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Traveller-digest    Thursday, November 11 1999    Volume 1999 : Number 1338<BR>
<BR>
<BR>
<BR>
(R)1996. Traveller is a registered trademark of FarFuture Enterprises.<BR>
All rights reserved.<BR>
<BR>
The following topics are covered in this digest:<BR>
<BR>
Re: Cultures<BR>
Re: Pacifist groups in the 3I<BR>
RE: Traveller-digest V1999 #1337<BR>
Re: How to do a gritty, X-Files-like scenario?<BR>
Fame (House Rule, Long)<BR>
RE: Recovering disabled grav vehicles<BR>
RE: Arts in Trav<BR>
Earthship Ark Red Dwarf fight to the finish<BR>
Rampart scratch-built model (was Rob Caswell and the Fiery)<BR>
Scriptwriting (was: Re: Cultures)<BR>
Re: Read all about it ! Sixth Frontier War! <BR>
re: Sixth Frontier War!<BR>
The Republic Question<BR>
Re: Starlost<BR>
Re: Anti-violence groups in 3I<BR>
Re: Arts in Trav (fwd)<BR>
Re: Read all about it ! Sixth Frontier War! <BR>
Re: How to do a gritty, X-Files-like scenario?<BR>
Re: Anti-violence groups in 3I<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 21:18:01 +0100<BR>
From: Volker Greimann <volker@greimann.de><BR>
Subject: Re: Cultures<BR>
<BR>
At 07:22 11.11.99 +0000, you wrote:<BR>
>At 11:38 PM 11/10/1999 -0800, you wrote:<BR>
><BR>
> >>Earthship Ark.  Had an actor that was later Chekov (SP?) didn't it?<BR>
><BR>
>If Earthship Ark and Red Dwarf had a fight, who would win?  :)<BR>
Hmm, tough call.<BR>
Considering past RD history, they probably wouldnt exactly WIN, but <BR>
survive without doubt, maybe a spaceship or crewmember<BR>
short ;-).<BR>
Wherather their opponent survives however, Id guess not.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 11:20:56 -0800 (PST)<BR>
From: Kiri Aradia Morgan <tiamat@tsoft.com><BR>
Subject: Re: Pacifist groups in the 3I<BR>
<BR>
On Thu, 11 Nov 1999, Mark Urbin wrote:<BR>
<BR>
> Mishima linked with a pacifist movement?  That thought should cause seismic <BR>
> activity in Japan!  The man had his own private army & thought that the <BR>
> Emperor should take back the reins of government and rearm the nation.<BR>
> <BR>
I was sort of waiting for someone to mention this.  I never thought of<BR>
Mishima Yukio-sensei as a pacifist.  In fact... he's one of the<BR>
inspirations for my Shiratori Cycle.  (I'm neither a pacifist nor a<BR>
militarist; I'm just a realist.  But the stories of Mishima's life<BR>
inspired the character of Shiratori Misato, the founder of Shiratori<BR>
Colony IMHTU.)<BR>
<BR>
Carlos, where did you get this idea?<BR>
<BR>
> His own suicide was an act he had been rehearsing his entire adult<BR>
> life.  Perhaps as an atonement for failing the physical to become<BR>
> a Divine Wind pilot during the Great Pacific War.<BR>
> <BR>
That is one theory I've heard, too.<BR>
<BR>
>  >An Army without more weapons that those used for<BR>
>  >ritual suicide, willing to die but not to kill, with the firm belief<BR>
>  >that nobody has the right to take one life, except the own. They were<BR>
>  >called "Life Fighters" or "Mishimans."<BR>
> <BR>
> Remember that Mishima used his sword on several unarmed soldiers prior to <BR>
> his suicide.   He certainly was willing to fight & kill others.  His own <BR>
> suicide was an act of grand theatre.<BR>
> <BR>
It was also a violation of Japanese law.  Seppuku is now a serious crime.<BR>
If you try it, you better succeed.  (And he did, grandly.)<BR>
<BR>
> Given all that, I think the concept is certainly interesting, and the name <BR>
> could be the result of cultural drift and historical revisionism.<BR>
> <BR>
On the time scale of the canonical TU?  Certainly!<BR>
<BR>
Kiri<BR>
<BR>
******************************************************************************<BR>
Kiri Aradia Morgan                                  93!  Thou Art God<BR>
tiamat@tsoft.com<BR>
<BR>
"If time passes, everything turns into beauty<BR>
If the rains stop, tears clean the scars of memory away<BR>
Everything starts wearing fresh colors<BR>
Every sound begins playing a heartfelt melody<BR>
Jealousy embellishes a page of the epic<BR>
Desire is embraced in a dream..."              -- X-JAPAN <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 15:56:19 -0600<BR>
From: Steve Lieb <steve@necadon.com><BR>
Subject: RE: Traveller-digest V1999 #1337<BR>
<BR>
> Subject: RE: Gritty, X-Files-like scenario<BR>
> <BR>
> Robert Eaglestone writes:<BR>
> <snipped><BR>
> >Suppose you want to give your players the creeps?  Send<BR>
> >shivers up their spine?  Worry the PCs to no end?<BR>
> ><BR>
> >How do you set it up?<BR>
> <BR>
	[Steve replied]  Always, always, always do stuff that makes the<BR>
players start to look askance at each other, as well.<BR>
	There are a number of things you can do IRL that heighten this,<BR>
without the players really realizing what's the real thing.<BR>
	(Note - in the instances where I've managed to pull it off,<BR>
invariably these are ONE SESSION gaming affairs - if you give the players a<BR>
chance to chat amongst themselves, you end up losing a lot of the atmosphere<BR>
you've worked hard to engender...)<BR>
<BR>
	1) seperate the group - put small groups or better individuals on<BR>
their own in the adventure, and therefore keep them in seperate rooms, and<BR>
just move frequently, dm'ing each person alone.   keep it simple and fast or<BR>
you'll have boredom more than fear.<BR>
	2) plant clues that make the characters suspicious of one another -<BR>
in the game, of course; but also in real life - leave a little note saying<BR>
"The contact gives you John's service record and a bunch of photographs"<BR>
somwhere where John's player will find it.  That led to more backbiting and<BR>
suspicion than I could have ever created as a DM.<BR>
	3) never understimate the power of your player's imaginations.  Have<BR>
stuff happen if it's cool - don't bother to even TRY explaining it.  They'll<BR>
invariably come up with a plausible explanation that fits the facts.  Then<BR>
throw a curve at them that wrecks their assumptions.  :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 14:21:41 -0600<BR>
From: "Joseph R. Dietrich" <yikes@evansville.net><BR>
Subject: Re: How to do a gritty, X-Files-like scenario?<BR>
<BR>
>Suppose you want to give your players the creeps? [...]<BR>
>How do you set it up?  What factors do you have to think<BR>
>about?<BR>
<BR>
Uncertainty and powerlessness. These are the two variables from which<BR>
horror springs.<BR>
<BR>
Start normally. Try not to let your players know you are going to run a<BR>
horror scenario. Instead, run one of the other normal Traveller campaigns<BR>
for the first couple of sessions. Have the PCs develop their skills and<BR>
make friends with NPCs, so that they develop a sense that they know how the<BR>
universe works.<BR>
<BR>
Then, when things begin to get strange, put them in situations where their<BR>
skills and friends are simply inadequate to fully deal with the situation.<BR>
You probably don't want the PCs to be *totally* helpless; rather, you want<BR>
them to be thwarted in resolving the situation to *their* satisfaction.<BR>
<BR>
You should also isolate them, so that they have nowhere to turn for help.<BR>
This does not need to be simple physical isolation (although that works).<BR>
It can also be social isolation -- no one is willing to believe them, much<BR>
less help them.<BR>
<BR>
Here are the four maxims to keep in mind when setting up an atmosphere of<BR>
horror. These are what you want your players to eventually realize:<BR>
<BR>
1. Things are not as they seem.<BR>
2. These things are beyond your control.<BR>
3. Worse, you don't even know half of it.<BR>
4. And nobody believes you when you mention what you *do* know.<BR>
<BR>
Oops, have to get back to work!<BR>
<BR>
Ciao,<BR>
<BR>
Joseph R. Dietrich<BR>
yikes@evansville.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 15:36:01 -0000<BR>
From: "Peter  Scarrott" <peter@myhelliconia.freeserve.co.uk><BR>
Subject: Fame (House Rule, Long)<BR>
<BR>
This is a new rule that I am experimenting with IMTU, at the moment it is<BR>
being playtested and I would be very interested in any comments.  If anyone<BR>
has experimented with a similar rule I am interested in their experiences.<BR>
This rule is for my TNE campaign but could be ported into any<BR>
system/campaign.<BR>
<BR>
When your players return from a dicey mission in the Wilds with a huge<BR>
lucrative cargo of relics do they get ignored or are they interviewed by the<BR>
Coalition networks.  IMTU I use Fame as a die roll to be recognized, the<BR>
roll is modified by the PC's and the NPC's career etc as below.  However if<BR>
the players have recently returned from a major mission they are often<BR>
greeted by Trid crews and their pictures may very soon be spread all across<BR>
the planet.<BR>
<BR>
Some RCES and Marine personnel are household names already and although<BR>
press intrusion is uncommon they are easily recognized on most worlds, the<BR>
same goes for the players.  This can have positive and negative benefits.<BR>
<BR>
Rules (Inspired by the renown rules of Star Trek the RPG)<BR>
<BR>
5 Categories affect the fame of a PC or NPC.  Social Standing, Ethics,<BR>
Success, Media and Politics. Other than Social Standing all scores may be<BR>
negative<BR>
<BR>
Social Standing : Divide the SOC level of the character by 2.<BR>
<BR>
Conduct : Award a rating based on their known conduct.  A negative rating<BR>
reflects behaviour such as unnecessary violence, killing prisoners etc.  A<BR>
positive rating suggests they follow Coalition codes of conduct. Drops by 1<BR>
point per month to a minimum of half the maximum total or 10 whichever is<BR>
lower.<BR>
<BR>
Success : How successful the group has been, both in terms of mission<BR>
objectives and how they have dealt with unforeseen problems. Drops by 1<BR>
point per week to a minimum of half total or 10 whichever is lower.<BR>
Media : How much media attention they have got and in what light they have<BR>
been portrayed.  Drops by 1 point per week not appearing in the media, never<BR>
drops below half its maximum score or 10 whichever is lower. (This can<BR>
include publishing books etc. A bestseller would raise media by 10-15 pts<BR>
and the score would not decrease until the book dropped out of the top 10<BR>
books list.)<BR>
<BR>
Politics : What are the view of the person on the Federalist/Centrist<BR>
politics, score positive for Federalist and negative for Centrist. People<BR>
from Centrist planets automatically have a base score of -2, conversely<BR>
persons from a federalist planet start from a base of +2.  For people from<BR>
the Wilds make a judgement based on their government.<BR>
<BR>
Total the magnitude of all these scores  (i.e... ignore the positive or<BR>
negative sign) This is the Renown score, divide this by 10 (round up) for<BR>
their Fame Rating.<BR>
<BR>
The following table gives the base difficulty for people to recognise the<BR>
name on am outstanding success they are recognised on sight.<BR>
<BR>
Fame Score        Difficulty (base asset is 5)<BR>
1-2                       Impossible<BR>
3-4                       Formidable<BR>
5-6                       Difficult<BR>
7-8                       Average<BR>
9-10                     Routine<BR>
11+                      Easy<BR>
<BR>
Modifiers to Difficulty.<BR>
<BR>
Location : Homeworld -1,    Coalition World 0    Allied World +1    Wilds +3<BR>
Enemy World (non Wilds) +2<BR>
<BR>
Occupation : Same Occupation/Service -2,    Similar Occupation/Service -1,<BR>
Completely unrelated Occupation +1,    Area of interest/Hobby -1<BR>
<BR>
Other Modifiers as decided by the GM<BR>
<BR>
I don't use these rules every time the PC's walk down the street, but they<BR>
can be useful.  The PC/NPC is likely to be known for whichever area his fame<BR>
is greatest.<BR>
<BR>
<BR>
Peter<BR>
http://www.myhelliconia.freeserve.co.uk<BR>
peter@myhelliconia.freeserve.co.uk<BR>
<BR>
IMTU: tc+ tm tn++ t4- ru+ !3i+ c+ jt- au- ls ta- hi++ ith++ va+ as- so  zh+<BR>
vi-<BR>
      And life is harsh and rarely fair.<BR>
<BR>
A committee is a life form with six or more legs and no brain.<BR>
  Lazarus Long, Time Enough For Love (By Robert.Heinlan)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 12 Nov 1999 09:03:57 +1000<BR>
From: dadams@parracity.nsw.gov.au<BR>
Subject: RE: Recovering disabled grav vehicles<BR>
<BR>
Trevor, Peter wrote:<BR>
<BR>
>>><BR>
However, I wonder how easy it would be to  'simply  attach'  grav<BR>
modules to a battle damaged vehicle.  Then there's the  issue  of<BR>
bits  falling  off  mid-flight.   I  think  easiest  would  be  a<BR>
specialised recovery vehicle looking like a hovering WW2  landing<BR>
craft with a crane (to move the damaged vehicle and its bits onto<BR>
it).  It could double up as a general utility combat cargo mover.<BR>
<<<<BR>
<BR>
Why not have a grav frame? In Trav terms, an open frame grav vehical that lands<BR>
on top of the vehical in question. It then encompasess the vehical with its<BR>
'arms' that encase the vehicle. It then lifts itself and the vehicle out of the<BR>
field. Think of it as a grav belt for vehicles.It can hanlde pieces falling off,<BR>
as the frame will keep most of the pieces together (tied together).<BR>
<BR>
<BR>
Darryl<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 17:17:47 -0500<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Arts in Trav<BR>
<BR>
Charles Collin writes:<BR>
<snipped><BR>
>Consider how many worlds there are with populations roughly<BR>
>equivalent to Earth's today. Combine this with the technology<BR>
>they have available and there should be a dizzying assortment<BR>
>of art forms including 2D, 3D and maybe higher-dimensional<BR>
>art in the form of isographic holograms and so on.<BR>
<snipped><BR>
<BR>
	This touches on something else that I wave thought about<BR>
	a little: high-tech jewelry, clothing, furnishings, desk<BR>
	lamps, etc.  How about some subcutanious LEDs, a<BR>
	holograph of a swarm of bees for a dress, floating<BR>
	grav-hats, a robotic grav-lamp that follows you around,<BR>
	a grav-chair...  One could play with other senses: jewelry<BR>
	that composes music that reacts to nearby movements, <BR>
	subtle perfume with the tang of sea air...  Any ideas out<BR>
	there?<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 17:33:46 -0500<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Earthship Ark Red Dwarf fight to the finish<BR>
<BR>
>>If Earthship Ark and Red Dwarf had a fight, who >would win?  :)<BR>
><BR>
>Since as far as I know neither ship was armed, it would have to be<BR>
>a ramming contest. Red Dwarf was 5 miles long. Each biosphere on the<BR>
>Ark was 3 miles across in the series, 30 miles across in Ellison's<BR>
>original treatment.<BR>
><BR>
>We're looking at a collision between a locomotive and a child's toy,<BR>
>here... :)<BR>
<BR>
And still Red Dwarf would win. Never underestimate the power of<BR>
Vindaloo.<BR>
<BR>
David Shayne<BR>
<BR>
+++++++++++++++++++++++++++++++++++<BR>
Old version - Build a better mousetrap and<BR>
the world will beat a path to your door.<BR>
New version - Build a better mousetrap and<BR>
some @$*% will build a better mouse.<BR>
+++++++++++++++++++++++++++++++++++<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 15:04:24 -0800 (PST)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Rampart scratch-built model (was Rob Caswell and the Fiery)<BR>
<BR>
>From: david.d.jaques-watson@centrelink.gov.au<BR>
<BR>
>And the real news is that I tried out "Traveller" in <BR>
>the new search engine on the "Starship Modeler" site,<BR>
<BR>
>and found a scratch-built Rampart-class starfighter<BR>
>model! Its direct URL is:<BR>
    <BR>
http://www.starshipmodeler.com/gallery/contest2/entry17.htm<BR>
<BR>
>..if you want to take a peek (of course you do! ;-).<BR>
<BR>
It's worth the visit!<BR>
<BR>
- --Glenn<BR>
<BR>
=====<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Bid and sell for free at http://auctions.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 12 Nov 1999 10:09:59 +1000<BR>
From: david.d.jaques-watson@centrelink.gov.au<BR>
Subject: Scriptwriting (was: Re: Cultures)<BR>
<BR>
Dear Folks -<BR>
<BR>
Leonard said:<BR>
>But in essence, most of the problems came down to the usual. Media<BR>
>people just not understanding that SF is *not* fantasy. That things<BR>
>have to have an internal logic *and follow that logic!*<BR>
<BR>
Not just SF. Very few shows that contain "super-heroes" have good scripts,<BR>
either. "The Flash" (forex) had good SPFX and a fantastic costume, but the<BR>
writers all seemed to have their brains removed before putting pen to paper.<BR>
They just don't seem to realise that the main suspension of disbelief is to do<BR>
with the character themselves and their powers. Beyond that, everything else<BR>
should work "normally" - otherwise it looks *too* silly.<BR>
<BR>
Plot is the most important element after character.(##)<BR>
<BR>
The correct places to put special effects are as part of the background<BR>
environment and as the gloss added later, to remind the viewer that this is a<BR>
different world. The "gosh-wow effect" cannot sustain a story.<BR>
<BR>
This was forgotten in things like "Star Trek: The Movie" and TV series such as<BR>
"The Flash", "Superboy", "Lois and Clark" (mostly) - there are many others.<BR>
<BR>
The ones that worked were things like "Wrath of Khan", the "Star Trek: TNG"<BR>
series (mostly) and (interestingly) "The Greatest American Hero".<BR>
<BR>
(##)...applies to the creation of good roleplaying scenarios, too...<BR>
- ------------------------------------------------------------------------<BR>
David "Hyphen" Jaques-Watson        Beowulf Down (Tavonni/Vilis/SM 1520)<BR>
http://www.tip.net.au/~davidjw                       davidjw@pcug.org.au<BR>
"I file things in historical order, with a hashing algorithm of gravity"<BR>
- ------------------------------------------------------------------------<BR>
REQ'D DISCLAIMER - material & opinions contained within are solely those<BR>
of the author and do not necessarily represent, in whole or in part, the<BR>
position of Centrelink or any other Commonwealth Government agency.<BR>
- ------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 15:50:12 -0800 (PST)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Read all about it ! Sixth Frontier War! <BR>
<BR>
>From: j_pete@bellsouth.net (Pete)<BR>
<BR>
>How many does it take? Are one million POWs worth <BR>
>going to war for? One hundred thousand? One? Where do<BR>
<BR>
>you draw the line?<BR>
<BR>
I suspect that you draw the line somewhere short of a<BR>
number that will lead to a mutiny or major civil<BR>
unrest.  In the Imperium, that's probably a very, very<BR>
large number.  <BR>
<BR>
It's also easier to decline to disclose the existence<BR>
of small numbers.<BR>
<BR>
Now what will happen to any of the MIAs who return, by<BR>
whatever means, to the Imperium?  Will they be hailed<BR>
publicly as heroes, or should they be tried as<BR>
suspected spies and traitors, or something in between?<BR>
 <BR>
<BR>
And what is the truth?  Have the Zhodani taken control<BR>
of their minds, like in The Manchurian Candidate? or<BR>
is the situation more like that of Ivan Denisovich's<BR>
gulag-mate?<BR>
<BR>
- --Glenn<BR>
<BR>
=====<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Bid and sell for free at http://auctions.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 12 Nov 1999 10:26:54 +1000<BR>
From: david.d.jaques-watson@centrelink.gov.au<BR>
Subject: re: Sixth Frontier War!<BR>
<BR>
Dear Folks -<BR>
<BR>
Doug replied militarily:<BR>
>>Just another question for the 3257th Philosophy Battalion<BR>
>>(the "Descartes Demons") to ponder, eh Doug?<BR>
><BR>
>SIR! YES SIR!<BR>
<BR>
Doug, I can see another "Silly Traveller" page emerging... anyone else want to<BR>
contribute to "Traveller Things That Make You Go Hmmm"?? I'll start...<BR>
<BR>
"On War - Is Planet-Busting An Acceptable Use Of Force? (K'kree Worlds Are<BR>
Disallowed As Examples)"<BR>
"The Effects Of Canon In History - Discuss (Yes, Jones, The Spelling Is<BR>
Correct)"<BR>
"Let Me Guess - The RoM Used Black Globes, Right?"<BR>
"Did Plankwell Jump Off The Deep End?"<BR>
"Do Vargr Still Stick Their Heads Out Of The Window While Driving Or Is That Why<BR>
They Like Air/Rafts?"<BR>
"Droyne Respect For Yaskoydray - Is That Just A Load Of Shinto?"<BR>
<BR>
Feel free to add to this... it's Fiday, after all...<BR>
- ------------------------------------------------------------------------<BR>
David "Hyphen" Jaques-Watson        Beowulf Down (Tavonni/Vilis/SM 1520)<BR>
http://www.tip.net.au/~davidjw                       davidjw@pcug.org.au<BR>
"I file things in historical order, with a hashing algorithm of gravity"<BR>
- ------------------------------------------------------------------------<BR>
REQ'D DISCLAIMER - material & opinions contained within are solely those<BR>
of the author and do not necessarily represent, in whole or in part, the<BR>
position of Centrelink or any other Commonwealth Government agency.<BR>
- ------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 15:41:44 -0800 (PST)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: The Republic Question<BR>
<BR>
>From: "The Roc" <roc@kewl.com.au><BR>
<BR>
>ObTrav:  Will the Imperium take by force any system<BR>
>that wishes to leave it's fold?  Are the systems that<BR>
<BR>
>as independent, would still hold close ties<BR>
>to the Empire and not be subject to force of <BR>
>compliancy?  Is there anything canon about such <BR>
>worlds/systems?<BR>
<BR>
I don't think canon addresses the issue, but I've<BR>
always assumed that once you've joined the Imperium,<BR>
you can't leave -- and once the Imperium decides it<BR>
wants you, all you can do is cut the best deal you<BR>
can.  <BR>
<BR>
All of those oaths of fealty and pledges of allegiance<BR>
that the government signs when the world joins the<BR>
Imperium say "in perpetuity" in pretty large print. <BR>
It's no secret to the decision makers on the<BR>
prospective member state that their decision is<BR>
irrevocable.  <BR>
<BR>
The only worlds that have a chance of leaving the<BR>
Imperium are those in border areas that have the<BR>
support of another major power (like Efate/Regina/<BR>
Spinward Marches).  The small nation problem of the<BR>
mid-twentieth century is written very large indeed in<BR>
the Far Future, when the large nations are composed of<BR>
thousands of worlds and the small ones of only<BR>
handfuls.<BR>
<BR>
- --Glenn<BR>
<BR>
=====<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Bid and sell for free at http://auctions.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 12 Nov 1999 00:52:53 +0100<BR>
From: Jens Rydholm <jenry023@student.liu.se><BR>
Subject: Re: Starlost<BR>
<BR>
Ian Ferguson wrote:<BR>
>         Does that mean that we are going to need hydroponics<BR>
>         for the power plant?<BR>
<BR>
And a jump made by a starship... that's just a name for a clever<BR>
maneuver to avoid a missile. You move the ship up suddenly, and then<BR>
down, back on course.<BR>
<BR>
Or am I wrong?<BR>
<BR>
:-)<BR>
<BR>
/Jens 'Spacejens' Rydholm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 18:28:20 -0500<BR>
From: Robert Prior <robert_prior@sympatico.ca><BR>
Subject: Re: Anti-violence groups in 3I<BR>
<BR>
>>Even better: hint to the PCs that killing innocent bystanders is<BR>
>>severely frowned upon in the world, then have the pacifist throw<BR>
>>themselves between the two groups between the fight, to stop the<BR>
>>bullets <grin>.<BR>
><BR>
[snip]<BR>
>Your protestor might be seen as a martyr, but most sane people realize that<BR>
>running in front of a squad involved in a firefight is a dumb thing, and<BR>
>will react accordingly.<BR>
<BR>
Maybe, maybe not.<BR>
<BR>
Remember Ghandi's protest against the Salt Tax in India?  Protesters<BR>
marched up to be beaten by the British police.<BR>
<BR>
I think a key point here is giving the firefight time to stop. If you dash<BR>
in front of a weapon in full autofire, you probably get shot even if the<BR>
soldier tries to miss you. But if your group slowly marches between the<BR>
fighters, giving them plenty of time to stop shooting, so that it is<BR>
obvious that any casualties to the protesters are the result of deliberate<BR>
shots (or really negligent troops)...<BR>
<BR>
It's risky, admittedly, but it does demonstrate great personal commitment<BR>
to stopping the violence.<BR>
<BR>
Whether it would work or not depends a great deal on the philosophical<BR>
nature of that world's socity.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 18:31:57 -0500<BR>
From: Robert Prior <robert_prior@sympatico.ca><BR>
Subject: Re: Arts in Trav (fwd)<BR>
<BR>
>I don't think this made it to the list somehow, so I'm resending it.<BR>
>Apologies if it gets double-posted.  Anyone else have this kind of trouble<BR>
>recently?<BR>
><BR>
>Chalres C.<BR>
<BR>
Yeah, I got several dozen messages with just the header, no contents. But<BR>
they were all from a couple of days ago, so I assumed I'd got the<BR>
originals. Maybe not, it's been a busy week and my memory isn't all it once<BR>
was...<BR>
<BR>
Neat ideas.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 11 Nov 1999 15:55:19 -0800 (PST)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Read all about it ! Sixth Frontier War! <BR>
<BR>
Glenn Goffin writes:<BR>
> >From: j_pete@bellsouth.net (Pete)<BR>
> <BR>
> >How many does it take? Are one million POWs worth <BR>
> >going to war for? One hundred thousand? One? Where do<BR>
> <BR>
> >you draw the line?<BR>
> <BR>
> I suspect that you draw the line somewhere short of a<BR>
> number that will lead to a mutiny or major civil<BR>
> unrest.  In the Imperium, that's probably a very, very<BR>
> large number.  <BR>
<BR>
Nah, where you draw the line is also dependent on whether you have reason to pick a fight.  At the moment, I doubt the Imperium is very interested in a 6th frontier war, however.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 12 Nov 1999 01:11:40 +0100<BR>
From: Jens Rydholm <jenry023@student.liu.se><BR>
Subject: Re: How to do a gritty, X-Files-like scenario?<BR>
<BR>
Robert Eaglestone wrote:<BR>
> Suppose you want to give your players the creeps?  Send<BR>
> shivers up their spine?  Worry the PCs to no end?<BR>
<BR>
Just suppose, huh? Just a hypothetical question? You wouldn't do such a<BR>
thing? Ever? :-)<BR>
<BR>
Speaking as a GM/referee of horror games (my primary genre)... I do this<BR>
kind of stuff a lot :-)<BR>
<BR>
> How do you set it up?  What factors do you have to think<BR>
> about?  Likely it is some version of the Enigma, with some<BR>
> of The Push in it, right?  But vague categories don't help me<BR>
> very much.  I'm asking for inspiration.<BR>
<BR>
First of all, consider the room you play in. Use it to your advantage.<BR>
In other words, if the light suddenly goes out in the scenario, do the<BR>
same in the room. It helps if you can get close to the light switch<BR>
without the players realizing what you are about to do. See below.<BR>
<BR>
Walk about the room when talking to the players. Talk in a low, soft<BR>
voice. Always hint at some conspiracy for mostly everything that happens<BR>
("The bus driver looks at you for perhaps a second to long"). Pay<BR>
attention to details. Many of the details you describe during the<BR>
session will have no impact. One or two will be important. If you<BR>
describe several things detailed, the players won't see the label HINT<BR>
pasted to the important stuff.<BR>
<BR>
> Government cover-ups; megacorps crossing the line into<BR>
> dark experiments; medicines that create horrors; rumors<BR>
> and uncertainty about the Ancients and the Solomani<BR>
> Hypothesis; the Imperial Department of War... how does<BR>
> one fit things like these together into a coherent scenario<BR>
> that starts innocuously and turns into a monster of a situation?<BR>
<BR>
Now for the actual story stuff. I just got a really nice idea. ;-)<BR>
<BR>
The PCs are hired by a large corporation to take some "medical supplies<BR>
in sealed containers" to a research station somewhere Far Away (TM).<BR>
They get paid tons of credits, but are ordered to keep the fact that<BR>
they are working for the company secret.<BR>
<BR>
When the ship gets to the destination, they find out that the container<BR>
handling equipment at the base is broken. The container will have to be<BR>
split inside the cargo hold, and the smaller cases inside will have to<BR>
be unloaded separately. If the ship has it's own cargo handling<BR>
equipment, the container has to be split in the hangar anyway.<BR>
<BR>
Inside the container are several boxes about 2.5x1.0x0.5 meters. They<BR>
have some electronics attached to them, and look suspiciously like low<BR>
berths. They just might contain human bodies... (think Aliens:<BR>
Ressurrection)<BR>
<BR>
By now, the PCs are probably wondering what's happening. As the last<BR>
cases are being transported out of the hangar using an old four-wheeler<BR>
of some kind, the PCs recieve their payment from an officer. Suddenly,<BR>
one of the cases crashes to the ground. The plastic breaks, and a<BR>
something shows through. A human hand. The officer rushes the PCs into<BR>
their ship, adds about 25% or so to their payment, gives them a warning<BR>
look, and leaves. They are more or less ordered to leave the station as<BR>
soon as possible.<BR>
<BR>
After this, a number of things could happen. If the PCs go to some kind<BR>
of bigger media, they won't be believed. If they go to smaller, more<BR>
honest media, or perhaps seek rumors in bars or somesuch, they will hear<BR>
rumors of horrible experiments...<BR>
<BR>
In any case, no matter if they talk about the affair or not, the officer<BR>
that paid the PCs will regret (after orders/threats from his superiors)<BR>
that he let them go. Agents of the corporation will begin to look for<BR>
the PCs. Depending on how public they have made themselves, they will be<BR>
more or less easy to find...<BR>
<BR>
So, as the PCs try to uncover the Truth behind this conspiracy,<BR>
stretching over perhaps more than a subsector, agents of the corporation<BR>
constantly are at their tails. Almost no one believes them, and the ones<BR>
that do are either bought off or disappear without a trace. What to do?<BR>
<BR>
Take that idea and go from there. It might be what you were looking for.<BR>
I think I am going to use it myself :-)<BR>
<BR>
/Jens 'Spacejens' Rydholm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 12 Nov 1999 01:17:16 +0100<BR>
From: Jens Rydholm <jenry023@student.liu.se><BR>
Subject: Re: Anti-violence groups in 3I<BR>
<BR>
"Douglas E. Berry" wrote:<BR>
> That might not work.<BR>
<snip><BR>
<BR>
It has worked several times. Consider the events in Beijing (Peking) a<BR>
few years back. I student stood in front of a tank, preventing it from<BR>
moving forward. When the tank tried to turn, he moved.<BR>
<BR>
Doh! I don't know the English name for the square where the event took<BR>
place. The Swedish name for it translates into something like "the<BR>
square of heavenly peace".<BR>
<BR>
Another "peaceful resistance" idea for Traveller:<BR>
Have environment-friendly demonstrants camping on and around the PCs<BR>
spaceship, preventing takeoff and "saving the atmosphere and birds." The<BR>
demonstrants are dressed in bright, cheerful clothes, wear flowers in<BR>
their hair, and all that kind of stuff. A few of them have pet animals<BR>
and birds with them.<BR>
<BR>
Have a flower, man!  ;-)<BR>
<BR>
/Jens 'Spacejens' Rydholm<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1338<BR>
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