Traveller-digest     Saturday, October 16 1999     Volume 1999 : Number 1217



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

The following topics are covered in this digest:

RE: Craig the Lizard... (was Re: Norris the Man...) 
Re: FLASH: J. Andrew Keith is dead.
Re: Intelligent Infantry
Re: Does anyone play these games
Re: GT Task System
Re: Heplar Efficiency
Re: Quick astronomy question...
Re: City Killing on the Cheap
Re: FFW Players Out There?
Re: Battledress/Battlesuit Protection (GT)
Re: Traveller-digest V1999 #1209
Re: FLASH: J. Andrew Keith is dead.
Re: Traveller Player Roster (was Players in Clearwater Florida?)
Re: FLASH: J. Andrew Keith is dead.
Re: Intelligent Infantry
Why Key-codes for THUDDD?
RE: PBeM campaigns versus creative writing 
Re: FLASH: J. Andrew Keith is dead. 
RE: FLASH: J. Andrew Keith is dead.

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

Date: Sat, 16 Oct 1999 13:44:57 -0700
From: "Antony Farrell" <Skaran@bigpond.com>
Subject: RE: Craig the Lizard... (was Re: Norris the Man...) 

> -----Original Message-----
> From: owner-traveller@lists.imagiconline.com
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Alan Bradley
> Sent: Friday, 15 October 1999 5:09 PM
> To: traveller@lists.imagiconline.com
> Subject: Craig the Lizard... (was Re: Norris the Man...)
>
>
> From me:
> > > The route across the Great Rift is actually quite viable, once you
> > > assume, or create, some *very* high capacity calibration points*.  You
> > > might have trouble getting J-3 squadrons across, but J-4 shouldn't be
> > > too hard.  Of course, ISTR that some of the big ship designs that were
> > > J-4 in CT were J-3 in MT.  Tanker squadrons might help.
>
> > From: "Keven R. Pittsinger"
> > Sounds like, his best move would be to cross the Rift and hook up with
> > Craig.  If he could sidestep Corridor, he could even pick up troops and
> > ships from the Aslan that Craig got close to...  Interesting...
>
> I think that is, quite literally, going too far!
>
> I would tend to assume that there is only a few places where the Rift can
> be crossed, most of which can be guessed at by looking at Atlas of the
> Imperium.   IIRC, it's quite easy for Norris to join up with
> Strephon,  but
> quite difficult for him to join up with anyone else.  (I'm not
> sure if that
> is coincidental.)
>
> Joining up with Craig means going through the Aslan, or Strephon *and*
> Dulinor.
>
> Alan Bradley
> alanb@elf.brisnet.org.au
>
Ah yes a rift too far.
Antony

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

Date: Fri, 15 Oct 1999 22:40:53 -0700
From: "Legate Legion" <legate@futureone.com>
Subject: Re: FLASH: J. Andrew Keith is dead.

From: Jerry Paul Sanders <timmon@primenet.com>
Subject: FLASH: J. Andrew Keith is dead.


>I am in shock. Today I received a letter from William H. Keith Jr.
>informing me that his brother J. Andrew Keith died  on August 7th. I am in
>deep shock, and frankly I am crying as I type this. Andrew and I had
>started to develop an ongoing friendship while working together on the
>"Lost Supplements" project. I will post what will hopefully be a final
>update regarding the project tomorrow, but for now, let me share the letter
>from Bill regarding Andrews passing in its entirety below.
>
>In Sorrow,
>Paul Sanders


    And, another of the greats die off.  I am sorry to hear this.  Please
give his family my respects in their time of morning.

Legate Legion
ICQ # 8973001
legate@futureone.com

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

Date: Sat, 16 Oct 1999 02:08:57 -0500
From: "Lyle Youngblood" <lyley@gte.net>
Subject: Re: Intelligent Infantry

>Date: Sat, 16 Oct 1999 03:23:11 GMT
>From: j_pete@bellsouth.net (Pete)
>On Wed, 13 Oct 1999 17:36:31, "Douglas E. Berry"


>>I'm firmly of the opinion that infantry weapons in the future are going to
>>as smart as the weapons on the M1A1.


>What happens when the weapons are smarter than the operators? There
>are unfortunately a large number on knotheads who are PBI's.


    I'm a redleg, an artilleryman, by training, so it's not my job to say
this, in
fact, St. Barbara forgive me for admitting it, but the day of the "poor dumb
grunt" is already past.  Today's modern infantryman can be successful
if uneducated, but the "knotheads" will wash out in training for the most
part.  The average may get through training, but will never be more than
long-service privates.  Small-unit tactical leader (i.e. squad-leader) is
probably the hardest job in the military today.  One reason the modern
infantry has such a poor retention rate is that large numbers of people do
one hitch, realize they aren't hacking it, and transfer to a less demanding
MOS.
                                                                Lyle

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

Date: Sat, 16 Oct 1999 00:52:17 -0700
From: Evyn MacDude <wmacdude@worldnet.att.net>
Subject: Re: Does anyone play these games

gmgoffin@pacbell.net wrote:

> From: Kristian Miller <travellerne@3rd-imperium.com>
> Subject: Re: Does anyone play these games
> Seriously though, I would be willing to host a Traveller boardgame
> fest at my place. I already have one person interested.
>
> *****************
>
> Count me in!

Ok, When and where?

I missed the original thread.

- --
Evyn...

Get six jolly cowboys to carry my coffin
Get six pretty maidens to bear up my pall
Bunches of roses all over my coffin
Roses to deaden the clods as they fall
 Laredo

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

Date: Sat, 16 Oct 1999 01:21:57 -0700
From: "David P. Summers" <summers@alum.mit.edu>
Subject: Re: GT Task System

On note when looking at stats.  My experience is that most characters
will be up around at 16 in their best skills.  Many, esp. after
they have gotten some experience, will have numbers around 17-18 (exp for
mental skills).  I think you will see specialized character (and a few more
"dedicated" players :-) in the up to 20 range.

So if you think the best of PCs should suceed at an "impossible"
task 25% of the time, then one would go with a -12 (or that was
my reasoning at least....)
______________________________
summers@alum.mit.edu
(This is the net.  My e-mail address may be in Boston, but I'm in California.)

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

Date: Sat, 16 Oct 1999 01:58:31 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Heplar Efficiency

In mail you write:

>>My personal preference for Traveller drives is a modified t-plate which
>>totally converts hydrogen to light-speed neutrinos.  No exhaust problems,
>>and the fuel consumption is 2/15s that of heplar (since the exhaust
>>velocity is C). 
>
> Wouldn't the neutrino density from total conversion be enough to kill
> people, or at least give them cancer? (remembering the supernova
> thread from a few months ago).

You'd have to be *really* close, to a *really* powerful drive.
Remember, it's a *supernova* pumping out that deadly flux of neutrinos.

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

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

Date: Sat, 16 Oct 1999 02:00:37 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Quick astronomy question...

In mail you write:

> I though at Parsec was about 3.something lightyears?  Or is this a different
> question?

A parsec is the distance at which the position of a star, as observed
from Earth at opposite side's of Earth's orbit, will show a parallax
(shift against the background stars) of one second of arc. 

Parsec is just shorthand for "parallax of one second".

As such, the size of the parsec is *directly* tied to the size of the
AU (raduius of Earth's orbit). Specifically:

1 parsec = arctan(89 deg 59 min 59 sec) AU
1 parsec = 206,264.7897 AU

The above is the *definition* of a parsec. (well, actually, it should
be the arc-cotangent of 1 second, but that's nit-picking)

1 AU is *approximately* 150 million km. Therefore:

1 parsec = ~30.93971846e15 m
1 parsec = ~103e6 light seconds
         = ~1.7e6 light minutes
         = ~28.6e3 light hours
         = ~1.19e3 light days
         = ~3.26 light years

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

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

Date: Sat, 16 Oct 1999 02:21:41 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: City Killing on the Cheap

In mail you write:

>>       Believe it or not, the USAF actually tested launching an ICBM from a
>>C-141 ... open the aft clamshell, yank it out with a 'chute, and then
>>ignite the first stage. 
>>
> IIRC it worked. Maybe not practical or elegant but more mobile than
> launching from a train.

But it has a *very* undesirable side effect. It converts all of the
C-141 and similar cargo planes into high priority targets. Something
similar happened at the end of WWII.

I used to know a guy who was navigator on a B-29 in the Pacific in
WWII. His plane got assigned weather flights in July of 45. They'd fly
over several Japanese cities to get weather data, and then return to
base. The Japanese would fire some flak at them, just to let them know
they weren't being ignored, but otherwise they'd leave them alone. 

Things went on like this until their flight on Aug 7th(?) (the day
*after* Hiroshima). All of a sudden, the Japanese were throwing
everything but the kitchen sink at them. And they had no idea why!

Nagasaki made it even worse, but at least by then, the word had gotten
around. 

The same thing would happen with those C-141s. They'd be considered a
"strategic platform", and thus become *high* priority targets.

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

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

Date: Sat, 16 Oct 1999 02:29:53 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: FFW Players Out There?

In mail you write:

> Subject: re: FFW Players Out There?
>
>> It sounds interesting to me. How about a multiplayer option, with
>> "messaging" between players dependent on location of the admirals.
>> If both are in the same star system, a real-time chat window is
>> enabled. If not, they can send messages that are placed in the
>> intelligence network's "information net", eventually to reach the
>> intended recipient. I may know my friend Fred planned on taking
>> his fleet through Jewell, but I won't know how far he got until either
>> I catch up to him, or I meet one of his dispatch boats.
>>
>> No amount of game programming is impossible to someone who
>> doesn't know how to do it. ;-)
>
> The real-time chat and messaging stuff is pretty simple.

Actually, you only get real time chat if you are at the same *planet*.
Otherwise the lag is simply too long.

You can send email between planets, with delays on a par with current
internet mail. But *talking* requires a lag of no more than a few
seconds. And that's a *miniscule* distance in space.

1 AU is very close to being 500 light seconds. Or 1000 seconds of time
lag. So if 5 seconds lag is max workable, that means you have to be
within 1/200th of an AU of someone to talk. That's about 750,000 km.
about 2.5 times the distance to the moon. 

So any message "server" has to store messages until they have had long
enough to reach the destination. Since the destination may be
manuevering, that means that you have to test for the point at which
the co-ordinates of the destination are within the expanding circle
covered by the message. 

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

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

Date: Sat, 16 Oct 1999 08:05:24 -0400
From: "Thomas Schoene" <TomSchoene@worldnet.att.net>
Subject: Re: Battledress/Battlesuit Protection (GT)

- ----------
> From: Terry Carlino <carlino@home.com>
> To: Traveller Mailing list <traveller@mpgn.com>
> Subject: Re: Battledress/Battlesuit Protection (GT)
> Date: Friday, 15 October, 1999 10:28 PM
> 
> 
[snip] 
> I must admit confusion as to the design method used for the Commando
> Battledress and how it fits into the design system. I recently picked up
> Ultra-Tech and Ultra-Tech 2. I hoped that these volumes would help banish
my
> confusion, but no luck.
> 
> Ultra Tech describes Powered Combat (GTL10) armor as having a DR of ~DR
100.
> (DR varies over the suit. This is the torso value.) GT (p.118) specifies
> that Improved Battledress has DR 250 (torso/head), but incorporates a
> superconductor layer with gives it double DR against laser and PGMP/FGMP
> weapons resulting in an effective DR of 500 against these weapons or
rather
> their damage would be halved and the result determined by using the
armors
> normal DR. This is at GTL11. It also uses advanced laminate and so halves
> damage due to shaped explosive charges. This is in line with UT (p.78)
and
> UT2 (p.76).
> 
> So where did DR 1200 come from? Did the designer use GURPS Vehicle's
> battlesuit design rules to create the commando armor?

Yes.  And they failed to consider whether the results from Vehicles made
any sense, which they don't.

> Who did the design?

I assume it was one of the authors.  Certainly it was not done by anyone on
the playtest, since we never saw the designs for any of the vehicles.

> And how does the +250 DR come in? Does this mean that against energy
weapons
> Commando Battledress has a DR of 1200+250=1450 or is the DR 250+250=500
> against energy weapons no matter that the actual DR is?

A thermal superconducting layer doubles the DR of armor against energy
weapons (and sadly HEAT rounds), but Star Merc adds the caveat that it adds
no more than 250 points.  (IOW, a DR100 battlesuit would only get an
additional 100 DR from a superconducting layer, and a DR250 suit gets 250
additional DR, but DR1200 commando armor only gets an additional 250.)


 This would give the
> suit DR 500 vs. energy weapons, 

No: it gets DR 1450 vs energy weapons as you write above.  Conventional
armor is still effective against energy weapons to its full value.

effective DR 2400 against shaped charges
> (because of the advanced laminate rule from UT2 (p.76) 

Yes.

and DR 1200 against
> impaling damage. And any impaling damage that penetrates the armor is, I
> believe doubled (GB p.73).

Yes, but remember that most bullets are not impaling weapons.  Depending on
caliber and bullet type, some will behave like impaling weapons behind
armor, but others (armor piercing, for example) will have damage that
penetrates armor reduced instead.

Tom Schoene

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

Date: Sat, 16 Oct 1999 15:49:29 +0100
From: "David Houltram" <Dwh19s.1@tesco.net>
Subject: Re: Traveller-digest V1999 #1209

unsubscribe traveller-digest

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

Date: Sat, 16 Oct 1999 08:04:23
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: FLASH: J. Andrew Keith is dead.

At 03:11 PM 10/14/1999 -0700, you wrote:
>I am in shock. Today I received a letter from William H. Keith Jr.
>informing me that his brother J. Andrew Keith died  on August 7th.

Shit.  First one of our shop stewards dies ( a great guy everybody at work
loved), and now this.

<raises glass> To J. Andrew Keith, one of the original voices of Traveller
- -- 

Douglas E. Berry   Templar Agent at Large.
gridlore@mindspring.com
http://gridlore.home.mindspring.com/sylea.html

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, 16 Oct 1999 08:35:08 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Traveller Player Roster (was Players in Clearwater Florida?)

> To help fellow Traveller find each other, I am maintaining a roster
> of Traveller players and GMs at my website.  If you are a Traveller
> player or GM and you want to be listed in the roster send me an
> email with the following information:
>
> Name, City, State/Province, Country, optional url, optional email
>
> You can view the current roster at:
>
>   http://crosswinds.net/~erisr
>
> Eris

Jesse and Evyn, prerhaps some others, but I'm still on my first
mug-o-coffee, are listed with the "old school" Ca instead of CA. Do you hate
me for pointing that out? Will you bother to fix it? It's such a nitpicky
detail, but I noticed while checking the Cali-natives to see how close to me
some might be. I see you got my URL up there though, thanks!

////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi++  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

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

Date: Sat, 16 Oct 1999 11:46:43 EDT
From: Sethkimmel@aol.com
Subject: Re: FLASH: J. Andrew Keith is dead.

In a message dated 10/16/99 3:12:41 PM !!!First Boot!!!, 
gridlore@pop.mindspring.com writes:

<< <raises glass> To J. Andrew Keith, one of the original voices of Traveller 
>>

To absent friends....:-(

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

Date: Sat, 16 Oct 1999 15:50:14 GMT
From: j_pete@bellsouth.net (Pete)
Subject: Re: Intelligent Infantry

On Sat, 16 Oct 1999 02:08:57 -0500, "Lyle Youngblood" <lyley@gte.net>
wrote:

>>Date: Sat, 16 Oct 1999 03:23:11 GMT
>>From: j_pete@bellsouth.net (Pete)
>>On Wed, 13 Oct 1999 17:36:31, "Douglas E. Berry"
>>>I'm firmly of the opinion that infantry weapons in the future are going to
>>>as smart as the weapons on the M1A1.
>>
>>What happens when the weapons are smarter than the operators? There
>>are unfortunately a large number on knotheads who are PBI's.
>
>
>    I'm a redleg, an artilleryman, by training, so it's not my job to say
>this, in
>fact, St. Barbara forgive me for admitting it, but the day of the "poor dumb
>grunt" is already past.  Today's modern infantryman can be successful
>if uneducated, but the "knotheads" will wash out in training for the most
>part.  The average may get through training, but will never be more than
>long-service privates.  Small-unit tactical leader (i.e. squad-leader) is
>probably the hardest job in the military today.  One reason the modern
>infantry has such a poor retention rate is that large numbers of people do
>one hitch, realize they aren't hacking it, and transfer to a less demanding
>MOS.
>                                                                Lyle
>
I don't disagree with you. Intelligent soldiers have been better
soldiers ever since volley fire tactics became impractical. There are
still many knotheads around. Ft. Bragg was inundated with them. It
appears to me the more intelligent (or educated) recruits are pulled
towards the technical jobs.



================================================================================
- - Jeff Peterson                                             j_pete@bellsouth.net

"To be prepared for war is one of the most effectual means of preserving peace."
                                                    -George Washington

Pete 0609 D258A85-3 S kk- hi++ as+ va++ dr++ so zh- vi+ da++ A833
GCS V 3.12 d- s:+: a- C+++ UH++$ P-- L+ E-- W++ N++ o-- K- w++++(---)$ !O M-- V-
PS-- PE++ Y+ PGP t+ 5++ X+ R+ tv+ b+++ DI++ D++ G e+ h--- r+++ y+++
NOG #74  AirStar Nova 700

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

Date: Sat, 16 Oct 1999 09:14:47 -0700
From: "Jason T. Barnabas" <cybernaut@netzero.net>
Subject: Why Key-codes for THUDDD?

Some have expressed some curiosity as to why the 
Coordinator is assigning Key-codes.

The reason the Coordinator wants everyone to have 
their own Key-code(s) is so that their designs can be 
properly placed by the robots.  Correct placement is 
vital to making the links work properly.  Your 
Key-code is what the robots will use to designate 
your designs in each of the upcoming THUDDDs.  By 
introducing a standard (the Key-codes), you will be 
able to write everything you need to fully detail your 
ship using the form the Coordinator has developed.  

Some of you don't seem to want to develop an ISBA 
member company and that's okay too.  If you just 
want to design ships under your own name, you can 
do that.  The Coordinator doesn't mind.  However; 
you need a distinctive Key-code so as to not confuse 
the robots, which are of rather limited intelligence 
(and no cracks about them taking after their 
developer :-).

If you would like to enter a design and do not yet have 
a Key-code, you can just send the coordinator 
<thuddd@netzero.net> a request for a key code with 
or without a description of your ISBA design firm.  
Then the coordinator will assign a Key-code and 
make a note of it in the Key-code registry.  If you 
have several design firms with different design 
philosophies, you may have several different 
Key-codes (one for each design firm).

What kind of things should you put in the "Description" 
of your "Firm?"  Well, your description can contain 
anything that you feel would be interesting to visitors 
to the ISBA or THUDDD web sites.  It might include 
any of the following:
History
Ownership
Design Philosophy
Marketing Philosophy
Corporate Structure
Corporate Politics
Primary Product Line(s)
Secondary Product Line(s)
Tertiary Product Line(s)
Rumors
Statements
Anything else that you think will make your company 
"come alive" for the readers.  (BTW, if you can think 
of any other headers for stuff, send them to the 
Coordinator <thuddd@netzero.net> and they will be 
included in the web page that covers this topic.)

If you don't feel like you are a good enough writer to 
come up with a decent layout for your company, then 
let the Coordinator know and the Coordinator will try 
to help.  You could for example send the Coordinator 
an email that contains your ramblings about the 
design firm and the Coordinator will coordinate 
editing what you send to the Coordinator and send it 
back to you for your approval.  When you get it back, 
you might think of some other stuff that could be 
added and the Coordinator will see to it that it gets 
added.  When you are happy with what you have, 
then the Coordinator will post it to the web site.  What 
could be easier?

If you have some talent as a copywriter and can spare 
some time to help edit things like this, it would help 
your Coordinator <thuddd@netzero.net>, so your 
Coordinator wants to know about that too.

Your THUDDD Coordinator is sure that some of you 
are wondering why your THUDDD Coordinator keeps 
referring to himself by title rather than by name.   Your 
Coordinator is trying to make a THUDDD that can be 
easily taken over by just about anyone for the day 
when your Coordinator doesn't have the time to spare 
to do the job properly.

When the next Coordinator takes over, they will have 
web space, an email address, robots, etc. all ready to 
go and all they will have to do is to handle the 
administration of the THUDDDs.  No, your 
Coordinator is not going anywhere anytime soon; 
however, since this is a part-time voluntary position, 
I know eventually, I'll want to move on.  By the way, 
this day could be delayed if there were a way for 
THUDDD to make a profit for me.  I'm looking into 
some stuff that can be added on the side and would 
appreciate it if you would consider helping me by 
checking the THUDDD/special_services before 
spending any online money elsewhere.

If anyone has any objections to my doing this, speak 
up now!  If anyone has any ideas as to how I could 
make money using some of the extra web space at 
the THUDDD site, I would like to hear from you as 
well.

That's it for now, except to mention that the online 
submission form should be up after this week-end.
Please read and follow the instructions carefully.
Try these two URLs to see if it has been posted:
http://thuddd.homepage.com/submit.html
http://thuddd.tripod.com/submit.html

Hey, don't get mad at me, I told you it would be up 
AFTER this week-end.  :-)
- --
Sincerely,

Jason Barnabas






__________________________________________
NetZero - Defenders of the Free World
Get your FREE Internet Access and Email at
http://www.netzero.net/download/index.html

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

Date: Sat, 16 Oct 1999 10:10:28 -0700
From: "Jesse DeGraff" <fenris@slip.net>
Subject: RE: PBeM campaigns versus creative writing 

There's also apparently different STYLES of PBEM play.  Month long turns in
a PBEM?  I'm in two by Roger Barr and we usually have traffic and action
DAILY on each.  There's usually only a lull if Roger's unavailable, like a
couple of weeks ago when he went on vacation and came back to Hurricane
what's-it's-name that luckily drifted north of him and instead tore up South
Carolina.

Jesse



> -----Original Message-----
> From: owner-traveller@lists.imagiconline.com
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Mark Cook
> Sent: Friday, October 15, 1999 2:02 PM
> To: Traveller Mail List
> Subject: Re: PBeM campaigns versus creative writing
>
>
> Robert Eaglestone <eaglesto@nortelnetworks.com> write:
>
> > PBEM campaigns are difficult to administer and organize.
> > Maybe that's why it's hard to get anything done by them...
> > it's easy to lose interest or just plain forget what's going on.
> >
> > Having said that, PBEM isn't impossible: just slow, and
> > if you can handle once-monthly postings with occasional
> > flurries, then it can be an enjoyable and low-bandwidth
> > diversion.
>
> All true, but with enough time and determination, and with the right
> group to truly phenomenal players, you can accomplish great things!
>
> Case in point, visit "The Home of the TML PBeM" (possibly the longest
> running PBeM in internet history), at:
>
    http://www.ssgfx.com/traveller

If you visit the archives, you'll find roughly 4-5 paperback novels
worth of prose, reflecting years of play.  We're damn proud of it!!

        - Mark C.
          Instructor, Willamette Small Arms Academy
          EOD, U.S.M.C. 1st MarDiv (Camp Pendleton), Class of '75
          Full-Auto Director, Albany Rifle & Pistol Club, Albany, OR
          NRA (Life), SAF (Life), CCRKBA (Life)
          Front Sight First Family member #1

- -----------------------------------------------------------------------
 mark f. cook   *   shoestring graphics & printing   *  markc@ssgfx.com
 7160 n.w. somerset dr. * corvallis, or, 97330  *  http://www.ssgfx.com
 Phone: 541-745-5709                                  Fax: 541-745-5818
- -----------------------------------------------------------------------
   "Remember that a government big enough to give you everything
    you want is also big enough to take away everything you have."
    --Col. David Crockett; member of the Tennessee legislature
    (1821-1822/1823-1824); member U.S. House of Representatives
    (1827-1831/1833-1835); and Texas Hero of the Alamo (1836)

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

Date: Sat, 16 Oct 1999 13:12:01 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: FLASH: J. Andrew Keith is dead. 

> In a message dated 10/16/99 3:12:41 PM !!!First Boot!!!, 
> gridlore@pop.mindspring.com writes:
> 
> << <raises glass> To J. Andrew Keith, one of the original voices of Traveller 
> >>
> 
> To absent friends....:-(

Well, there might be some truth to the rumour that there *are* Traveller 
games in the afterlife.  I just wish Andy haddn't been tapped to be the guest 
GM for awhile...

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: Sat, 16 Oct 1999 10:27:43 -0700
From: "Jesse DeGraff" <fenris@slip.net>
Subject: RE: FLASH: J. Andrew Keith is dead.

Here here, but it'll have to be Diet Pepsi 'til this evening.  He'll
definately be missed.

Jesse




> -----Original Message-----
> From: owner-traveller@lists.imagiconline.com
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Douglas E.
> Berry
> Sent: Saturday, October 16, 1999 1:04 AM
> To: traveller@lists.imagiconline.com
> Subject: Re: FLASH: J. Andrew Keith is dead.
>
>
> At 03:11 PM 10/14/1999 -0700, you wrote:
> >I am in shock. Today I received a letter from William H. Keith Jr.
> >informing me that his brother J. Andrew Keith died  on August 7th.
>
> Shit.  First one of our shop stewards dies ( a great guy everybody at work
> loved), and now this.
>
> <raises glass> To J. Andrew Keith, one of the original voices of Traveller
> --
>
> Douglas E. Berry   Templar Agent at Large.
> gridlore@mindspring.com
> http://gridlore.home.mindspring.com/sylea.html
>
> TravGeekCode:
> tc+ tm+ !tn- t4@ ?tg+ tt@ to(CORPS)++ ru@ $ge++ 3i
> ii+ au st+ ls+ pi kk+ so(++) va++ dr+ zh+ sw++ ?da
>
>

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

End of Traveller-digest V1999 #1217
***********************************

To unsubscribe to Traveller-Digest, send the command:

unsubscribe traveller-digest

in the body of a message to "traveller-request@lists.imagiconline.com".
If you want to subscribe something other than the account the mail is
coming from, such as a local redistribution list, then append that
address to the "subscribe" command; for example, to subscribe
"local-traveller":

subscribe traveller-digest local-traveller@your.domain.net

A non-digest (direct mail) version of this list is also available; to
subscribe to that instead, replace all instances of "traveller-digest"
in the commands above with "traveller".

Multi-Player Games Network http://www.mpgn.com
