<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #1430</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	12/2/99 2:14:44 PM Pacific Standard Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
Sender:	owner-traveller-digest@lists.imagiconline.com<BR>
Reply-to:	traveller@lists.imagiconline.com<BR>
To:	traveller-digest@lists.imagiconline.com<BR>
</FONT><FONT  SIZE=3 PTSIZE=10><BR>
</FONT><FONT  SIZE=3 PTSIZE=10><BR>
Traveller-digest     Thursday, December 2 1999     Volume 1999 : Number 1430<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: Hello and TNE question<BR>
Re: Antimatter<BR>
Re: Hello and TNE question<BR>
Re: Traveller-digest V1999 #1427<BR>
Re: Stopping the World<BR>
Re Hull Grids<BR>
Re: TNE<BR>
Re: Bribery Skill<BR>
Re: California Weather<BR>
SEC : UNCLASSIFIED - Re: Emergency Services<BR>
Brilliant Lances (was Re: Hello and TNE question)<BR>
Roger Sanger . . BAD, BAD, BAD???<BR>
Re: California Weather<BR>
Re: One of our worlds is missing!<BR>
Re: Different technologies<BR>
Re: "Aslan" name debate again<BR>
Re: One of our worlds is missing!<BR>
Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
Re: One of our worlds is missing!<BR>
Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
Re: One of our worlds is missing!<BR>
Medicine in the 3I (longish)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 12:00:30 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re: Hello and TNE question<BR>
<BR>
>From: ehenry@newberlin.org (Eric Henry)<BR>
>Subject: Re: Hello and TNE question<BR>
><BR>
>I give, what was the big deal about TNE that nobody liked it?  Certainly<BR>
>Brilliant Lances and Battle Rider are derived works and cool to read if not<BR>
>necessarily play.<BR>
><BR>
Some of the reasons which have been expressed:<BR>
1) Many don't buy into virus... it is too far fetched.<BR>
2) Combat vs PC's: the rules as written speciy d6's for damage; you can't<BR>
kill the average PC with a .22LR that way. I've tried upping toD10's; even<BR>
then, I had a Vargr PC survive 5 shots from an FGMP14 at point blank (1m),<BR>
and did remeber the fragmentation rules, too.<BR>
3) How NPC's are handled.<BR>
4) The effectivly total elimination of all the setting which had come before.<BR>
5) all them different kinds of dice (d6 and d20 required, d16 handy for<BR>
aging saves, d10 useful for damage and some of the tables).<BR>
6) FF&S has too much detail.<BR>
<BR>
Me, count 1, 2, 3,4, and sort of 6.<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: Thu, 2 Dec 1999 16:03:23 -0500 (EST)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Antimatter<BR>
<BR>
<Steve><BR>
  While we're on the subject (or at least close), would anyone care<BR>
to explain why SF games almost always assume that anti-matter is a<BR>
power supply system that doesn't need an ultimate source of fuel?<BR>
<BR>
  I mean that presumably there's a honking big fusion reactor (or<BR>
other cheap power source) running as cost-efficient as possible a<BR>
conversion method, but AM itself as a resource is absurd, unless<BR>
you postulate that suddenly at TL x it becomes easy to obtain (?!).<BR>
</Steve><BR>
<BR>
As you point out, the problem is not using antimatter.  We could probably<BR>
assemble an AM-using plant today.  The problem is obtaining the fuel.  I<BR>
think the notion is that at some point you gain the capacity to magically<BR>
"flip" the charge of matter and thus obtain AM cheaply.  This violates<BR>
conservation of energy I think, but then that's why AM power is generally<BR>
in the "glittertech" domain.<BR>
<BR>
The thing is that anything that can produce AM the "old-fashioned way"  is<BR>
going to be producing gobs of energy already, so you might as well use<BR>
that as your power-plant technology (unless there are limitations to use<BR>
aboard ships, such as size, radiation or whatever). <BR>
<BR>
One possibility is a dyson sphere[1] of close-orbitting solar power<BR>
satellites converting significant portions of a sun's output into AM.  In<BR>
this case, you've got massive infrastructure producing AM, which is then<BR>
used in ships and other installations because of it's small size and high<BR>
efficiency.  This is akin to the situation with gasoline today. <BR>
<BR>
Charles C.<BR>
<BR>
[1] Note that I mean a Dyson sphere as originally conceived:  A bunch of<BR>
seperate structures, not a single solid structure.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 16:07:36 -0500<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: Hello and TNE question<BR>
<BR>
>Date: Thu, 2 Dec 1999 11:05:51 -0600<BR>
>From: ehenry@newberlin.org (Eric Henry)<BR>
>Subject: Re: Hello and TNE question<BR>
><BR>
>I give, what was the big deal about TNE that nobody liked it?  Certainly<BR>
>Brilliant Lances and Battle Rider are derived works and cool to read if not<BR>
>necessarily play.<BR>
<BR>
The change from thrusters to HEPLaR and the importation of the T2K2<BR>
rules as well as the drastic change in background resulted in a vastly<BR>
different gaming environment. These changes also made it more<BR>
difficult to use materials from other versions of the game. In Contrast<BR>
CT,MT, and T4 ships and charecters can be ported to each other with<BR>
a minimum ammount of effort. Also when they did the meals section of<BR>
TNE they called the rations MRE's instead of the more generic term.<BR>
For some reason that really annoyed me.<BR>
<BR>
In isolation I like TNE. I just like CT/MT more.<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, 2 Dec 1999 16:06:59 -0500 (EST)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Traveller-digest V1999 #1427<BR>
<BR>
<KA Schuant><BR>
the length was the marxist's fault, not mine. Brevity<BR>
is the soul of wit.<BR>
</KA Schuant><BR>
<BR>
Don't you mean "Brevity is...wit"?  :-)<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 16:13:58 -0500 (EST)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Stopping the World<BR>
<BR>
The basic thing you need to know to answer this question is "where are you<BR>
grabbing the world in order to stop it?"  As someone else has pointed out,<BR>
you could postulate a technology that affects everything in and around the<BR>
planet, including the people on the surface, the air and the water and so<BR>
on.  This would have little immediate effect.  Or you could stop just the<BR>
core, so that the exterior would continue a decelerate more slowly.  Or it<BR>
could be something that stops all the matter within a certain radius of<BR>
the rotational axis.  All of these would have nasty effects, but to<BR>
greater or lesser degrees and in different ways. <BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 12:10:24 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re Hull Grids<BR>
<BR>
>Lanthanum Hull grids - didn't they originally appear in SOpM and were<BR>
>canonised in TNE and T4?<BR>
><BR>
>Dom<BR>
<BR>
Actually, if you look at the rules section in Regency Sourcebook, no.<BR>
RSB's Author used coils.<BR>
<BR>
But there is a non-dgp reference to hull grids; I just can't remeber where.<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: Thu, 02 Dec 1999 14:25:35 -0600<BR>
From: "Robert Eaglestone" <eaglesto@nortelnetworks.com><BR>
Subject: Re: TNE<BR>
<BR>
TNE IMHO:<BR>
<BR>
House System: thumbs down<BR>
[ though there are many who like it and use it ]<BR>
<BR>
Virus: thumbs sideways<BR>
[ I think it was an incarnation of an opinion against the<BR>
use of the Rebellion as an appropriate setting... essentially,<BR>
a judgement against the Rebellion Milieu.  as such, it needed<BR>
to be drastic and final.  not sure I agree with it ]<BR>
<BR>
Minor Plots: two thumbs up<BR>
[ jumpstart, longbow, empress wave, ... ]<BR>
<BR>
- -Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 16:23:30 -0500<BR>
From: "Thom Harris" <thomharr@mediaone.net><BR>
Subject: Re: Bribery Skill<BR>
<BR>
Walt I agree with what you have said and with Chris' points as well. What I<BR>
most use "streetwise" for is the collection of information. I find that this<BR>
is the one thing that bribery makes the smallest impact on too. The<BR>
streetwise person goes on the street and starts collecting tidbits and<BR>
eventually will be guided to the source. He/she knows how to ask questions,<BR>
seems to fit into the environment and doesn't trigger alarms when asking<BR>
questions. They will occasionally resort to bribery, if necessary, but never<BR>
start out with bribing as the intended way of getting results. As anyone who<BR>
plays the game knows, you can never have enough information.<BR>
<BR>
Thom Harris<BR>
<BR>
- ----- Original Message -----<BR>
From: "Walter Smith" <SmithW@HARTWICK.EDU><BR>
To: "'TML'" <traveller@mpgn.com><BR>
Sent: Thursday, December 02, 1999 11:12 AM<BR>
Subject: re: Bribery Skill<BR>
<BR>
>>>>>>>>>><BR>
>>>>>>>>>><BR>
> Chris Seamans wrote:<BR>
>>>>>>>>>><BR>
> That's not what Streetwise is, though. From the Traveller book:<BR>
> <snip pertinent quote><BR>
>>>>>>>>>><BR>
>>>>>>>>>><BR>
>Walt Smith wrote:<BR>
>>>>>>>>>>><BR>
> Agreed, but the most common *uses* of the skill I've seen or heard<BR>
> of deals with those who are, in some way, criminal. Whether they are<BR>
> criminal because they are the bad guys, or because they've been<BR>
> criminalized by the rest of society is another matter. Your quote<BR>
> highlights the utility of the skill in knowing how to obtain contraband<BR>
> goods or make shady deals as well.<BR>
><BR>
> Streetwise might be useful in making a deal with the stevedore gangs<BR>
> in a low-class starport, while Admin skill would be used to deal with<BR>
> a high-class starport executive.<BR>
> Walt Smith<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 13:33:54 -0800 (PST)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: California Weather<BR>
<BR>
>From: "Chris Seamans" <semo@pil.net><BR>
<BR>
>I think I missed the joke. Do you mean Tucson really <BR>
>isn't just a dusty cow town with daily gunfights and <BR>
>Indian raids?<BR>
<BR>
and if not, why would I want to go there?  I mean,<BR>
isn't the technology just the same as everywhere else<BR>
in that case?<BR>
<BR>
- --Glenn<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Thousands of Stores.  Millions of Products.  All in one place.<BR>
Yahoo! Shopping: http://shopping.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 03 Dec 1999 08:26:50 +1100<BR>
From: "David Healey" <David.Healey@dcb.defence.gov.au><BR>
Subject: SEC : UNCLASSIFIED - Re: Emergency Services<BR>
<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
<BR>
<<Much snippage>><BR>
<BR>
<<Alaska & Anchorage info snipped>><BR>
<BR>
What about Cicily ?  8-)<BR>
<BR>
<William><BR>
Which brings me to another Ob:Trav diversion....<BR>
IYTU, how common is it to integrate the various emergency services?<BR>
(Police, Fire, Emergency Medical, Public Health)<BR>
</William><BR>
<BR>
In the smaller systems, they tend to be merged as one service with seperate operational branches and an overall bureacracy (payroll, admin services, IT, etc).  In those systems with a greater population, they usually get split up into operational areas around a common theme.  The greater the population, the more specialised the service.  At less than 100,000 sophonts (eg : Carmel), there's probably no seperate rescue organisation, but on, say, Pretoria, the civil authorities have a specialist undersea recsue service.<BR>
<BR>
Coming from a place that's always had a seperate ambulance service, I've been intrigued to observe places with a larger population that subsume the role as part of the fire services.<BR>
<BR>
Dave<BR>
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             !<BR>
                                                                                                                                                                                                                                                     <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 13:35:48 -0800<BR>
From: "Luther Martin" <tml@ksarul.com><BR>
Subject: Brilliant Lances (was Re: Hello and TNE question)<BR>
<BR>
Has anyone out there played Brilliant Lances or Battle Rider? If so, what<BR>
did you think of them? Good? Bad?<BR>
<BR>
- ----- Original Message -----<BR>
From: Eric Henry <ehenry@newberlin.org><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, December 02, 1999 9:05 AM<BR>
Subject: Re: Hello and TNE question<BR>
<BR>
<BR>
> I give, what was the big deal about TNE that nobody liked it?  Certainly<BR>
> Brilliant Lances and Battle Rider are derived works and cool to read if<BR>
not<BR>
> necessarily play.<BR>
><BR>
> -----Original Message-----<BR>
> From: Qstor@aol.com <Qstor@aol.com><BR>
> To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com><BR>
> Date: Thursday, December 02, 1999 10:31 AM<BR>
> Subject: Hello and TNE question<BR>
><BR>
><BR>
> >Hi all, I'm back after a few months absence. I was previosuly subscribed<BR>
> under mmckeown@hotmail. I just voted on Mark Millers site for favorite<BR>
> traveller system..I found I was in the distinct MINORITY :)<BR>
> ><BR>
> ><BR>
> >I have a TNE question...was there a "ship" book for the system? Like<BR>
supp.<BR>
> 7 or 9 for CT?<BR>
> ><BR>
> >Thanks..happy holidays to all!<BR>
> >Mike<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 16:37:03 -0500<BR>
From: dennis.f.belanger@bellatlantic.com<BR>
Subject: Roger Sanger . . BAD, BAD, BAD???<BR>
<BR>
Hey Folks,<BR>
<BR>
     So far I have figured out that this Roger Sanger dude owns the rights to<BR>
DGP. What is he doing ( or not doing ) that has gotten you all worked up? I<BR>
would like to know so that I may better carry my pitchfork to the castle wall.<BR>
<BR>
     Has anyone ever applied Traveller to the ALIENS universe? Specifically ship<BR>
design, space travel and the like.<BR>
<BR>
Thanks,<BR>
<BR>
Dennis<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 13:37:07 -0800<BR>
From: "Luther Martin" <tml@ksarul.com><BR>
Subject: Re: California Weather<BR>
<BR>
Isn't the correct answer "to either kill people or make money?"<BR>
<BR>
- ----- Original Message ----- <BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, December 02, 1999 1:33 PM<BR>
Subject: Re: California Weather<BR>
<BR>
<BR>
> >From: "Chris Seamans" <semo@pil.net><BR>
> <BR>
> >I think I missed the joke. Do you mean Tucson really <BR>
> >isn't just a dusty cow town with daily gunfights and <BR>
> >Indian raids?<BR>
> <BR>
> and if not, why would I want to go there?  I mean,<BR>
> isn't the technology just the same as everywhere else<BR>
> in that case?<BR>
> <BR>
> --Glenn<BR>
> __________________________________________________<BR>
> Do You Yahoo!?<BR>
> Thousands of Stores.  Millions of Products.  All in one place.<BR>
> Yahoo! Shopping: http://shopping.yahoo.com<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 02 Dec 1999 12:46:51<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: One of our worlds is missing!<BR>
<BR>
At 12:05 PM 12/2/1999 -0600, you wrote:<BR>
<BR>
>I recently noticed in the Old Expanses sector UWP files that the subsector<BR>
>named Twenty-One Worlds (Old Expanses G) only has twenty.  This seems to <BR>
>be true in all the versions I've checked.  Now, Digest #12 has an xboat<BR>
>map in it that seems to show the hex the missing world is in -- looks like<BR>
>Old Expanses 2116 (Twenty-One Worlds 0506).<BR>
<BR>
There is no missing world.  There never was a world in that location.<BR>
Remain calm.  You will hear a knock at your door.  Go with the nice man.<BR>
<BR>
<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: Fri, 3 Dec 1999 10:49:58 +1300<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Different technologies<BR>
<BR>
On 2 Dec 99, at 9:56, Ethan Henry wrote:<BR>
<BR>
> cos 90 <cos90@powersurfr.com> wrote:<BR>
> ><BR>
> > The only problem I have with this is that, at least as far as GT is<BR>
> > concerned, the Humans on Terra, who would someday become the Solomani,<BR>
> > invented the jump drive on their own, without any help. The GT rulebook<BR>
> > makes this point very clearly and emphatically. I don't know if any<BR>
> > other canon Traveller source says anything about the subject, but the GT<BR>
> > declaration is close enough to canon for me. :)<BR>
> <BR>
> GAH! Damn. I'll have to check my G:T book tonight to see what it says.<BR>
<BR>
On p.67 in the sidebar: "Traveller canon has always avoided the <BR>
question, but the present author has one fervently held opinion: Terran <BR>
discovery of jump-drive was through their own efforts - it was not <BR>
given, taken or acquired in any way other than through independent <BR>
research." So, I guess it comes down to how canonical Loren's published <BR>
opinion is.<BR>
<BR>
> However, the "fact" that the Terrans copied Jump wasn't exactly stated<BR>
> outright anywhere else either. I just find it interesting that once they<BR>
> made it to the Asteroid belt, the Terrans just happened to discover jump.<BR>
<BR>
Note that (according to GT, anyway) the Vilani discovered jump once <BR>
they'd reached the outer reaches of their solar system, too. IMO it's <BR>
simply that you need to get outside the 100 diameter radius of your <BR>
star before things will work properly. Inside and all you've got is a <BR>
exotic way of making lots of research dollars disappear.<BR>
<BR>
- --<BR>
Rupert Boleyn <paradise.net.nz><BR>
Wellington, New Zealand<BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 3 Dec 1999 10:49:58 +1300<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: "Aslan" name debate again<BR>
<BR>
On 2 Dec 99, at 17:37, SD Mooney wrote:<BR>
 <BR>
> Lanthanum Hull grids - didn't they originally appear in SOpM and were<BR>
> canonised in TNE and T4?<BR>
<BR>
AFAIK they were not canon in TNE. In fact IIRC Dave Nilsen (sp?) <BR>
specifically went for a "jump bubble" generator, at least in part <BR>
because it allows for externally carried craft.<BR>
<BR>
<BR>
- --<BR>
Rupert Boleyn <paradise.net.nz><BR>
Wellington, New Zealand<BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 22:56:22 +0000<BR>
From: "Carlos Alos-Ferrer" <carlos.alos-ferrer@univie.ac.at><BR>
Subject: Re: One of our worlds is missing!<BR>
<BR>
> >I recently noticed in the Old Expanses sector UWP files that the subsector<BR>
> >named Twenty-One Worlds (Old Expanses G) only has twenty.  This seems to <BR>
> >be true in all the versions I've checked.  Now, Digest #12 has an xboat<BR>
> >map in it that seems to show the hex the missing world is in -- looks like<BR>
> >Old Expanses 2116 (Twenty-One Worlds 0506).<BR>
<BR>
> There is no missing world.  There never was a world in that location.<BR>
> Remain calm.  You will hear a knock at your door.  Go with the nice man.<BR>
<BR>
<holds the five fingers of a hand up><BR>
"How many fingers do you see? And if the Party says "four," how many <BR>
do you see?"<BR>
<g><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 15:59:16 -0600<BR>
From: ehenry@newberlin.org (Eric Henry)<BR>
Subject: Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
<BR>
own them and read them but haven't played them.<BR>
<BR>
I will say that the ships provided don't appear to be optimized for the type<BR>
of combat for which you'd think they'd be designed.  For example, the spinal<BR>
guns appear to be on the light side.<BR>
<BR>
- -----Original Message-----<BR>
From: Luther Martin <tml@ksarul.com><BR>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com><BR>
Date: Thursday, December 02, 1999 3:55 PM<BR>
Subject: Brilliant Lances (was Re: Hello and TNE question)<BR>
<BR>
<BR>
>Has anyone out there played Brilliant Lances or Battle Rider? If so, what<BR>
>did you think of them? Good? Bad?<BR>
><BR>
>----- Original Message -----<BR>
>From: Eric Henry <ehenry@newberlin.org><BR>
>To: <traveller@lists.imagiconline.com><BR>
>Sent: Thursday, December 02, 1999 9:05 AM<BR>
>Subject: Re: Hello and TNE question<BR>
><BR>
><BR>
>> I give, what was the big deal about TNE that nobody liked it?  Certainly<BR>
>> Brilliant Lances and Battle Rider are derived works and cool to read if<BR>
>not<BR>
>> necessarily play.<BR>
>><BR>
>> -----Original Message-----<BR>
>> From: Qstor@aol.com <Qstor@aol.com><BR>
>> To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com><BR>
>> Date: Thursday, December 02, 1999 10:31 AM<BR>
>> Subject: Hello and TNE question<BR>
>><BR>
>><BR>
>> >Hi all, I'm back after a few months absence. I was previosuly subscribed<BR>
>> under mmckeown@hotmail. I just voted on Mark Millers site for favorite<BR>
>> traveller system..I found I was in the distinct MINORITY :)<BR>
>> ><BR>
>> ><BR>
>> >I have a TNE question...was there a "ship" book for the system? Like<BR>
>supp.<BR>
>> 7 or 9 for CT?<BR>
>> ><BR>
>> >Thanks..happy holidays to all!<BR>
>> >Mike<BR>
>><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 3 Dec 1999 10:56:44 +1300<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
<BR>
On 2 Dec 99, at 13:35, Luther Martin wrote:<BR>
<BR>
> Has anyone out there played Brilliant Lances or Battle Rider? If so, what<BR>
> did you think of them? Good? Bad?<BR>
<BR>
I played a few games of Battle Rider, and enjoyed them immensely. It's <BR>
fairly important to make sure that you use the corrected difficulty <BR>
ratings, though (otherwise you get results that are way off compared <BR>
with BL). With small to medium ships it reminded me of Star Cruiser, <BR>
but with more conclusive results - in Star cruiser getting detected <BR>
meant a missile salvo that may or may not actually do anything in 2 <BR>
turns, in BR it means someone puts a spinal PAW beam right through you.<BR>
<BR>
<BR>
- --<BR>
Rupert Boleyn <paradise.net.nz><BR>
Wellington, New Zealand<BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 02 Dec 1999 17:09:58 -0500<BR>
From: John Macek <macek@erols.com><BR>
Subject: Re: One of our worlds is missing!<BR>
<BR>
The question was asked:<BR>
<BR>
> I recently noticed in the Old Expanses sector UWP files that the subsector<BR>
> named Twenty-One Worlds (Old Expanses G) only has twenty.  This seems to<BR>
> be true in all the versions I've checked.  Now, Digest #12 has an xboat<BR>
> map in it that seems to show the hex the missing world is in -- looks like<BR>
> Old Expanses 2116 (Twenty-One Worlds 0506).<BR>
> <BR>
> I'd be interested to know if this phantom world shows up in Atlas or some<BR>
> other place, and if so what its stats are marked as.<BR>
> <BR>
<BR>
Just checked my Atlas.  Nothing in hex 2116 on the Old Expanses map.<BR>
<BR>
John<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 16:11:28 -0600<BR>
From: ehenry@newberlin.org (Eric Henry)<BR>
Subject: Re: Brilliant Lances (was Re: Hello and TNE question)<BR>
<BR>
what are corrected difficulty ratings?<BR>
<BR>
- -----Original Message-----<BR>
From: Rupert Boleyn <rboleyn@paradise.net.nz><BR>
<BR>
<BR>
On 2 Dec 99, at 13:35, Luther Martin wrote:<BR>
<BR>
> Has anyone out there played Brilliant Lances or Battle Rider? If so, what<BR>
> did you think of them? Good? Bad?<BR>
<BR>
I played a few games of Battle Rider, and enjoyed them immensely. It's <BR>
fairly important to make sure that you use the corrected difficulty <BR>
ratings, though (otherwise you get results that are way off compared <BR>
with BL<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 2 Dec 1999 23:12:00 +0000<BR>
From: "Carlos Alos-Ferrer" <carlos.alos-ferrer@univie.ac.at><BR>
Subject: Re: One of our worlds is missing!<BR>
<BR>
> > I recently noticed in the Old Expanses sector UWP files that the subsector<BR>
> > named Twenty-One Worlds (Old Expanses G) only has twenty.  This seems to<BR>
> > be true in all the versions I've checked.  Now, Digest #12 has an xboat<BR>
> > map in it that seems to show the hex the missing world is in -- looks like<BR>
> > Old Expanses 2116 (Twenty-One Worlds 0506).<BR>
> > <BR>
> > I'd be interested to know if this phantom world shows up in Atlas or some<BR>
> > other place, and if so what its stats are marked as.<BR>
<BR>
This reminds me... once I noticed that, in the UWP listing for the <BR>
Spinward Marches, in the MT Player's Manual, there was an extra world <BR>
which was not in the map... anybody ever noticed? I don't have my <BR>
books here to check now.<BR>
Carlos Alos-Ferrer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 03 Dec 1999 09:08:21 +1100<BR>
From: "Robert O'Connor" <robocon@idx.com.au><BR>
Subject: Medicine in the 3I (longish)<BR>
<BR>
* Overview<BR>
The Imperium exists because of, and to maintain, interstellar trade.<BR>
Certain overarching standards are in place to ensure that trade between<BR>
the 11,000 member worlds can continue smoothly. These are enforced by<BR>
the Ministries of Commerce and Justice, through the Starports Authority<BR>
and the Imperial Navy, as well as ministerial personnel.<BR>
	Provision of health services is an essential adjunct to development and<BR>
therefore the fostering of trade.<BR>
	As the only Imperium-wide organisation with the necessary<BR>
infrastructure, the Medical Branch of the Imperial Navy has been charged<BR>
with other roles, beyond that of supporting its personnel and their<BR>
dependents. It :-<BR>
	- drafts disaster plans in consulation with local governments, leading<BR>
to the databasing of medical resources available in the area ;<BR>
	- compiles the section of the Imperial Data Package dealing with<BR>
pharmaceuticals (IDP-P) and medical instruments/therapeutic procedures<BR>
(IDP-MI/TP) ;<BR>
	- in consulation with local medical authorities, pharmaceutical<BR>
companies, the Technical Services Office of the IISS and the Navy's<BR>
Technical Branch, controls the addition to, or deletion of items from,<BR>
the IDP-P and IDP-MI/TP ; and<BR>
	- advises the Ministry of Commerce and the Starports Authority on<BR>
appropriate standards of handling, storage and transportation for<BR>
non-procedural items (the conduct of procedures being the province of<BR>
professional bodies and the occupational health and safety regulators).<BR>
<BR>
* The IDP-P<BR>
"Pharmaceuticals" are defined as : "Those chemical compounds, tailored<BR>
organisms or nanotech constructs designed to produce a predictable,<BR>
specific effect or effects when administered to a given organism by the<BR>
route(s) and in the dosage range(s) specified."<BR>
	Agents are listed in alphabetical order, by system of action.<BR>
All have an approved IDP-P name ; the most common brand names and<BR>
manufacturers are then listed, as well as the Tech Level of<BR>
availability.<BR>
	The chemical structure of the compound, or hyperlinks to details of the<BR>
genetic sequence or ultrastructure of constructs, are then listed.<BR>
	Subsequently, all records contain the following fields :-<BR>
- - Origin of Agent<BR>
- - Pharmacodynamics (what the substance does to the organism)<BR>
- - Pharmacokinetics (what the organism does to the substance)<BR>
	Data is given in the categories above for all of the major races, and<BR>
most of the minor ones.<BR>
- - Known Adverse Reactions, Interactions, Precautions and<BR>
Contraindications to Use<BR>
- - Indications for Use<BR>
- - Dosage and Route of Administration<BR>
- - Presentation, Handling and Storage Data (including Materials Safety<BR>
Data).<BR>
- - Typical unit cost, in Imperial Credits<BR>
<BR>
* The IDP-MI/TP<BR>
A "medical instrument" is defined as : "Any organism or artefact<BR>
primarily used to facilitate diagnosis, monitoring or therapy, that does<BR>
not fall into the definition of a 'pharmaceutical'."<BR>
<BR>
(So a scalpel is an instrument, whereas intravenous contrast agents are<BR>
pharmaceuticals).<BR>
<BR>
Entries are divided into the following fields :-<BR>
- - Device name :- IDP standard, then eponymous or brand names with<BR>
manufacturer are listed. (Room for confusion exists. Robert's vs. Dever<BR>
retractors? DeBakey or Kielland's forceps? etc.)<BR>
- - Device type :- diagnostic, monitoring or therapeutic<BR>
- - Tech level of manufacture<BR>
- - Indications for use<BR>
- - Precautions and Contraindications to Use<BR>
This field also includes information about the sensitivity and<BR>
specificity of diagnostic and monitoring instruments. <BR>
- - Presentation, Handling and Storage Data (including Materials Safety<BR>
Data).<BR>
- - Typical unit cost, in Imperial Credits<BR>
<BR>
A "therapeutic procedure" is defined as : "Any course of action whose<BR>
primary purpose is to identify, limit the progression of, or cure,<BR>
pathological processes taking place within a patient, either with the<BR>
assistance of medical instruments or via the intercession of the<BR>
treating clinician(s) alone."<BR>
<BR>
Entries are divided into the following fields :-<BR>
- - Procedure name, type and tech level are as per medical devices.<BR>
- - Material requirements (divided into a hierarchy of 'optimum safety',<BR>
'average risk', 'emergency/field').<BR>
- - The 'Indications' section discusses the risk-benefit profile, as well<BR>
as the assembled evidence for or against the procedure. Evidence is<BR>
ranked according to the usual hierarchy of 'benefit proven via<BR>
meta-analysis of large randomised controlled trials' through to 'on the<BR>
strength of a few case reports in the [relevant] literature'.<BR>
- - Precautions and Contraindications<BR>
<BR>
* Searching the IDP-P (-MI/TP)<BR>
Any reasonably sized starport (III/C+) should contain the relevant<BR>
databases (or the system's computer networks, if relations with the<BR>
Imperium are cordial).<BR>
<BR>
* Illicit pharmaceuticals<BR>
Normally the Imperium does not intervene in the traffic of these<BR>
materials, except at the level of the local Starport Authority. Each of<BR>
these is advised by the government(s) of the system what items or<BR>
substances cannot cross the extrality line.<BR>
	However, the right to search and seizure where threats to the peace are<BR>
perceived to exist (e.g. bioweapons) is reserved by the various Imperial<BR>
agencies.<BR>
<BR>
* Who Can and Can't Heal<BR>
Local medical authorities nominally regulate this, via licensing and<BR>
other requirements (exams, mandatory education, nepotism, bribes, etc.).<BR>
Through arranging reciprocal treaties with similar groups in<BR>
neighbouring systems, some uniformity of practice quality may exist<BR>
across subsectors, or even sectors.<BR>
	The latter situation is more likely, given the presence of the IN's<BR>
Medical Branch and the information it has compiled.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
- ----------------------<BR>
Sorry for wasting bandwidth ; just thinking 'out loud'.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1430<BR>
***********************************<BR>
<BR>
To unsubscribe to Traveller-Digest, send the command:<BR>
<BR>
unsubscribe traveller-digest<BR>
<BR>
in the body of a message to "traveller-request@lists.imagiconline.com".<BR>
If you want to subscribe something other than the account the mail is<BR>
coming from, such as a local redistribution list, then append that<BR>
address to the "subscribe" command; for example, to subscribe<BR>
"local-traveller":<BR>
<BR>
subscribe traveller-digest local-traveller@your.domain.net<BR>
<BR>
A non-digest (direct mail) version of this list is also available; to<BR>
subscribe to that instead, replace all instances of "traveller-digest"<BR>
in the commands above with "traveller".<BR>
<BR>
Multi-Player Games Network http://www.mpgn.com<BR>
</XMP></FONT><FONT  COLOR="#0f0f0f" BACK="#fffffe" SIZE=3 PTSIZE=10><BR>
<BR>
----------------------- Headers --------------------------------<BR>
Return-Path: <owner-traveller@lists.imagiconline.com><BR>
Received: from  rly-zc04.mx.aol.com (rly-zc04.mail.aol.com [172.31.33.4]) by air-zc05.mail.aol.com (vx) with ESMTP; Thu, 02 Dec 1999 17:14:44 -0500<BR>
Received: from  lists.imagiconline.com (lists.imagiconline.com [204.85.32.11]) by rly-zc04.mx.aol.com (v65.4) with ESMTP; Thu, 02 Dec 1999 17:14:18 -0500<BR>
Received: from localhost (daemon@localhost)<BR>
	by lists.imagiconline.com (8.9.3/8.9.2) with SMTP id RAA33358;<BR>
	Thu, 2 Dec 1999 17:13:28 -0500 (EST)<BR>
	(envelope-from owner-traveller@lists.imagiconline.com)<BR>
Received: by lists.imagiconline.com (bulk_mailer v1.12); Thu, 2 Dec 1999 17:13:09 -0500<BR>
Received: (from majordom@localhost)<BR>
	by lists.imagiconline.com (8.9.3/8.9.2) id RAA33303<BR>
	for traveller-digest-outgoing; Thu, 2 Dec 1999 17:13:09 -0500 (EST)<BR>
	(envelope-from owner-traveller-digest@lists.imagiconline.com)<BR>
Date: Thu, 2 Dec 1999 17:13:09 -0500 (EST)<BR>
Message-Id: <199912022213.RAA33303@lists.imagiconline.com><BR>
From: owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
To: traveller-digest@lists.imagiconline.com<BR>
Subject: Traveller-digest V1999 #1430<BR>
Reply-To: traveller@lists.imagiconline.com<BR>
Sender: owner-traveller-digest@lists.imagiconline.com<BR>
<BR>
</HTML>
