Traveller-digest     Thursday, October 7 1999     Volume 1999 : Number 1167



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

The following topics are covered in this digest:

Re: Annic Nova (Longish) 
Re: The Nth Traveller Flamewar
Re: BRS Class Emergency lifeboat - THUDDD 10 non-Entry
RE: The Nth Traveller Flamewar
Re: falkenbergs legions firing into civilians
X-Sender: ian@vax2.concordia.ca
Re: UNCLASSIFIED Michael's amazing lung heart enthusier and social class amendimizer
Re: Annic Nova
re: Annic Nova
RE: UNCLASSIFIED Michael's amazing lung heart enthusier and social class amendimizer
re: Annic Nova
Re: Annic Nova...
Battledress/Battlesuit Protection
Re: Annic Nova
Re: XML for Traveller
Re: Battledress/Battlesuit Protection
Metric system & GURPS
Re: Metric system & GURPS
subsector/sector mapping software
Re: Traveller Player Roster
Re: Traveller Forms (was: XML for Traveller)
Re: subsector/sector mapping software

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

Date: Thu, 07 Oct 1999 03:57:07 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Annic Nova (Longish) 

> Benyamene' ZeAbe' Akella wrote:
> >>>>>>>>>
> > 6. The survivors make landing on a planet, either uninhabited
> > or beyond the ken of the Third Imperium. It is up to question
> > whether they succumbed to the plague, or whether they have
> > founded a tiny colony and survived.
> 
> Sounds very reasonable. But they do not have a large enough gene pool to
> form a viable colony, unless YTU has a way around that. They could be
> stranded though, finding them might make a great sequal adventure.
> >>>>>>>>>
> I don't think they've been missing more than a couple of years,
> almost certainly less than a generation. You're correct, a
> Traveller version of _The Search for the Castaways_ is pretty
> much what I had in mind. Some detective work on the ship,
> especially in the ship's computer (if it hasn't been reformatted)
> might lead the heroes to a rescue mission.

"A three hour tour.  A three hour tour..."  <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: Wed, 6 Oct 1999 12:49:18 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: The Nth Traveller Flamewar

In mail you write:

> On 5 Oct 99, at 13:11, Leonard Erickson wrote:
>
>> In mail you write:
>> 
>> >>However my
>> >>bigest gripe is the Imperial mesurements used in the game (as a metric
>> >>user, how am I suppose to know that there are 2000lbs in a ton?!?!).
>> 
>> Look it up?
>> 
>> Weight:
>> 16 ounces = 1 pound
>> 2000 pounds = 1 ton
>> 
>> length
>> 12 inches = 1 foot
>> 3 feet = 1 yard
>> 5280 feet = 1 mile
>> 
>> area
>> 640 acres = 1 sq. mile
>> 
>> volume
>> 8 fl. ounces = 1 pint
>> 2 pints = 1 quart
>> 4 quarts = gallon
>> 
>> also 231 cu. inches = 1 gallon
>> 
>> Those should get you thru 99% of the American measurements. 
>
> But not British, or Imperial, measurements where 1 ton = 2240 lbs and a 
> gallon is defined as the volume of 10 lbs of water (at a certain 
> density, etc, etc), or about 277.4 cu. inches. The fluid ounces are 
> different, too - there are 20 Imperial fluid ounces in an Imperial 
> pint. So in response to whoever posted that the 3I naturally uses the 
> Imperial system - GURPS Traveller doesn't do that, either.

Right. It uses the *American* system, which I've summarized above. :-)

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

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

Date: Wed, 6 Oct 1999 12:46:03 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: BRS Class Emergency lifeboat - THUDDD 10 non-Entry

In mail you write:

>> Hull.
>> 
>> In spite of limits set by most rules on ship construction, I'd say
>> that only one "side" of a lifeboat need to meet the minimum structure
>> limits/hull thickness. The boat orients to place that and the drive &
>> other equipment between the lifesystem and the local star. Given the
>> properties of high TL hull material, that should suffice to give
>> "shadow shielding" from most flares. 
>> 
>> The rest of the boat can be lightweight composites and plastics. 
>
> I would agree with this ... unless you find yourself between two stars 
> in a binary system.  Granted that not all stars are so close as to 
> cause a problem, but if it ever did happen you would probably want 
> to shoot the engineer then :)

If you are between a pair that are close enough for this to be a
problem, you are dead anyway. :-)

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

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

Date: Thu, 7 Oct 1999 13:03:05 +0100 
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com>
Subject: RE: The Nth Traveller Flamewar

Shadow wrote:
<snip>
> Right. It uses the *American* system, which I've summarized
> above. :-)

*Sort of* related to this is the following:

- - "15mm scale" miniatures (traditional Traveller scale) uses  0.5
  inch square grid

- - "25mm scale" miniatures (TNE scale) uses 1 inch square grid

It seems to be industry wide and has caught a  number  of  people
out.  (Including GW when they used to make Traveller items  under
licence.)



Regards PLST
"Rome wasn't burned in a day."

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

Date: Thu, 7 Oct 1999 13:38:34 +0100
From: Timothy.Collinson@solent.ac.uk
Subject: Re: falkenbergs legions firing into civilians

Alan Bradley
alanb@elf.brisnet.org.au wrote:



>As you can see, this stuff has been lifted by both Pournelle and Drake.
>This gives us a clue as to a technique we can use in scenario design -
>stealing stuff from history and literature.  The traditional literary
>source to steal from is of course Shakespeare.  I'm not quite sure how to
>do "Hamlet in Space", though.  "The Tempest" might work.  There may be
>elements of it in "Forbidden Planet", though it's been years since I've
>seen it.


And if anyone's interested the newly published _The Khiidkar Incident_ is
rumored to be based on Shakespeare's _Much Ado About Nothing_.  I confess
though that I'm not familiar enough with the play to spot just where.

tc

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

Date: Thu, 07 Oct 1999 09:55:02 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: X-Sender: ian@vax2.concordia.ca

Michael Hughes writes:
>A few weeks/months/probably every couple of years the TML were >discussing
that social class phenomenon of 3% are Barons, 8% 
>are knights (ie Soc B & C) during initial stat rolls. 
>
>Well how about this. Simply take 2 off.
<snipped>
>Also IMTU you have to go through the noble career to get to Soc D+
>
>Anyway, whaddayathink? 

	I have never considered this to be a problem.  For me, Soc
	is an indicator of class in the same way that Edu is an 
	indicator of education: less about formal certification
	than about the general ability of the individual.  High Edu
	does not mean graduate degrees, post-docs, etc.  Rather it
	means a lot of general knowledge about the world, the 
	ability to converse knowledgably about a wide range of 
	topics.  High Soc indicates a sophont who dresses and speaks
	well, and can generally blend in at a high-class ball.
	Such a sophont would only have a title if they had followed 
	the "Noble" career in COTI.  All IMTU, of course.  As always,
	YMMV.

Peez

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

Date: Thu, 7 Oct 1999 10:47:54 -0400
From: "Sword Worlder" <swordworlder@clinic.net>
Subject: Re: UNCLASSIFIED Michael's amazing lung heart enthusier and social class amendimizer

- ----- Original Message -----
From: Hughes, Michael <Michael.Hughes@cbr.defence.gov.au>
> A few weeks/months/probably every couple of years the TML were discussing
> that social class phenomenon of 3% are Barons, 8% are knights (ie Soc B &
C)
> during initial stat rolls.
>
> Well how about this. Simply take 2 off. In addition to losing this
problem,
> the bell curve (WARNING Non social scientist/economics person talking)
pops
> down a couple of notches toward the lower classes where most of us reside.

Hmm... I ran into this in about 1979 and started using a simple rule of
thumb: character initial social standing applies only to home world and is
normalized (in both directions) when off world.  For instance, your family
may be extremely well connected in the civil service bureaucracy where you
grew up, but who would know that in the Imperial Navy?  Or care?  Same thing
with extremely low SS; who would know your family were serfs on some
backwater planet once you are ninety parsecs away on a Scout tour?

For instance, Barry Bigwig has an initial SS of B on his homeworld of
Backwater.  He joins the marines and is sent off to the FFW.  His education
and demeanor make him good officer material, but the only ones calling him
sir are the enlisteds.  His effective SS is about 9.  Perhaps if he were
from Regina his connections would be better and his effective SS would be A.

I have also used the expanded nobility listing written by Charles Ahner and
published in the first issue of Adventure Gaming.

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

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

Date: Thu, 7 Oct 1999 17:13:01 +0200 (METDST)
From: Hans Rancke-Madsen <rancke@diku.dk>
Subject: Re: Annic Nova

Leonard Erickson writes:

>>That's not the point. If you remember the discussion about drop tanks and
>>jump projectors half a year ago, you will remember that energy storage
>>devices that can build up a jump charge over time and store it for even a
>>few hours makes jump projectors possible and that jump projectors are even
>>more economically effective than drop tanks.
> 
>"Jump projectors" require one *other* item, which is far more important.
>They require the ability to "impose" a jump field or bubble from *outside*.
>Without that, all the long term storage in the world won't help. 

Not so. In all my calculations on the subject I've included a jump drive on
the ship itself. It's true that if you assume that you can make do with the
capacitor part of the jump drive alone (having a jump drive sitting around
on a space station to provide the calculations), you can get even better
results, but it's the lack of internal tankage that's really important.

And Keven R. Pittsinger writes:

>>So the Annic Nova *doesn't* present that problem inasmuch as it
>>requires the jump drive to be part of the object being jumped. 
>> 
>>Ditto for the "power plant".
> 
>Exactly.  Thus, assuming the energy accumulators *aren't* jump capacitors, 
>Annic Nova *doesn't* break later canon.  You still have to bleed power into 
>the capacitors to jump, and that is gonna take some time.
 
The energy storage devices on the Annic Nova accumulates solar energy over a
period of 1-6 weeks. Once they have accumulated enough energy the ship can
jump. If they are not jump drive style capacitors, they are something even
better. Annic Nova dosen't need any fuel tanks. That puts her one up on
every other known ship in Charted Space.

The original handwave explanation of why a ship needed 10 to 60% of its
space taken up with fuel tanks was that jump capacitors had to be filled
so fast that you couldn't use a normal power plant to fill them.
Introduce a capacitor capable of slowly building up a charge over a week
and you most certainly do break canon. (Unless the jump fule is actually
used for... no, let's not go there ;-)

It's true, as someone pointed out, that nothing says these capacitors are
capable of accepting energy _faster_ than minimum one week, and I suppose
that would do for a handwave to reduce their impact  --  claim that they
cannot be charged in less than a week. But you'd still be able to do better
with Annic Nova type merchant ships than with standard Traveller Canon ships.



      Hans Rancke
University of Copenhagen
     rancke@diku.dk
- ------------
        "The referee should determine the nature of subsequent
         events based on the individual situation."
                                _76 Patrons_, p. 8

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

Date: Thu, 7 Oct 1999 11:27:59 -0400
From: Walter Smith <SmithW@HARTWICK.EDU>
Subject: re: Annic Nova

I've put forth the theory that Annic Nova was abandoned by a surviving
group of adults and children before the player characters found her.
In light of the discussion that ensued, I'm amending my theory to
include the possibility that the survivors were a mixture of adolescents
and children.

1. A teen-ager's bed, especially on a starship, would probably be
indistinguishable by size from adult beds. Thus the four "children's
beds" found would have been for youger children. The culture gap
may make it difficult, at least initially, for the adventurers to distinguish
between the personal effects appropriate to a teen-ager and those
appropriate to an adult (says the man with a matchbox Lost In Space
Jupiter II on his desk at work), thus the only division visible was
"Adult vs Child", not "Adult-Teenager-Child".

2. It is possible that the majority of the adults were in the landing
party that contracted the plague.

3. The remaining adults may have been involved in caring for the stricken,
or sterilizing the sickroom, and thus were prime candidates for exposure.

Thus the damaged "third ship" dock and the misprogrammed computer
would be explained through youthful inexperience, rather than fever
or panic. We also have a stranded bunch of kids who have been on
their own (if still alive) for years on a hostile planet somewhere, possibly
increasing the motivation to mount a search and rescue mission.

Walt Smith

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

Date: Thu, 7 Oct 1999 16:15:06 +0100 
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com>
Subject: RE: UNCLASSIFIED Michael's amazing lung heart enthusier and social class amendimizer

Michael Hughes wrote:
> A few weeks/months/probably every couple of years the TML were
> discussing that social class phenomenon of 3% are Barons, 8%
> are knights (ie Soc B & C) during initial stat rolls.
>
> Well how about this. Simply take 2 off. In addition to losing
> this problem, the bell curve (WARNING Non social scientist/
> economics person talking) pops down a couple of notches toward
> the lower classes where most of us reside.

My take is that an initial SOC  roll  of  B  or  C  indicates  an
inherited  position,  whereas  SOC   bonuses   during   character
generation indicate rewards and/or renown for achievements.

For achieved social status this  does  not  confir  an  automatic
title ... that  is a GM decision and is influenced by medels won.

For inhertied position I use a modified version of the  En Guarde
character generation tables to decide the actual noble rank.  The
Traveller SOC  rating  for  each  title  is  merely  the  default
starting position.  Where a genuine title exists (as  opposed  to
being "the son of") the only career permissible is "Noble".

Note that character generation creates  PCs  ...  which  are  not
necessarily representative of the overall  population  (who  have
steady jobs, a wife, and 2.4 children).  One  day  I'm  going  to
finish off my Traveller/En Guarde variant.



Regards PLST
"Rome wasn't burned in a day."

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

Date: Thu, 7 Oct 1999 16:54:23 +0100
From: Timothy.Collinson@solent.ac.uk
Subject: re: Annic Nova

Walter Smith said:


>Thus the damaged "third ship" dock and the misprogrammed computer
>would be explained through youthful inexperience, rather than fever
>or panic. We also have a stranded bunch of kids who have been on
>their own (if still alive) for years on a hostile planet somewhere,
possibly
>increasing the motivation to mount a search and rescue mission.


Now funnily enough, I've been thinking about putting an adventure together
that would involve a similarly marooned bunch of teenagers - but several
(say, three?) generations on.  No, this isn't aimed at being as dark as
_Lord of the Flies_ but I'd be interested to know what folk thought about:

a) the idea: is it 'overused'?

b) How many kids would have to be involved to get a reasonable gene pool.
I'd been imagining around 20 or so in the original population.

c) Does anyone know how easy ways to work out how many would be in the
population after, say, X generations given a percentage infant mortality
rate (which would be high given they have little skill and no equipment)

d) Or to turn c) around, how to work out how many generations would pass
before you had, say, Y number of people.


tc

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

Date: Thu, 07 Oct 1999 09:06:52 PDT
From: "Paul Zumstein" <pzumstein@hotmail.com>
Subject: Re: Annic Nova...

>From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
>
>Definitely agree on that point.  Course, the cool thing is, it takes 1 to 6
>weeks for the boat to recharge, *and* it was a slow moving boat in normal
>space, relying solely on the two boats for thrust.  <grin>  Makes life
>interesting for PCs to have to deal with stuff like that.  And if the boat
>enters the system *inside* the solar jump radius, it'll take awhile to move
>it out to safe jump territory.  <grin>
>

The recharge time would not be a big problem on long world adventures, but 
could be a major annoyance if the PC's are in a hurry. ;^}

PZ

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

Date: Thu, 07 Oct 1999 09:11:44 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Battledress/Battlesuit Protection

Here are a few thoughts on the battle dress vs infantry weapon debate.
I have used the TLs appropriate to each system.

GURPS TL 11 = Traveller TL 14

Classic Traveller
Numbers: A FGMP-14 is +6 to-hit someone in battle dress (no TL given)
     at a range of 50 meters.
Evaluation: The person in battle dress will almost always get hit and
     will almost always (average damage 42 vs average person with
     21 "hit points") get fragged

MegaTraveller
Numbers: Battle dress-14 has armor value 18, FGMP-14 has penetration
     34, damage 14, task is Difficult at 50 meters.
Evaluation: Person in battle dress will not get hit very often,
     damage most of the time will be 7, which will not kill an average
     person (note: I haven't actually played much MT, so my
     understanding of it's combat system, which I hate, is limited).

Traveller: The New Era
I don't have the basic rules for this game, so can't make an
evaluation. However, the TL12 4.7cm fusion gun cannot penetrate
the TL12 heavy battle dress in the RC equipment guide. The TL14
fusion gun has better penetration, but I have no idea of the armor
value of TL14 battle dress.

GURPS Traveller
Numbers: TL11 FGMP does 525 points damage average, TL11 battle dress
     has DR 240 (doubled vs energy attacks).
Evaluation: At 50 meters, a hit is very likely. On average, 45 points
     of damage will get through, forcing 6 death rolls for an
     average person.

In Summary
     GT battle dress seems to be reasonable close to the CT version with 
respect to FGMP/PGMPs, and the MT version for other weapons. FYI, the 6mm 
assault rifle in CT is -6 to-hit someone in battle dress at 50 meters (-2 if 
autofired), a little bit better than the chance to
penetrate the armor in GT (nil without a critical hit, but about the same in 
MT). This change may not keep the "feel" of CT, but is makes more 
"real-world" sense. Also, a LAG with DS, which has a good chance to hurt 
someone in BD in CT, has virtually no chance of doing so in GT (the odds are 
a bit better against TL 10 than TL 11 BD, but still pretty low).

A generous and sadistic GM,

Brandon Cope

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Get Your Private, Free Email at http://www.hotmail.com

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

Date: Thu, 7 Oct 1999 12:37:03 EDT
From: Sethkimmel@aol.com
Subject: Re: Annic Nova

In a message dated 10/7/99 3:56:13 PM !!!First Boot!!!, 
Timothy.Collinson@solent.ac.uk writes:

<<  Does anyone know how easy ways to work out how many would be in the
 population after, say, X generations given a percentage infant mortality
 rate (which would be high given they have little skill and no equipment) >>

not to mention the mother's mortality rate, since there are no obstetricians 
available...

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

Date: Thu, 7 Oct 1999 17:51:06 +0100
From: John Wood <John@elvw.demon.co.uk>
Subject: Re: XML for Traveller

Robert Eaglestone <eaglesto@nortelnetworks.com> wrote,
> Mark Ayers and I are gathering basic information to create XML
> representations for Traveller data.  [snip]
>
> Out strategy is to identify the data domain first, starting down from
> the top levels of abstraction, and then start applying XML-specific
> structure to it.
>
> Rob
>
> <MarkAyers>
> For a character (which seems to be where I have focused so far) I'd
> start with what a character sheet would include.

There's a certain amount of organisation to be decided upon even at this
stage. For instance, the character generation ruleset (CT, GURPS, etc)
doesn't usually appear on a character sheet, because it determine which
character sheet to use! Campaign details (Milieu, general location, etc)
are also important to a character but not generally on the sheet.

So, you should probably decide what needs to go where. If there's
separate sections for "Rules" and "Campaign Setting" this info can be
skipped from individual characters. Or you could make it hierarchical,
with Campaign at the top and the others coming off that (probably my
choice).

Specifically on character sheet details, Alex Ingram
<ingram@airmail.net> wrote,
> Here's what I include on my PC record sheet:
>
> Name and Characteristic Scores

Allow genetic stats as well as current ones (for Pocket Empires).

> Race, Age, Sex, Citizenship

Date/year of birth
Titles (e.g., Duke of Regina)
Description (height, weight, etc)

> General Description or UPP of PCs home world

Possibly birthworld too (T4.1 chargen).

> Educational History: Degrees, Universities
> Imperial Service/Branch

Or Consulate/Hierate/Federation/etc equivalent.

> Service Education: Schools/Training
> Command and Special Assignments
> Awards/Decorations
> Discharge Rank, Years of Service, Security Clearance
> Bionic or Cybernetic Implants
> Psionic Talents
> Professional Licenses/Permits/Certificates
> Professional Associations/Guild Memberships
> Savings/Credit Line/Special Benefits
> Individual Skills/DM's
> Contacts/Important NPCs known
> Ownership of Equipment/Vehicles/Weapons/Real Estate
> Family History/Significant Personal Events/Special Characteristics
> Player's Name/Phone

GT-specific:
        Attributes (replaces characteristics above):
                ST, DX, IQ, HT, HP, Fatigue (allow split scores);
                Thrust, Swing, Punch, Kick;
                Speed, Move (various environments);
                Parry, Block, Dodge;
                Will, Vision, Hearing, Smell
        Advantages;
        Disadvantages;
        Quirks;
        (Skills and Psionics included above)

All IMHO of course,

John
 
John G. Wood            <john@elvw.demon.co.uk>
Oxford, United Kingdom  http://www.elvw.demon.co.uk/

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

Date: Thu, 07 Oct 1999 11:46:47 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Re: Battledress/Battlesuit Protection

[entire post snipped]

Actually, everything I typed was completely irrelevant because I forgot one 
important fact -- in CT and MT, battle dress offers the same protection as 
combat armor. This is clearly not true in GT. Also, battle dress in CT 
weighs about 45 lbs (20 kg) -- it's about 1/5th the weight of the GT 
version.

So ... rename GT battle dress as light battlesuits. For true GT battle 
dress, use the description as given, except that the armor's PD and DR is 
the same as combat armor of the same TL. Weight is 3x that of combat armor 
of the same TL. Note that in CT, combat armor weighs only 13 lbs (6 kg) at 
TL 14 (GT TL 12) and 40 lbs (18 kg) when introduced (TL9 for both games, I 
think).

Personally, I would use the weights and costs from CT/MT for pretry much 
everything, but that's just me ...

a generous and sadistic GM,

Brandon Cope


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

Date: Thu, 07 Oct 1999 12:01:55 -0700
From: Clay <arioch@theriver.com>
Subject: Metric system & GURPS

For my GT game I have already converted most of it into metric.

Here is the URL for the conversions & GURPS metric encumbrance chart I
use:
http://personal.riverusers.com/~arioch/mbc/metric.html

It's not a perfect conversion but it's close enough for game purposes.

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

Date: Thu, 07 Oct 1999 12:28:10 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Re: Metric system & GURPS

>From: Clay <arioch@theriver.com>
>
>For my GT game I have already converted most of it into metric.

Personally, GT should have used metric as well, to keep the same scientific 
feel as the other Traveller versions (OTOH, I would never use metric in a 
non-modern fantasy game, since it would have the wrong feel as well).

Here are some more exact shortcuts:

yards to meters: subtract 10%
pounds to kilograms: subtract 10%, then divide by two

A generous and sadistic GM,

Brandon Cope

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Get Your Private, Free Email at http://www.hotmail.com

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

Date: Thu, 7 Oct 1999 15:11:34 +0100
From: Mark Watson <markw@antares.demon.co.uk>
Subject: subsector/sector mapping software

Hi
Can someone recommend the best subsector mapping software? Dos/Windows or Linux
preferred, but I can handle other formats.
- -- 
Mark Watson, markw@antares.demon.co.uk

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

Date: Thu, 7 Oct 1999 17:12:39 -0400
From: "Bob Sanders" <bsanders@amghome.com>
Subject: Re: Traveller Player Roster

Bob Sanders  Pittsburgh, PA

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

Date: Thu, 07 Oct 1999 16:46:20 -0500
From: Alex Ingram <ingram@airmail.net>
Subject: Re: Traveller Forms (was: XML for Traveller)

I'll need to convert them to PDFs and will post several of them this weekend.

Alex Ingram

david.d.jaques-watson@centrelink.gov.au wrote:

> Dear Folks -
>
> Alex Ingram <ingram@airmail.net> wrote:
> >Being a professional graphic designer I have developed dozens of Traveller
> >related forms for my Traveller universe. I'd be glad to share them with
> you
> >or help in designing new ones. Contact me and let's talk.
>
> Are these available on the net?
> ------------------------------------------------------------------------
> David "Hyphen" Jaques-Watson        Beowulf Down (Tavonni/Vilis/SM 1520)
> http://www.tip.net.au/~davidjw                       davidjw@pcug.org.au
> "I file things in historical order, with a hashing algorithm of gravity"
> ------------------------------------------------------------------------
> REQ'D DISCLAIMER - material & opinions contained within are solely those
> of the author and do not necessarily represent, in whole or in part, the
> position of Centrelink or any other Commonwealth Government agency.
> ------------------------------------------------------------------------

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

Date: Fri, 8 Oct 1999 00:32:06 +0100
From: "Matthew Bond" <mgb@akira.swinternet.co.uk>
Subject: Re: subsector/sector mapping software

Jim Vassilakos' Galactic is pretty damn good, try the following url:
www.chara.gsu.edu/~lewis/Traveller/gal24.zip , but it's about 6MB.

Cheers,

Matt

Matthew Bond
mgb@akira.swinternet.co.uk
www.akira.swinternet.co.uk
- --------------------------------------------------------------
"To strike a man who insults you is one thing...
...To run him through with a sword is quite another!"
- --------------------------------------------------------------
- -----Original Message-----
From: Mark Watson <markw@antares.demon.co.uk>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: 07 October 1999 22:10
Subject: subsector/sector mapping software


>Hi
>Can someone recommend the best subsector mapping software? Dos/Windows or
Linux
>preferred, but I can handle other formats.
>--
>Mark Watson, markw@antares.demon.co.uk
>

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End of Traveller-digest V1999 #1167
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