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Traveller-digest     Tuesday, December 7 1999     Volume 1999 : Number 1453<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: OT/Flamebait: Starship Troopers revisited<BR>
Re: Space Above and Beyond<BR>
re: OT/Flamebait: Starship Troopers revisited<BR>
Re: Space Above and Beyond<BR>
Related to: Farewell<BR>
RE: OT Flamebait: realism of war movies<BR>
OT/Commercial: A few more trav items for sale<BR>
Re: Re CGI scripts<BR>
Question<BR>
Keith Supplements site update<BR>
GT Nobles (Re: Question)<BR>
Re: GT Nobles (Re: Question)<BR>
Re: OT/Flamebait: Starship Troopers revisited<BR>
Re: OT/Flamebait: Starship Troopers revisited<BR>
Re: Question<BR>
GURPS Space 3rd ship design in GT<BR>
Re: Question<BR>
Re: GT Nobles (Re: Question)<BR>
Re: Question<BR>
Re: OT/Flamebait: Starship Troopers revisited<BR>
Re: GURPS Space 3rd ship design in GT<BR>
RE: Farewell<BR>
Re: Communications Engineering Technology<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 09:02:05 PST<BR>
From: "Brandon Cope" <copeab@hotmail.com><BR>
Subject: Re: OT/Flamebait: Starship Troopers revisited<BR>
<BR>
>From: Kyle Schuant <kyle3054@yahoo.com><BR>
>well, our society just isn't too knowledgeable about<BR>
>war and the military. Fair enough, it's not a pleasant<BR>
>topic, the one being horrifying, the other boring.<BR>
>Remember, this is the same western audience who<BR>
>thought, "Saving Private Ryan" was a realistic war movie.<BR>
<BR>
Personally I thought "Saving Private Ryan" was a thoroughly boring movie; I <BR>
remember old B&W WWII movies I saw as a kid that were _much_ better.<BR>
<BR>
A generous and sadistic GM,<BR>
<BR>
Brandon Cope<BR>
<BR>
______________________________________________________<BR>
Get Your Private, Free Email at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 18:04:40 +0100 (MET)<BR>
From: Tommy Grav <tommy.grav@astro.uio.no><BR>
Subject: Re: Space Above and Beyond<BR>
<BR>
On Tue, 7 Dec 1999, Eric Henry wrote:<BR>
<BR>
>#2.   I know this one!<BR>
><BR>
>The 58th squadron travels to many different systems.  The pilot movie<BR>
>specifically stated the use of wormholes to get from one system to another.<BR>
>However, this reference was made only once and to my knowledge doesn't<BR>
>appear in any other episodes.  There did not appear to be any discussions of<BR>
>FTL drives so they may or may not exist.  OTOH, such  a discussion didn't<BR>
>seem necessary to the stories told.  They got around to other planets and<BR>
>that was that.<BR>
<BR>
That explains a lot to me :-) I have never seen the pilot so this kind of bugged<BR>
me. It still does though. Does the fighters also travel through these wormholes?<BR>
Or is it only capital ships that are capable of this?<BR>
<BR>
Tommy Grav<BR>
- -------------------------------------------------------------<BR>
tommy.grav@astro.uio.no     http://www.uio.no/~tommygr/  <BR>
Institute of Astrophysics, UiO, No  <BR>
IMTU tn++t4+tg+ ru+ge++ !3i jt+au+st+ls hi++dr-so++zh-sy-sw++ <BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 12:01:25 -0500<BR>
From: Walter Smith <SmithW@HARTWICK.EDU><BR>
Subject: re: OT/Flamebait: Starship Troopers revisited<BR>
<BR>
Tommy Grav wrote:<BR>
>>>>>>>>><BR>
The why not incorperate a few real military officers as main characters?<BR>
Have Worf and an leuitenant take a troop of soldiers on the 'away teams'.<BR>
>>>>>>>>><BR>
In the Star Trek original series episode "Devil in the Dark", the redshirts<BR>
were apparently under the command of a gray-haired senior security<BR>
officer. This "Chief Security Officer" role became very, very popular in<BR>
our game group's play of FASA's Star Trek RPG. S/he tended to<BR>
get quite a bit of screen time.<BR>
<BR>
You could tell our last one had played Traveller...for physical fitness<BR>
and such, he insisted his redshirts become proficient with the Cutlass...<BR>
<WEG><BR>
<BR>
Walt Smith<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 11:22:55 -0600<BR>
From: ehenry@newberlin.org (Eric Henry)<BR>
Subject: Re: Space Above and Beyond<BR>
<BR>
I am unaware of _any_ video of ships going through a wormhole, carriers or<BR>
fighters.  But if large ships can do it there seems to be no reason why<BR>
other ships, including fighters, can't do it.<BR>
<BR>
- -----Original Message-----<BR>
From: Tommy Grav <tommy.grav@astro.uio.no><BR>
Subject: Re: Space Above and Beyond<BR>
<BR>
<BR>
>On Tue, 7 Dec 1999, Eric Henry wrote:<BR>
><BR>
>>#2.   I know this one!<BR>
>><BR>
>>The 58th squadron travels to many different systems.  The pilot movie<BR>
>>specifically stated the use of wormholes to get from one system to<BR>
another.<BR>
>>However, this reference was made only once and to my knowledge doesn't<BR>
>>appear in any other episodes.  There did not appear to be any discussions<BR>
of<BR>
>>FTL drives so they may or may not exist.  OTOH, such  a discussion didn't<BR>
>>seem necessary to the stories told.  They got around to other planets and<BR>
>>that was that.<BR>
><BR>
>That explains a lot to me :-) I have never seen the pilot so this kind of<BR>
bugged<BR>
>me. It still does though. Does the fighters also travel through these<BR>
wormholes?<BR>
>Or is it only capital ships that are capable of this?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 11:25:24 -0600<BR>
From: "Robert Eaglestone" <eaglesto@nortelnetworks.com><BR>
Subject: Related to: Farewell<BR>
<BR>
I have a general list-related question for all you list-server-knowitalls:<BR>
<BR>
Due to the volume of traffic on this list, I find myself deleting<BR>
more than I'm reading.  So, here's what I suggest:<BR>
<BR>
I'd like to be subscribed (i.e. be able to post), but not receive<BR>
any list e-mail.  Then at my convenience I can grep over the<BR>
archives for data I'm interested in.<BR>
<BR>
(For those who don't know: the archives are at<BR>
ftp://ftp.mpgn.com/Gaming/Traveller/ and are updated as<BR>
often as the digest goes out.)<BR>
<BR>
Can this be done easily enough to do?<BR>
<BR>
- -Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 13:01:15 -0500<BR>
From: "David L. Pulver" <dlpulver@kos.net><BR>
Subject: RE: OT Flamebait: realism of war movies<BR>
<BR>
"Andrew Moffatt-Vallance" <a.vallance@netaccess.co.nz><BR>
>With all due respect to Col. Grossman's work, it based on<BR>
>flawed research. Grossman's work is based mainly on the<BR>
>performance of the US army in the 2nd WW and Korea. And<BR>
<BR>
Uh, say what?  Did you read the book, or are you thinking of earlier works<BR>
such as Marshall's Men Against Fire?  Grossman's work and discussion of<BR>
firing rates et al does not focus on 2nd WW and Korea.<BR>
<BR>
<snip><BR>
<BR>
> The basic underlying<BR>
>problem (ie that soldiers are people not some mindless<BR>
>manpower pool) was not addressed by the US military until<BR>
>after Vietnam, by which stage the famous (and inaccurate)<BR>
>1 in 10 will fire rule had entered their collective conciousness.<BR>
<BR>
Actually, Grossman's hypothesis, in "On Killing," is the opposite of what<BR>
you indicate.  It is that the US Army drastically improved its training<BR>
methods from WWII and Korea and, by mid way to late Vietnam, had definitely<BR>
"got it right" in that respect.  He states that firing rates went UP<BR>
dramatically (from 20-30% to about 80-100%) by Vietnam and into the modern<BR>
day.  He indicates that US military performance in Vietnam, Somalia, etc.<BR>
(on the _tactical_ level) and similarly, British in Falklands (among other<BR>
examples), indicates that modern US-Western-NATO training methods are<BR>
working in this respect by conditioning soldiers to shoot.  How many are<BR>
actually using aimed fire against their opponents is another question, but<BR>
certainly a far greater number than WWII.<BR>
<BR>
Grossman's man criticism post-Korea is not that US forces are inefficient<BR>
in firing, but that (for various reasons) psychological support provided to<BR>
the more efficient shooters and killers was lacking (for example, as a<BR>
result of individual rotations out of battle area rather than by-unit<BR>
rotations).  He also generalizes into discussions of violence in popular<BR>
culture and so on; a weakness in his book is a lack of detailed discussion<BR>
of police experience in this respect.  Nevertheless, characterizing his<BR>
research as "flawed" for the reasons you state does not seem to be accurate.<BR>
<BR>
- -David Pulver<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 13:06:23 -0500<BR>
From: "David L. Pulver" <dlpulver@kos.net><BR>
Subject: OT/Commercial: A few more trav items for sale<BR>
<BR>
In addition to the other items mentioned earlier for sale (Vilani and<BR>
Vargr, 1000 Characters, COACC, etc.) I dug out a couple of other items.<BR>
Interested parties contact me. Now offered are:<BR>
<BR>
Item						High Bidder		Conditions<BR>
JTAS #22 (Hlanssai, etc.)			$5  (no bidder)	Good<BR>
High Passage #4 (much Keith material)	$4  (no bidder)	Good<BR>
GURPS Traveller Behind the Claw		$7   (high bid)	Excellent<BR>
<BR>
(All prices in US dollars. Bidder also agrees to pay postage to Canada.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 09:31:45 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Re CGI scripts<BR>
<BR>
In mail you write:<BR>
<BR>
> On 5 Dec 99, at 18:45, Leonard Erickson wrote:<BR>
><BR>
>> In mail you write:<BR>
>> <BR>
>> > Never underestimate the ignorance of NT Weenies. At this point, I'm<BR>
>> > kinda surprised that they even allowed him to connect with a Mac, since<BR>
>> > they don't work with the Internet and all that...<BR>
>> <BR>
>> Heck, my ISP (Uswest.com, I got them solely because they are the only<BR>
>> local ISP I can pay easily, long story) supports Macs as well as PCs. But<BR>
>> they only support Windows on the PC side. I wanted to set up OS/2. And<BR>
>> their phone support is worthless. You hit a menu like this:<BR>
>> <BR>
>> 1. using Win95/98<BR>
>> 2. using Win 3.1<BR>
>> 3. Using Win NT<BR>
>> 4. Using Mac<BR>
>> <BR>
>> and that's *it*. No "other".  <BR>
>> <BR>
>> I finally chose Win 3.1 (I think) and had to try to get across the idea<BR>
>> that I was setting up something *else*, and that *all* I needed was the IP<BR>
>> address of the DNS! *That* took awhile. Especially since I said "Domain<BR>
>> Name Server" which apparently the CS rep didn't know meant "DNS". <sigh><BR>
><BR>
> My, my you're well supported. The best (in other ways) ISP only <BR>
> supports MS Windoze (that's it), and AFAIK the other reasonable ones <BR>
> only support win and the Mac. Mind you at least my ISP has the DNS Ip <BR>
> address on its tech support page.<BR>
<BR>
Well supported is sort of an oxymoron. Being in NZ you probably aren't<BR>
aware just *what* "uswest" *is*. It's the regional *phone company*.<BR>
Need I say more?<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: Tue, 7 Dec 1999 12:16:42 -0600<BR>
From: Loren Wiseman <lkw@io.com><BR>
Subject: Question<BR>
<BR>
Gentlebeings:<BR>
<BR>
The question has come up in house WRT GT Nobles: What does the fanbase want<BR>
to see. One suggestion is to do a collection of PCs (a la GURPS Wizards or<BR>
GURPS Warriors), but I find this unsatisfactory (although any such book<BR>
will need to give the most important Imperial nobles as PCs). How much<BR>
should e devoted to life at the Imperial court? What burning questions<BR>
(about nobles) need to be addressed? How many angels can dance on a<BR>
pinhead, and why does he put up with it at all?<BR>
<BR>
<BR>
<BR>
Loren Wiseman<BR>
     Traveller Line Manager<BR>
     Traveller Guru-in-Residence<BR>
     SJ Games<BR>
     LKW@IO.COM<BR>
     (512) 447-7866 VOX<BR>
     (512) 447-1144 FAX<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 10:44:56 -0800<BR>
From: "J. Paul Sanders" <timmon@primenet.com><BR>
Subject: Keith Supplements site update<BR>
<BR>
This morning I got around to updating the Keith Supplements website. The<BR>
URL is:<BR>
<BR>
<BR>
http://www.primenet.com/~timmon/supplements.html<BR>
<BR>
I've also joined the Traveller Webring, so it should appear there as well<BR>
in a day or two.<BR>
<BR>
Cordially,<BR>
Paul Sanders<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 10:39:09 PST<BR>
From: "Brandon Cope" <copeab@hotmail.com><BR>
Subject: GT Nobles (Re: Question)<BR>
<BR>
>From: Loren Wiseman <lkw@io.com><BR>
><BR>
>Gentlebeings:<BR>
><BR>
>The question has come up in house WRT GT Nobles: What does the fanbase want<BR>
>to see. One suggestion is to do a collection of PCs (a la GURPS Wizards or<BR>
>GURPS Warriors), but I find this unsatisfactory (although any such book<BR>
>will need to give the most important Imperial nobles as PCs). How much<BR>
>should e devoted to life at the Imperial court? What burning questions<BR>
>(about nobles) need to be addressed? How many angels can dance on a<BR>
>pinhead, and why does he put up with it at all?<BR>
<BR>
Maybe it's just me, but Traveller nobility seems to be a rather narrow topic <BR>
for a 128 page book. And not a very interesting topic at that, either.<BR>
<BR>
A generous and sadistic GM,<BR>
<BR>
Brandon Cope<BR>
<BR>
______________________________________________________<BR>
Get Your Private, Free Email at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 19:49:05 +0000<BR>
From: "Carlos Alos-Ferrer" <carlos.alos-ferrer@univie.ac.at><BR>
Subject: Re: GT Nobles (Re: Question)<BR>
<BR>
> Maybe it's just me, but Traveller nobility seems to be a rather narrow topic <BR>
> for a 128 page book. And not a very interesting topic at that, either.<BR>
> Brandon Cope<BR>
<BR>
It's not just you. I don't foresee buying it.<BR>
Carlos Alos-Ferrer <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 10:34:57<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: OT/Flamebait: Starship Troopers revisited<BR>
<BR>
At 08:40 AM 12/7/1999 -0600, you wrote:<BR>
>I loved that show!  What were some of the shortcomings?  <BR>
<BR>
Marine *pilots* are rarely issued weapons and sent on a series of<BR>
meaningless, pointless patrols.  That's what you have *Marines* for.<BR>
<BR>
I really tried hard to like Space Down and Out.  Really.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 10:50:11<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: OT/Flamebait: Starship Troopers revisited<BR>
<BR>
At 07:40 AM 12/7/1999 -0700, you wrote:<BR>
<BR>
>Of course, sending down the command staff, in reality, is a dumb way to<BR>
>operate, but since the command staff are the central characters in the<BR>
>show, the only alternatives would be to send characters no one knows and<BR>
>cares about to the planet, or watch the command staff on the bridge during<BR>
>an away mission... At least TNG came up with the concept of the "away team".<BR>
<BR>
You ever wonder?...<BR>
<BR>
Scene: Starfleet HQ, briefing room.  The heads of the various Fleet<BR>
departments are having a cup of coffee..<BR>
<BR>
Admiral Charles:  "Right.  Next up is the Enterprise.  She needs a complete<BR>
new crew and a new mission."<BR>
<BR>
Admiral Finn: "What happened to the last crew?"<BR>
<BR>
Admiral K'vaak: "They had a Security Appreciation Day.  Everybody wore red<BR>
shirts.<BR>
<BR>
Admiral Finn (wincing): "Ouch"<BR>
<BR>
Admiral Flences: "How about Kirk?"<BR>
<BR>
<laughter><BR>
<BR>
Admiral Charles:  "That bloated egomaniacal copulation machine?  I was<BR>
going to send to command a tug, a slow one, but I suppose.."<BR>
<BR>
Admiral K'vaak: "As long as we're dumping losers, I have an irritating MD..<BR>
McCoy.  Whiniest bastard you've ever seen.  We've had contact for over two<BR>
centuries but refuse to even look at an exobiology textbook.. stick him in<BR>
that tub too.  Him and his phony country doctor act"<BR>
<BR>
Admiral Tolson: "You want Scott?  We're all sick and tired of the drunken<BR>
bum and his fake scot's accent.  He's useful, but.."<BR>
<BR>
Admiral Charles (warming to the idea): Yeah, and that annoying Vulcan; now<BR>
we know why his dad pawned him of on us!  What a prig.  Be sure not to tell<BR>
Kirk that he's due for Pon Farr in less than two years.."<BR>
<BR>
<extended laughter><BR>
<BR>
Admiral Charles (wiping tears from his eyes) "It's a deal, we'll all clean<BR>
out our deadwood, no offence Admiral Ent, and send the Enterprise on the<BR>
craziest missions we can come up with.  For what, three years?"<BR>
<BR>
Admiral Tolson:  "Make it five."<BR>
<BR>
<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
Embrace Fascism.    The uniforms look cool<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 13:49:57 EST<BR>
From: JFZeigler@aol.com<BR>
Subject: Re: Question<BR>
<BR>
In a message dated 12/7/99 1:24:38 PM Eastern Standard Time, lkw@io.com <BR>
writes:<BR>
<BR>
> The question has come up in house WRT GT Nobles: What does the<BR>
> fanbase want to see.<BR>
<BR>
Hmmm.  Some of the things I'd put in:<BR>
<BR>
How many nobles are there?  How many barons, in particular?  How<BR>
many "honors" and "rank" nobles are there drifting around?  How many<BR>
knights or baronets?<BR>
<BR>
What do nobles *do*?  Fleet command and oversight, offices in the<BR>
regional Imperial government, diplomacy, "one-man fire brigades,"<BR>
visiting the court of the Emperor or the local Archduke, sitting in the<BR>
Moot, being a tycoon, being a lazy wastrel. . .<BR>
<BR>
Who do they interact with?  Their seneschal, their huscarles, their<BR>
other staff, planetary government officials, and so on.<BR>
<BR>
What are noble fiefs really like?  How big, how much income do they<BR>
generate?  Maybe even some (not very detailed) rules on managing a fief<BR>
or other holdings, a la Far Trader.<BR>
<BR>
How do nobles really interact with local governments?  What kinds of<BR>
relationships are common, and what are nobles expected to do to promote<BR>
Imperial interests on their home worlds?<BR>
<BR>
Noble families!  Your run-of-the-mill PC doesn't have much family,<BR>
but a high nobleman *is* his family.  Maybe some rules such as appeared<BR>
in "Pocket Empires" for fleshing out your family connections. . .<BR>
<BR>
Planetary nobility?  There must be aristocratic local governments that<BR>
tie in to the Imperial nobility without having Imperial rank themselves.<BR>
<BR>
Politics!  What do nobles argue about?<BR>
<BR>
Yachts -- what does your well-connected noble use to get around the<BR>
sector in?<BR>
<BR>
Campaigns involving the nobility -- the noble as casual encounter,<BR>
the noble as patron, the Noble's A-Team campaign, the campaign<BR>
where everyone is a noble. . .<BR>
<BR>
Lots of adventure seeds!<BR>
<BR>
I might be interested in seeing some detailed noble characters worked<BR>
out at two pages a head, as in the "rogue's gallery" books, but not a<BR>
whole book of them.  There's too much else to talk about.<BR>
<BR>
- ----------<BR>
Jon F. Zeigler: Mathematician, computer geek, amateur historian, freelance<BR>
writer, occasional scribbler of bad poetry<BR>
"For any statement, no matter how innocuous, there exists a nonempty<BR>
set of people who will take offense at it."<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 10:50:50 -0800 (PST)<BR>
From: allensh <allensh@yahoo.com><BR>
Subject: GURPS Space 3rd ship design in GT<BR>
<BR>
This may have been discussed before; I freely admit I<BR>
haven't been reading the digests much lately.<BR>
<BR>
I got a copy of GURPS Space 3rd edition and was<BR>
extremely impressed both by the new Ship Combat system<BR>
(which I like far better than the one in GT) and by<BR>
their version of the Modular Ship Design system. I<BR>
found the fact that Sensors and Power Plants had been<BR>
broken out into their own categories to be such a<BR>
miniscule addition of complexity that I barely noticed<BR>
it. This modular system is excellent. I was wondering<BR>
if the various GT gearheads out there could advise me<BR>
on how to use THIS system to create ships for GT. I<BR>
know Jump Drives are quite different, but the sidebar<BR>
on the topic in GT gives relevant information. Perhaps<BR>
some "Traveller modules" for the GURPS Space system<BR>
could be done?<BR>
<BR>
Allen<BR>
<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: Tue, 07 Dec 1999 19:58:48 +0100<BR>
From: Jens Rydholm <jenry023@student.liu.se><BR>
Subject: Re: Question<BR>
<BR>
Loren Wiseman wrote:<BR>
> The question has come up in house WRT GT Nobles: What does the<BR>
> fanbase want to see. One suggestion is to do a collection of PCs (a<BR>
> la GURPS Wizards or GURPS Warriors), but I find this unsatisfactory<BR>
<BR>
That would not be a good way to go I think.<BR>
<BR>
> (although any such book will need to give the most important <BR>
> Imperial nobles as PCs).<BR>
<BR>
Certainly. This should be included, along with a sample "normal" noble<BR>
or two. A great idea would be to include three or four nobles with<BR>
connections to each other, as the foundation of a political campaign.<BR>
<BR>
> How much should e devoted to life at the Imperial court?<BR>
<BR>
At least one section of the book (10 pages or more) should be devoted to<BR>
life as a noble, both in the core and in the frontiers of the Imperium.<BR>
<BR>
> What burning questions (about nobles) need to be addressed? <BR>
<BR>
Information about the different ranks of nobility (including their<BR>
obligations, powers etc) should be included. Also, descriptions (small<BR>
stories would work best) of various ceremonies (duels, declarations of<BR>
war, the making of a noble) would be a wonderful flavor addition.<BR>
<BR>
> How many angels can dance on a pinhead, and why does he put up with<BR>
> it at all?<BR>
<BR>
42. Always 42.<BR>
<BR>
And no, he didn't put up with it. He wiped out all his children millenia<BR>
ago.<BR>
<BR>
/Jens 'Spacejens' Rydholm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 10:57:10 -0800<BR>
From: "Luther Martin" <tml@ksarul.com><BR>
Subject: Re: GT Nobles (Re: Question)<BR>
<BR>
I definately disagree with Brandon's opinion. Here is mine, so that he can<BR>
disagree with it.<BR>
<BR>
In the Traveller universe, nobles run everything. Because of this, I assume<BR>
that the ambitions of nobles will provide the motivation for lots of<BR>
interesting adventures. Giving a detailed background for these guys will<BR>
make the adventures more interesting and meaningful. Knowing the power<BR>
structure of the Imperial nobility, for example, will immediately bring to<BR>
mind lots of interesting plots. What is the relationship between these guys<BR>
and the megacorporations? What deep dark secrets are generally known only to<BR>
the nobility? How much political manuevering is there within the nobility?<BR>
How dirty does it get? Is there an accepted code governing what type of<BR>
actions are acceptable and which are not? Do these guys take an active role<BR>
in government? In particular, detailing the nobles in a known area, say the<BR>
Spinward Marches, would add more depth to the setting.<BR>
<BR>
- ----- Original Message -----<BR>
From: Brandon Cope <copeab@hotmail.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, December 07, 1999 10:39 AM<BR>
Subject: GT Nobles (Re: Question)<BR>
<BR>
<BR>
> >From: Loren Wiseman <lkw@io.com><BR>
> ><BR>
> >Gentlebeings:<BR>
> ><BR>
> >The question has come up in house WRT GT Nobles: What does the fanbase<BR>
want<BR>
> >to see. One suggestion is to do a collection of PCs (a la GURPS Wizards<BR>
or<BR>
> >GURPS Warriors), but I find this unsatisfactory (although any such book<BR>
> >will need to give the most important Imperial nobles as PCs). How much<BR>
> >should e devoted to life at the Imperial court? What burning questions<BR>
> >(about nobles) need to be addressed? How many angels can dance on a<BR>
> >pinhead, and why does he put up with it at all?<BR>
><BR>
> Maybe it's just me, but Traveller nobility seems to be a rather narrow<BR>
topic<BR>
> for a 128 page book. And not a very interesting topic at that, either.<BR>
><BR>
> A generous and sadistic GM,<BR>
><BR>
> Brandon Cope<BR>
><BR>
> ______________________________________________________<BR>
> Get Your Private, Free Email at http://www.hotmail.com<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 14:01:51 -0500<BR>
From: "Swordy (Colin Michael)" <swordworlder@clinic.net><BR>
Subject: Re: Question<BR>
<BR>
The biggest trouble I have is meting out duty vs. reward for petty noble<BR>
PCs.  What do they have?  What obligations, what privileges?  Is there<BR>
reciprocity or snobbery between world nobility and Imperial nobility?  How<BR>
dangerous is it to have your title used in public, on passenger manifests,<BR>
etc.?  Do you get better terms on credit or easier (none?) customs<BR>
inspections?  When a noble ignores their duty are they chastised, ostracized<BR>
or taken in for brainwashing?  "Enquiring" minds want to know what<BR>
perquisites appertain to the royals!<BR>
<BR>
^^^^^^^^^^^^^^^^^^^^^^^^<BR>
Colin Michael, WebDev<BR>
www.downport.com<BR>
The Traveller Domain<BR>
<BR>
<BR>
- ----- Original Message -----<BR>
From: Loren Wiseman <lkw@io.com><BR>
> The question has come up in house WRT GT Nobles: What does the fanbase<BR>
want<BR>
> to see. One suggestion is to do a collection of PCs (a la GURPS Wizards or<BR>
> GURPS Warriors), but I find this unsatisfactory (although any such book<BR>
> will need to give the most important Imperial nobles as PCs). How much<BR>
> should e devoted to life at the Imperial court? What burning questions<BR>
> (about nobles) need to be addressed? How many angels can dance on a<BR>
> pinhead, and why does he put up with it at all?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 13:08:18 -0600<BR>
From: ehenry@newberlin.org (Eric Henry)<BR>
Subject: Re: OT/Flamebait: Starship Troopers revisited<BR>
<BR>
I think that was addressed in one of the episodes.  Note i'm not taking<BR>
sides, just reporting.<BR>
<BR>
McQueen: "I have heard rumors that some of you don't like being assigned<BR>
ground missions.  Now hear this!  This is not the Air Force.  You go where<BR>
you are needed and assigned to go.  You are Marines!"<BR>
<BR>
Perhaps not verbatim but i'm damn close and dead on with the Air Force<BR>
comment.<BR>
<BR>
I thought the show much better than B5 or star trek.<BR>
<BR>
- -----Original Message-----<BR>
From: Douglas E. Berry <gridlore@pop.mindspring.com><BR>
To: traveller@lists.imagiconline.com <traveller@lists.imagiconline.com><BR>
Date: Tuesday, December 07, 1999 1:13 PM<BR>
Subject: Re: OT/Flamebait: Starship Troopers revisited<BR>
<BR>
<BR>
>At 08:40 AM 12/7/1999 -0600, you wrote:<BR>
>>I loved that show!  What were some of the shortcomings?<BR>
><BR>
>Marine *pilots* are rarely issued weapons and sent on a series of<BR>
>meaningless, pointless patrols.  That's what you have *Marines* for.<BR>
><BR>
>I really tried hard to like Space Down and Out.  Really.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 11:08:10 -0800 (PST)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: GURPS Space 3rd ship design in GT<BR>
<BR>
allensh writes:<BR>
> This may have been discussed before; I freely admit I<BR>
> haven't been reading the digests much lately.<BR>
> <BR>
> I got a copy of GURPS Space 3rd edition and was<BR>
> extremely impressed both by the new Ship Combat system<BR>
> (which I like far better than the one in GT) and by<BR>
> their version of the Modular Ship Design system. I<BR>
> found the fact that Sensors and Power Plants had been<BR>
> broken out into their own categories to be such a<BR>
> miniscule addition of complexity that I barely noticed<BR>
> it. This modular system is excellent. I was wondering<BR>
> if the various GT gearheads out there could advise me<BR>
> on how to use THIS system to create ships for GT. I<BR>
> know Jump Drives are quite different, but the sidebar<BR>
> on the topic in GT gives relevant information. Perhaps<BR>
> some "Traveller modules" for the GURPS Space system<BR>
> could be done?<BR>
<BR>
J-Drive module: 3T, 10 MW, 1 space, 3 MCr.  A ship requires (J+1) modules per 100 spaces.  In addition, the ship will require (J*.1) tons of hydrogen fuel per space to jump.<BR>
<BR>
Cabins: multiply volume by 4.  Bridges should probably have their volume doubled.  Neither is increased in cost or weight.<BR>
<BR>
Drives: use TL-11 reactionless at TL-10.  use TL-10 reactionless or super reactionless at TL-9.  Use TL-11 super reactionless at TL-11+.  Use TL 13 contragravity at TL 9+.  Note that 'vectored' thrust systems are half again heavier and more expensive than the systems in Space 3/e.<BR>
<BR>
PAWS: the smallest PAW is SHv at TL-8, EHv at TL-9, Hv at TL-10, Md at TL-11, Lt at TL-12.<BR>
<BR>
Meson Weapons: use PAW stats, but they start as SHv at TL-10, and base TL (for damage purposes) is 10.<BR>
<BR>
Meson screens: use force screen stats, but multiply weight by .04 and power consumption by .2.<BR>
<BR>
Not much else to it, really.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 07 Dec 1999 14:19:04 -0500<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Farewell<BR>
<BR>
Jim MacLean writes:<BR>
>Gentlesophonts,<BR>
><BR>
>Real Life commitments require that I unsubscribe from the TML.<BR>
>I've been a member almost without interruption since 1991 and<BR>
>I'll miss the hurly-burly of the list.  The List has grown<BR>
>enormously in membership and traffic since I joined, and I just<BR>
>can't keep up with it all anymore.  I can still be found on<BR>
>SJGames Traveller bulletin boards and reached via email.<BR>
<BR>
	:(<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 7 Dec 1999 11:05:12 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Communications Engineering Technology<BR>
<BR>
In mail you write:<BR>
<BR>
> Black ICE <wombat@premier.net> asked:<BR>
>>Leonard Erickson wrote:<BR>
>>> <BR>
>><<snip>><BR>
>>> <BR>
>>> AM/FM/PM are modulation types, though to most folks AM refers to<BR>
>>> "commercial broadcast radio" (In the US, in the 560 to 1600 kHz range),<BR>
>>> and FM refers to "commercial broadcast radio" (in the US in the 88 to<BR>
>>> 108 MHz range).<BR>
>><BR>
>>BTW, what is "phase modulation" (I assume that's what "PM" stands for),<BR>
>>and how does it work?  I understand amplitude and frequency modulation<BR>
>>(comes from having a SIGINTer as a roommate a few years back), but phase<BR>
>>modulation just doesn't ring any bells with me.<BR>
><BR>
> It could also be Pulse Modulation (aka PCM - Pulse Code Modulation)<BR>
><BR>
> I think that's a binary pulse/no pulse system.<BR>
<BR>
It can be. But there's also *analog* pulse *width* modulation. You get<BR>
an analog value between 0 & 1 by having pulses that *start* at regular<BR>
intervals (say 1.5 units) and have a duration that varies according to<BR>
the value being sent (say 0.1 units for 0 to 1.1 units for 1). <BR>
<BR>
Or you can have fixed width pulses with the *interval* between them<BR>
being the modulation. Again, this allows direct transmission of<BR>
*analog* values.  <BR>
<BR>
Both of the above are frequently encountered in telemetry applications.<BR>
<BR>
Digital pulse modulation tends to be similar to what's used to encode<BR>
data on hard disks:<BR>
<BR>
"FM" aka "single density". This has clock pulses, with data encoded as<BR>
the presence or absence of a pulse halfway between clock pulses.<BR>
<BR>
"MFM" (modified FM) aka "double density". There are no clock pulses.<BR>
Instead, the data pulses are compared against a local clock, and<BR>
special coding is used to ensure that no more than X 0 pulses occur in<BR>
a row (to prevent clock drift from garbling data). For disks, X is 4 or<BR>
5 if I recall correctly.<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>
End of Traveller-digest V1999 #1453<BR>
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