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Traveller-digest     Friday, November 19 1999     Volume 1999 : Number 1363<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: How to do a gritty, X-Files-like scenario?<BR>
Re: Sten series<BR>
unsubscribe<BR>
Re: Traveller Navigation and Gunnery<BR>
Re: modern roleplayers<BR>
Re: Nightmare Passengers<BR>
Re: How to do a gritty, X-Files-like scenario?  *Spoiler Warning* Dirty Pair<BR>
Melbourne roleplaying<BR>
Re: Travelleresque fiction, IMOJ,  and misc.<BR>
Re: Traveller-like fiction<BR>
Re: Disabling Weapons<BR>
Re: New BITS product hinted at<BR>
Re: Traveller-like fiction<BR>
Re: modern roleplayers<BR>
Re : Riot Control Agents (longish)<BR>
RE: modern roleplayers<BR>
Totally OT but ...<BR>
Mood music (was: RE: Traveller-like fiction)<BR>
RE: MTU Imperial Justice<BR>
GURPS Mag sail desing article<BR>
traveller@lists.imagiconline.com<BR>
RE: Traveller-like fiction<BR>
Wow (Re: The Naming of Things)<BR>
Re: Disabling Weapons<BR>
Re: off to the Races<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 18 Nov 1999 20:27:54 -0800 (PST)<BR>
From: Kyle Schuant <kyle3054@yahoo.com><BR>
Subject: Re: How to do a gritty, X-Files-like scenario?<BR>
<BR>
> Another possibility, though one done to death<BR>
> recently in movies: the<BR>
> altered reality the PCs find themselves in is a<BR>
> virtual reality sim --<BR>
> or was it the one they remember *before* the<BR>
> change??? <BR>
<BR>
And the PCs will want to know, "so does that mean we<BR>
don't get xps for that adventure?!"<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Bid and sell for free at http://auctions.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 18 Nov 1999 23:04:34 -0600<BR>
From: "Bont" <felix@felixcafe.com><BR>
Subject: Re: Sten series<BR>
<BR>
> >Yet another series: the Sten Series, by Cole and Bunch. This is a<BR>
> >much more "Epic Space Opera"... larger than life, full of action,<BR>
> >with extensive travel times, big fleets, and fighters.... but with a<BR>
> >good look at the roles of various types of space military personell.<BR>
> >The Imperium here is led by the "Eternal Emperor" (who is, in a way,<BR>
> >truly eternal), who rules a laizze-faire capitalist imperium by<BR>
> >controlling the fuel source of choice.<BR>
> ><BR>
> <BR>
> A great series up until the last book. I mean, the Empire has run<BR>
> perfectly well for thousands of years, and then Sten decides to<BR>
> destroy the whole basis of the Empire the first time there is a major<BR>
> problem rather than fix the problem. What, the six months to a couple<BR>
> of years it would have taken for the new clone to form was too long?<BR>
<BR>
I agree.  And the authors tried to explain it away at the end, "We <BR>
wanted to show why an empire like this wouldn't work."  I failed to <BR>
see their logic.  It appeared to be working ok as far as I could tell.<BR>
<BR>
<BR>
- - - -<BR>
FELIX (Thomas L Bont)<BR>
<BR>
- - Encrypt your messages!<BR>
  That way only the government knows what you wrote!<BR>
<BR>
- - It is truly the wise man that knows what he doesn't!<BR>
<BR>
- - With your shield or on it ... (Old Spartan Blessing)<BR>
<BR>
- - Fidelitas super omnia, honore excepto<BR>
<BR>
- - Help Stop Forest Fires.  Outlaw Matches.<BR>
<BR>
Be sure to visit The FELIX Cafe at<BR>
     http://www.felixcafe.com/<BR>
<BR>
- - - -<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 00:06:48 EST<BR>
From: DanOwsen@aol.com<BR>
Subject: unsubscribe<BR>
<BR>
unsubscribe danowsen@aol.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 18 Nov 1999 21:22:37 -0800<BR>
From: "Luther Martin" <tml@ksarul.com><BR>
Subject: Re: Traveller Navigation and Gunnery<BR>
<BR>
> Yes, stars do move, but they typically move with a<BR>
> velocity of something like 300 km/sec, which is faster<BR>
> than you can run, but still slow year-to-year. At that<BR>
> speed, it would take a 3,250 years for a star to be a<BR>
> parsec away from where it was. I always assumed this<BR>
> was the reason that starships came out of jump far<BR>
> from the target system, in case it have moved since<BR>
> they were last there! And that this was a good side<BR>
> effect of being able to jump only 1-6 parsecs at a<BR>
> time, along your way somewhere you could stop, have a<BR>
> look around and adjust your aim for the next jump.<BR>
<BR>
Consider the difficulties is computing exact coordinates for a jump. Even a<BR>
little relative motion makes a big error over a few parsecs. The<BR>
navigational data required to perform accurate jumps must be both very<BR>
extensive as well as very precise.<BR>
<BR>
> Well, when I was in the infantry, maybe our armies<BR>
> Down Under aren't such good shots, but we used to have<BR>
> spotters who'd say, fire on this spot, and then adjust<BR>
> the gunner's aim for them. As for co-ordinates, you<BR>
> can just do what the IAU has done and choose an<BR>
> abitrary crater or mountain on a world as "greenwich<BR>
> meridian", and of course the equator and poles are<BR>
> easy to put on the map... The only difficulty would be<BR>
> on worlds with frequently changing features, such as<BR>
> Europa or Io, but hopefully there'd be not too many<BR>
> battles on such worlds...<BR>
<BR>
The problem with adjusting fire is that you don't get many first round hits.<BR>
When you are fighting a sophisticated adversary with meaningful<BR>
counter-battery capability, this really matters. That's why the US Army does<BR>
the "shoot and scoot." Even with TL8 technology it is possible to have<BR>
counter-battery fire on the way before the first round impacts. (Probably<BR>
only for high-angle fire.)<BR>
<BR>
Do you suppose that the 3I still uses Napoleon's system for gunnery?<BR>
<BR>
With the other worlds, I would expect that the varying degrees of deviation<BR>
from a sphere for the shape of the planet may make a nice, clean. accurate<BR>
coordinate system difficult to devise.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 15:51:30 +1000<BR>
From: "The Roc" <roc@kewl.com.au><BR>
Subject: Re: modern roleplayers<BR>
<BR>
- ----- Original Message -----<BR>
From: Kyle Schuant <kyle3054@yahoo.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Friday, November 19, 1999 1:18 PM<BR>
Subject: Re: modern roleplayers<BR>
<BR>
<BR>
><BR>
> You can have a D&D character who never slays anything;<BR>
> he'll just go up levels rather slowly, is all.<BR>
><BR>
<BR>
Not if GM'ed correctly (IMHO that is), they should be able to advance on<BR>
their own laurels equally with other PC's.<BR>
<BR>
- -- The Roc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 00:46:42 EST<BR>
From: GypsyComet@aol.com<BR>
Subject: Re: Nightmare Passengers<BR>
<BR>
There are also the Pickles. Tommy, Dylan and Angelica could easily make any <BR>
voyage hell.<BR>
<BR>
GC<BR>
<BR>
Speaking of which, anyone done up the Reptar-Wagon for Traveller?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 01:38:13 -0500<BR>
From: "Smith, Walter" <SmithW@hartwick.edu><BR>
Subject: Re: How to do a gritty, X-Files-like scenario?  *Spoiler Warning* Dirty Pair<BR>
<BR>
Chris Seamans wrote:<BR>
>>>>>>>>>>>>>><BR>
>Another possibility, though one done to death recently in movies: the <BR>
>altered reality the PCs find themselves in is a virtual reality sim -- <BR>
<BR>
Yeah, but a cliche like that is great... *especially* since you can stand <BR>
that one up on its head through some clever manipulation. <BR>
<BR>
The players *think* that their characters are in a simulation, but <BR>
through some means they discover (perhaps incorrectly) that they aren't <BR>
actually in a simulation anymore... <BR>
>>>>>>>>>>>>>><BR>
I recall an American _Dirty Pair_ comic where the heroes are having<BR>
their annual(?) review by their employer, and it's occuring in<BR>
sim. The heroes gradually find out that their opponent in the <BR>
simulation is another real person, and that he is "hacking" the sim<BR>
to gain Very Dangerous Access to a Very Important Computer.<BR>
If they don't defeat him in sim, he takes over in real life...and the<BR>
heroes start to think that maybe they can really die in this<BR>
sim. For the clincher, even at the end we aren't sure if the danger -<BR>
both of the bad guy taking over the universe, and of actual physical<BR>
harm - was real, or just a particularly effective simulation.<BR>
<BR>
"Sim Hell", I believe it was called. Excellent, especially for the<BR>
history bits on Earth's "nanoclysm" (nanotech disaster that forced<BR>
the space colonies into self-sufficiency).<BR>
<BR>
Walt Smith<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 18 Nov 1999 22:50:15 -0800 (PST)<BR>
From: Kyle Schuant <kyle3054@yahoo.com><BR>
Subject: Melbourne roleplaying<BR>
<BR>
Since I'm new to Tarveller, is there any one on this<BR>
list, or with buddies off list, who runs or is in a<BR>
traveller group that needs an extra player, in<BR>
Melbourne, Australia?<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Bid and sell for free at http://auctions.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 03:53:28 -0500<BR>
From: "Lyle Youngblood" <lyley@gte.net><BR>
Subject: Re: Travelleresque fiction, IMOJ,  and misc.<BR>
<BR>
>From: Robert Prior <robert_prior@sympatico.ca><BR>
>Subject: MTU Imperial Justice (was: IMoJ)<BR>
>There's more, but this is getting long and I still have two tests to set.<BR>
>Let me know if you want more.<BR>
<BR>
<BR>
        Loved it.  With permission, will steal it (modified for my universe<BR>
where I use IBIS instead of IMOJ).  Please do go on.<BR>
<BR>
<BR>
>From: "Luther Martin" <tml@ksarul.com><BR>
>worlds. When I went to gunnery school years ago at Ft. Sill, we learned how<BR>
<BR>
<BR>
    Completely off-topic, but "Howdy fellow red-leg. Y'all ready for St.<BR>
Barbara's Day yet?".....grin<BR>
<BR>
>Subject: Re: Travelleresque Fiction<BR>
    YMMV, but to me David Weber's Honor Harrington series has a<BR>
fairly good Trav feel.  Politically it has major differences, but the<BR>
technology is very similair.<BR>
<BR>
                                                    Lyle<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 08:48:47 +0100<BR>
From: Volker Greimann <volker@greimann.de><BR>
Subject: Re: Traveller-like fiction<BR>
<BR>
At 15:31 18.11.99 -0500, you wrote:<BR>
> >I have no doubt at all that one inspired the other (although I<BR>
> >understand Marc does not give any of the credit to the Dumarest<BR>
> >books - perhaps because Tubb is British, I don't know). Edition 1 of<BR>
> >Book 1 of the LBBS is copyright 1977, but edition 1 of "Winds of Gath"<BR>
> >(book 1 of the Dumarest saga) is copyright 1967. Judge for yourself.<BR>
><BR>
><BR>
>Thanks Mark.  I had wondered.  I experienced Traveller before I read the<BR>
>series so I had always wondered.  I suppose if a game needs to be based on a<BR>
>series, you couldn't complain about it being the Dumarest saga as they were<BR>
>well written and a lot of fun to read.<BR>
Gosh, I loved that series for be so Traveller! So now I learn that <BR>
Traveller is so Dumarest...<BR>
What the heck, both are still excellent. I actually ran a session based on <BR>
Winds of Gath<BR>
once, some years ago :-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 23:16:45 +1300<BR>
From: "Frank Pitt" <frankie@mundens.gen.nz><BR>
Subject: Re: Disabling Weapons<BR>
<BR>
Here's the two riot control techniques I love :<BR>
<BR>
"riot-foam" from Judge Dredd.<BR>
<BR>
Sprays as a foam like normal fire retardant foam, hardens in seconds, cops<BR>
come along later with solvent to extract the rioters individually<BR>
<BR>
<BR>
"epileptics"  from Jerry Cornelius<BR>
<BR>
A set of strobe lights flicking at the frequencies that cause epileptic<BR>
seizures in the majority of people.<BR>
<BR>
<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 12:02:13 +1000<BR>
From: "cjbrain" <cjbrain@bigpond.com><BR>
Subject: Re: New BITS product hinted at<BR>
<BR>
I would expect a quality Bits product to cover exactly that sort of thing,<BR>
as well as distinguishing between types of sparrows and swallows i.e. The<BR>
African species in particular.<BR>
<BR>
Date: Thu, 18 Nov 1999 23:39:52 +0100<BR>
From: Jens Rydholm <jenry023@student.liu.se><BR>
Subject: Re: New BITS product hinted at<BR>
<BR>
Shadowcat wrote:<BR>
> Will Feathers, Fusion, and Steel include rules for any of the<BR>
> following?<BR>
><BR>
> Exploding Penguins on your telly<BR>
> quantum duck hunts<BR>
> Dive bombing pigeons<BR>
<BR>
How about rules for cargo carrying (mainly coconuts)?<BR>
Will rules for shared cargo (on a string) finally be clarified?<BR>
<BR>
/Jens 'Spacejens' Rydholm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 23:32:22 +1300<BR>
From: "Frank Pitt" <frankie@mundens.gen.nz><BR>
Subject: Re: Traveller-like fiction<BR>
<BR>
> I have no doubt at all that one inspired the other (although I<BR>
> understand Marc does not give any of the credit to the Dumarest<BR>
> books - perhaps because Tubb is British, I don't know).<BR>
<BR>
Earl Dumarest apperas as one of the "mystery" NPC's in the back of one of<BR>
the early LBBs, so maybe Marc denies it, but _someone_ writing Traveller had<BR>
certainly read the books.<BR>
<BR>
<BR>
To add a few other authors :<BR>
<BR>
The obvious "Flandry" series by Poul Andersen<BR>
<BR>
And for military stuff, David Drake's "Hammer's Slammer's" series.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 20 Nov 1999 00:19:32 +1300<BR>
From: "Frank Pitt" <frankie@mundens.gen.nz><BR>
Subject: Re: modern roleplayers<BR>
<BR>
A few random comments, sorry for the mess.<BR>
<BR>
> Yes, and AD&D isn't supposed to be a dungeon crawl,<BR>
> either.<BR>
<BR>
And many of the times I've played it hasn't been.<BR>
<BR>
Alhough actually, originally it _was_ supposed to be a dungeon crawl,<BR>
"wilderness adventures" didn't appear until the supplements.<BR>
<BR>
> But when you're writing, you have to consider<BR>
> not only what you write, but who's going to read it,<BR>
> and how they'll interpret it.<BR>
<BR>
No you don't. If you do that you'll emasculate your vision and never write<BR>
anything good.<BR>
<BR>
> Quite true, and for me that makes these settings a<BR>
> problem - a "party" makes little sense (except perhaps<BR>
> in Werewolf, where they're a "pack"). And I've seen<BR>
> that typically people do create such characters, which<BR>
> then utterly fail to co-operate.<BR>
<BR>
Which is a valid choice. It also makes a good game, because as they fail to<BR>
co-operate they lose agaist the better NPC's, and slowly start learning that<BR>
to win they _need_ to co-operate. (Which is also the theme of many of these<BR>
"lonely, embittered hero" films as well.<BR>
<BR>
BTW, Traveller is no better at generating parties than any other game, I've<BR>
seen just as many "loners" in Trav games as in others. Heck, having the<BR>
Scout Service practically guarantees such types.<BR>
<BR>
> I agree that we need<BR>
> something better than "you meet in an inn and decide<BR>
> to adventure together" to keep the group together,<BR>
> some deeper reason, but I just don't see how it can<BR>
> happen in the World of Darkness.<BR>
<BR>
Pretty simple really, get good roleplayers who will design characters that<BR>
fit together.<BR>
Nothing to do with the system, or even the genre, everything to do with the<BR>
players.<BR>
<BR>
...<BR>
> So why reinforce the troubles they already have?<BR>
<BR>
Why assume they have troubles ?<BR>
<BR>
> better a game which encourages sociability,<BR>
> co-operation, and so on. But perhaps I'm thiking too<BR>
> much of the "mentoring" aspects of GMing younger<BR>
> players.<BR>
<BR>
You're thinking too much of being a "responsible adult"<BR>
Play the game for fun instead.Let them have fun.<BR>
_All_ games encourage sociability and co-operation, if only to succesfully<BR>
beat your opponent into a pulp.<BR>
<BR>
> You're right, there. But some systems, some genres,<BR>
> lend themselves more easily to that than others. Hands<BR>
> up those who've given up on, or never entered a Star<BR>
> Wars game because they were overwhelmed by film quotes<BR>
> and cliches?:)<BR>
<BR>
That's the whole _point_ of that game.<BR>
What's wrong with it ?<BR>
<BR>
Though it's quite possible to play SW games that have none of that.<BR>
<BR>
Try playing Rebel Special Forces. Even more Traveller than Traveller.<BR>
<BR>
> No, it's a complete lack of an ideology - a nihilism,<BR>
> or the pseudo-religion of armchair<BR>
> self-psychoanalysis.<BR>
<BR>
It is ? Most of the goths I know would laugh at such a suggestion.<BR>
<BR>
> Certainly I don't think all World of Darkness players<BR>
> are Goths. But you don't find many Goths playing<BR>
> Traveller, that's for sure.<BR>
<BR>
You don't find many of _any_ social group playing Traveller, and I know at<BR>
least one goth Traveller player.<BR>
<BR>
Heck he's also the only goth that plays in the local VtM LARP, the rest of<BR>
the players , while many are certainly fringe types, don't usually go for<BR>
that scene. There does seem to be a higher than average  number of  women<BR>
with nipple piercings involved though...<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 22:34:38 +1100<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re : Riot Control Agents (longish)<BR>
<BR>
William Hostman wrote :-<BR>
> Don't forget that I mentioned the Area. (Oh, BTW, thanx for the commentary,<BR>
> Robert). That includes the ground...<BR>
15 to 200 millirems per year from this source.<BR>
Using a damper to deliver a century's worth of rays will yield at best<BR>
20 rem. Acute radiation sickness requires at least 100 rem whole body<BR>
dosage.<BR>
<BR>
> Another thought... what does all that potassium 40 decay into, and is it<BR>
> used in any neurotransmitters?<BR>
Argon ; this decay chain is what keeps the insides of the Earth molten<BR>
(K-40 is relatively common). The ratio of K:Ar is also determined when<BR>
dating geological specimens.<BR>
<BR>
Argon is anaesthetic in very large concentrations (but you would need a<BR>
hyperbaric chamber).<BR>
<BR>
Neurotransmitters are amino acid derivatives, or proteins for the most<BR>
part (the obvious exceptions being adenosine and nitric oxide). No<BR>
potassium contained therein.<BR>
<BR>
Leonard Erickson wrote :-<BR>
> I know for a *fact* that there are surgical muscle relaxants that *do*<BR>
> only effect the "voluntary" muscles. They leave the heart and lungs<BR>
> alone.<BR>
<BR>
I'm not sure how you're defining '"voluntary" muscles'.<BR>
All the muscle relaxants that are in current clinical use interfere with<BR>
the propagation of nerve impulses at the neuromuscular junction of<BR>
skeletal (striated) muscle, leading to the predictable onset of 'flaccid<BR>
paralysis'.<BR>
	The information I posted previously, stands. The diaphragm and chest<BR>
wall are composed, and perform, as described.<BR>
	Some of the older members of this class do have cardiac effects via the<BR>
autonomic nervous system (curare, pancuronium, succinyl dicholine).<BR>
	<BR>
> Mind you, I seem to recall that they do this by blocking nerve<BR>
> impulses from the spine, rather than by directly affecting the muscles...<BR>
	This was correct with a class of drugs referred to as ganglion<BR>
blockers, the only useful member of which was decamethonium, which is<BR>
only available in the dusty cupboards of established research labs.<BR>
	Curare has been available since the 1500s and was only used clinically<BR>
really from the mid 1940s ; the various derivatives have appeared over<BR>
the ensuing years. Succinyl dicholine became available in the<BR>
early 1950s. The ganglion blockers enjoyed a brief period of use in the<BR>
mid 50's - early 60's. <BR>
<BR>
> Spasm *wasn't* a riot control agent. It was a load for a very<BR>
> specialized weapon. It was *targeted*, not sprayed indiscriminately. <BR>
> You seem to have rolled the comments on spetsdods (an odd "hand<BR>
> weapon") and anti-riot measures into one. They were seperate subjects.<BR>
<BR>
IMHO, 'Spasm' makes a lousy incapacitant, regardless of the 'sphere of<BR>
operations'. The method of delivery is neither here nor there.<BR>
	My apologies ; you mentioned 'Spasm' as ammo for spetsdods after the<BR>
quote on the riot in the 'Matador' series by Steve Perry.<BR>
<BR>
> Real world items:<BR>
> A derivative of one of the high blood pressure meds. It slowly lowers<BR>
> your blood pressure.<BR>
Sounds like an overdose of any of the antihypertensives. Delivery is a<BR>
problem in the 'riot control context'.<BR>
	Strokes, myocardial infarction, renal failure, gut necrosis... real<BR>
potential for unwanted damage here. The vagaries of individual and<BR>
species variation have been commented on by other posters.<BR>
<BR>
> A derivative of that surgical muscle relaxant I mentioned. The effects<BR>
> start at the base of the spine and work up. So you lose control of your<BR>
> feet and ankles, then of the knees, etc, until you are effectively a<BR>
> (temporary) quadraplegic. Again, at this point the police wander over<BR>
> and pick you up. <BR>
<BR>
This is done every day with local anaesthetic and narcotic delivered<BR>
into the epidural or subarachnoid space, in a highly controlled fashion.<BR>
	Again, if we overlook the problems of delivering our agent to the right<BR>
spot, we run into a few little problems as the block rises :-<BR>
	injury secondary to falling over ;<BR>
	lethal falls in blood pressure secondary to loss of peripheral vascular<BR>
resistance ;<BR>
	aberrant cardiac rhythms ;<BR>
	paralysis of the diaphragm (the last of the 'chest' muscles to succumb,<BR>
due to its innervation) ; and<BR>
	brainstem paralysis - with a total loss of control of blood pressure,<BR>
heart rate, vascular volume, and respiratory sensing and function. This<BR>
is a state indistinguishable from 'brain death', unless you can<BR>
demonstrate that the cerebrum is being perfused or otherwise works (e.g.<BR>
EEG/SPECT scanning).<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 12:19:40 -0000<BR>
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
Subject: RE: modern roleplayers<BR>
<BR>
The Roc wrote:<BR>
> Kyle Schuant wrote:<BR>
> > You can have a D&D character who never slays anything;<BR>
> > he'll just go up levels rather slowly, is all.<BR>
><BR>
> Not if GM'ed correctly (IMHO that is), they should be able to<BR>
> advance on their own laurels equally with other PC's.<BR>
<BR>
I'm currently playing in an AD&D campaign as a  thief  (or  as  I<BR>
prefer to call him: a  "socialist dungeon scout").  In  the  four<BR>
sessions so far I haven't killed or stolen anything, and I *have*<BR>
advanced just as fast as the other PCs.<BR>
<BR>
Of course the other PCs do get upset from time  to  time  ...  we<BR>
were trapped in a fort surrounded by lizardmen and the other  PCs<BR>
were preparing for "Remember the Alamo", when  I  snuck  out  and<BR>
traded with the lizardmen and accidentally got a truce which  led<BR>
to a peace deal.<BR>
<BR>
ObTrav: Er ... the GM (DM or Referee) shapes a campaign over  the<BR>
*long term* by 'controlling' the rewards and penalties.  If  your<BR>
group is in hack-n-slash mode then  look  at  the  GM'ing  style.<BR>
This applies to any RPG.<BR>
<BR>
<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 12:35:10 -0000<BR>
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
Subject: Totally OT but ...<BR>
<BR>
Celebrate the Last 'Odd Digit Day' For 1111 Years<BR>
<BR>
Today (Friday, 19/11/1999) will be the last day that has all  odd<BR>
digits in its date until 1/1/3111.  That's right, you  will  have<BR>
seen the last 'odd digit day' in your lifetime, and for approx 37<BR>
generations to come!  So if for no other reason, wherever you are<BR>
raise a glass today, and celebrate the 'Last Odd Digit  Day'  for<BR>
1111 years.<BR>
<BR>
Cheers!!<BR>
<BR>
Regards PLST<BR>
<BR>
Okay, okay, ObTrav: Are 3I populations affected by 'date madness'<BR>
near pseudo-significant dates (the CT OTU 'starts' only  5  years<BR>
after 1100) and think the world will  end,  etc?  Any  crack-pots<BR>
acting up on 111-1111?  And was there a 3I-wide Y2K-like computer<BR>
problem in 1000?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 07:25:06 -0800 (PST)<BR>
From: Steven Spiroff <sspiroff@yahoo.com><BR>
Subject: Mood music (was: RE: Traveller-like fiction)<BR>
<BR>
Kyle Schuant <kyle3054@yahoo.com> wrote:<BR>
> okay, that's heaps for the fiction... anybody got any<BR>
> Traveller-like music? I know, I know, it depends on<BR>
> the feel of the campaign, is it Star Trek/Star<BR>
> Wars/Aliens or something else? In other games I've had<BR>
> "mood music", just thought it might be good in<BR>
> Traveller, too...<BR>
<BR>
The last couple of times we've played I have used the CD-ROM from the game<BR>
Half-Life. Some of the tracks have a real cool techno style beat, while some<BR>
others are more of a slow, spooky, spacey background music kinda track. I did<BR>
see the MP3 files available for download a while ago but don't remember where<BR>
it was.<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Bid and sell for free at http://auctions.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 10:53:17 -0500<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: MTU Imperial Justice<BR>
<BR>
Robert Prior writes:<BR>
<snipped><BR>
>There's more, but this is getting long and I still have two<BR>
>tests to set. Let me know if you want more.<BR>
<BR>
	Please sir, could I have some more?<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 07:39:31<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: GURPS Mag sail desing article<BR>
<BR>
Found the on-line copy of the old Roleplayer article on magsails.<BR>
<BR>
http://www.sjgames.com/gurps/Roleplayer/Roleplayer29/MagSails.html<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 10:05:42 -0500<BR>
From: dennis.f.belanger@bellatlantic.com<BR>
Subject: traveller@lists.imagiconline.com<BR>
<BR>
Terry,<BR>
<BR>
<BR>
<BR>
like a Tom Clancy in Space adventure. The Third part of the story is due<BR>
out >in June of 99. It's going to be a long wait.<BR>
><BR>
>Dennis<BR>
<BR>
Wow! Not out until June of 2099, That will be a long wait!<BR>
<BR>
<BR>
I'm sorry. I was running a pre-emptive Y2K test on my brain. I obviously failed.<BR>
<BR>
The third book is due out in june 2000.<BR>
<BR>
<BR>
Dennis<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 07:18:21<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: RE: Traveller-like fiction<BR>
<BR>
At 08:04 PM 11/18/1999 -0800, you wrote:<BR>
>okay, that's heaps for the fiction... anybody got any<BR>
>Traveller-like music? I know, I know, it depends on<BR>
>the feel of the campaign, is it Star Trek/Star<BR>
>Wars/Aliens or something else? In other games I've had<BR>
>"mood music", just thought it might be good in<BR>
>Traveller, too...<BR>
<BR>
Yesterday I saw a CD at Tower titled something like "Y2K: Music for the<BR>
Apocolypse"  Had all these great gloom and doom classical and neo classical<BR>
pieces.  "Mars: the Bringer of War", "Battle on the Ice" for Alexander<BR>
Nevsky, "Battle Theme" from Star Wars.  Couldn't afford it (I was picking<BR>
up Kansas' Best of album), but I'll be back next week.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 07:23:33<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Wow (Re: The Naming of Things)<BR>
<BR>
I now have enough names to fill an entire book of NPCs.  Thank you to all<BR>
how volunteered.<BR>
<BR>
And to the few who asked, no this wasn't a sneaky attempt to get more<BR>
people to buy the book because their name is in it.  :)<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 06:59:59<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Disabling Weapons<BR>
<BR>
The Discovery Channel had a very interesting show a few weeks (months?)<BR>
back about non lethal weaponry.<BR>
<BR>
Included along with things already mention ed in the thread like sticky<BR>
foam were EMP grenades.<BR>
<BR>
Hard to organize a riot if all your megaphones stiop working.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Nov 1999 07:12:13<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: off to the Races<BR>
<BR>
At 08:07 PM 11/18/1999 -0800, you wrote:<BR>
>Of course, as well as limit them to astrolabes, you<BR>
>can limit the tech otherwise. Anybody ever see the<BR>
>episode of DS9 where Cisko and his kid flew the old<BR>
>Bajoran ship?<BR>
<BR>
One of the last really good eps, IMHO.<BR>
<BR>
What grabs people's attention? Struggle.  Everytime I've flown in a<BR>
passenger jet, I've been higher than the summit of Mt. Everest, yet I'm<BR>
fascinated by the people who climb it.  There was a bit in an old Niven<BR>
story "Elephant", were Beowulf Shaffer was visiting Earth, and saw people<BR>
racing old autos on a stretch of freeway.  His reaction when he realized<BR>
that the cars had neither radar nor autopilot..<BR>
<BR>
Earlier this year the lead story on the news was that two guys in a baloon<BR>
had manged to fly around the world.  Hardly cutting edge tech, but it was<BR>
the struggle to do it with what is "primative" tech that made it interesting.<BR>
<BR>
The same will hold true for our theoretical solar/mag sail racers.. The<BR>
promoters of the race circut will emphasis the hands-on nature of the<BR>
event, with on-board cameras showing racers making furious scribbled<BR>
calculations and shooting azmuths.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1363<BR>
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