Traveller-digest      Saturday, August 14 1999      Volume 1999 : Number 960



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

The following topics are covered in this digest:

Re: Natural Disasters
Re: What's the News on T5?
Re: Explain to me how radios work
Re: What's the News on T5?
Re: Vilani  Stature, human origins
RE: Back on Topic
Re: Human Origins
Re: Alternate Game Mechanics - Cybertech
Re: Alternate Game Mechanics 
Re: Decided on system...
MT Designs for old Gearheads
Traveller-heads in Central Florida
Ryder Hook
Re: Ryder Hook
Re: Traveller-heads in Central Florida

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

Date: Sat, 14 Aug 1999 09:38:49 -0600
From: "David J. Golden" <goldendj@pcisys.net>
Subject: Re: Natural Disasters

At 11:08 AM 8/13/99 -0500, you wrote:
>Combine this with the rules for BioWarfare Agents posted on the TML
a
>couple years back, and you've got nasty, nasty stuff.

	For those who missed it, they're on my site.
- -- ------------------------------------------------------------ --
   Dave Golden                  http://www.pcisys.net/~goldendj 

   Fight Spam! Join CAUCE! == http://www.cauce.org/

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

Date: Sat, 14 Aug 1999 09:30:55 -0600
From: "David J. Golden" <goldendj@pcisys.net>
Subject: Re: What's the News on T5?

At 12:28 AM 8/13/99 -0400, you wrote:
>Say, can anyone post Marc Miller's take on photo-copying or scanning
out of
>print traveller materials for people who don't have them?

Date: Sat, 20 Sep 1997 05:18:01 -0400 (EDT)
From: CardSharks@aol.com
Subject: Re: Trade or Sell

Once upon a time, when D&D was still new, just about everyone at GDW
made
aphotocopy of the basic D&D books because they were not yet available
in
evnough volume for everyone to have their own copy.

Once the sets became available, we all went out and bought them and
discarded
the photocopies... which were just inferior.

If someone makes a photocopy for his or her own use, that is called
fair use,
as long as it's not the whole product, and as long as its not for
resale.
That includes copying someone else's copy of the product.

That is especially true if the product itself is not currently
available (ie
CT or Mt, probably not for T4).

When someone starts photocopying multtiple copies for others, then it
gets to
be infringement.

Personally, if you want a specific work which isn't in print and you
can get
a photocopy, I think that's OK.

Marc

- -- ------------------------------------------------------------ --
   Dave Golden                  http://www.pcisys.net/~goldendj 

   Fight Spam! Join CAUCE! == http://www.cauce.org/

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

Date: Sat, 14 Aug 1999 06:41:28 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Explain to me how radios work

In mail you write:

> Leonard Erickson wrote:
>>In mail you write:
>>
>>> Are you telling me that the cruddy little handset Tx/Rx units you can
>>> buy are going to get a signal through a hill? We've already had one
>>> poster with experience of the US Army's set (PRC-77, IIRC) which drops
>>> out if you go into a fold in the ground.
>>
>>True. But a listener 20 miles *up* may be able to.
>
> Which is what I said - 20 miles up has line-of-sight to the Tx.
>
>
>>> In the meantime, the enemy COMSEC team with it's neutrino sensor and
>>> maser commo hunts down and kills the drones...
>>
>>Actually, we are just about ready to deploy some drones that will do
>>this sort of job and *not* be detectable via CG or neutrino emissions.
>>They are basicly a small solar powered sailplane. 
>
> How do you `stealth' a solar cell?
>
>>Also, due to their very construction, they wind up being *very*
>>stealthy. Much of the structure is either transparent to radar, absorbs
>>radar, or just doesn't return a decent signal. 

Hey, I'm just repeating what I've read. My guess is that either the
cells are transparent to radar (possible, not likely) or they *absorb*
radar (possible, and *much* more likely). 

- -- 
Leonard Erickson (aka Shadow)
 shadow@krypton.rain.com        <--preferred
leonard@qiclab.scn.rain.com     <--last resort

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

Date: Sat, 14 Aug 1999 09:51:32 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: What's the News on T5?

Thanks Dave, for re-printing that.
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Sat, 14 Aug 1999 07:51:29 -0600
From: cos 90 <cos90@powersurfr.com>
Subject: Re: Vilani  Stature, human origins

>>questions.  Yes, the mitochondrial Eve idea was clever, but it doesn't
>>work.  
>>mtDNA goes away *forever* as soon as one daughter of one daughter of one 
>>daughter (you get the idea) doesn't have a daughter.  Boom. It's gone.  I
am 
>>the only female in my generation from my mother's side.  She was an only 
>>child.  Her mtDNA lineage stopped with me - I don't have a daughter.  So, 
>>they're saying that One Woman, some gazillion years ago, has had complete 
>>lineage of daughter-producing daughters in every generation, and we are all 
>>somehow related to One Woman through one of her daughters. Now that, my 
>>friends, is Science Fiction.

You're looking at it from the wrong side. Yes, mtDNA stops when one doesn't
have a daughter. But you had a mother. And she had a mother. And *she* had
a mother. And so on. Same with everybody else. Go back far enough, and the
lines will converge.


     Glenn St-Germain  Edmonton, Alberta, Canada 
cos90@powersurfr.com  http://plaza.powersurfr.com/glenn
        "There is no longer any normal to be"
                                 -- Gary Numan

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

Date: Sat, 14 Aug 1999 07:31:47
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: RE: Back on Topic

At 04:37 AM 8/14/99 -0400, you wrote:
>I don't know who first figured it out (I read it in an old [ late fifties?]
>asimov book, I don't remember which one) but any sex in free fall is going
>to require physical restraint of at least one of the participants. (Isaac
>didn't get graphic, just mentioned it.)

Or an assistant...

The late G. Harry Stine, in his book _Halfway to Anywhere_, reveled the
existence of the Three Dolphin Club, whose members has had sex in zero-g.
The club got it's name from the fact that dolphins mate in threes, one
male, one female, one helper.

According to the book, there are several members of the of the shuttle
program "qualified" to wear the pin after "unscheduled experiments" on at
least seven flights.
- -- 

Douglas E. Berry   Templar Agent at Large.
dberry@hooked.net  http://jump.to/SyleaDownport

TravGeekCode: 
tc+ tm+ !tn- t4@ ?tg+ tt@ to(CORPS)++ ru@ $ge++ 3i
ii+ au st+ ls+ pi kk+ so(++) va++ dr+ zh+ sw++ ?da
         

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

Date: Sat, 14 Aug 1999 10:09:09 -0600
From: "Christopher B. Thrash" <thrash@io.com>
Subject: Re: Human Origins

Sherry Thrash sends:

Return-Path: <RedTrowel@cs.com>
From: RedTrowel@cs.com
Date: Sat, 14 Aug 1999 11:49:38 EDT
Subject: Re: Monkey-Girl feedback
To: thrash@io.com

Hello, again.  I feel kinda strange in this discussion - I don't know you 
guys and I'm used to these discussions with folks I know.  Here goes! 

>There is only one thing that "drives" evolution: reproductive fitness.  If
> it
> >increases reproductive fitness, it's a go.  If it's neutral to reproductive
> >fitness, it's a go when it works and a loser when it doesn't, but it won't
> >get far. 

>Say that to the approximately 80-90% of our DNA that seems to do nothing
>but came along for the ride...cf: 'The Selfish Gene' ;-)

Yep.  A bunch of our DNA seems to have been just catching a ride.  However, 
traits that are expressed are those that were reproductively beneficial.  
Those traits are retained.  Evolution works on the phenotype -- the genotype 
is the transport system.  When the Ancients did the scoop, I think they got a 
pretty homogenous bunch and when those critters were deposited, they evolved 
to meet their environments.  The traits that were more reproductively 
beneficial in each environment were retained by those critters.

>What this means in the light of the various theories is of course, the
>muddle in the middle...it means that the last wave out of Africa
>contributed a lot to our DNA. This of course doesn't mean that our
>ancestors went out and kicked ass all over the earlier humans, but that
>they moved rather fast and interbred everywhere. Eve and her daughters
>must have been pretty good looking ;-)

Yep.  What I'm not sure of is why it is assumed that it was the last wave of 
migrants that contributed so much to our genetic makeup.  Maybe our genetic 
makeup is a compilation of DNA from all the waves.  The interbreeding all 
over the place seems pretty accurate to me -- that's kinda what is intended 
in the theory.  

>This mean that H. erectus is probably just a subspecies of H. sap under
>the skin? This has _direct_ bearing on the very topic, meaning that if
>the Ancients _did_ come down and scoop up a pile of H. erectus
>populations, then scattered them about, they all _did_ evolve into h.
>sapiens (vilanis, zhodani, etc, etc, etc)

Ooh... I was hoping no one was going to notice that because I'm out on a limb 
now.  But yes, that's what I think and I'm not alone on that limb.  It gets 
political here.  Species are named arbitrarily by traits that separate them 
from each other.  H. erectus and H. sapiens are pretty damn similar at the 
skeleton.  Sure there are differences, but the differences are pretty small 
when compared to the differences that equate to species division in other 
critters.  Subspecies seems a more appropriated division to me.  

>And given we were then in need of yelling like crazy, since this was
>when we'd left the saftey of the trees and moved out onto the savannah,
>it _was_ advantageous to be able to say "HEY HEY HEY There's a Lion over
>THERE", even if it was only so that we guaranteed slower running humans
>scattering to tempt the lion more than ourselves. <Wilderness mantra: 'I
>don't have to run faster than the bear, just faster than _you_'

[I am not picking a fight.  I am not picking a fight.  I am not picking a 
fight.]  

The whole Savanna dweller thing is up for debate right now.  Current 
paleoecology studies indicate that the change from forest to grassland took, 
oh, about as long as the whole Australopithecine to Homo change.  It wasn't a 
rapid thing.  A. ramidus, held by some to be the earliest found human 
ancestor, was a forest dweller, based on skeletal interpretation.  A. 
africanus could easily have been a bi-environmental kinda critter, equally 
adapted to vertical tree climbing as vertical terrestrial posture.  Reaching 
the Homo mark, they were pretty on the ground, but that's way late in the 
Miocene and it still wasn't the savanna of textbook paleo stuff.

But in essence, you're probably right because that's when the critters had 
probably been standing upright long enough for all that physiology to have 
happened to allow for lion hollering'.  Ya know, chimps in their call signals 
are pretty good at that too, and we're not sure that they don't communicate 
simple abstractions in time/space either.  But that is a debate for another 
time..

So now I'm going to tell you all who I am.  Monkey Girl here is a graduate 
from CU-Colorado Springs in Anthropology.  My emphasis was Physical 
Anthropology, and I basically have an undergraduate degree in Biology too, 
except I opted not to take Organic Chemistry and Physics.  Human evolution 
and mammalian studies were my thing for a long time.  Origins of bipedality 
is my hobby horse.  Then I found archaeology, my world tilted a little on 
it's axis, and I left it all behind - about 2 months ago.  That's me, and 
hopefully what I've been saying about human origins has sounded totally like 
a lot of crap.

Thanks.
Sherry.

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

Date: Sat, 14 Aug 1999 11:24:45 -0500
From: "Kurtis Rodgers" <kurtis@fastlane.net>
Subject: Re: Alternate Game Mechanics - Cybertech

[Damn!  I hate it when I forget to change the digest subject line...,
sorry.]

> Date: Sat, 14 Aug 1999 15:03:30 +1000
> From: "Alan Bradley" <alanb@elf.brisnet.org.au>
> Subject: Re: Alternate Game Mechanics (Re: What's the News on T5?)

<snip & condense>

> I tend to assume most worlds have a fairly basic network...
> I add more capabilities as population and technology increase.
> The end result is usually a fairly sparse, minimalist network...
> Megacorps, governments, and other major institutions often have their own
> "secure" networks, as required.

Sounds good to me.  IIRC, the Tarsus box went into some detail about this
lo-pop's simple-but-effective comm network.  The kind of net I was refering
to was a full bore VR, Johnny Mnemonic kind of thing.  Which might be
another example of your tech growing phases - a sohpisticated TL15 world
might find such a construct rather silly.  :)  Also, any net that can be
built, can be hacked.  Which is why I see a reduced reliance on nets by
hi-tech military and megacorp organizations.  At some point, the benefits
may not outweigh the risks.  Without FTL comm, management structures have to
be decentralized anyway.

> I tend to view the whole "cyberpunk" thing as being a result of social
> immaturity, at least from the viewpoint of the 3I.  The Imperium operates,
> largely, on mature technology, where any social impacts occurred long ago,
> and little is considered particularly gee-whiz.  As such, people who use
> cyberjunk, apart from 'normal' prostheses, are generally considered nerds,

LOL!

> if sometimes dangerous ones.  After all, very little can't be achieved by
> non-invasive means - there's slow drug, and combat drug, and night vision
> gear, armour, wrist computers, and so on.  So a cyborg doesn't have any
> real advantage over a properly prepared normal, and is really only someone
> wandering around saying "look at me - I'm a dangerous idiot".

Hehehe.  I agree completely!  Most applications for chrome in a cyber genre
game are replaced at higher techs with far less invasive techniques.  Drugs,
gene therapy, clone organs - the list goes on.  The first - and last - valid
cyber application I see in use by anyone in the 3I is neural interfaces of
some kind.  Above a certain tech level (TL11?) they wouldn't be visible
(induction or possibly a very short range transmiter).  You'd still be the
definition of a 3I uber-geek by having one though.  Probably a highly paid
uber-geek, though!  :P

Even within Shadowrun, cybertech is slowly being replaced by bioware.  I can
imagine a TL15 black lab that performs mods of a totally non-cyber nature.
Not only can you get custom designed 'improved' organs, glands, etc., I can
see really cutting edge tech body scultpuring via DNA programming.  How
about Niven's RNA skill training?

> Are there advantages to covertly equipping people with "stuff"?  Of
course.
>  Most of the time, however, I suspect that it would tend to be "Stainless
> Steel Rat" type gear - itself, of course, pretty serious.  Now I think of
> it, I was using that kind of stuff in campaigns pretty much from the
> beginning, along with "power-holsters" - quick draw gear lifted from the
> "Deathworld" books.

Those are good examples.  Haven't read "Deathworld" (recommendations?
author?).  I can see a lot of very specialized uses of neural links (besides
computer nerds, that is :), such as battledress, 'smartguns', ect.  A link
with a memory module, and the capability of recording everything you see and
hear, could be a useful intel application at some tech levels (the old
'human camera' trick).

> For Net/hacker stuff, see above.
>
> I've always been intrigued by the possibility of running a scenario where
> the 3I runs into a "cyberpunk" world.  The image of a massively powerful
> "Big Iron" interstellar state colliding with a bunch of smart barbarians
is
> kind of appealing.  The Imperial Marines hits the mean streets....

I'm considering a campaign set in the M:0 Wilds, beyond the expanding
imperial fringe.  I can easily imagine a semi-retrograde (TL10?) hi-pop
world falling into 'perverse' technological practices.  :)

Kurtis

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

Date: Sat, 14 Aug 1999 12:09:00 -0500
From: "Kurtis Rodgers" <kurtis@fastlane.net>
Subject: Re: Alternate Game Mechanics 

> Date: Sat, 14 Aug 1999 08:03:20 -0500
> From: Andy Holzrichter <jhereg@southwind.net>
> Subject: Re: Traveller-digest V1999 #957
>
> We've discussed using Shadowrun rules in Traveller before.  It is a really
> good game system.  You might look at the Deadlands game system.  It
reminds
> me a lot of a much improved Shadowrun game system.  The points I like in
> Deadlands were.
> 1) Random character generation. (Some people won't like this. :} )  You
> draw cards.
> 2) Your stat determines the size of the dice you roll (4, 6, 8, 12, 20).
> 3) You normally reroll the dice and add the extra when  you roll the
> maximum on a die.
>
> This gives you helpless incompetents (D4 stat, 1 skill, would roll 1D4 ),
> talented amateurs (D12 stat, 1 skill who would roll 1d12), good talented
> professionals (D12 stat, 4 skill roll 4 D12) or anything in between.  If
> you have a D4 for the stat, you are NEVER going to be as good as the man
> with the D12.  Since you place your stats where you want it was your
choice.
>
> Andy

Hmm.  I've seen the poly-count/skill level thing before, that's becoming
popular with some designers.  The new fantasy RPG Larry Elmore is publishing
uses this (I can't remember its name, Sovereign somthingorother).  That game
has an interesting mechanic for spellcasting: if your first roll doesn't
make the target number, you can try again the next round and add the result
to your last roll, and so on.  So you eventually get the spell off, but it
may take way longer than you wanted.  This mechanism could be applied to
other things besides spellcasting.  I've looked Deadlands over, but was
mainly interested in the background rather than the mechanics.  Sigh..., Yet
Another Game System - I sometimes wonder if I shouldn't just buy the whole
game store ("yes, you can help me - I'll take one of everything").

I kinda like SR's dynamic between dice counts and target numbers.  Makes
skill defaulting descisions interesting.  :)  In the case of skill limits on
success (as you mentioned), SR has this simply due to the fact that a
character with a rating 3 skill will never get more than 3 successes, etc.

Also, my players won't be enthusiastic about random chargen.  They're
inveterate character-smiths, the lot of 'em.  Not mini-maxers per se, but
they like to carefully model their character ideas and will want more
control that randomized systems provide.  Another reason why I'm not
considering the CT-based rulesets.  Actually, one reason I like SR as a GM,
is that although it is technically a point based chargen system, it doesn't
have that zero-sum feel I get from Hero and GURPS.  The Priority Table is a
thing of beauty...  :P

Kurtis

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

Date: Sat, 14 Aug 1999 12:08:42 -0500
From: Anthony Salter <badman@austin.rr.com>
Subject: Re: Decided on system...

>I really like this system -- simple, elegant, and captures the feel of CT
>pretty well.

Thank you!  I've spent a LOT of time on it, and I'm still fine-tuning things.

>By way of reality check, I have to say that Intelligence has very little to
>do with actually flying a helicopter -- it is almost purely an exercise in
>Dexterity. [I'm a rated helicopter pilot.] The Intelligence-related
>functions would fit well under Navigation, anyway.
>
>By way of suggestions:
>
>(1) Navigation has always seemed to me an exercise in mathematics and
>visualization (Intelligence), while Social Engineering (if I understand
>what you mean by it) is more nebulous and hard to specify. I'd say switch
>them on the chart.
>
>(2) Remember that while CT had no science skills, it did have an Education
>statistic instead. Suggest you add at least a generic "Science" skill.

Points taken.  Just for reference, here's how I assigned all of the skills:

 Any skill that requires extensive schooling automatically defaults to No
Base.
 Hand-to-hand combat skills default to Dexterity.
 Missile combat skills default to Intelligence.
 Vehicles that can be navigated by sight default to Dexterity. (So you're
right, I've screwed up on some of the vehicle skills :)
 Vehicles that require computer operation or are not navigated by sight
default to Intelligence.

The term "social engineering" comes from Bruce Sterling's bok, The Hacker
Crackdown.  It's a catchall "fooling other people" skill.

Badman

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

Date: Sat, 14 Aug 1999 12:33:37 -0500 (CDT)
From: Cynthia Higginbotham <cyhiggin@pipeline.com>
Subject: MT Designs for old Gearheads

I have dredged out my hard disk archives and put my various original
MT designs on my web page.  Sooner or later I will add TNE designs
from Steve's abortive TNE/TCS PBEM, and CT/HG2 designs from Steve's
old Islands TCS PBEM (I played in both, and designed a whole slew
of ships for them...).  

I am also toying with the idea of putting up turns from some CT/MT 
PBEM I ran once.. Does anyone know if I should get the permissions of
the players involved, first?  A lot of them are no longer with the
list, and the old e-mails are no longer valid.  The games are long
since defunct, but there were some interesting stories and "flavor"
material that came out of them.

Third, I have other people's old MT designs in my archives, such
as some of the Rob Dean and Scott Kellogg designs.  Does anyone
have their e-mail addresses or know if there would be any problem
with puttting on my web page designs that were once published on
the TML, but were created by someone other than myself?

Rob? Scott? You still out there?  How about Ameer Sulamain?  Bertil
Jonell?

				--Cynthia Higginbotham
 

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

Date: Sat, 14 Aug 1999 14:50:09 -0400
From: "Dan Eveland" <develand@mindspring.com>
Subject: Traveller-heads in Central Florida

A group of good role-players is looking for some new talent. We meet every
Saturday and play from about 4:00pm to late at night. We call ourselves the
Great Gaming Goobers and have a web site which has stuff like news and an
event calendar. Check it out at:

http://www.daneveland.com/goobers/

We are looking for people who can make it just about every week and who
enjoy role-playing games like:

Traveller
GURPS (various, mostly Traveller)
Earthdawn
Bureau 13 (using WoD rules)
The occasional obscure game
New games like 7th Seas and Ironclaw

We have a room in my house that is dedicated to goober activities, complete
with fridge and good stereo for mood music.

We have people who drive from Kissimmee and near UCF if you need a ride.

Please e-mail me at develand@mindspring.com to arrange and interview
(nothing big, just like to meet people before inviting them into my home).

Dan
Goober Prime

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

Date: Sat, 14 Aug 1999 20:11:32 +0100
From: "CHARLES WALKER" <cnw@globalnet.co.uk>
Subject: Ryder Hook

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From: "Jory Earl" <j-man@iname.com>

> >"Ryder Hook" was ruggedly handsome, "
> >---
> >
> >Ahh, so I am not the only one who has read "A whirlpool of Stars" =
with
the
> >main character, Ryder Hook.  :)
> >___________________________________________________________
> >
>
> I haven't.  But apparently one of the guys I was playing with had.

I missed that one.  It any good?


Well, yes and no.  I'd have to give it a mediocre vote.  But its a small
book so you won't spend too much time in it.  Of course, tis assumes you =
can
find a copy.  Good luck.
___________________________________________________________
Ryder Hook,
Vol 1 Whirlpool of Stars
Vol 2 The Boosted Man
Vol 3 Star City
Vol 4 Virility Gene,

By Tully Zetford   AKA Kenneth Bulmer

1970 s Space Opera  some good idea's that could be pinched (and I have =
done so) for your Traveller Universe.

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<BODY bgColor=3D#ffffff>
<DIV><BR>From: &quot;Jory Earl&quot; &lt;<A=20
href=3D"mailto:j-man@iname.com">j-man@iname.com</A>&gt;<BR><BR>&gt;=20
&gt;&quot;Ryder Hook&quot; was ruggedly handsome, &quot;<BR>&gt; =
&gt;---<BR>&gt;=20
&gt;<BR>&gt; &gt;Ahh, so I am not the only one who has read &quot;A =
whirlpool of=20
Stars&quot; with<BR>the<BR>&gt; &gt;main character, Ryder Hook.&nbsp; =
:)<BR>&gt;=20
&gt;___________________________________________________________<BR>&gt;=20
&gt;<BR>&gt;<BR>&gt; I haven't.&nbsp; But apparently one of the guys I =
was=20
playing with had.<BR><BR>I missed that one.&nbsp; It any =
good?<BR><BR><BR>Well,=20
yes and no.&nbsp; I'd have to give it a mediocre vote.&nbsp; But its a=20
small<BR>book so you won't spend too much time in it.&nbsp; Of course, =
tis=20
assumes you can<BR>find a copy.&nbsp; Good=20
luck.<BR>___________________________________________________________<BR>R=
yder=20
Hook,&nbsp;</DIV>
<DIV>Vol 1 Whirlpool of Stars</DIV>
<DIV>Vol 2 The Boosted Man</DIV>
<DIV>Vol 3 Star City</DIV>
<DIV>Vol 4 Virility Gene,</DIV>
<DIV>&nbsp;</DIV>
<DIV>By Tully Zetford&nbsp;&nbsp; AKA Kenneth Bulmer</DIV>
<DIV>&nbsp;</DIV>
<DIV>1970 s Space Opera&nbsp; some good <FONT color=3D#000000 =
size=3D2>idea's=20
</FONT>that could be pinched (and I have done so) for your Traveller=20
Universe.</DIV></BODY></HTML>

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

Date: Sat, 14 Aug 1999 16:39:18 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Ryder Hook

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I never knew Tully Zetford wrote anymore than just the one book..
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________


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- ------=_NextPart_000_0012_01BEE673.8DA23D00--

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

Date: Sat, 14 Aug 1999 14:24:09 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Traveller-heads in Central Florida

> We call ourselves the Great Gaming Goobers and have a web site 
> which has stuff like news and an event calendar.

Great site! Those are some fantastic gaming props you got going there. I
have been collecting some flotsam to build some Traveller props, like
Starports, ruins, crash sites, etc. Anyone have any pointers? 25mm scale
seems very popular, but what about larger scenes? City panorama type stuff.

I was also wondering where one might buy game pieces online. Some of what I
want may not all be at the same place, I was looking for:

Monopoly houses/hotels (or similar)
Hex tiles (bathroom kind, ceramic would be fine, other?, *not* Grox Blox)
Stratego type markers, featureless is fine. Or not, I'll paste/paint over.
Inexpensive (ie: plastic, not pewter/lead) Figures, Sci-Fi & Fantasy.
Unmarked polyhedra, any size, material, #sides, for many uses. (dice only 1)
Other Odds & Ends, you can probably see my interests, eh?

I have a Risk/Dark Tower/Diplomacy type game I've been working on, any help
will be greatly appreciated. Thanks.
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+

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

End of Traveller-digest V1999 #960
**********************************

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