Traveller-digest     Friday, September 24 1999     Volume 1999 : Number 1123



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

The following topics are covered in this digest:

Re: One question answered, another asked...
Re: Census time: the Active Campaign Census
Re: Personal income tax for PC's
Re: 1st Fleet - late reply + Yard 17
Active Campaign Census
Re: software data formats
Re: Census time: the Active Campaign Census 
Bayonets are better
Re: Census time: the Active Campaign Census 
Re: 1st Fleet - late reply + Yard 17
RE: Religeon
RE: software data formats
Re: OT: Religion
Re: Census Time
Re Taxation and Ranks IMTU
Re: Software added to web page
Elite Forces (was: Re: Gurkhas - Correction)
Re: Gurkhas - Correction
Re: Census time: the Active Campaign Census
Re: Software added to web page 
RE: Census time: the Active Campaign Census

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

Date: Fri, 24 Sep 1999 00:06:12 -0400
From: "Thomas Schoene" <TomSchoene@worldnet.att.net>
Subject: Re: One question answered, another asked...

- ----------
> From: Pete <j_pete@bellsouth.net>
[snip[
From the
> >copy it appears that the 102nd, like the 4518th was Imperialized in the
5th
> >Frontier War. Unlike the 4518th it appears that after the war Efate has
> >hired it out as a Merc unit to "gain experience which could then be of
> >benefit to other units back on Efate, and let others pay for the upkeep
of
> >the unit."
> >
> 
> Did this remind anyone else of Falkenberg's Legion?

Actually, I thought is was strikingly like the plan for Hammer's Slammers. 
But look how that turned out...

Tom Schoene

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

Date: Fri, 24 Sep 99 00:04:00 -0500
From: "Eris Reddoch" <eris@pcola.gulf.net>
Subject: Re: Census time: the Active Campaign Census

On 09/23/99 at 11:39 AM,  "Robert Eaglestone" <eaglesto@nortelnetworks.com> said:
>My location        : PBEM on the Internet
>Campaign milieu    : Several thousand years post MT
>Campaign ruleset   : Everything Traveller and more
>Campaign health    : Excellent!
>Group has met since: May 1997
>Frequency          : Daily
>Number of players  : 10
>Number of referees : 1
>E-mail contact     : eris@pcola.gulf.net
>Campaign notes     : Adventures on the Quental Main

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

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

Date: Fri, 24 Sep 1999 00:09:45 -0500 (CDT)
From: jmaclean@ix.netcom.com
Subject: Re: Personal income tax for PC's

On 09/24/99 11:56:35 David "Hyphen" Jaques-Watson wrote:
>
>First off, thanks for replying, especially about non-Imperial visitors. I
>also didn't realise that the economics equations allow worlds to raise
>tariffs - I thought the Imperium would be against that (stifling free
>trade).

The Imperium is against it and does what it can to discourage the practice.
However, sometimes protective tariffs may make sense.  The Scouts even 
block trade with worlds at times when they believe it is in the locals
best interest.  In the Real World, protective tariffs played an important
part in the industrialization of the US, Germany, Japan, and Korea, to name
a few.  The original justification for them was put forward by none other than
Alexander Hamilton in his report to congress "On Manufactures."  Well-run 
industrialization or TL advancement programs carried on behind temporary 
protective tariffs may even gain the support of the subsector duke.

>Given that the Imperium encourages free trade, one question would be: how
>high can tariffs be before they cause Imperial intervention (vis-a-vis the
>"long-term disruption of trade" provisions of the Imp Rules of War)? Is
>this scenario even possible, or would merchants simply route around such an
>intransigent world??

This is a good question.  Worlds that have what the local Imperial dukes 
consider to be unreasonably high tariffs might be confronted with an Imperial
delegation to "negotiate" their lowering.  How high is too high will depend
on the justification used by the local government and how much money well-
connected Imperials stand to make if the tariffs are lowered.

Note that for the most part, worlds will not want to have high tariffs because
most worlds depend on interstellar trade for critical parts of their economy.
The economic collapse of the Long Night and Hard Times shows just how much
the economies of the Imperium's member worlds are interlinked.

Again, high tariffs are allowed mainly because we didn't want to unnecessarily
constrain GMs, though there are reasonable economic and political justifications
for their judicious use.



- ------------------
Jim MacLean
Economist, Traveller Fan
Co-Author GT: Far Trader

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

Date: Fri, 24 Sep 1999 01:17:39 EDT
From: Sethkimmel@aol.com
Subject: Re: 1st Fleet - late reply + Yard 17

In a message dated 9/24/99 2:34:14 AM !!!First Boot!!!, efritz@GLJA.com 
writes:

<< A competing firm, Yard 16, >>

I
<<wonder what the relationship is between Yard 17 and Yard 16?>>

I bet they are the same company, and are either separate facilities in the 
same system, or even just adjoining orbital spacedock/slipways...

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

Date: Fri, 24 Sep 1999 15:33:24 +1000
From: Cory Davis <c.davis@uws.edu.au>
Subject: Active Campaign Census

Hi all

ou campaign
My location        :Sydney Australia 
Campaign milieu    :1120 GURPS alternate
Campaign ruleset   :GURPS
Campaign health    :really well at moment
Group has met since:1995, played G:T since Jan 1999
Frequency          :Friday nights
Number of players  :7
Number of referees :2
E-mail contact     :c.davis@uws.edu.au
Campaign notes     :mercenary squad with ship in Spinward Marches, we are
also really loving G:T 

Cory

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

Date: Thu, 23 Sep 1999 23:18:20 -0700
From: "B. Mallory" <bmallory@earthlink.net>
Subject: Re: software data formats

Michel Vaillancourt wrote:
> snip
>         Hello!
>         I don't want to start any OS wars here, but it seems to me that a
> concept put forward to me by Paul Schrif for another project makes more
> sense.  The Win 9x INI file format has an API built into the OS for parsing,
> and is reasonably machine readable.  It also is *very* extensible, since
> information categories are read by section header...  so, for example, if
> someone creates a character using my CT-TravGen program and then modifies it
> with a program that adds information that TravGen does not use, the datafile
> isn't broken.  Since TravGen never asks about that section of the file,
> wether it is there or not does not affect anything.
>  snip

The kernal of your idea is very usefull. To say it another way, if you don't
need it then ignore it. Please note message from Robert Eaglestone that also
points out something similar. When it comes to choosing an extensable language
to base it on I would think that it might be easier to use XML on a microsoft
operating system than for other operating systems to find a way to access the
proprietary microsoft INI format. Looking into the pros and cons may be
interesting.

>         The only thing I am uncertain about is wether we should be storing
> the "results" or the infomation required to recreate the results.  So, it
> the good Captain's STR roll was originally 8, but lost 1 pt due to aging,
> for example, should we store the 8 and somehow the -1 STR and calculate the
> resulting STR 7 everytime the character is loaded?  This would allow for
> change histories to be built up.  On the other flipper, it will make for
> larger character files.

I had imagined that the original base roll and the resulting modified value would
be of most use. The calculations would remain in the relm of thecharacter generator
program. Please see sample files for examples.  A trickier point is what to include
to handle benefits information. I had thought that by indicating the period of time
between receipt of the benefit and an indicator of the last time the benefit was
collected based on the chronological age of the character.
 
>         This becomes a *bigger* issue when we look at planetary UWP's....
> particularly since I am working up a way to "age" planets from POP 1
> colonies at TL10 using a development point system to POP A TL 15 super
> powers.  It'd be nice if someone could figure out/ reconstruct why my
> version of a starmap is different in some respects (atmospherics, pop, TL)
> than thiers...
> snip

Maybe there should be a distinction between your programs database that describes the
total information about the sector and a "snapshot" that players would access as the
current situation.  As an example I see DXF files that represent the information used
to describe a piece of machinery however a postscript or hpgl file that is sent out
to a printer or plotter has much less information in it.

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

Date: Fri, 24 Sep 1999 02:06:39 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Census time: the Active Campaign Census 

> On 09/23/99 at 11:39 AM,  "Robert Eaglestone" <eaglesto@nortelnetworks.com> said:
> >My location        : PBEM on the Internet
> >Campaign milieu    : Several thousand years post MT
> >Campaign ruleset   : Everything Traveller and more
> >Campaign health    : Excellent!
> >Group has met since: May 1997
> >Frequency          : Daily
> >Number of players  : 10
> >Number of referees : 1
> >E-mail contact     : eris@pcola.gulf.net
> >Campaign notes     : Adventures on the Quental Main

Speaking of which, Eris, what's happening with Kuzov????

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, 23 Sep 1999 23:26:51 -0700
From: "Glenn M. Goffin" <gmgoffin@pacbell.net>
Subject: Bayonets are better

> From: "Hughes, Michael" <Michael.Hughes@cbr.defence.gov.au>
> Subject: SEC: UNCLASSIFIED Bayonets are better - they leave the hair smoot

> What about you ex-mil types out there. Did Bayonet drill get the juices
> flowing? Was the ARRGGHHH as important as the dummy thrust?

The father of one of my high school friends had been a lifer in the
Army, then in the Air Force after it was created.  He once remarked that
bayonets at throat level will break any line.  Considering his infantry
experience -- from Depression-era crowd control to retaking the
Philippines from Japan -- I think he spoke from personal knowledge, not
hearsay.

- --Glenn

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

Date: Fri, 24 Sep 1999 02:38:51 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Census time: the Active Campaign Census 

My location        : PBEM over the Internet
Campaign milieu    : M1100/1120
Campaign ruleset   : CT/MT
Campaign health    : Excellent
Group has met since: 7/30/98
Frequency          : Daily Postings, 2 sessions
Number of players  : 16?
Number of referees : 1
E-mail contact     : jamstar@onelist.com
Campaign notes     : First (to my knowledge) PBEM set in Rebellion Era 
                     Reavers Deep. 'Candles Against The Night'.

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, 24 Sep 1999 19:12:44 +1200
From: "Andrew Moffatt-Vallance" <a.vallance@netaccess.co.nz>
Subject: Re: 1st Fleet - late reply + Yard 17

Date sent:      	Thu, 23 Sep 1999 20:17:52 -0600
From:           	Erwin Fritz <efritz@GLJA.com>

> That makes sense, although I've never heard of a "Provincial" fleet of
> the Imperial Navy.

Its not "Provincial" its "Provisional"


Andrew etc
Homepage http://users.netaccess.co.nz/amv/
    Listening to way too much Dave Brubeck

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

Date: Fri, 24 Sep 1999 08:56:19 +0100
From: Timothy.Collinson@solent.ac.uk
Subject: RE: Religeon

Peez wrote:

>One development that I would expect in the coming centuries is the
>branching of religeons into more denominations.  Over the past 2,000 years
>Judeism has had Christianity and Islam split off, and each of these has


Actually, it might be argued that things could go the other way.
Ecumenical movements might gather some strength and momentum from the
discovery of 'life out there' making denominations realize that they don't
have that much between them after all.  (Indeed, locally a couple of very
similar churches *are* merging but I can't recall if this is just in our
town or nationwide.)

Perhaps in the face of a whole galaxy to 'convert'  (though I found
Leonard's remarks about the possibilities fascinating), various branches
would actually come together.

I don't enough about Islam etc. to comment on them much.


I realize that this hasn't *tended* to be the way things have worked in the
past, but I wonder if the discovery of alien life would radically change
our ways of thinking.



>produced numerous sects.  Will there be Neo-Christians, Jews who find a
>messiah at last?



I thought there were Messianic Jews now who have 'found' Christ?


>  How about Christians who recognize the second coming of
>Christ?


I'm a bit confused by this as I thought Christians do recognize the second
coming of Christ?  (Or do you mean recognize an event that's past as the
second coming - say the accession of Cleon I to the throne or something?)


>The possibilities are endless, has anyone worked some of them out?



See Leonard's later fascinating post.

tc

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

Date: Fri, 24 Sep 1999 03:06:16 -0500
From: "Slack, Andy" <andy.slack@gb.unisys.com>
Subject: RE: software data formats

Michel Vaillancourt <misha@empire.atlantic-online.ns.ca> wrote:
>The only thing I am uncertain about is wether we should be storing
the "results" or the infomation required to recreate the results.  So, it
the good Captain's STR roll was originally 8, but lost 1 pt due to aging,
for example, should we store the 8 and somehow the -1 STR and calculate the
resulting STR 7 everytime the character is loaded?  This would allow for
change histories to be built up.  On the other flipper, it will make for
larger character files.<

I'd go for the information required to recreate the results. Gives you
more flexibility later. There's a penalty in terms of file size and run
time, but given the average gas power on the list that shouldn't worry us...

Andy

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

Date: Fri, 24 Sep 1999 10:57:36 +0100
From: Timothy.Collinson@solent.ac.uk
Subject: Re: OT: Religion

Black ICE wrote:

>I would find a discussion of Vilani and Sylean religion interesting.  To
>what extent did Terran Confederation/2I officials conduct missionary
>work (probably mostly Christian and Islamic) within the conquered
>territories, and how well did it "stick"?  OTOH, are Vilani, Sylean, and
>other indigenous religions evangelistic?  Do they try to win converts?


I would guess that this could go in one of two ways.  Either you read the
lack of mention of religion in the Traveller corpus as a sign that the
missionary work never happened or failed miserably.  This gives the
possibility of PCs finding a 'lost text' which either they are (or whoever
gets hold of it subsequently is) 'convinced' by.  There would then be the
opportunities for it being taken on a 'crusade' to evangelize worlds with
this lost religion.


Alternatively you read the lack of mention of religion in the Traveller
corpus as just something that hasn't been described so that the referee can
do what s/he wants.  Then you have the option of ignoring it altogether;
still doing something such as the above; suggesting that some form of
monolithic religion is prevelant; or following Leonard's idea of even
further fragmentation as different religions attempt to integrate aliens in
a variety of different ways.  As usual the possibilities are endless.

In _101 Religions_ there are religions that try to win converts.  The
religions have the old DGP URP implicitly built in but for copyright
reasons they weren't actually used.  Would there be any interest in a list
of religion and URP being put up somewhere on the web for those who have
the book?  Would there be any copyright problems with that?

tc

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

Date: Fri, 24 Sep 1999 12:45:21 +0000
From: "Carlos Alos-Ferrer" <carlos.alos-ferrer@univie.ac.at>
Subject: Re: Census Time

My location        : Vienna (Austria) - and cyberspace <g>
Campaign milieu    : After the Rebellion. Exact date unknown 
     for players.
Campaign ruleset   : MT/T4/Homebrew mixture
Campaign health    : good
Group has met since: 1998
Frequency          : PBEM, i.e. daily <g>
Number of players  : 9
Number of referees : 1
E-mail contact     : Carlos.Alos-Ferrer@Univie.ac.at
Campaign notes     : Imperial characters got hibernated in 1122 and 
     wake up Beyond The Extents, in my personal homebrew non-standard 
     universe (out of charted space). Current Imperial date and how 
     they   appeared there are mysteries. Additional mystery is who 
     and why is   trying to eliminate (?) them...
     Campaign homepage: 
     http://www.geocities.com/Area51/Station/8772/bte/bte.html

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

Date: Fri, 24 Sep 1999 06:55:08 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: Re Taxation and Ranks IMTU

Imperial Taxation, IMTU, is based upon the following:
	Army: Each world is required to use 3% of it's GPV on raising and
maintaing the Imperial Army commitment forces. Any extra forces above this
are "Colonial Forces".
	Navy and Marines: Cr500 per sophont per year assessed to the
planetary government, to be raised by any means. Cr 100 to the Imp Navy,
Cr100 to the Imp Mar Corp, Cr 100 to the Sector Navy, Cr 100 to the
Subsector Navy, Cr75 to the scouts, Cr25 to adminitration and overhead.
	Ships: KCr0.1 per annum per Td on Jump Capable, half for non-jump
vessels. Managed by the IISS and the IN, as presence allows. (IN Enforces,
IISS collects). Includes ship's registry. Non-commercial ships pay half
rate... but may not legally carry paying passages.
	Corporations: 1% per annum of assessed assets value. No "Income"
taxation, but cash in the bank is an asset. Also, any corporation doing
buisiness off-world pays a liscence fee and gives over stock to the
authorizing noble, within who's see they may operate unhindered. Typically,
barons 1%, Viscounts 1.5%, Counts 2%, Marquis 2.5%, Duke 3%, Sector Duke
3.5%, Archduke 4%, Emperor 5% stock shares. Nobles pay 10% to their Liege.

Ranks: IMTU, I use the JIS system, plus the sepcification that Gold is
retired or inactive, and silver is actives. ENlisted ranks vary by
regiment. Army troops often have "Local insignia" and JIS "Sleeves" or
Brassards for when away from home.

William F. Hostman  |  "Smith & Wesson: THe original Point and Click
interface!"
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-
533
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+ c+ jt-() au+ st- ls
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+

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

Date: Fri, 24 Sep 1999 06:55:24 -0500 (CDT)
From: Cynthia Higginbotham <cyhiggin@pipeline.com>
Subject: Re: Software added to web page

> > I finally dug various bits of Traveller-related code out
> > of my archives and put them on my web page:
> > 
> > http://www.pipeline.com/~cyhiggin/games/traveller/trav.html
> 
> <later>
> 
> Cynth, the SV program is in ZIP format, and the Linux unzip doesn't support the shrink method.  If you could, could you *PLEASE* convert this puppy over to TGZ format?  Some of us here don't have OS/2 or DOS around...

Done; thanks to Keven for pointing out the problem. I don't think
that file has been opened since I zipped it up back in my OS/2 days...

			--cynthia

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

Date: Fri, 24 Sep 1999 01:20:43 -0500
From: Black ICE <wombat@premier.net>
Subject: Elite Forces (was: Re: Gurkhas - Correction)

Leonard Erickson wrote:
<<snip>>
> >
> > Could such elitism disappear when battledress, combat robots,
> > grav tanks, and PGMPs/FGMPs rule the battlefield? If not, how
> > effective would it be against High Stellar tech?

Put it this way:  If one assumes that battledress is the norm on TL15
battlefields, which group of infantry will be more effective; regular
infantry, who train in their battledress; or jump troops/marines, who
not only train in battledress (as do the regular infantry), but also
routinely experience in training the stress of meteoric assault, with
its risk (even in training) of death or maiming?
> 
> A good part of an elite unit's "eliteness" is attitude. As well as a
> certain resourcefulness. This will *always* be an advantage.

One reason that paratroop units are generally considered "elite" is
that, during their practice jumps, they become accustomed to the
adrenaline rush that accompanies both parachute jumps and combat.  As a
result, they tend to be more able to deal with the shock of combat than
unblooded troops who are <holding back pejorative comments> non-airborne
personnel.  This ties in with your first comment (attitude as an aspect
of "elite" status).  Modern paratroops and marines also tend to have
high levels of resourcefulness, since they both have to deal with
assaulting enemy positions without secure land-based lines of
communications.

In Traveller terms, jump troops and marines will tend to be elite, for
three reasons:

1.  Training to enter the battlefield by meteoric assault will tend to
accustom the troops to the adrenaline rush associated with combat.

2.  Both types of troops will be trained to fight while surrounded (most
soldiers _hate_ to be cut off from direct lines of
communication/supply).

3.  Since marines and jump troops often have to improvise logistically
(and thus tactically) prior to link-up with or reinforcement by
conventional troops, they both will tend to be unusually resourceful.
> 
> I rather expect that "elite" units with battledress may keep up certain
> old traditional weapons as well. So you may have tropps who, if their
> battledress is inoperable turn out to be able to fight rather nastily
> with knifes, swords, or something else simply because that's their
> unit's "traditional" weapon and everyone is expected to be expert with
> it, even if it *is* "obsolete" and "useless".

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


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

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

Date: Fri, 24 Sep 1999 08:34:51 -0400
From: "Peter H. Brenton" <pbrenton@mit.edu>
Subject: Re: Gurkhas - Correction

>> This does lead me to ask, though, if it would even be possible
>> to have provincial units become "elite" when so much combat
>> capability in a high-tech society, such as the Imperium, depends
>> on technology. There's already been a discussion on how the use
>> of battledress could, in some campaigns, result in troops who
>> would be ineffective if their suits were unavailable.
[snippage]
>
[Leonard]
>A good part of an elite unit's "eliteness" is attitude. As well as a
>certain resourcefulness. This will *always* be an advantage.
>
>I rather expect that "elite" units with battledress may keep up certain
>old traditional weapons as well. So you may have tropps who, if their
>battledress is inoperable turn out to be able to fight rather nastily
>with knifes...[snip]

Hey, there's elite, then there's elite....

There are certainly enough "Elite" units hanging around in the Imperium to
cross the full spectrum of training and preparedness.

Some possibilities;

Marchant's Marauders : An Elite, well trained mercenary unit equipped with
Battle Dress.  They are weaponed primarily with lasers, with a scattering
of heavy slugthrowers and a few FGMPs or PGMPs.  Take away their toys and
they are merely fair brawlers (albiet ones in excellent physical shape -
but without extensive training).

The First Glisten Highlander Regiment : An Elite unit of Glisten's own
military,  They are very well trained in zero-G-combat, and confined space
hostage rescue.  Generally they are employed in situations where a
terrorist or criminal group is holding hostages on a space platform.  They
go into combat with accellerator rifles, snub pistols, and a variety of
other low-recoil specialty weapons.  They tend to wear either tough-skinned
but snug fitting vacc suits or hardsuits for situations where vacuum combat
can be expected.  When unarmored, they are experts with knives and small
blades.  They also have a tradition involving (shudder) bagpipes.  Put
these guys in Battle Dress and they'll do ok, but don't expect the
performance of an Imperial Marine.

115th Imperial Marine Special Forces Regiment : This particular unit is
trained in use of Battle Dress and FGMPs.  Their primary mission, however,
is infiltration and sabotage of enemy ground targets in enemy territory.
They are skilled in quiet killing, demolitions, escape and avoidance, and
stealth.  Put them in BD and hand them FGMPs and they are merely as good as
all the other Imperial Marines.

The point of an "elite" unit is usually to become specialists at a
particular type of combat or activity.  Engineers are just as "elite" as
Rangers, just in a different way.  There will be plenty of Elite units
which have few applicable skills in some situations.

Pete


                      Peter H. Brenton : pbrenton@mit.edu
"A Good Traveller has no fixed plans and no intent on arriving."
  -Lao Tzu (570-490 BC)

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

Date: Fri, 24 Sep 99 09:34:35 +0100
From: greg.aldridge@marconicomms.com
Subject: Re: Census time: the Active Campaign Census

My location        : Peterborough, England
Campaign milieu    : M0 (circa -2)
Campaign ruleset   : T4
Campaign health    : Start delayed while we finish WFRP campaign.
Group has met since: Spring 1991
Frequency          : almost weekly
Number of players  : 3
Number of referees : 1
E-mail contact     : greg.aldridge@marconicomms.com
Campaign notes     : A scouting mission around the borders of the growing
                     Sylean Federation, will introduce my players to
                     Traveller, before catapulting them into The Long Way
                     Home/Gateway.


- ------------------------------------------------------------------------
     Greg Aldridge      | "Since light travels faster than sound, isn't
   Software Engineer,   | that why some people appear bright until you
   EASAMS Engineering   |              hear them speak?"
        Systems         |
- ------------------------------------------------------------------------
   Email: Greg.Aldridge@marconicomms.com    Tel: 01245 353221 x4437
- ------------------------------------------------------------------------
IMTU tc tm tn t4+ tg ru+ ge(+) 3i+ c+ jt au- ls+ pi ta-- he as vi sy+ so
- ------------------------------------------------------------------------

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

Date: Fri, 24 Sep 1999 09:11:32 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Software added to web page 

> > > I finally dug various bits of Traveller-related code out
> > > of my archives and put them on my web page:
> > > 
> > > http://www.pipeline.com/~cyhiggin/games/traveller/trav.html
> > 
> > <later>
> > 
> > Cynth, the SV program is in ZIP format, and the Linux unzip doesn't support the shrink method.  If you could, could you *PLEASE* convert this puppy over to TGZ format?  Some of us here don't have OS/2 or DOS around...
> 
> Done; thanks to Keven for pointing out the problem. I don't think
> that file has been opened since I zipped it up back in my OS/2 days...

Yer a darlin', Cynth.  Just... if you could, don't let the other half know we 
love you til we can get safely outta town, ok?  <wink>

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, 24 Sep 1999 14:18:02 +0100
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com>
Subject: RE: Census time: the Active Campaign Census

My location        : SE England
Campaign milieu    : 1109
Campaign ruleset   : MT Lite (plus houserules)
Campaign health    : Taking a break for short AD&D game at moment
Group has met since: 1992
Frequency          : Monthly
Number of players  : 5
Number of referees : 1
E-mail contact     : ptrevor@rctrevor.com
Campaign notes     : Campaign in the build up to, and now during,
                     5FW (with players  'new'  to  Traveller  and
                     thus ignorant of  OTU  events).  Started  in
                     Regina subsector as IN crew of Gazelle class
                     CE ... now "irregular ops" in District 268.

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

End of Traveller-digest V1999 #1123
***********************************

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