Traveller-digest      Thursday, August 19 1999      Volume 1999 : Number 982



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

The following topics are covered in this digest:

Re: Insulting Leonard
Re: Traveller software
RE: Imperial Army
Re: Army Bases?
Re: Starship Combat Question...
Re: Space Missile Maximum performance
Experience System
Re: Poul Anderson...Hal Clement...links...
Re: Fuzzies
Re: Hal Clement... 
Re: Flame bait 
Re: Grav deck plates. 
The Roma Class Marine Support (Engineering) Ship (GTL12)
Re: Grav deck plates. 
Re: Poul Anderson...Hal Clement...links... 
Re: Experience System

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

Date: Thu, 19 Aug 1999 19:10:37 -0500
From: Kenneth Bearden -- Walker Jane Productions <dreamer@brokersys.com>
Subject: Re: Insulting Leonard

Charles Collin wrote:

> I think Kenneth may have been put off by Leonard's tone as opposed to his
> words.  All those *asterisked* statements can give the impression that one
> is talking with the kind of condescending emphatic tone that one uses with
> a child: "No, *that* boot goes on the *other* foot, Timmy!"

This will be my last post on the subject.  I don't think anything is to be
gained by continuing to talk about it.

Charles has it exactly right.  When I was on the list a year or so ago
(actually, I never left--I just haven't participated in a while because I
wasn't playing Traveller), Leonard was always condescending.  It got to the
point that I never read his posts.

So, I'm back on the list, and boom, there Leonard goes again.  I ignored the
first couple of remarks, but he insists on keeping it up.

Now, I'm back to ignoring Leonard again.  He just not worth reading.  Even if
he has something constructive to say, he'll get his kicks by letting you know
how much more he knows than you do.

At least, that's the way he comes off.  Go back through the archive and check
out his posts.  You'll see what I mean.

Thanks all,

Kenneth.

>
>
> None of this is to say that I condone what Kenneth said.  I think it was
> mean and petty to attack someone like that.  And I don't think Leonard
> intends to come off as condescending, but I have to admit that that's the
> way I saw it in the first few posts of his that I read (several years
> ago).
>
> Just my .02 Cr worth,
> Charles C.

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

Date: Thu, 19 Aug 1999 19:28:45 -0500
From: "Anthony Merlock" <amerlock@execpc.com>
Subject: Re: Traveller software

> Date: Thu, 19 Aug 1999 12:15:38 PST
> From: shadow@krypton.rain.com (Leonard Erickson)
> Subject: Re: Traveller software
>
> In mail you write:
>
> >     I noticed in the back of some the old CT books there are advertisements
> > for traveller software. Apple II+ and dos 3.3 compatible. Trader and sector
> > generator etc. Does anyone know if these are available in some format?
>
> Well for one thing the "Dos 3.3" referred to is *Apple* DOS 3.3. :-)
>
> - --
> Leonard Erickson (aka Shadow)
>  shadow@krypton.rain.com        <--preferred
> leonard@qiclab.scn.rain.com     <--last resort
>

In JTAS 13, GDW announced that they won a lawsuit against the publisher of
two text-based adventure games, Space I and Space II, and GDW gained the
rights to them.

As you've seen, they also sold several other titles, including a word
generator, a bestiary, and a trading program.  All these titles were offered
for the Apple 2e.

 When GDW closed down, the rights to this software reverted to Marc.

Recently, these titles have been re-released as freeware by Marc (due to the
effort of Paul Sanders and a group of dedicated Apple 2 users, who are
working to find the current owners of early Apple software, and trying to
get the software released as freeware), and are available as disk image
files, for use with an Apple 2 emulator.

There are Apple 2 emulators available for just about every OS, so everyone
can now enjoy these!

Recently, I've been having some trouble getting to the main Apple image FTP
sites,  but I have Apple disk images of most of the Traveller disks, and if
you ask nicely, I can send them out via email.  If I get too many requests,
I may ask someone to host them on their website.

I have:
Space I Text Adventure
Space II Text Adventure
Trader (creates trade info)
Traveller (an updated version of Trader)
Word Gen (generates alien words)
Bestiary (generates encounter tables)
(I *don't* have the sector generator)

Warning! A .zip file of the all the files takes up almost half a meg.  If
you need a format other than Zip, I'll try to accommodate you.

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

Date: Fri, 20 Aug 1999 10:18:32 +1000
From: "Alan Bradley" <alanb@elf.brisnet.org.au>
Subject: RE: Imperial Army

> From: Ian Ferguson 
> Most worlds
> boast at least some army units equiped to higher standards that the local
> TL would suggest, but these are expensive and very difficult to maintain if
> the world is besieged.  These elite units are not usually TL15, rather they
> are limited by the TL of nearby worlds (especially nearby industrial
> worlds).  Of course, small groups of hi-TL mercenaries (who are responsible
> for their own equipment) may be in the employ of some
> governments/corporations/ individuals on any world.

IMHO, it's the presence of these hi-TL mercenaries that make the elite
units necessary.  The elite units, whether called Huscarles, or just plain
Guards, or whatever, exist both to serve in Imperial forces *and* to
prevent little gangs of hi-tech offworlders from pushing over local
governments.  Specifically, I use them IMTU to lean on PCs who feel like
throwing their weight around on lower tech worlds.  

What TL gear is required to bounce small mercenary/pirate attacks?  The
highest available, preferably matching or exceeding what the mercs have. 
It's expensive, but if it makes the difference between having your
government survive and having it overthrown, equipping a few battalions
with TL15 gear is a sound investment.

> Thus, the "Imperial Army" will tend be dominated by the armies of the
> hi-pop worlds in a subsector (rarely will it be practical to transport
> significant armies across sectors).  This makes for some interesting
> conflicts, for example TL15 Impy Marines spearheading an invasion supported
> by TL8 Rethe Army units against the large local TL10 army which has scant
> TL14 support.  Ortillery might be provided by the TL13 Regina Subsector
> Navy with a TL15 Imperial Navy batron.

My only gripe with this would be that the more TLs you have in a single
force, the more complicated the logistics get.  It hardly seems worthwhile
hauling TL8 troops across interstellar distances, although, of course you
use the troops you have available.  

Alan Bradley
alanb@elf.brisnet.org.au

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

Date: Fri, 20 Aug 1999 10:43:17 +1000
From: "Alan Bradley" <alanb@elf.brisnet.org.au>
Subject: Re: Army Bases?

I almost missed this one...

> From: "Douglas E. Berry" 
> Kiri and Glenn, DO NOT READ!!
> 
> Strouden has close to 80% of Lunion's population.  The Sword Worlds and Ine
> Givar are help to stir up trouble between the classes on the planet.  The
> idea is to lock much of the subsector's Army in a nasty, N. Ireland-like
> confrontation that will fray the combat readyness of the mostly-Stroudenese
> Army units.

This looks like fun.  I've been fiddling about with the Ine Givar
organisations in Lanth and Regina.

My take on it is that the IG fragmented after the 5FW, and is only "now"
(1116-1120) getting back together again.  As a result the local "Regional
Committees" are organising fairly autonomously, and engaging in diplomacy
to negotiate cooperation between each other.

In Regina, I have a split between the pro-Zhodani Efate Regional committee,
and its allied planetary committees, and the independent Regina committee,
which has allies on the coreward worlds of Lanth.

In Lanth I have pro-Regina groups on Extolay and Dinom, pro-Sword World
groups on Ghandi, Lanth and D'Ganzio, and unspecified groups elsewhere. 
This last category probably includes pro-Zhodani, pro-Sword Worlds, and
independent groups.  Some groups are probably allied to the Rhylanor
Committee, which I haven't designed yet.

The Regina group controls the "Ine Givar Highway" - the J1 route to Arden -
a notorious smuggling route, which is of course heavily policed by the
Imperial Navy.

Interesting places include Dinom, where the IG has a rather strained
relationship with the local government, and Extolay, where, according to
Behind the Claw, a colony of Vargr exiles was placed in 1116.  Eventually I
intend to make one of my favourite NPCs, a Vargr "Merchant Adventurer"
named Ouzo, (who I use as a playtest and solo adventure character), the
leader of the Vargr enclave.  What's his attitude towards the Ine Givar? 
Only time will tell....

Alan Bradley
alanb@elf.brisnet.org.au

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

Date: Thu, 19 Aug 1999 20:09:50 -0500
From: "William Barnett-Lewis" <wlewis@mailbag.com>
Subject: Re: Starship Combat Question...

(Should I? No. Will I? Of Course.)

Two observations over the last couple of years:

1) Ken and Leonard belong together - like flint and steel or H2 and LOX  ;>

2) More seriously, and this is on Ken's side, reading a post from Leonard is
rather like reading the Bible or Nietzsche (Sp? My checker spazed on that
name.) One has to be very careful to interpret what one has read in
reference to whatever "IMTU" is the "real world" for that reader.

I've gotten "good things" - many in fact - from both. For ex, Ken's task
system and the analysis behind it are why I decided to stick to the plain
DGP/CT task system :> (Sorry Ken. KBv2 was really good, but T4 was too bad
for even that to save it.)

Leonard has also given goodies to my campaign too. I won't go into it any
further, but it's still truth.  End result? Even. Unlike the un-namable ash
pile at Jesse's site.

So it goes.  Take care of yourselves - both of you.

William

(ps. I echo Dom's comment.)


> Date: Thu, 19 Aug 1999 18:38:30 -0500
> From: Kenneth Bearden -- Walker Jane Productions <dreamer@brokersys.com>
> Subject: Re: Starship Combat Question...
>
> SD Mooney wrote:
>
>> I've the greatest respect for you but your post surprised me.
>
> Yeah, I knew I would get flamed, but Leonard has always irked me.  He always
> talks down to people when he responds.  Go back to the archive and check his
> posts to people.  He's always like that.
>
> When I used to participate on the list before, I never read his posts and
> always ignored him.  I guess I'll keep doing that.
>
> That's it for me on this discussion.  No use adding fuel to something that
> could explode into a flame fest.
>
> Thanks,
>
> Kenneth.


- --
Live without fear; your Creator loves you     | William Barnett-Lewis
as a mother. Go in peace to follow the good   | mailto://wlewis@mailbag.com
road and may God's blessing be with           |
you always.                                   |
St. Claire                                    |

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

Date: Thu, 19 Aug 1999 22:21:10 -0300 (ADT)
From: Michel R Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: Re: Space Missile Maximum performance

On Fri, 20 Aug 1999, Nick Bradbeer wrote:

> So I'll come down with my usual argument, which is that we can alter our
> basic assumptions to end up gearhead-justifying almost any result you want
> in your TU.
> 
> Nick
> 

	Hi, Nick.  I have always commented that in a TL12+ game that
"there is no problem too complex that cannot be solved by a suitable
application of technology and funding...".
	I say TL12 because that is the point, IIRC that nuclear dampers
become reasonably common kit at all levels of the battle field.  That kind
of fine control over the basic forces of the Universe means you can just
about do anything you please...

	--Michel

	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
		Michel R. Vaillancourt
		misha@atlantic-online.ns.ca

	   Dad, Hubby, MIS Manager, Gamer, Author, SCAdian....
		"Who the heck has the time to have a LIFE?"
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
		Into Cyberpunk?  Check Out:
		"http://www.atlantic-online.ns.ca/cp2020"
		Into Traveller?  Check Out:
		"http://www.atlantic-online.ns.ca/traveller"
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-

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

Date: Thu, 19 Aug 1999 20:15:02 -0500
From: Kenneth Bearden -- Walker Jane Productions <dreamer@brokersys.com>
Subject: Experience System

This is a work in progress put to the list for discusson...


I'm looking for an experience system to use in my new campaign.  CT
really doesn't have one.  I'm so-so about MT's "AT" (action tally)
system.  And T4's is a bit broken, but workable.

So, here's what I worked out today while driving around--if anybody
cares to comment.  My tweak on this is a bit of a combination between
the MT and T4 systems, and you can use this experience system with CT,
MT, and T4 rules sets.

(I won't even flame Leonard this time, if I see his name next to a
response).



I'm thinking this...



1)  Nightly Experience.

I like systems where characters are rewarded at the end of the night's
gaming session.  It gives players a good pat on the back each time we
play, fosters good talk of the game post-session, and it gives the
players a feeling that their characters are growing, becoming better,
learning from their experiences.

The prerequesite to this system is that actually going up a skill level
should mirror attaining skills in character generation--that is to say
that most PCs should get about 1 skill level per game year (more if it
is a action heavy campaign, less if skills aren't used that often).



2)  Experience Points.

I call them "pips".  The ref awards these at the end of the night.  He
looks at what a character did and awards a point or two to the skills
used by the PC during the session--the ones that were most important to
the game.  Standard award is 1 pip (or, you could call it an experience
point) for a skill that was important during the session.  If called for
in the ref's opinion, this award could be as high as 2 (maybe even 3 in
extreme cases).

Players record these "pips" next to their skill.  When they have enough,
they can attempt to raise the skill.



3)  Character Improvement.

When a PC has enough "pips", he can throw to see if the skill is
improved.  To earn a throw on a skill, the PC must have a number of
"pips" equal to 6 x the new skill level.

Ex:  So, if you have Pistol-0, and you want to see if you can move up to
Pistol-1, you need 6 pips.

Ex:  If you have Medical-3, and you want to throw to see if you can move
up to Medical-4, you need 24 pips.


If elligible (meaning:  the PC has earned enough pips), the player may
throw to see if the skill is improved.  The throw is similar to T4's
system.  A player must throw THE NEW SKILL LEVEL or greater on 1D.

Ex:  on the Pistol example above, the throw to move up is automatic.

Ex:  on the Medical example above, the throw is 4 or better on 1D.


I'm still playing with the rule that handles skills of 6 or better.  I
don't like the T4 rule where the chance to improve to level 6 is the
same as the chance to improve to level 7 when all other throws for
improvement are harder the higher level you are trying to obtain.

Another thing, I'd like a PC characteristic (like Int) to give a
positive DM to the throw (or possibly count as pips--so that a character
could try for a skill even if he doesn't have the required pips to
try).  Extra pips providing a better chance of success is an idea too.

As far as pips go, we could do something like this:  Int 0-4, no pip
bonus.  Int 5-9, 1 pip bonus.  Int 10-14, 2 pip bonus.  Int 15, 3 pip
bonus.


Once the throw is made, whether successful or not, all pips are lost.


Refs could easily use this system for when a PC wants to attain a new
skill.  The skill is kept on the PC's sheet in parentheses.  Player's
throw on it at the standard negatives for not having the skill (if a
throw is allowed at all.  Some skills cannot be learned through
experience only.  They must be taught.  Ref's decision on this.).  And
the PC earns pips in the standard way.  When he has enough, he can throw
to see if he gets the skill at level 0, or at level 1 (bug--needs to be
worked out).



It seems to me this might be a viable Traveller experience system, once
the bugs are worked out.  There will be a lot of throws where the
character is not improved, but that one time that the throw does work,
it will be joy in the player's heart.

Thoughts?

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

Date: Thu, 19 Aug 1999 22:02:27 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Poul Anderson...Hal Clement...links...

Leonard says :
- ---
Remember the scene in Ghostbusters when one of them says "If someone
asks you if you are a god, you answer *yes*!"?

Well, I have a problem playing in group where a PC *or* NPC can
*truthfully* answer yes. At least as long as *I* can't do so as well. :-)
- ---

CLASSIC SCENE from that movie.  Hilarious!

As to Obie, remember he was a smaller man-made version of the Well World
Master Computer.  Any powers Chang had were granted by Obie.

No as to Nathan Brazil, you do have a point.  However he is pretty malleable
and overly-sentimental.
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Thu, 19 Aug 1999 22:05:05 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Fuzzies

>That would be 'Golden Dream: A Fuzzy Odyssey' by one Ardath Mayhar.


Thanks Jeff, that is right on.  I don't know why I have always had trouble
remembering that name..
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Thu, 19 Aug 1999 21:48:36 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Hal Clement... 

> >  Takes
> >> a pretty grim Merc to blow away a cute, adorable little fuzzy critter.
> :)
> 
> 
> Or somebody who's seen Return Of The Jedi.....

Oh, come on, Nick.  I *LIKED* that movie.

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: Thu, 19 Aug 1999 21:50:50 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Flame bait 

> John Buston wrote:
> > 
> > >Kenneth.
> > 
> > Is this clif resubscribing under another alias?
> 
> Better that you should mention the name Hastur than that one....
> 
> (Waitaminit.  Did I just mention "Hastur"?  Yes, I did indeed type
> "Hastur"....)
> 
> *sound of unspeakable horrors popping my soul into a toaster oven for a
> light snack*

Got any tobasco sauce there, bud?

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: Thu, 19 Aug 1999 21:41:58 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Grav deck plates. 

> Thing writes:
> > I recall references to adjusting the artificial gravity on shipboard
> > deckplates, slowly adjusting shipboard gravity during a journey so people
> > adjust to the destinations planetside gravity.
> > 
> > What is the maximum G rating a deckplate could be set for.  I imagine you
> > can have separate staterooms adjusted separately and such for special
> > needs, and higher grav for workouts and such, but could you se a high grav
> > setting to inconvenience unwanted guests aboard a starship, assuming they
> > don't have power assist or batteldress.
> 
> 'Grav ping pong' as a defense against piracy, mutiny, etc, has been debated heavily.  Personally, I tend to assume that a standard grav belt will negate artificial gravity just fine.
> 

Not IMTU.

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: Fri, 20 Aug 1999 11:55:12 +1000
From: dadams@parracity.nsw.gov.au
Subject: The Roma Class Marine Support (Engineering) Ship (GTL12)

This design was done using spacedock, so it may be broken. Any
feedback/flames appreciated.

The Roma Class Marine Support (Engineering) ship (GTL12)

The Roma is a millitary version of the Vulcan Class Engineering support
ship from Chandler Construction Corperation LiC (CCC), built under licence.
Designed to support the construction of millitary instalations
(fortications, millitary stabases et al). the Roma is designed supply the
logistical needs and heavy support for a Marine Spacebee platoon.

Roma Class (GTL12)

Jump rating 3.00         Fuel : 1 jump  (this may be incorect as spacedock
seems broken here)
Stealth : Basic               Emission Cloaking: Basic  Compart: Standard
Empty Mass:13,728.680tns Loaded Mass:15,003.680tns      Spare Cargo
Space:205,000
Empty ACC:3.28      Loaded ACCL:3.00          Airspeed:7964mph
Armour:10,000            Hull HP :75,000                          Turrent
HP (4):1,200   Empty Turrents:2
Size rating +10

Turrent 1:2xGTL12 Fusion guns (optamised for drilling...see GV2 for mods)
Turrent 2: 1 Sandcaster, 1 TL12 Xlaser (405MJ), 1 Missile Rack (Tl12)

Moduals
1 Basic Bridge
1 Command Bridge (optamised for Ground control)
2 External Cradles
2 Low Births
2 Sickbays
1 Engineering
30 Staterooms
4 Bunkrooms
2 Nuclear Dampers
150 Spacedocks (Normal deployment 2 Modular cutters and extra moduals,not
costed)
11 Labs (2 Arcitecture, 2 Engineering, 2 electronics, 2 Zero G
Construction, 2 Shipbuilding, 1 comat engineer)
1 engineering
30 Vehicle Bay
4 Utility
80 Jump Drive
450 manouver drive
600 Fuel
100 cargo hold
4 Corridor space
2 Morge (BD rooms)

Crew (30 : 2 bridge, 12 lab, 1 Engineer, 1 Jump, 4 Manouver,2 sickbay, 2
Command Bridge 2 gunners, 4 general purpose)

The Cargo space is generally used as a logistical centre, creating the
required materials from raw materials supplied via the cutters. Else it can
be prepacked with the required equipment before deployment.

The vehicle bay is generally filled with construction vehicals. The Morge
has been optamised for SpaceBee BD (Normal BD optamised for construction ,
ie fusion drills instead of FMPG-12)


Feedback please/

Darryl

Visit our Web Site : http://www.ParraCity.nsw.gov.au

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

Date: Thu, 19 Aug 1999 21:41:11 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Grav deck plates. 

> I recall references to adjusting the artificial gravity on shipboard
> deckplates, slowly adjusting shipboard gravity during a journey so people
> adjust to the destinations planetside gravity.
> 
> What is the maximum G rating a deckplate could be set for.  I imagine you
> can have separate staterooms adjusted separately and such for special needs,
> and higher grav for workouts and such, but could you se a high grav setting
> to inconvenience unwanted guests aboard a starship, assuming they don't have
> power assist or batteldress.

Bout the only references I see have them dialable between 0 and 2Gs.  But 
they're DGP, IIRC, and of dubvious canonocity.
 
> I'm envisioning a companionway firefight, at one end the defenders under .7G
> on the other the boarding party under 6G+

'Grav pong', I think it's called.  Set 1 plate for 2G, the next plate on the 
floor at -2G, the third plate for 2G, so there's about 4 G shear at the 
edges.  <grin>  They waddle over the first plate, get slammed onto the 
ceiling, walk across it for a bit, then get slammed back onto the floor.  Fun 
stuff, always good for a few laughs & broken bones.

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: Thu, 19 Aug 1999 21:28:48 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Poul Anderson...Hal Clement...links... 

> In mail you write:
> 
> > On Mesklin, yep, maybe it wouldn't work, but who knows if we'll ever
> > get jump drive! The way I run things, most of my players are more in
> > it for the action and adventure, rarely have I ever gotten a player
> > that has questioned the "science". So, we just accept the wacky
> > planets I've thrown in and go with the flow (heck, they've even
> > encountered the Well World and Tekumel at various points, along with
> > Jack Vance's "Planet of Adventure" and others...)
> 
> If one of *my* characters wound up at Well World, you can be sure that
> unless I was sure that we were with Nathan Brazil or Mavra Chang, I'd
> "accidentally" fumble a roll and get killed *quickly*. Heck, even if we
> *were* with either of those too, "opting out" would be *real* tempting.

Two things.

1.  It would take a major handwave to get back from the Well World, basically
a readjusting of the equations that define the universe.  This is pointed out
in the series.  *BOTH* series.  <grin>  And I'd *shudder* to think of what TL
it would take to *BUILD* the Well World.

2.  No *WAY* would I, as a GM, allow *any* Markovian holdout like Nathan Brazil
to be a player character.  NPC, mebbe.  But not a *player*.

And I'll add a 3rd thing:

3.  It would be *MUCH* more fun to dump the PCs into Flux on World and see how
well they adjust *there*.  <grin>

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: Thu, 19 Aug 1999 21:14:18 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Experience System

Kenneth Bearden -- Walker Jane Productions wrote:
> 
> This is a work in progress put to the list for discusson...
> 
<<snip>>
> 
> 2)  Experience Points.
> 
> I call them "pips".  The ref awards these at the end of the night.  He
> looks at what a character did and awards a point or two to the skills
> used by the PC during the session--the ones that were most important to
> the game.  Standard award is 1 pip (or, you could call it an experience
> point) for a skill that was important during the session.  If called for
> in the ref's opinion, this award could be as high as 2 (maybe even 3 in
> extreme cases).

I probably would give bonus pips as unattached (not linked to use of a
specific skill in that session).  This would not only model study and
practice during the PC's "off-hours", but also serve as an additional
reward for good role-play (the extra flexibility of getting to choose
the skill toward which the pip counts).
> 
> Players record these "pips" next to their skill.  When they have enough,
> they can attempt to raise the skill.
> 
> 3)  Character Improvement.
> 
> When a PC has enough "pips", he can throw to see if the skill is
> improved.  To earn a throw on a skill, the PC must have a number of
> "pips" equal to 6 x the new skill level.
> 
> Ex:  So, if you have Pistol-0, and you want to see if you can move up to
> Pistol-1, you need 6 pips.
>
> Ex:  If you have Medical-3, and you want to throw to see if you can move
> up to Medical-4, you need 24 pips.
> 
<<snip>>
> 
> Once the throw is made, whether successful or not, all pips are lost.

This seems a bit harsh.  Let's take your example of a PC going for
Medical-4.  Let's say that your gaming group plays once a week.  That
means that the good doctor needs to have Medical skill be that PC's most
important skill use for _at least_ 12 sessions (assuming that the player
always receives a bonus pip due to good role-play).  Unless the PC is a
"one-trick pony", this will probably take about six months (or more) of
weekly gaming sessions.  After all that, the player has a 50% chance to
see all that work go ~poof~.

To balance this, I would consider letting the player postpone the roll,
collecting more pips.  Each six extra pips would give a +1 DM on the
skill roll.  That way, the player can wait another 18 pips (at least 9
more sessions, probably more) for a sure thing (+3 on the die roll gives
automatic success).  Of course, if the player gets impatient, and rolls
prior to getting an automatic success, then "let the dice fall where
they may." 
> 
> Refs could easily use this system for when a PC wants to attain a new
> skill.  The skill is kept on the PC's sheet in parentheses.  Player's
> throw on it at the standard negatives for not having the skill (if a
> throw is allowed at all.  Some skills cannot be learned through
> experience only.  They must be taught.  Ref's decision on this.).  And
> the PC earns pips in the standard way.  When he has enough, he can throw
> to see if he gets the skill at level 0, or at level 1 (bug--needs to be
> worked out).

I would rule that six pips on an untrained skill equals level 0
automatically (for skills where level 0 is appropriate).

<<snip>>

- -- 
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 #982
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