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Date:	11/15/99 7:42:12 PM Pacific Standard Time<BR>
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Traveller-digest     Monday, November 15 1999     Volume 1999 : Number 1350<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: Tourism in the Marches<BR>
Re: Cultures<BR>
Re: off to the Races<BR>
Re: off to the Races<BR>
Re: How to do a gritty, X-Files-like scenario?<BR>
Re: How to do a gritty, X-Files-like scenario?<BR>
conspiracy fodder<BR>
Re: off to the Races<BR>
Re: The Republic Question<BR>
Re: Arts and Culture in and around 3I<BR>
what's really cool...<BR>
Re T5 website<BR>
Re: off to the Races<BR>
Re: Cultures (OT thread)<BR>
Re: Arts and Culture in and around 3I<BR>
Re: Veterans organizations (was: Re: (OT) IN TIME FOR REMEMBRANCE......)<BR>
Re: Scriptwriting (was: Re: Cultures)<BR>
Re First E-mail<BR>
Re : Riot Control Agents (was : Anti-Violence groups in the 3I), longish<BR>
Re: Dustbin v2.0(?)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 17:28:10 -0500<BR>
From: Robert Prior <robert_prior@sympatico.ca><BR>
Subject: Re: Tourism in the Marches<BR>
<BR>
>Dear Folks -<BR>
><BR>
>Craig said:<BR>
>>My big problem with the various forms of space racing as spectator sports<BR>
>>is that there is so little for the 'spectators' to actually see.<BR>
><BR>
>Same is true for the Sydney-to-Hobart - doesn't mean that people aren't<BR>
>interested. There, they put a few reporters onto a few boats, have choppers do<BR>
>fly-bys of the boats, talk to some by radio, and keep track of the fleet on a<BR>
>map.<BR>
><BR>
>Translate this to the 3I and it might even work!<BR>
>     * reporters with radios or meson comms (lasers might push the 'ship the<BR>
>wrong way!);<BR>
>     * 6G shuttles fly past a few select boats (speed them up following rough<BR>
>courses prior to the race, then attempt to match vectors along the way);<BR>
>     * talk to the fleet via comms;<BR>
>     * have a big holo 3D "board" of the system, with the ships highlighted<BR>
>within it.<BR>
<BR>
As well, with teh slower pace of communications I suspect that your average<BR>
3Ier will be more willing to watch a race unfold over time than your<BR>
average channel-flipping sports-nut.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 17:40:45<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Cultures<BR>
<BR>
At 02:58 PM 11/15/1999 PST, you wrote:<BR>
<BR>
>Just keep two things in mind. The Earthship Ark main body is *wider*<BR>
>than the Red Dwarf is *long*. Going with the Ellison figures of 30<BR>
>mile diameter biospheres (the 3 mile figure is a bad joke), that makes<BR>
>the main body around 25 miles on a side and hundreds of miles long. <BR>
<BR>
Yes, but RD has Ace Rimmer.  Game, Set, Match.  Red Dwarf<BR>
<BR>
"Smoke me a kipper, boys, I'll be back for breakfast."<BR>
- --<BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
"I created the universe; give ME the gift certificate!!"<BR>
                   - Lisa Simpson, Overachiever<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 17:43:43<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: off to the Races<BR>
<BR>
There was an article in an old issue of Roleplayer about magnetic sail<BR>
vehicles.  That'd make an interesting race vehicle for these solar regattas<BR>
we're discussing.  Much higher accelerations than solar sails, and<BR>
interesting possibilities in gas giant systems.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 17:45:12<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: off to the Races<BR>
<BR>
At 02:37 PM 11/15/1999 -0800, you wrote:<BR>
>Racing will be simply an exercise in computing. Given any course, whether or<BR>
>not it includes direction changes, it will be an easy exercise in TL10+<BR>
>computing to find an optimal course. You just start your ship on a<BR>
>preprogrammed course and wait for it to cross the finish line. To make<BR>
>racing interesting, you need some sort of dynamic inputs.<BR>
<BR>
Ban computers.<BR>
<BR>
You and your team have to figure your course based on the known position of<BR>
the waypoints at the start, and manually input any course corrections.<BR>
That makes it *very* interesting.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
<BR>
TML Great Old One<BR>
Plague of the Traveller Riders of the Apocalypse<BR>
Chant "Gridlore" thrice to summon.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 19:51:46 -0600<BR>
From: Black ICE <wombat@premier.net><BR>
Subject: Re: How to do a gritty, X-Files-like scenario?<BR>
<BR>
Leonard Erickson wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> For a *slightly* less extreme problem, read Heinlein's "Puppet<BR>
> Massters". Then transpose it to an out of the way world. Not only do<BR>
> you have to stop this, you have to try to keep them from infecting any<BR>
> one going offworld.<BR>
> <BR>
> In this case, the threat isn't enough to get the world nuked from<BR>
> orbit. But it *is* enough to get a *strict* quarantine established.<BR>
<BR>
Of course, if you want to get _deeply_ unpleasant, try combining the<BR>
"flying fried eggs" from ST:TOS's "Operation: Annihilate" with<BR>
Heinlein's _The Puppet Masters_.  Imagine a parasite that combines the<BR>
slugs' total control of its victims with the Denevan parasites' lack of<BR>
visually obvious signs of infection.  Don't forget to make sure that the<BR>
parasites are immune to the agents used against them in the<BR>
above-mentioned stories.  A kind-hearted referee will provide a way<BR>
(that the PCs might be able to find) to kill the parasites, without<BR>
killing the host.  OTOH, killing the host is the only way to be<BR>
_sure_....<BR>
<BR>
If _that_ doesn't get your players paranoid, they'll _never_ see the<BR>
fnords, and you may as well give up on the project....<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 16:08:08 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How to do a gritty, X-Files-like scenario?<BR>
<BR>
In mail you write:<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>
I just remembered a technique that I sort of stumbled onto. If your<BR>
players are into reading SF or even just watching SF movies/tv,<BR>
recommend things to them. Or even loan them some tapes or books. <BR>
<BR>
Then later, have something come up that is similar to or even outright<BR>
stolen from one of the works you recommened or loaned to them. <BR>
<BR>
I once scared the pants off a player in a D&D game. I knew he'd just<BR>
finished Brunner's "Traveller in Black" collection not that long ago.<BR>
The main character in those stories is a sort of Power or Demigod or<BR>
*something* (never made entirely clear). But he wanders around the<BR>
world and when people make certain sorts of wishes/statements he grants<BR>
them. For example a prominent citizen's niece is being executed for<BR>
having falsely charged him with attempted rape, and he comments "I wish<BR>
you knew how much this pains me". And by nightfall everyone in town<BR>
knows that he really *did* try to rape her, and bribed witnesses and<BR>
bought the judge so she'd be executed and cease being a problem. <BR>
<BR>
The Traveller in Black always grants the wishes with the phrase "As you<BR>
wish, so be it." <BR>
<BR>
So, while someone was messing with something that they thought might be<BR>
a magic item. and made a "wish" type comment, I "intoned" the PHRASE.<BR>
"As you wish, so be it.". And the player who'd read the book recently<BR>
(and several others that I hadn't known had read it) just about had<BR>
heart failure. :-)<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 16:19:19 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: conspiracy fodder<BR>
<BR>
There's an old Sean Connery flick that should give you lots of ideas.<BR>
It's titled "Wrong is Right".  Also, in somewhat the same vein, except<BR>
with more humor, check out that 60s classic "the President's Analyst". <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 18:04:03 -0800 (PST)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: off to the Races<BR>
<BR>
Douglas E. Berry writes:<BR>
> There was an article in an old issue of Roleplayer about magnetic sail<BR>
> vehicles.  That'd make an interesting race vehicle for these solar regattas<BR>
> we're discussing.  Much higher accelerations than solar sails, and<BR>
> interesting possibilities in gas giant systems.<BR>
<BR>
There's some stuff about Magsails on the web as well.  It would be much more interesting than solar sail racing because the solar wind is significantly less consistent than sunlight.  Note that realistically, its unclear if there would be much of an edge in acceleration between solar sails and magsails, though you could make life really interesting by racing in some system with a really powerful solar wind.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 17:54:07 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: The Republic Question<BR>
<BR>
In mail you write:<BR>
<BR>
>> At 09:27 AM 11/12/1999 -0800, you wrote:<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>
>> >How about states can join or leave the Imperium by majority vote of<BR>
>> >citizens of the polity in question? That is, by a majority of the<BR>
>> >citizens of the separate state to join, and by a majority of the<BR>
>> >citizens of the *entire Imperium* to leave.<BR>
>> ><BR>
>><BR>
>>         Sorry, that's rediculous.  You can't hardly get 1100<BR>
>> people to vote<BR>
>> a majority on anything, let alone 11000 *worlds*.  It sounds like a good<BR>
>> example of the Red Tape Monstrousity.<BR>
>><BR>
>>         --Michel<BR>
> It may be ridiculous, but that is what is required for an Australian state<BR>
> to secede from the commonwealth. Two thirds majority in the state is<BR>
> required to pass, and two thirds of the states must agree.<BR>
><BR>
> Incidently in Western Australia the secession referendum was held three<BR>
> times. It was passed the first time it came up in Western Australia, and<BR>
> voted down on the two subsequent occurances.<BR>
><BR>
> How was the original vote dealt with by the Commonwealth? It was ignored.<BR>
<BR>
Silly question. What are the rules (if any) governing *leaving* the<BR>
European Union. For that materr what are the rules on *joining*?<BR>
(*those* exist!).<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 18:13:07 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Arts and Culture in and around 3I<BR>
<BR>
In mail you write:<BR>
<BR>
> I was having similar thoughts myself. In a couple of weeks time,<BR>
> we're taking our kids to Disneyland (tm) for a holiday, and I<BR>
> was wondering; what do citizens of the 3I do for a holiday?<BR>
> Do they go to theme parks? Is there a Disney - World - orbiting<BR>
> some star in the 3I? What has the entertainment industry become?<BR>
><BR>
> Here on Terra we have huge tracts of land devoted to tourism.<BR>
> Even some countries use tourism as their major source of income.<BR>
> But if you look through the Marches sourcebook there is no indication<BR>
> that tourism is an important industry anywhere, and there isn't even<BR>
> any mention of things that would be points of interest to a tourist.<BR>
> So where are all the sight-seeing opportunities & pleasure planets<BR>
> (like Star Trek's Risa)? Where do the luxury liners and safari ships go?<BR>
><BR>
> It strikes me that there is very little that would attract tourists<BR>
> to the Marches.  There's the museum at Regina, but that is solitary<BR>
> entertainment and it's appeal could hardly be described as being<BR>
> "fun".  Apart from that, there is nothing that I would consider a<BR>
> "draw" for tourists.<BR>
<BR>
Alas, you are projecting a rather recent cultural phenomenon into a<BR>
situation where it just plain *doesn't work*. <BR>
<BR>
Tourism, of the sort you are thinking of is a creation of the railroad,<BR>
the steamship, and most especially the *airplane*. <BR>
<BR>
You didn't get huge numbers of "average joe" tourists until<BR>
transportation was cheap AND IT WAS POSSIBLE TO MAKE THE TRIP IN NO<BR>
MORE THAN TWO WEEKS!<BR>
<BR>
That last is the killer in Traveller. That means that you *can't* go<BR>
even *one* jump away for your vacation, because even with 2 weeks<BR>
vacation, it'd use up your entire vacation just getting there and back!<BR>
<BR>
The only offworld tourists will be rich, retired, or at the very least,<BR>
folks with enough seniority to get 4 week vacations. And even the<BR>
latter aren't going to go more than a jump away. <BR>
<BR>
For the vast majority, an offworld trip is a "once in a lifetime" deal.<BR>
That puts the attractions in a whole different class. The stuff that<BR>
currently attracts tourists isn't going to do it. <BR>
<BR>
Glorified amusement parks, like Disney World, are going to be *local*.<BR>
Besides, given the *vast* cultural differences between worlds,<BR>
attracting folks from offworld isn't all that likely anyway.<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 21:18:19 -0500<BR>
From: Mark Urbin <eclipse@ultranet.com><BR>
Subject: what's really cool...<BR>
<BR>
cos90@powersurfr.com types:<BR>
 >Going further OT: in movies and on TV, people always seem to know whether<BR>
 >or not their car is going to blow up after a crash. If they walk away<BR>
 >casually, it won't blow up. If they run away, it will...<BR>
<BR>
     The really cool ones walk away from the ones that are going to blow up.<BR>
An example (with a building instead of car) can be found in "From Dusk to Dawn"<BR>
<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
eclipse@ultranet.com -- These opinions are mine, no one else wants `em.<BR>
"Blend 'B', meanwhile, is a PROUD blend, defiant yet petulant...a blend<BR>
that grabs you, shakes you by the collar and cries, 'ACCEPT me, damn you,<BR>
or turn me away-BUT FOR GOD'S SAKE DON'T POLLUTE ME WITH NON-DAIRY<BR>
CREAMER!'" - Tripp Biscuit while coffee tasting.<BR>
               http://www.ultranet.com/~eclipse/<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 14 Nov 1999 17:31:07 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re T5 website<BR>
<BR>
>Good Day Mates,<BR>
><BR>
>     Would you be so kind as to point me towards Marc Millers T5 page? Anyone?<BR>
><BR>
>     Also, thanks to all who have given me leads, reviews and general info on<BR>
>the Spinward Marches Campaign.<BR>
><BR>
http://members.aol.com/traveller<BR>
<BR>
click on the t5 link.<BR>
<BR>
William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
interface!"<BR>
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
533<BR>
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+<BR>
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 18:46:02 -0800<BR>
From: "Luther Martin" <martin@ksarul.com><BR>
Subject: Re: off to the Races<BR>
<BR>
><BR>
> Ban computers.<BR>
><BR>
> You and your team have to figure your course based on the known position<BR>
of<BR>
> the waypoints at the start, and manually input any course corrections.<BR>
> That makes it *very* interesting.<BR>
> --<BR>
><BR>
<BR>
How do you manuever any distance in space safely without using a computer?<BR>
<BR>
Could you allow contestants a fixed hardware/software configuration instead?<BR>
This could be the basis for categories of races along with performance<BR>
limits.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 16 Nov 1999 14:01:11 +1000<BR>
From: Graeme_Batho@agd.nsw.gov.au<BR>
Subject: Re: Cultures (OT thread)<BR>
<BR>
shadow@krypton.rain.com (Leonard Erickson) wrote:<BR>
<BR>
In mail you write:<BR>
<BR>
>>If Earthship Ark and Red Dwarf had a fight, who would win?  :)<BR>
><BR>
> Was Earthship Ark armed?  The Red  Dwarf  may  have  been  armed,<BR>
> certainly one of its ship's boats (Star Bug) *was*  armed.  Also,<BR>
> the Red Dwarf was rebuilt practicly from scratch  by  nanites  in<BR>
> the last season ... they could repair battle/collision damage.  I<BR>
> think the winner would be Red Dwarf (unless the crew cock it up!)<BR>
<BR>
It's no contest. One side doesn't even know where their back-up computer<BR>
is, and their primary has failed. The other side can (sort of) control<BR>
their ship, if Holly lets them. Even if the Red Dwarf doesn't have<BR>
offensive weapons it still has Starbugs. The probable scenario would<BR>
be that the Dwarfers take Starbug over to explore the disabled ship,<BR>
interact humorously with a couple of the crew, then by the end of the<BR>
episode accidently cause the complete destruction of Earthship Ark in<BR>
a deus ex machina and just escape in the 'bug by the end credits.<BR>
<BR>
Look at it another way. The writers of "Red Dwarf" would write it so<BR>
that Earthship Ark loses because they don't want to kill their cash cow.<BR>
The writers of "The Star Lost" would have Earthship Ark lose because<BR>
they hate what the producers did to their story and would gladly kill<BR>
it off.<BR>
<BR>
QED<BR>
<BR>
Graeme Batho<BR>
_______________________________________________<BR>
If at first you don't succeed, DON'T try Russian Roulette.<BR>
- - Me!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 18:23:52 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Arts and Culture in and around 3I<BR>
<BR>
In mail you write:<BR>
<BR>
> On 11/12/99 at 03:08 PM,  Graeme_Batho@agd.nsw.gov.au said:<BR>
><BR>
>>I was having similar thoughts myself. In a couple of weeks time,<BR>
>>we're taking our kids to Disneyland (tm) for a holiday, and I was<BR>
>>wondering; what do citizens of the 3I do for a holiday? Do they go to<BR>
>>theme parks? Is there a Disney - World - orbiting some star in the<BR>
>>3I? What has the entertainment industry become?<BR>
><BR>
> IMTU, there is a beautiful ringed planet in the Beck system.<BR>
> Nothing in Beck is worth stopping except the rings.  A corporation<BR>
> built several pleasure habitats there and turned Beck into Las<BR>
> Vagas, Disneyworld, Paris, and Club Med all rolled into one.  Liners<BR>
> take holiday crowds from the subsector to Beck for holiday.<BR>
> Merchant ships bring in supplies and leave with mostly empty holds.<BR>
<BR>
That's one *hell* of a holiday. Work out the trip length and then<BR>
consider what an "average" person would have to do to be able to be off<BR>
work that long. <BR>
<BR>
This is an apparently often overlooked point. In Traveller the average<BR>
person *never* leaves their home system, and may never leave their home<BR>
planet. The exceptions being *mostly* folks who enlist in the Imperial<BR>
forces or who have a job that sends them offworld. <BR>
<BR>
Folks who can take long (multi-jump) cruises are *rich*. They have to<BR>
be simply because they can afford to be away from their job for the<BR>
*months* that are required. <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 18:34:27 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Veterans organizations (was: Re: (OT) IN TIME FOR REMEMBRANCE......)<BR>
<BR>
In mail you write:<BR>
<BR>
> Lt. Col. Jean Dubois, the Duke of Glisten (quiz: where did I get this name <BR>
> from?), Imperial Army Drop Troops, retired. He has won the SEH. He served in <BR>
> the marches during the FFW.<BR>
<BR>
From Starship Troopers, the book.<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 18:41:45 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Scriptwriting (was: Re: Cultures)<BR>
<BR>
In mail you write:<BR>
<BR>
> The correct places to put special effects are as part of the<BR>
> background environment and as the gloss added later, to remind the<BR>
> viewer that this is a different world. The "gosh-wow effect" cannot<BR>
> sustain a story.<BR>
<BR>
> This was forgotten in things like "Star Trek: The Movie" and TV<BR>
> series such as "The Flash", "Superboy", "Lois and Clark" (mostly) -<BR>
> there are many others.<BR>
<BR>
Well, I think most fans were willing to forgive that long, slow pass<BR>
around the refitted Enterprise at the start of ST:TMP. But after that<BR>
they did kinda lose it.<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>
Alas, "Greatest American Hero" made an *unforgivable* mistake in the<BR>
first episode of the second season. One that caused me and just about<BR>
everyone I know to quit watching it. <BR>
<BR>
In the very first episode of the first season, our hero got the suit<BR>
and the instructions from the aliens. But he lost the book. Personally,<BR>
I'd have spent a day or two *looking for the book, but ok, he lost it.<BR>
<BR>
Then at the start of the second season, the aliens give him another<BR>
copy of the instructions WHICH HE PROMPTLY LOSES! That was it. He was<BR>
too incompetent to live.<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 14 Nov 1999 18:00:21 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re First E-mail<BR>
<BR>
>Absolutely true. But I am thinking of Vilani megacorps rather than<BR>
>modern American companies. They will certainly have a different take on<BR>
>records storage.<BR>
><BR>
>as for the first e-mail...it probably didn' last long after being<BR>
>read...disk storage was mighty scarce in those days...<BR>
><BR>
Hmm... I remember my dad having email as early as 1979, probably earlier.<BR>
Then again, he was getting it through the mainframe at work, even though it<BR>
did pass mail to/from DOD HQ. I know that by 1981, there were extensive<BR>
mail-nets running; by 84 (when I got into modeming) FidoNet, WWIV-Net,<BR>
UUCP-net, and DARPA-Net were all going strong... I know that at least one<BR>
local board (BBS) had a DARPA-Net -> WWIV-Net interchange going. One way,<BR>
as I recall.<BR>
<BR>
Then, about 2 years ago, I worked for the local office of the National<BR>
Archives. The RRS (Records Retention Schedule) for E-mail specified the<BR>
storage means allowed: printed out onto paper and filed like snail-mail.<BR>
All incoming and outgoing e-mails to/from government offices in the<BR>
executive branch (other than personal e-mails, which ARE allowed) were<BR>
required to be treated in this manner.<BR>
Databases, documents, and such are required to be in print-form as well...<BR>
space, tab, or comma delimited text files, on mag-tape, are allowed as<BR>
interim storage...<BR>
<BR>
Ob Trav:<BR>
IMTU, hardcopies are still the "Default" long term storage method. Usually<BR>
nanofiche (2-3 mm per page, laser etched, on non-flexible bi-layer<BR>
(Dark/light) media, approx 0.1mm thick. Typically 10x20mm sheets...). IMTU,<BR>
typical uses include 5 or even 6 layer media (You can get color that way,<BR>
assuming reflective rather than transparency based reading methods). Naval<BR>
orders are typically sent on Fiche, via courier, on the "Correct" media for<BR>
the issue date, with several verification methods built onto the fiche<BR>
(Like built-in nanowire layers for verifying sender secured codes, specific<BR>
spectrum requirements for each layer, etc, ad nauseum) with digital copies<BR>
also sent. Generally, these will be encoded using twin-key or triple-key<BR>
encryption schemes.<BR>
<BR>
The problem with digital media, lack of lifespan not withstanding, is that<BR>
any re-writeable media is editable, and any non-rewriteable media is<BR>
generally single session, or non-terminated partition-mapped, but still<BR>
limited in number of writes. Additionally, electronic media require<BR>
compatable data encryption/decryption (Hell, ASCII is techinically a<BR>
"Published Key" encryption...) to return to readable formats. Far better to<BR>
have a physical method that is in clear-text (IE, not encrypted from the<BR>
original linguistic content), even if it requires extensive magnification.<BR>
Actually, Microfiche is an exceptionally easy to use archival storage<BR>
method. And, if etched rather than photo-imaged, can be both very compact<BR>
and extremely stable. I envision some megacorps (Sharushiid, Makidhadrun,<BR>
Nasiraaka, LSP, Schunamann & Sons) having fiche archives going back<BR>
multiple centuries... probably only barely indexed, and kept for various<BR>
reasons.<BR>
<BR>
Envision the fun of a Genealogical search on a non-indexed stack of fiches<BR>
for some nobleman trying to prove his heritage in order to claim some heir<BR>
status to the fortunes of some deceased (and non-noble) relative... Pouring<BR>
through THOUSANDS of fiches, tracking relatives by Dependant Decalrations<BR>
of the governing vilani megacorps...<BR>
<BR>
William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
interface!"<BR>
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
533<BR>
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+<BR>
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 16 Nov 1999 14:35:25 +1100<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re : Riot Control Agents (was : Anti-Violence groups in the 3I), longish<BR>
<BR>
Leonard Erickson wrote :-<BR>
> Spasm[1] loads are going to get<BR>
> folks *really* upset. Though not as upset as lethal loads.<BR>
> <BR>
> [1] for those of you who haven't read the series, they cause a<BR>
> virtually instant "lock" of all voluntary muscles. It won't kill you,<BR>
> but it hurts like hell and you need medical care until the effects wear<BR>
> off (it's a sort of viral effect). It takes about 6 *months* to wear<BR>
> off.<BR>
<BR>
Therefore 'Spasm' is a cute drug, but makes very little pharmacological<BR>
or physiological sense. Consider me one of the upset.<BR>
<BR>
i. Drugs have to get to their site of action. Usually this is via the<BR>
circulation, unless the agent is delivered directly.<BR>
	Combine this with uptake time and you have a delay of at least 30<BR>
seconds (arm-brain circulation time, with optimised IV medications).<BR>
	Heck, cyanide will take at least five minutes to kill you (though<BR>
you're unconscious and fitting within 60 seconds, usually).<BR>
<BR>
ii. There is no functional difference down to a receptor level between<BR>
various beds of skeletal (striated) muscle. If the limb muscles are<BR>
paralysed, then the chest wall and diaphragm will go too.<BR>
	If these muscles are 'locked', it will become impossible to<BR>
artificially ventilate the victim with any degree of safety.<BR>
	(I've been at resucitations like this, folks. They are *scary*).<BR>
	If you can't breathe or have someone breathe for you, you will almost<BR>
certainly die. Access to cardiopulmonary bypass (or, in Trav, low<BR>
berths) isn't guaranteed. Irreparable damage may occur before the<BR>
subject is ready to go on the pump/in the cooler (though this is less<BR>
likely with higher TLs).<BR>
<BR>
iii. Pain and persistent paralysis imply some degeneration of nerve<BR>
function.<BR>
	RW data point : Guillain-Barre syndrome is characterised by an<BR>
autoimmune response to your own myelin (in response to bacterial or<BR>
viral infections, usually). Recovery within 6 months is typical ; but<BR>
only about a third of victims require mechanical ventilation.<BR>
	You will improve up to the six month mark (on average) ; whatever<BR>
deficit you're left with at the end of that time is permanent.<BR>
<BR>
> This makes it an *ideal* military weapon, in that it ties up a maximal<BR>
> amount of enemy resources in caring for the victim. Yet it's not even<BR>
> lethal, so you can play things down if you accidentally shoot a few<BR>
> "innocent bystanders".<BR>
<BR>
The polio epidemic of the 1950's springs to mind. There were *wards*<BR>
full of people on 'iron lungs' and pedal powered ventilators all over<BR>
the developed world.<BR>
<BR>
Nightmarish stuff. It would only take one riot to overload the critical<BR>
care facilities of a good sized (pop 3 million+) city at current tech<BR>
levels.<BR>
	In a combat situation, a lot of people would die, either from inability<BR>
to get to them in time, or on the basis of triage (save the 'Spasm'<BR>
victims or the multi trauma casualties - I assume bombs and<BR>
bullets/beams would still be used?).<BR>
<BR>
I don't think 'Spasm' makes a good riot control agent, for the reasons I<BR>
have touched on above, unless you are uninterested in the survival of<BR>
the rioters (and part of the plausibility of your narrative). <BR>
Perhaps the mere threat of its use would prevent riots.<BR>
<BR>
Alternatives?<BR>
The primary goal is to prevent the rioters from damaging property or<BR>
friendly forces. Collateral damage should be minimised.<BR>
<BR>
i. Disorienting agents<BR>
- - smoke, hallucinogens, light, sonics, other sensory distractors.<BR>
<BR>
ii. Incapacitating agents<BR>
- - an aerosol sedative ;<BR>
- - an agent to interrupt the motor pathways in such a fashion as to cause<BR>
transient Parkinsonian motor signs (you can't riot much faster than a<BR>
slow shuffle and you can't change direction or stop without assistance)<BR>
i.e. a *very selective* dopamine receptor blocker ;<BR>
- - 'soma', from Huxley's 'Brave New World' ;<BR>
- - descendants of modern agents (e.g. CS) with shorter onset and offset<BR>
times and fewer spillover side effects.<BR>
- - immobilising foam and slipping agents (which have already been<BR>
mentioned).<BR>
<BR>
iii. Design issues<BR>
Modern urban planning (e.g. space syntax) methods could be used to<BR>
design areas where unrest is less likely to develop, or where it is more<BR>
difficult to riot. <BR>
	Optimising access by law enforcement and emergency services to likely<BR>
trouble spots, as well as personnel proficiency in implementing<BR>
'disaster' plans.<BR>
	Evil regimes could consider conditioning of the populace...<BR>
	<other more obvious ways to prevent rioting snipped><BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
- --------------<BR>
Sorry folks, this is one of my 'push buttons'.<BR>
If you want to be correct in the physics and chemistry departments, make<BR>
other areas of science plausible too - if only for the sake of<BR>
consistency.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 16 Nov 1999 14:39:37 EST<BR>
From: "Andrew Long" <andrewlong@hotmail.com><BR>
Subject: Re: Dustbin v2.0(?)<BR>
<BR>
I assumed that the pictures showed the incident that starts the adventure - <BR>
the BATRON jumps into the systems and finds evidence of a recent space <BR>
battle (ISTR). That would make the trader the ship that was the vitcim of <BR>
the attack, and the dart-shaped ship is one of the squadron's Battle Riders <BR>
(and the silhouettes in the book look like that, too....)<BR>
<BR>
regards, Andy<BR>
<BR>
<BR>
>From: GypsyComet@aol.com ON Fri, 12 Nov 1999 15:07:01 EST<BR>
><BR>
>Dan Roseberry <rosebee@troi.csw.net> asks:<BR>
><BR>
>>4. The Spinward Marches Campaign<BR>
>>Question: Does anyone know details and type of the ship<BR>
>>on the front cover? It looks to big to be a Type S scout.<BR>
>>I've decided that the other one is one of those 200 ton<BR>
>>STL merchants from Hard Times.<BR>
><BR>
>There are some marvelous errors of perspective on that<BR>
>cover, but based on the size of the airlock hatch and the<BR>
>bridge deck on top, this is actually closer to 500-700 tons.<BR>
>It carries the insignia of the Duke of Regina's Own Huscarles,<BR>
>so it is either a Ducal starship (personal Yacht?) or one of<BR>
>the SDBs maintained by the Duke's Own.<BR>
><BR>
>The little one on the back cover is 100-200 tons of tramp<BR>
>freighter. NBD.<BR>
><BR>
<BR>
- ---------------------------------------------------------<BR>
Andy Long		Email:	andrewlong@hotmail.com<BR>
- ---------------------------------------------------------<BR>
<BR>
<BR>
<BR>
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