
Traveller-digest      Friday, October 29 1999      Volume 1999 : Number 1273



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

The following topics are covered in this digest:

Re: True Gearheads...
Re: TML Members as resources
How many contacts to span the Imperium?
Re: TML Members as resources
Re: 3D starbases
Re: Newtsuit (was: Re: Freezing in the Aleutians)
Re: Traveller: Aberrant jump drives (was Re: Just say "no" to lhyd)
Re: TML Members as resources
Re: Re Level 0 and CT 
Re: [TCS] Questions
Re: Re Level 0 and CT 
Re: triste dia
Re: Re Level 0 and CT
3D Art
Traveller economics
Re: TML Members as resources
Re: Re Level 0 and CT
Re: 3D Art
Re: Just say "no" to lhy for Jump drives
Re: Traveller: Aberrant jump drives (was Re: Just say "no" to lhyd) 
Re: triste dia
RE: Traveller: Aberrant jump drives (Energy requirements)
RE: cave weta
RE: triste dia

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

Date: Thu, 28 Oct 1999 19:32:13 -0400
From: "Eric Freitas" <ericfrei@gte.net>
Subject: Re: True Gearheads...

- -----Original Message-----
From: Kurt Feltenberger <kurt@blazenet.net>
To: traveller@mpgn.com <traveller@mpgn.com>
Date: Wednesday, April 07, 1999 4:58 PM
Subject: True Gearheads...

>Kurt Feltenberger
>
>"To our Country! In her intercourse with foreign nations,
>   may she always be in the right,but our country, right or wrong!"
>     ~Stephen Decatur


Maybe this tagline should read:

"To our Country! In her intercourse with foreign nations, may she always be
on top!"

<shneaking around corner>

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

Date: Thu, 28 Oct 1999 16:55:05 -0700
From: Bruce Johnson <johnson@pharmacy.arizona.edu>
Subject: Re: TML Members as resources

Eric Freitas wrote:
> 
> Oh, yeah here are some visual aids:
> 
> >Cave Weta:  A big ugly bug that looks like a cross between a potato bug
> >and a spider.  YUCK!
> 
>     http://svr-www.eng.cam.ac.uk/~jccc/gallery/gen_aspects/weta.html
> 
> >Tuatara:  Appears to be a warm blooded iguana looking reptile.
> 
> 
>     http://www.mtbruce.doc.govt.nz/tuatara.htm
> 
> Enjoy!  Aren't the TML and Web wonderful?  Before ten minutes ago, I had
> no idea what either of these creatures were.

Awwww, that's cheating! You were supposed to dredge up the details from
a childhood spent reading encyclopedias...:-P

From the Encyclopedia Britannica site:

tuatara

lizardlike animal (Sphenodon punctatus), the sole living
member of the reptilian order Rhynchocephalia.
Structurally, the tuatara is not much different from
related forms, also assigned to the order
Rhynchocephalia, that may have appeared as early as
the Lower Triassic Period (more than 200,000,000
years ago). 

- -- 
Bruce Johnson
University of Arizona
College of Pharmacy
Information Technology Group

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

Date: Thu, 28 Oct 1999 20:34:46 -0500
From: "Robert Eaglestone" <eaglesto@nortelnetworks.com>
Subject: How many contacts to span the Imperium?

I've forgotten what you call it, but an earlier posted commented
about the "5 links" of people by which a person is separated from
another person in the US.  That is, any two people are separated
from acquaintence by 5 contact.  Or some such thing.

Okay, is that logarithmic?  Let's play with the Imperium!

ASSUME: the U.S. is Order of magnitude( 100,000,000 ),
and has a contact separation of 5.  Whack 4 zeros off of the
population, and you have the exponent 10^5.  Log(10^5)=5,
or

Log( pop digit - 3 ) = separation.

So, a world with billions of people has a separation of

Log( 9 - 3 ) = 6.

And an Empire of 10 trillion people has a separation of

Log( 13 - 3 ) = 10.

What an incredibly low number.  Must be wrong.

- -Rob

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

Date: Fri, 29 Oct 1999 12:19:13 +1000
From: Graeme_Batho@agd.nsw.gov.au
Subject: Re: TML Members as resources

>Well, is there anyone on the list with an "erudite knowledge" of  the life
>cycle of the tuatara or cave weta, or similar species ?

I don't know if this counts as "erudite", but I did a project on the thorny
lizard back in second class; and I know what the cockroach on steroids looks
like - though <shudder> thankfully I haven't met one.
Graeme
_______________________________________________
If at first you don't succeed, DON'T try Russian Roulette.

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

Date: Thu, 28 Oct 1999 19:25:52 -0700
From: Jesse DeGraff <jdegraff@pacbell.net>
Subject: Re: 3D starbases

Whoops!  Looks like his URL changed and I forgot to update my links section.
I just tried the following URL from my bookmarks and it worked:

http://come.to/magus5

I'll try and remember to fix the link :)

As to how I do what I do.....well, lot's o' practice :D   You didn't mention
what package you're useing.  If you're useing Lightwave as I am, there's
some stuff I can send you.  If it's another package, all I can say is search
the web for tutorials specifically related to your software package.

Best,
Jesse



- -----Original Message-----
From: Shimmergloom <shimmer@mhtc.net>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: Wednesday, October 27, 1999 11:14 PM
Subject: Re: 3D starbases


>
>
>Jesse DeGraff wrote:
>
>> Crap, hadn't thought of that :)  Scott O'Brien's (TechnoGeek) site is
listed
>> in my links area.
>
>Regrettably I got a 404 error when I tried that link.  However, i must say
that
>your stuff is amazing.  I have just started trying to do some 3d work and I
am
>overjoyed when i can get an object to line up straight.  Been trying to
produce
>my own space station and I have to as how you do that.
>--
>----------------------------------------------
>he he he he he he he he he he he he
>
>      Shimmer
>
>

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

Date: Thu, 28 Oct 1999 19:28:05 -0700
From: Jesse DeGraff <jdegraff@pacbell.net>
Subject: Re: Newtsuit (was: Re: Freezing in the Aleutians)

Whoah, I hadn't seen that next gen suit.  Notice the FLIPPERS??!!  You're
tellin' me that thing is nimble enough to be propelled by FLIPPERS??!!  Wow!

Jesse



- -----Original Message-----
From: Steven Hudson <shudson@lightspeed.bc.ca>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: Wednesday, October 27, 1999 11:25 PM
Subject: Re: Newtsuit (was: Re: Freezing in the Aleutians)


>>From: david.d.jaques-watson@centrelink.gov.au
>>Subject: Newtsuit (was: Re: Freezing in the Aleutians)
>...
>>Here is the URL for Nuytco, the suit's designers:
>>     http://www.eskimo.com/~nuytco/index.html
>
>  Here's a battlepod equivalent rated for 600m:
>        http://www.eskimo.com/~nuytco/deepworker.html
>
>        http://www.eskimo.com/~nuytco/exosuit.html
>  - seems to indicate projected operations to 200m for current hardsuit
designs.
>  Hmm, face-plates: "Tear-drop shaped, acrylic dome port" - Zho
sypathizers?
>
>...
>>Hard Suits Incorporated
>>Products/Services: ADS (Atmospheric Diving Suits), Newtsuits, and support
>equipment.
>>
>>      Hard Suits Incorporated is a manufacturing and servicing company
that
>>provides diving equipment support services to the military and offshore
oil a
>...
>

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

Date: Thu, 28 Oct 1999 21:40:44 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Traveller: Aberrant jump drives (was Re: Just say "no" to lhyd)

Leonard Erickson wrote:
> 
<<snip>>
> 
> Also, you need to consider how efficient (or not) realspace drives are.
> If they are efficient enough that the inability to "microjump" insystem
> doesn't affect transit times much, you need to deal with the "near c
> rock" scenario. If they are less efficient, then ships either is
> *really* low thrust drives at "constant thrust" for interplanetary
> trips, or they use high thrust drives briefly at each end and coast in
> between. Either way, the trips take weeks to years.

This leads to a space travel paradigm similar to the CoDominium and
_Mote in God's Eye_ settings; most of space travel is spent moving to
and from Alderson points.

<<snip>>

One question that comes to mind is: how much power plant output will be
required, over what period of time, to charge for jump?  After all, the
HG rule of power plant number equalling or exceeding jump number assumes
that you are _also_ pouring buckets of LHyd into your jump drive.  FF&S2
states that jump energy required is "64 MJ per cubic meter per parsec
jumped", delivered in one hour or less. (pg 12)  Again, FF&S2 assumes
that loads of additional fuel are required for jump drives.

My initial WAG [keep in mind that I'm still only a Journeyman Gearhead
;-)] is that, in the absence of the LHyd requirement for jump, twice the
power indicated by the above rules sets will be required.  However, jump
drives (since they now do not include a fuel burner of their own) will
require only 2/3 the volume and surface area indicated in the rules
(density remains the same for FF&S2 designs).  Cost of jump drives per
m^3 should be half that of standard LHyd jump drives, since no fuel
burner is required.

Note that, using the above WAG, ships under FF&S2 will tend to be a bit
more massive per dton (although, of course, they won't require as much
volume for the same cargo or war capacity).  Civilian vessels will tend
to have a lot of excess power plant capacity (which can, of course, be
used when not jumping to power high performance maneuver drives and/or
lasers).  This will also put a ceiling on ship sizes using FF&S2, as
power plants radiators are notorious surface area hogs, and the
square/cube relationship between surface area and volume will make huge
ships (with equally huge power plants) untenable.

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

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

Date: Thu, 28 Oct 1999 18:41:25 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: TML Members as resources

In mail you write:

> Now if only I had a telepathic link to you all the night of the institute
> quiz!
>
> tc

Then you'll like this...

At some college or university, they'd loosened the rules for exams to
(at least in this one subject) to "any reference/tool you can carry
in". They had to tighten them up a bit after a rather husky
underclassmen carried in a grad student... :-)

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

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

Date: Thu, 28 Oct 1999 23:08:35 -0400
From: Rob Brady <robb@datatone.com>
Subject: Re: Re Level 0 and CT 

At 01:19 AM 10/28/99 -0400, you wrote:
>"The Traveller Book", aka "the BBL", is LBB's 1 through 3 in one 8.5x11

Ahhh.... So on page 12 of Book 1, "Weapon Expertise:" it states that
"All player characters have an innate weapon expertise, in all weapons,
of one-half."

Later on, on page 32, in the Combat section, "Expertise:" it states
"Note that all player characters have an expertise on 1/2 in all
weapons. This value is sufficient to avoid the no expertise penalty..."

It further explains that characters may have fractional skill levels
because they are in the midst of acquiring skills, but the referee
should always round down.

maybe I should update this signature...
- --
Should've been dead on a Sunday morning / banging my head
No time for mourning / ain't got no time  -- Creed
Rob Brady			  robb at datatone dot com

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

Date: Thu, 28 Oct 1999 21:41:05 -0600
From: cos 90 <cos90@powersurfr.com>
Subject: Re: [TCS] Questions

>How many Marines does it take to screw in a lightbulb?

Only two... but they have to be very small...


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

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

Date: Thu, 28 Oct 1999 23:59:18 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Re Level 0 and CT 

>Later on, on page 32, in the Combat section, "Expertise:" it states
>"Note that all player characters have an expertise on 1/2 in all
>weapons. This value is sufficient to avoid the no expertise penalty..."
>
>It further explains that characters may have fractional skill levels
>because they are in the midst of acquiring skills, but the referee
>should always round down.

I disagree with this though..hand ME and Uzi with the safety on and I can't
gurantee I could fire it in a pinch.  Simple pistols and rifles are another
matter entirely and I feel confident with them.


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

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

Date: Fri, 29 Oct 1999 00:00:33 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: triste dia

>Actually, it's refreshing to receive some spam from another cultural base.
>It would be nice if Jesus had provided a translation though. ;)


I work with a guy from Puerto Rico, so I'll just ask him to translate.
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Thu, 28 Oct 1999 23:08:17 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Re Level 0 and CT

Jory Earl wrote:
> 
> >Later on, on page 32, in the Combat section, "Expertise:" it states
> >"Note that all player characters have an expertise on 1/2 in all
> >weapons. This value is sufficient to avoid the no expertise penalty..."
> >
> >It further explains that characters may have fractional skill levels
> >because they are in the midst of acquiring skills, but the referee
> >should always round down.
> 
> I disagree with this though..hand ME and Uzi with the safety on and I can't
> gurantee I could fire it in a pinch.  Simple pistols and rifles are another
> matter entirely and I feel confident with them.

OTOH, hand you the same SMG, and give you five minutes of
familiarization, and you'd probably do all right. A short
familiarization period doesn't equate to skill level 1, but it is
appropriate for skill level 1/2 or 0 (depending on the ruleset in
question).

Don't forget, the original character generation system (LBB 1) has Gun
Combat skill available in _all_ branches.  The only LBB 1 branch that
doesn't offer Blade Combat is the Scout service.  Given the widespread
nature of weapons training in LBB 1, it is not unreasonable to assume
that, in the course of a career, a character would receive at least
rudimentary training in other weapons.

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

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

Date: Thu, 28 Oct 1999 23:12:53 -0500
From: Shimmergloom <shimmer@mhtc.net>
Subject: 3D Art

What software to I need to view an LWO and LWS file?

- ----------------------------------------------
he he he he he he he he he he he he

      Shimmer

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

Date: Fri, 29 Oct 1999 14:14:58 +1000
From: Graeme_Batho@agd.nsw.gov.au
Subject: Traveller economics

Our party is about to enter the Sword Worlds cluster in our search for fame and
profit. As a result, I've got a couple of questions for the more economically
minded members of the list.

How hard is it to use Imperial credits, OUTSIDE the Imperium?
The Sword Worlders (and for that matter the Darrians) have their own currency,
right?
I assume that they conduct trade with the Imperium, so there must be some way to
exchange currencies.
Is the money traded like it is on our <rl> stock markets?
Who sets the exchange rates? That is; how do they decide that a Swordworlder
buck is worth half a credit or whatever?
Is it due to market forces, and does that mean that players would be able to
dabble on the money market?
Finally, how is the money backed? Do they use something like the gold standard
(ie the money is issued against gold and precious metal reserves held by the
government), or what?

The answers to these questions would  equally apply to those worlds within the
Imperium who continue to use their own currency as well as Imperial credits,
which is canon; but considering the history of the Spinward Marches probably
less prevalent there.
(imagines players buying up local currency before news of a Lanthanum ore find
leaks out, or conducting economic warfare against a hostile power)
Graeme
______________________________________________
If at first you don't succeed, DON'T try Russian Roulette

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

Date: Fri, 29 Oct 1999 17:29:23 +1300
From: "Andrew Moffatt-Vallance" <a.vallance@netaccess.co.nz>
Subject: Re: TML Members as resources

Date sent:      	Thu, 28 Oct 1999 10:56:40 -0700
From:           	Bruce Johnson <johnson@pharmacy.arizona.edu>

> Cave weta? damned if I know, unless those are those phosphorescent cave
> worms that live in colonies...

Giant mutant cockroach from hell would be the best description. Apparently
they make reasonable eating (no I *don't* have first hand experience). Most
remarkable feature of some species is their ability to survive being frozen
(as in inside a block of ice) for several months at a time. Apparently they
are studied in cryogenics research. They posses some mechanism (as yet
unknown) that prevents celluar damage upon defrosting.


Andrew etc
Homepage http://users.netaccess.co.nz/amv/
Traveller http://www.downport.com/amv/
 "What do you expect from a species who's females are
 always in heat" Ko of the Ilui clan on Humans and honour

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

Date: Fri, 29 Oct 1999 01:05:01 -0400
From: Rob Brady <robb@datatone.com>
Subject: Re: Re Level 0 and CT

At 11:08 PM 10/28/99 -0500, Black ICE wrote:
>Jory Earl wrote:
> >
> > >Later on, on page 32, in the Combat section, "Expertise:" it states
> > >"Note that all player characters have an expertise on 1/2 in all
> > >weapons. This value is sufficient to avoid the no expertise penalty..."
> >
> > I disagree with this though..hand ME and Uzi with the safety on and I can't
> > gurantee I could fire it in a pinch.  Simple pistols and rifles are another
> > matter entirely and I feel confident with them.
>
>doesn't offer Blade Combat is the Scout service.  Given the widespread
>nature of weapons training in LBB 1, it is not unreasonable to assume
>that, in the course of a career, a character would receive at least
>rudimentary training in other weapons.

I think this is the point. _Player_ characters all have 1/2 skill in all
weapons. Like Jory, I think I probably have .5 - .75 in target carbine,
but this is after an intensive training class (Boy Scout Merit Badge) and
practice.

I'm not a PC. A group of PCs might hire me to work on their computer system
or find out something obscure for them.

- --
Rob Brady 685B57            Computer Geek, 4 terms
Computer-4, Electronic-2, Streetwise-1
"Don't even ask about quirks!"     robb at datatone dot com

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

Date: Thu, 28 Oct 1999 22:17:34 -0700
From: Jesse DeGraff <jdegraff@pacbell.net>
Subject: Re: 3D Art

Those are the native object & scene files respectively for Lightwave.  In
addition to Lightwave, I know trueSpace will import .lwo object at a
minimum, and maybe the .lws scene file.  Can't remember as it was quite
awhile ago that I used tS2, and the capabilities may have changed since
then.  Think it's up to 4+, with 5 on the very near horizon.

Best,
Jesse



- -----Original Message-----
From: Shimmergloom <shimmer@mhtc.net>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com>
Date: Thursday, October 28, 1999 9:19 PM
Subject: 3D Art


>
>What software to I need to view an LWO and LWS file?
>
>----------------------------------------------
>he he he he he he he he he he he he
>
>      Shimmer
>
>

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

Date: Fri, 29 Oct 1999 00:21:38 -0500
From: "Eris Reddoch" <eris@pcola.gulf.net>
Subject: Re: Just say "no" to lhy for Jump drives

On 10/27/99 at 04:19 PM,  "Joseph R. Dietrich" <yikes@evansville.net> said:

>I mentioned this in another letter. My idea is that you need a big
>gravity well to propagate into. Because of an "uncertainty principle"
>inherent in hyperspace travel, this well needs to be millions and
>millions of km in size, otherwise you might miss (and never come back
>from jumpspace).

Joseph, this is close to what I do IMTU, except the "jump limit" is
a ring around the star about 150 diameters out.  Ships jump from
stellar sized target to stellar sized target, because of their
gravity.  Not their point gravity strength, but their gravity
volume.

Jumping Out - The ship has to travel out a significant distance from
the system's star(s) and planets to reduce the "noise" and allow the
ship's Jump Sensor to pick up and lock onto stars in other systems.
Jump closer in and it gets more and more difficult for the ship's
Astrogator to get the Sensor to "lock" through the "hash" increasing
the chances of a misjump.

Jumping In - If all went well, the ship has been sitting at a
system's "jump limit" for about a week while the jump bubble
dissipated.  When the bubble evaporates the ship precipitates into
the new system about 150 diameters out from a stellar sized object.
If it didn't go well, the ship precipitates out somewhere else, and
if it went really *really* wrong the ship doesn't precipitate out at
all.

Eris

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

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

Date: Fri, 29 Oct 1999 03:03:15 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Traveller: Aberrant jump drives (was Re: Just say "no" to lhyd) 

> Leonard Erickson wrote:
> > 
> <<snip>>
> > 
> > Also, you need to consider how efficient (or not) realspace drives are.
> > If they are efficient enough that the inability to "microjump" insystem
> > doesn't affect transit times much, you need to deal with the "near c
> > rock" scenario. If they are less efficient, then ships either is
> > *really* low thrust drives at "constant thrust" for interplanetary
> > trips, or they use high thrust drives briefly at each end and coast in
> > between. Either way, the trips take weeks to years.
> 
> This leads to a space travel paradigm similar to the CoDominium and
> _Mote in God's Eye_ settings; most of space travel is spent moving to
> and from Alderson points.

True, but I have no clue if Niven & Pournelle ever published their notes for 
the Alderson Drive anywhere, so figuring out where an Alderson Point is, your 
guess is prolly better than mine.  They *seem* to be on the order of a few 
AU's out from the primary (except of course for the one in Murcheson's Eye)
 
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, 29 Oct 1999 00:50:22 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: triste dia

> Happy Fun Ball ;-)

Are you taunting me? ;)

I liked the poem, at least the first part. I get a little lost after that.
But it's a translation, hopefully it makes better sense in the original
language.

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

Date: Fri, 29 Oct 1999 16:19:08 -0700
From: "Antony Farrell" <Skaran@bigpond.com>
Subject: RE: Traveller: Aberrant jump drives (Energy requirements)

Using FFS1 The Jump Drive of the Suleiman class scout/courier 42 m^3 of this
35% or
14.7 m^3 is capacitor/HPG banks which have a capacity of 420 Mj at TL15 so
one would think that this is the energy required to put the Suleiman into
jump-2. However...
The same drive built at TL11 (at which J2 is first available) fitted to a
TL11 Suleiman equivelant has a HPG capacity of 245Mj which is sufficient to
put this vessel into jump-2
Conclusion
As more starships are built it gets harder to get them into jump space
otherwise why put in the extra HPG banks. Obviously jump drives are
effecting the universe in a detrimental manner.
Recommendation
Jump drive should be phased out and replaced with a more benign FTL system.
Comments anyone?
Antony Farrell

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

Date: Fri, 29 Oct 1999 09:50:32 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: RE: cave weta

Eric Freitas writes:
>Oh, yeah here are some visual aids:
>>Cave Weta:  A big ugly bug that looks like a cross between a
>>potato bug and a spider.  YUCK!
>http://svr-www.eng.cam.ac.uk/~jccc/gallery/gen_aspects/weta.html
<snipped>

	Actually, it is just a big cricket.

Peez

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

Date: Fri, 29 Oct 1999 15:55:30 +0200
From: "jesus" <jesus@kobo.es>
Subject: RE: triste dia

> poem. From the name of the sender

In Spain, Jess is a common first name.

> I thought maybe it was some conservative xtian harassing us.
I never wanted to seem a conservative xtian.

> Date: Thu, 28 Oct 1999 16:10:46 -0500
> From: Shimmergloom <shimmer@mhtc.net>
> Subject: Re: triste dia
>
> Well Jesus. Is it just bullets or is it Bullets of Paper, Bullets of
> Rifles?

Bullets of Rifles. Rafael Alberti was a poet of the generation of the 27,
poetic movement prior to the Spanish Civil War, he was affiliated to the
Communist Party, and he had to exile from Spain during forty years. With
Lorca, he is considered the best spanish poet of this century. In the poem
he feels so enraged that he lament that the words are not sufficient.


A try for an ObTrav:
Famous poets of the Imperium?, Influence of poets and writers in the
Imperial culture?, What would be the support of the Imperial Authorities to
exiled Solomani poets? (Poets who criticised the idea of Solomani
superiority)


And once more, sorry for the mistake.
Now, I return to the lurker mode
- -Jesus

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

End of Traveller-digest V1999 #1273
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