious history, having had a number 
of governments during their history (and occasionally having no single 
intersteller government).  Losing wars often results in a "reorganization". 
:)  The government that enters the FFW dates back to the 800s.


- --
Edward Swatschek - edjs@bitslayer.net

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

Date: Sun, 8 Aug 1999 16:27:37 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: House Rules (Was, Re: Hi!)

Speaking of Rules, I just found two issues of SpaceGamer in an old box.

#44, October 1981

Armored Combat for Traveller :  Armored Fighting Vehicles in Traveller

#52, June 1982

Spy-Cars in Traveller :  The Omni-Car
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Sun, 8 Aug 1999 16:32:42 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: Re Skill Limits

>>>> I still remember when we were all shocked by the
>>>>oft-ignored rule that you couldn't have more skills than your Int.
>>>
>>>I ignored it, just like I ignored the "death during generation" rule and
>>>probably quite a few others too.
>>>
>>I enforce the Int+Edu limits when I run MT, but in MT, death is the
>>optional rule, and short term the standard rule... Straight from the
>>MT Player's Manual.
>
>MT, sure! But we were talking about CT. ;-J  However, I don't think the
>Int+Edu limit is actually *in* CT...at least, I really don't remember it
> being in my LBB's. There was a seven term limit, though, IIRC.

Was trying to illustrate the change in thought in the changeover to MT.
BTW, I just scanned Supp4 and Book 1, LBB's and cannot find the Int+Edu
Limit, nor in Bks 4,5, 6, or 7; _Book 8:Robots_ does contain the limit: For
Robots!.

Hmm... I think I'll drop the skill limit for Biologicals... haven't checked
the Alien modules... my back won't take the crate slinging needed to get to
them...

And yes, I've been playing and running trav since the LBB days... I still
prefer the integration of MT... even tho it is little more than strikerized
CT with the DGP task system.

William F. Hostman
Mailto:aramis@gci.net http://home.gci.net/~aramis http://www.alaska.net/~mhaa
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn t4- tt+ to- ?tg ru+ ge 3i+ jt-() au+ st+ ls ls- kk+
as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+
"Smith & Wesson: THe original Point and Click interface!"

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

Date: Sun, 08 Aug 1999 16:45:21 -0400
From: Michael Peters <travelleri@home.com>
Subject: New Art

Please check out the type M subsidized liner art on my web page and let
me know what you think. Thanks to Steve Hudson for several pictures. Any
error are strictly of my own making from my interpretation.

They can be found at 

http://members.home.net/travelleri/index.html

follow the Artwork link
- -- 
Mike Peters
travelleri@home.com

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

Date: Sun, 8 Aug 1999 14:03:41 -0700
From: "Kiri Aradia Morgan" <tiamat@tsoft.com>
Subject: Re: New Art

I got an error message that the page wasn't up.

Kiri
- -----Original Message-----
From: Michael Peters <travelleri@home.com>
To: TML <traveller@lists.imagiconline.com>
Date: Sunday, August 08, 1999 1:55 PM
Subject: New Art


>Please check out the type M subsidized liner art on my web page and let
>me know what you think. Thanks to Steve Hudson for several pictures. Any
>error are strictly of my own making from my interpretation.
>
>They can be found at 
>
>http://members.home.net/travelleri/index.html
>
>follow the Artwork link
>-- 
>Mike Peters
>travelleri@home.com
>

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

Date: Sun, 08 Aug 1999 14:09:37 -0700
From: George Herbert <gherbert@crl.com>
Subject: Re: Hi!

"Douglas E. Berry" <dberry@hooked.net> wrote:
>Kiri writes:
>>Is there anyone playing Traveller in San Francisco now?
>
>You're HERE?!  There's actually another Traveller player that I don't have
>to drive forty miles to see?!  Oh, joyous day!

I live in Oakland and work in San Fran.  Doug has been told this
but keeps forgetting ;-)

Welcome to the bay area, Kiri.


- -george william herbert
gherbert@crl.com

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

Date: Sun, 08 Aug 1999 17:27:54 -0400
From: Juliean Galak <jg42@cornell.edu>
Subject: Re: [PBEM]  Opennings

At 09:56 PM 8/6/99 -0400, you wrote:
>I've got 2 opennings in my PBEM's 2nd Session.  First come, first serve.
>
>Ruleset is mostly CT with some house rules & some MT mixed in.  The year is 
>1124, the place, Reavers' Deep.  Special consideration to ex-military & scout 
>characters.
>
>Reply by email, please.

Couple of questions:  When do you need the characters to come in?  What's
the traffic volume like in this game?  How much rules does the player need
to know (GT is my main system.  I'm familiar with CT, but really don't know
MT at all...)?  How much do we need to know about the setting (I don't
really know Reaver's Deep.  I mostly play in the Spinward Marches...)?

Thanks,,

          -- Juliean Galak (a.k.a. Falcon)
	     Gearhead-in-Training

- -- 
Gerfalcon Enterprises - GURPS Traveller Ironmongery for the 5th Millenium
IMTU tc  t4+ tg++ tt? ru ge++ 3i+ c+ jt au@ st+ ls+ pi-(+) 
	ta- he+ kk-- hi+ as++ va++ dr+ so+ zh++ vi+ 0601 
jg42@cornell.edu        "I do not agree with a word you say, but I will    
                         defend to the death your right to say it."        
                                             -- Francois Marie Voltaire    
#include <disclaimer.h> "Imagination is more important than knowledge"     
                         			     -- Albert Einstein            
for PGP public-key and                                                       
more quotes, finger: jg42@gerfalcon.tzo.com
WWW Page: http://www.cadif.cornell.edu/~falcon/Traveller/              

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

Date: Sun, 08 Aug 1999 17:26:05 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Hi! 

> 
> "Douglas E. Berry" <dberry@hooked.net> wrote:
> >Kiri writes:
> >>Is there anyone playing Traveller in San Francisco now?
> >
> >You're HERE?!  There's actually another Traveller player that I don't have
> >to drive forty miles to see?!  Oh, joyous day!
> 
> I live in Oakland and work in San Fran.  Doug has been told this
> but keeps forgetting ;-)
> 
> Welcome to the bay area, Kiri.

What, no TMLers in the PRB???

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

Date: Sun, 08 Aug 1999 17:32:30 -0400
From: Juliean Galak <jg42@cornell.edu>
Subject: Re: [PBEM]  Opennings

At 05:27 PM 8/8/99 -0400, you wrote:
>>
>>Reply by email, please.
>
>Couple of questions:  When do you need the characters to come in?  What's
>the traffic volume like in this game?  How much rules does the player need
>to know (GT is my main system.  I'm familiar with CT, but really don't know
>MT at all...)?  How much do we need to know about the setting (I don't
>really know Reaver's Deep.  I mostly play in the Spinward Marches...)?
>
>Thanks,,

oops... damn reply button....

          -- Juliean Galak (a.k.a. Falcon)

- -- 
jg42@cornell.edu        "I do not agree with a word you say, but I will    
                         defend to the death your right to say it."        
                                             -- Francois Marie Voltaire    
#include <disclaimer.h> "Imagination is more important than knowledge"     
                         			     -- Albert Einstein            
for PGP public-key and                                                       
more quotes, finger: jg42@gerfalcon.tzo.com
WWW Page: http://www.cadif.cornell.edu/~falcon/                

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

Date: Sun, 8 Aug 1999 14:30:29 -0700
From: "Kiri Aradia Morgan" <tiamat@tsoft.com>
Subject: Re: Hi!

>"Douglas E. Berry" <dberry@hooked.net> wrote:
>>Kiri writes:
>>>Is there anyone playing Traveller in San Francisco now?
>>
>>You're HERE?!  There's actually another Traveller player that I don't have
>>to drive forty miles to see?!  Oh, joyous day!
>
>I live in Oakland and work in San Fran.  Doug has been told this
>but keeps forgetting ;-)
>
>Welcome to the bay area, Kiri.
>
Actually, I've lived here almost 5 years... but the first 3.5 were with an
ex-husband who deplored gaming, anime, my doll collection, science fiction,
and my writing.  I am not sure why I stayed married to the guy as long as I
did...  ::shrug::

I went to DunDraCon this year with Bay Area Animation Society.  If you saw
any anime there, you may have also seen me hanging out.

Nice to meet you!!!

Kiri

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

Date: Sun, 08 Aug 1999 17:54:51 -0400
From: Michael Peters <travelleri@home.com>
Subject: Re: New Art

Thanks Kiri, there was a broken link that my browser was ignoring since
it had the originals. I've tried it from the other internet connection
and it should be ok now though!

again the address:

http://members.home.net/travelleri/index.html

and go to the artwork page (which SHOULD work now!)

Mike

Kiri Aradia Morgan wrote:
> 
> I got an error message that the page wasn't up.
> 
> Kiri
> -----Original Message-----
> From: Michael Peters <travelleri@home.com>
> To: TML <traveller@lists.imagiconline.com>
> Date: Sunday, August 08, 1999 1:55 PM
> Subject: New Art
> 
> >Please check out the type M subsidized liner art on my web page and let
> >me know what you think. Thanks to Steve Hudson for several pictures. Any
> >error are strictly of my own making from my interpretation.
> >
> >They can be found at
> >
> >http://members.home.net/travelleri/index.html
> >
> >follow the Artwork link
> >--
> >Mike Peters
> >travelleri@home.com
> >

- -- 
Mike Peters
travelleri@home.com

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

Date: Sun, 08 Aug 1999 17:58:46 -0400
From: Michael Peters <travelleri@home.com>
Subject: Re: Re Skill Limits

"William F. Hostman" wrote:
>
<snipped>
> And yes, I've been playing and running trav since the LBB days... I still
> prefer the integration of MT... even tho it is little more than strikerized
> CT with the DGP task system.
> 

And the problems with this are....?

- -- 
Mike Peters
travelleri@home.com

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

Date: Sun, 08 Aug 1999 18:19:49 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: New Art 

> Please check out the type M subsidized liner art on my web page and let
> me know what you think. Thanks to Steve Hudson for several pictures. Any
> error are strictly of my own making from my interpretation.

Cute stuff.

When you gonna put up some adventures?

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

Date: Sun, 08 Aug 1999 14:27:44 +0100
From: John Buston <John.Buston@tesco.net>
Subject: Re: Dispatch From Crescent City Con

>They sold out of the first edition that fast.  The Second printing is just
>a bug fix.

How many did they print/sell?

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

Date: Sun, 8 Aug 1999 18:32:12 -0400
From: Thad Coons <Sapience@compuserve.com>
Subject: Planetology 102 Part 7

8. Sulfur.
     This chemical relative of oxygen acts like it in many ways,
but unlike it in many others.
     The native element is not particularly common in the cosmos,
but it is found under certain conditions; the earth has huge
deposits in various places. Unlike oxygen, it has a tendency to
form rings and chains. Unfortunately for the speculative
xenobiologist, it does not have the rich branching possibilites
or the stability of carbon chemistry and it is much less common. 
Sulfur may not replace carbon's role in life, but it may supplement
it.
     Sulfur forms a volatile compound with hydrogen, H2S,
analogous to water, H2O. In a huge excess of hydrogen as in most
of the universe, this should be its normal form,  On very small
bodies, this is lost with the other volatiles. Much like ammonia,
hydrogen sulfide is not stable in an oxygen atmosphere. Oxygen
claims the hydrogen and leaves free sulfur.
     That is, it does if oxygen is scarce. Sulfur forms two
principal oxides, Sulfur dioxide SO2, and sulfur trioxide SO3.
These are among the heaviest of the gaseous compounds, and may
remain on a planet when the more abundant lighter gases are lost
(such as on Io). It is tricky to make a biosphere out of these;
not so much because they are chemically unsuitable, but because
at the temperatures and pressures where they may remain liquid
solvents, a planet is more likely to keep the more abundant
volatiles, especially water.
     The sulfur oxides dissolve in water to form sulfurous acid,
H2SO3, and sulfuric acid, H2SO4. Sulfur dioxide is more soluble
in water, but in an oxygen atmosphere, sulfurous acid and it
compounds are readily oxidized to sulfuric acid and its
compounds. 
 

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

Date: Sun, 8 Aug 1999 18:32:20 -0400
From: Thad Coons <Sapience@compuserve.com>
Subject: Re: Planetology 102 part 3

Benyamene' ZeAbe' Akella wrote:
Subject: Re: Planetology 102 part 3

>>With high tech levels, a closed environment, and
>> tight water discipline, enough water to support a human colony
>> can be extracted from quite barren rockballs. It may be still
>> be cheaper to import it, though.
>
>Tatooine? 

I was thinking even more barren than that: something like Luna or
Mercury.  Tatooine has traces of water in the atmosphere and an
open, not a closed, environment. On a world where you have to
process half a ton or more of rock for every liter of water,
going outdoors without a mask and exhaling is a felony even if it
isn't suicide.
  

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

Date: Sun, 8 Aug 1999 18:32:22 -0400
From: Thad Coons <Sapience@compuserve.com>
Subject: RE: Planetology 102

Terry Carlino wrote:

>>The same noble gases that are contaminants in the
>>jump fuel are essential in the superconducting magnets in the
>>fusion reactor and weapons systems.

>Do fuel processing units on board spacecraft separate out these
>elements for use on the ship?

I don't know if canon addresses the subject. I'm extrapolating the need for
cryogenic coolant for superconductors from the TL7 or so version.
IMTU noble gas recovery would make sense for anything than does
frontier refueling and sports PAWs or meson guns. For other ships
with fuel refining ability, I'd call it optional equipment: some
do, some don't.
  

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

Date: Mon, 9 Aug 1999 08:42:36 +1000
From: "Alan Bradley" <alanb@elf.brisnet.org.au>
Subject: Re: Traveller Symbols

> From: "Benyamene' ZeAbe' Akella" 
> Now I see you were talking about the same polity, not two. The phrasing
of
> the sentence still leaves me curious, were the Sword Worlds not always a
> Confederacy? I mean, I know they were even uninhabited once, but in
"recent"
> history? I played right before the last (5th?) Frontier War every time,
and
> we never got more than a few months into any campaign before too many
> players left the group or whatever.

From MT Imperial Encyclopedia:

Earliest Sword World settlement: -399
First interstellar government in region - Sacnoth Dominate - formed: -186
Breakup of Sacnoth Dominate: -102
Various squabbling states: -102 to end of First Frontier War (around 700
years!)
Second Dominate formed (centred on Sacnoth): 604 (approx)
Breakup of Second Dominate, formation of Gram Coalition: 698
Breakup of Gram Coalition, formation of Trilateral Alliance: 788
Breakup of Trilateral Alliance: 848
Formation of "present day" Sword Worlds Confederation: 852

The Border Worlds Confederation was formed from Sword Worlds at the end of
the Fifth Frontier War.  While it's obviously an Imperial creation, it is
also "yet another Sword Worlds government".

Even more interesting though, is the fact that some Imperial worlds were
originally settled by Sword Worlders.  Documented cases include Margesi and
Garda-Vilis/Tanoose.  Off the top of my head I'm not certain if it is
stated explicitly that Vilis was too, but that's the assumption I make.  (I
think it is stated somewhere.)

Not all "Sword Worlds" are part of the Sword Worlds Confederation.  The
Confederation itself is extremely loose, and it would be worthwhile looking
at creating symbols for each of the major worlds, as these symbols might be
used as prominently as the Confederation ones in most cases, including on
military uniforms and vehicles.  

Alan Bradley
alanb@elf.brisnet.org.au

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

Date: Sun, 8 Aug 1999 19:48:18 EDT
From: SciFiFan56@aol.com
Subject: Re: Re Skill Limits and CGen

In a message dated 8/8/99 12:40:49 AM Eastern Daylight Time, 
eris@pcola.gulf.net writes:

> 
>  MT, sure! But we were talking about CT. ;-J  However, I don't think the 
Int+
> Edu limit is actually *in* CT...at least, I really don't remember it being 
in 
> my LBB's. There was a seven term limit, though, IIRC.
>  
>  Eris
>  

The Int + Edu limit is in CT on page 29, first column of the Traveller Book. 

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

Date: Sun, 08 Aug 1999 20:03:22 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: House Rules (Was, Re: Hi!)

"Keven R. Pittsinger" wrote:
> 
<<snip>>
> 
> > And how about using the WWW3 begins roll from Twilight 2000 in CT for the
> > start of the Frontier War? Number Five, right?

For the Frontier War that occurs during the original Spinward Marches
campaign, yes.
 
<<snip>>
> 
> I don't happen to have those laying around.

Luckily, Keven, I do.  The procedure uses a D10.  You roll the D10, and
if your roll is less than or equal to the current term number, The War
breaks out.  In T2K ver 2.2, you then got one additional term (as the
war lasted about 4 years), with military characters getting double their
normal skills (due to using their skills under combat conditions).

Were I to use these rules (I figure that the mustering-out rules handle
this well enough), I would handle the War roll like this:  If I'm
running a campaign set during the War (whichever one fits your milieu),
then the characters (if military) either are invalided out (take an
injury, and get out) or remain in the service for the duration of the
war (this obviously works best for a military campaign).  If the
campaign is set either before or after the war, then just use standard
rules.

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776

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

End of Traveller-digest V1999 #928
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