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Traveller-digest    Saturday, December 11 1999    Volume 1999 : Number 1481<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 Munchkins<BR>
Re: Nobility<BR>
Re: Elmore Artwork in T4<BR>
Re: Salvage One<BR>
Re Prizes and Salvages<BR>
Re Vector Maintenance<BR>
[none]<BR>
Re: Re Wager<BR>
Re the Gaming Industry<BR>
Re: Paintball and morality (was Re: OT/Flamebait ...)<BR>
Handouts (was Re: Munchkins)<BR>
OT: Dragon Archive Question<BR>
Re: Munchkins<BR>
Re: Deserts<BR>
Re: Munchkins<BR>
Focusing Games (was Re: Munchkins)<BR>
Re: Mass communication, the nobility and epistemology (LONG)<BR>
Re: Paintball is not a real gun, much less a light crew served weapon<BR>
Re: Mass communication, the nobility and epistemology (LONG)<BR>
Re: Re Vector Maintenance<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 12:30:00 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re Munchkins<BR>
<BR>
>> Coax them gently, and they tend to come around. The stubbornest I've met,<BR>
>> however, was a man who was the non-gamer to his avid-gamer wife. He became<BR>
>> a rules lawyer from HELL. So bad, in fact, that no one wants to game with<BR>
>> him. And he'll only play AD&D 2nd, and only FR or DL settings, and won't<BR>
>> tolerate even the minorest of house rules, deviations from print, or<BR>
>> interpretations which conflict with his (unless backed up in Dragon).<BR>
><BR>
>Anybody who tries *that* level of "rules lawyering" in a campaign *I*<BR>
>am running will get shown the section of the rules that states the GM<BR>
>is free to alter or interpret rules any way he chooses. If that doesn't<BR>
>work, he or she will be shown the door.<BR>
<BR>
I've shown him the door. The group he's in currently consists of a (Really<BR>
promising) 16 YO male, a nigh-40 gent who live with his mother (and is<BR>
behaviourally about 18-22), and the couple mentioned above. Occassionally,<BR>
someone else will join, and then leave in disgust. Anyone who knows the<BR>
couple knows better than to allow Ray into their group. I'm about to try<BR>
and steal the other other two from Ray's group. (I'd try to get his wife to<BR>
quit gaming with him, but Ray KNOWS I had the hots for his wife at one<BR>
point....)<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: Sat, 11 Dec 1999 22:45:05 +0100 (MET)<BR>
From: Hans Rancke-Madsen <rancke@diku.dk><BR>
Subject: Re: Nobility<BR>
<BR>
>William F. Hostman writes:<BR>
<BR>
>Boris writes<BR>
> <BR>
>>   There is an interesting article in one of the Traveller Chronicle <10 by<BR>
>>Andy Slack(?)  dealing with the extension of social standing from A-Z that<BR>
>>way filling plenty of room for lots of noble ranks.  It is really a first<BR>
>>class piece of writing.<BR>
<BR>
That was in #9 and it was by me.<BR>
 <BR>
>It also totally changes the feel of the setting (I've tried it). I'd<BR>
>suggest avoiding it... but it is wonderfully written. It also is not<BR>
>supportive of existing canon.<BR>
<BR>
Really? Tell me more (either here or by e-mail if you don't think it would<BR>
interest others). What did you try? What went wrong? And why do you think it<BR>
isn't supportive of existing canon as a whole? I mean, I know it contradicts <BR>
some canon, but that is because (IMO, of course) canon contradicts itself <BR>
(Specifically, if you count Imperial nobles from the top down, you get <BR>
10,000 or perhaps 100,000 peers, while if you count from the bottom up, you <BR>
get tens or hundred of millions).<BR>
<BR>
<BR>
<BR>
      Hans Rancke<BR>
University of Copenhagen<BR>
     rancke@diku.dk<BR>
- ------------<BR>
"The universe is filled with _people_, and not a single solitary spear<BR>
carrier among them."<BR>
			Mia Havero in "Rite of Passage" by Alexei Panshin<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 16:48:31 -0500<BR>
From: "Swordy \(Colin Michael\)" <swordworlder@clinic.net><BR>
Subject: Re: Elmore Artwork in T4<BR>
<BR>
I'll start the bidding off at 12.50 ;-)<BR>
<BR>
^^^^^^^^^^^^^^^^^^^^^^^^<BR>
Colin Michael, WebDev<BR>
www.downport.com<BR>
The Traveller Domain<BR>
<BR>
<BR>
- ----- Original Message -----<BR>
From: "SD Mooney" <dom@cybergoths.u-net.com><BR>
> Anyone got an idea how much the original  of one of the Elmore B&W<BR>
> drawings from T4 would be worth?<BR>
><BR>
> A friend of mine has come into the original of the one on p91 and is<BR>
> wondering how much he could sell it for if he wanted to!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 15:55:33 -0600<BR>
From: "Bont" <felix@felixcafe.com><BR>
Subject: Re: Salvage One<BR>
<BR>
> >It _wasn't_ handwavium [oh, the horror]!  It was Monohydrozine!<BR>
> Note that a monohydrogen engine (burns atomic hydrogen into molecular<BR>
> hydrogen, H+H=>H2) is actually the most efficient chemical rocket<BR>
> engine one can imagine (though we have no idea how to do this), so the<BR>
> words were almost right...<BR>
<BR>
To a 12/13 year-old it was Real!  How dare you destroy my fantasy, <BR>
you ... you ... handwaver!<BR>
<BR>
:)<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: Sat, 11 Dec 1999 12:59:00 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re Prizes and Salvages<BR>
<BR>
>> In the case of a vessel which has been stolen, but was taken<BR>
>> as legitamate prize, the 3 month probate on vessels IMTU<BR>
>> applies; The lien holders or owners may reclaim the ship<BR>
>> within three months of it's recovery, assuming the theft<BR>
>> was within one year prior to recovery. If they do, they must<BR>
>> pay fair salvage value (10% of fair market value at time of<BR>
>> theft) plus costs (Charter fees plus food, fuel and ammo<BR>
>> expenses) as a finder's fee. And the theft report to the<BR>
>> local admirality at point of discovery of the theft must<BR>
>> accompany such claims.<BR>
><BR>
>That assumes that stolen velssels have the information sent<BR>
>through the x-boat network and would be a good time frame<BR>
>in that light. However, while three months is enough to find out<BR>
>if it was stolen, it is not always enough time for the owners<BR>
>to get there to reclaim the property. That depends on how<BR>
>far away they are as well as how long ago the vessel was stolen<BR>
>and should be taken into account by the Admiralty in setting the<BR>
>probate time frame.<BR>
<BR>
Take a look at the maritime salvage laws in the international treaties... A<BR>
ship is a ship, and, stolen or not, if taken while *abandoned* on the high<BR>
sees, may be claimed as salvage. It is advisable, however, not to reflag it<BR>
for the same country, so as to avoid THEIR salvage laws or property<BR>
reclamation laws.... IMTU, I assume that the interested parties in a<BR>
multi-million credit starship WILL spend the 1KCr for the message to<BR>
propagate to 16 months range. IMTU, the admiralty courts have a lot of<BR>
authority to re-posess ships. So you notify all the admiralty courts in<BR>
range within the time/distance range, and they will automatically assume<BR>
the claim as filed shoudl the ship turn up.<BR>
<BR>
Since ship ownership is a matter very important for trade, so IMTU, the<BR>
laws regulating it are Reserved to the Imperium; local worlds may not<BR>
interfere (at least IMTU). Yes, a world need not allow you to register, but<BR>
once you find a world that will, and so do, it is in imperial matter. The<BR>
restriction on stolen ships recovery times is to force insurance companies<BR>
to either trace or pay off within 16 months. Admiralty courts which suspect<BR>
an individual is tryign to claim a ship he/she stole, well, they can refuse<BR>
the claim, and even return the ship elsewhere, or auction it off, and send<BR>
the proceeds to the last listed owner, etc.<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: Sat, 11 Dec 1999 13:22:22 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: Re Vector Maintenance<BR>
<BR>
>Hello.<BR>
>This is probably considered an easy question:<BR>
<BR>
no, one with many complex answers.<BR>
<BR>
> Does any ship maintain its<BR>
>original velocity and vector when exiting jumpspace?<BR>
><BR>
According to TNE, yes. But I don't recall ever any of the rules mentioning<BR>
what that vector is in relation to. Several articles referenced this<BR>
tendancy also, without specifying frames of reference.<BR>
<BR>
IMTU, that vector is rtained in relation to the two most gravitationally<BR>
significant bodies, in the manner of vector angle to ray S1->S2 at jump<BR>
out, and the vector at jump in will be the same in relation to ray<BR>
S1'->S2'. Note that S1 is the most significant gravity well, and S2 is the<BR>
second most significant. Generally, this will be the star and planet, or<BR>
planet and moon. IMTU, ships leaving Terra/Sol tend to choose where to jump<BR>
based upon lunal vs solar significance, and how it will affect their vector<BR>
at jump-in. Also, case in point problem If you jump from earth (S1= Earth,<BR>
S2=Luna) to mars orbit, S1 becomes mars, and S2 is Sol. However, if you<BR>
instead jump to mercury, S1 is sol, and S2 is Mercury. If however, you jump<BR>
from nearer Luna than earth,  you might get a reciprical course from what<BR>
you expect. also note that I use the orbital plane of the S1-S2 pair to<BR>
determine 3d referents; if you appear to hold S1 still, and S2 moves<BR>
clockwise around it, you're looking "Down". (Even if S2 is the orbital<BR>
center, as in a two body calculation either one may be the "Stable point"<BR>
for viewing.)<BR>
<BR>
<BR>
Some persons have it retain relative to the galaxay, but then the vectors<BR>
can become days of decelleration. to match with local system speeds.<BR>
<BR>
Other persons base it upon the ecliptic and the star, others base it in<BR>
other ways.<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: Sat, 11 Dec 1999 13:44:53 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: [none]<BR>
<BR>
>>This was one of the fields of my copper mate.  If the<BR>
><BR>
>>dealer purchased the vehicle in good faith and the<BR>
>>police cannot prove otherwise, he's just as<BR>
>>innocent as the next fella.<BR>
><BR>
>Remember that there are two sets of legal issues here,<BR>
>criminal and civil.  The dealer may be innocent of<BR>
>crime, but still liable to the purchaser.<BR>
><BR>
>- --Glenn<BR>
<BR>
here in alaska, they can get the dealer on selling stolen merchandise, in<BR>
itself a crime. Many places in the rest of the US have statutes covering<BR>
reciveing stolen property and selling stolen property.  Locally, Vehicles<BR>
must have a valid title IN HAND at time of sale. The actual transfer is the<BR>
signing of the back of the title (in the right spots), but it is not legal<BR>
until either the sold again (only room for 2 sales on an alaskan issued<BR>
title), or taken to DMV and a replacement title is issued to the recipient<BR>
signature on the back.<BR>
<BR>
A dealer is only likely to take 1st signature titles, and they are supposed<BR>
to check id's. The state, upon title issue, checks for theft claims,<BR>
bank/mechanic/storage liens, etc, and won't issue if there is a known lien.<BR>
<BR>
IMTU, ships have a more complex problem. Selling a ship takes action by the<BR>
local admiralty, the admirality court of the registation site, and possibly<BR>
of the new registration site, if it differs. Until they all agree, the<BR>
title is in probate. And any of them can take actions upon finding out<BR>
about liens against the ship or it's Sellers. So, unless you're buying new,<BR>
expect at least a few months lag time for probat to clear on PURCHASING a<BR>
ship.<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: Sun, 12 Dec 1999 11:56:33 +1300<BR>
From: "Frank Pitt" <frankie@mundens.gen.nz><BR>
Subject: Re: Re Wager<BR>
<BR>
> >On 8 Dec 99, at 23:30, Chris Seamans wrote:<BR>
> ><BR>
> >> I'd wager money that most of the people on this list, even though they<BR>
> >> consider themselves roleplayers, aren't currently involved in a<BR>
campaign.<BR>
> >> That's not an attack on anybody, that's merely the reality of the<BR>
> >> situation.<BR>
><BR>
> Hmmm. Last friday, I wrapped a 6 month campaign, with weekly sessions of<BR>
~5<BR>
> hours. The group (with only minor changes) had been running without more<BR>
> than two weeks off at a shot, since about August 96, although we've<BR>
> switched systems every 3-6mo. I'll start up a new group around 2nd week of<BR>
> January.<BR>
><BR>
> I'd be willing to lay odds that the simple majority of the people on the<BR>
> list haven't been involved with playing TRAVELLER in the past 6 months.<BR>
> Then again, neither have I.<BR>
<BR>
Well, in my case, that depends on what you call "Traveller".<BR>
<BR>
I have rarely used Traveler rules for roleplaying , as I don't like using<BR>
rules for roleplaying even with goood rules, and in general Traveler rules<BR>
are not good for actual playing (though they're great as a basis for<BR>
character creation, ship design and wargaming )<BR>
<BR>
But I've used the Traveller universe conntinually, right now we're doing a<BR>
hybrid of Jovian Chronicles*  and T2300, as the Pluto research station<BR>
finally finish building the first stuterwarp craft, and take the untested<BR>
ship out into instellar space to avoid it being captured by an Earther<BR>
strike force...<BR>
<BR>
While at any time I  may not have played in the Traveller universe for last<BR>
two or three months, expand that to six months and I almost certainly have<BR>
donme something, if only a single convention scenario someone has asked me<BR>
to run.<BR>
<BR>
*something all Traveller players should read, if only for great looking<BR>
ships. Jesse, if you ever get the chance consider doing one of the Jovian<BR>
Chronicles ships, I suspect it would be damn dificult, they aren't<BR>
smooth-hulled like Traveller ships, more like Bab5 EarthForce ships.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 17:57:25 -0600<BR>
From: "shadowcat" <meow@advancenet.net><BR>
Subject: Re the Gaming Industry<BR>
<BR>
I would also disagree on Hero not being played...hell its more <BR>
popular here in Bloomington-Normal then Traveller ever was. granted<BR>
its not as good a system as GURPS for vehicles, its far better for <BR>
doing Superheroes.<BR>
<BR>
<BR>
<BR>
Shadowcat AKA Kevin Walsh<BR>
Captain of the Free Trader Beowulf<BR>
ADD/ADHD Advocate<BR>
http://www.advancenet.net/~meow<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 19:08:25 -0500<BR>
From: "Eric Freitas" <ericfrei@gte.net><BR>
Subject: Re: Paintball and morality (was Re: OT/Flamebait ...)<BR>
<BR>
>Question: How do you feel about fencing? As a sport, that is? And how is<BR>
>paintball different in it's moral implications.<BR>
<BR>
<BR>
Fencing is a great sport!  It's also good to know that you only need remove<BR>
the<BR>
rubber ball from the end of the sword to use it as a real one if the need<BR>
ever<BR>
manifested itself (at least for the Epee).  It's also interesting to note<BR>
that most<BR>
cities, at least in the USA don't have ordinances against openly carrying<BR>
swords (course here in Florida, you can wear a revolver openly on your hip<BR>
and not be arrested as well.  Just don't pull the trigger.).<BR>
<BR>
On a separate point, I understand that carrying an unconcealed weapon in<BR>
Florida is perfectly legal, but that if you 'brandish' it you can be<BR>
charged.  This<BR>
isn't necessarily true, though.  We once had a very bad neighbor who openly<BR>
threatened their landlord with a pistol, which falls under the 'brandishing'<BR>
law, and they weren't charged by the police.  The woman in question even<BR>
did this with the police there!  They said that they couldn't do anything<BR>
until she pulled the trigger.  After that incident I decided that if I heard<BR>
shooting<BR>
there again, I'd simply start shooting back (there had been multiple<BR>
drive by shootings at that point).  It's also an interesting thing to point<BR>
out that in that town, at midnight of any holiday of note, say the 4th of<BR>
July or<BR>
New Years, that you would hear not just firecrackers but firearms as well.<BR>
One<BR>
night sticks in my mind in particular because of the distinctive sound of an<BR>
AK-47 going of in burst mode.  All I could think at the times this happened<BR>
was<BR>
f****** idiots!<BR>
<BR>
So, yes Virginia there are reasons to keep your weapons oiled, and loaded<BR>
with<BR>
HydraShock rounds.<BR>
<BR>
<BR>
<BR>
Eric<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 17:44:35 -0700<BR>
From: cos 90 <cos90@powersurfr.com><BR>
Subject: Handouts (was Re: Munchkins)<BR>
<BR>
>I'm a huge fan of handouts. I like giving the players handouts, no matter<BR>
>what game we're playing. To prepare them for a recent Traveller campaign, I<BR>
>wrote up a movie review for an anti-Solomani action movie, and a piece on<BR>
>the music scene (both are available at my site: http://www.pil.net/~semo ).<BR>
>I also gave them other bits I had written, which are also on the site.<BR>
<BR>
I've used handouts as a prop in the past. Most recent example, the last<BR>
session of my Traveller campaign (now on hiatus until January), the plot<BR>
involved a missing woman who was being hunted by some Bad People. There<BR>
were posters with her picture and a reward, "Have you seen this woman?",<BR>
that sort of thing. So I made up a poster, complete with photo of the<BR>
woman (I used a pic of Angie Harmon from Law & Order), and handed it to<BR>
the players as an example of the posters they're seeing all over the<BR>
starport... It gave them something tangible for the plot hook.<BR>
<BR>
>ago or so (geez, it's been that long?) I made a tape of a repeating distress<BR>
>signal from an ancient alien ship, which worked extremely well at setting<BR>
>the mood for the players during the session in which they encountered the<BR>
>vessel.<BR>
<BR>
Sounds like a Space Opera campaign I was in years and years and years ago<BR>
(circa 1982) -- one adventure, we the players found a derelict ship. When<BR>
we found the ship's log entries, the GM played a tape he and his roommate<BR>
(who was not in the game) had prepared, complete with appripriate background<BR>
sound effects (think of the background sounds on the bridge in the original<BR>
Star Trek series) -- and the sounds of explosions and people screaming and<BR>
whatnot when the ship was being attacked... It added something to the<BR>
ambience.<BR>
<BR>
     Glenn St-Germain  Edmonton, Alberta, Canada <BR>
cos90@powersurfr.com  http://plaza.powersurfr.com/glenn<BR>
        "There is no longer any normal to be"<BR>
                                 -- Gary Numan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 17:04:15 -0800<BR>
From: "Zane H. Healy" <healyzh@aracnet.com><BR>
Subject: OT: Dragon Archive Question<BR>
<BR>
I recieved my copy of the archieve from Amazon yesterday and was finally<BR>
able to squeeze in time for a quick look through it.  Looks *very* good.<BR>
One question though, wasn't it supposed to include the issues of "Strategic<BR>
Review"?<BR>
<BR>
Also has anyone got a list of what issues have Traveller related articles?<BR>
I know of one, and am sure there are more.<BR>
<BR>
				Zane<BR>
| Zane H. Healy                    | UNIX Systems Adminstrator  |<BR>
| healyzh@aracnet.com (primary)    | Linux Enthusiast           |<BR>
| healyzh@holonet.net (alternate)  | Classic Computer Collector |<BR>
+----------------------------------+----------------------------+<BR>
|     Empire of the Petal Throne and Traveller Role Playing,    |<BR>
|                   and Zane's Computer Museum.                 |<BR>
|                 http://www.aracnet.com/~healyzh/              |<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 19:24:26 -0600 (CST)<BR>
From: Cynthia Higginbotham <cyhiggin@pipeline.com><BR>
Subject: Re: Munchkins<BR>
<BR>
> In mail you write:<BR>
> <BR>
> > Wasn't that B-ko?  I thought C-Ko was the villainess who kept inventing<BR>
> > all these super-powered battlesuits to take on A-ko with.<BR>
> <BR>
> I remember damn near *dieing* trying to hold in the laughter when I saw<BR>
> those "family" scenes near the end. A-ko's mom ironing that costume,<BR>
> and her dad sitting at the breakfast table in the blue suit with a red<BR>
> tie. And wearing glasses.  Gee, I wonder when Clark got married and how<BR>
> he wound up assigned to Japan. <BR>
> <BR>
> At least it "explained" A-ko's abilities. :-)<BR>
<BR>
:-)  Well, if you've been following DC Comics, Clark and Lois<BR>
finally did get married.  Since Clark is a senior reporter/editor<BR>
type person nowadays, maybe he gets a new job heading up the Japanese<BR>
bureau for one of the wire services.<BR>
<BR>
Could happen.<BR>
<BR>
		--Cynthia<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 19:38:33 -0600 (CST)<BR>
From: Cynthia Higginbotham <cyhiggin@pipeline.com><BR>
Subject: Re: Deserts<BR>
<BR>
> >(My definition of "pretty f*****g cold": when it gets down to -40, as it<BR>
> >usually does at least once during the winter up here. That's *really*<BR>
> >f*****g cold!)<BR>
> <BR>
> -40 is just a bit chilly. When I was a lad in Saskatoon I just threw on<BR>
> another lawyer of clothing and skied to school. No problem as long as you<BR>
> dress and behave appropriately. Now -60 is cold.<BR>
> <BR>
> Here in Hogtown people seem to feel that -10 is cold. Leaving aside the<BR>
> whole question of Eastern decadence, a large part of the problem is that<BR>
> people's clothing, buildings, and behaviour totally ignore the weather. No<BR>
> heatlocks in the buildings, so there are lots of cold draughts. And no<BR>
> perception on Bay Street that a dress suit and raincoat, or short skirt and<BR>
> heels, aren't the most sensible clothing for subzero temperatures and icy<BR>
> streets.<BR>
<BR>
Here in N'Awlins, people start whining about the cold and wearing<BR>
coats when it gets below +50F. I grew up in Michigan, and spent<BR>
several years in Connecticut--to me, that's still T-shirt weather.<BR>
(Yes, I know what all you people from Minnesota and parts north<BR>
are going to say ;-)<BR>
<BR>
It's in the 70s today.<BR>
<BR>
			--Cynthia<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 19:53:10 -0600 (CST)<BR>
From: Cynthia Higginbotham <cyhiggin@pipeline.com><BR>
Subject: Re: Munchkins<BR>
<BR>
> >Hey, she sounds like a thwarted Romantic.  Why not give her the<BR>
> romantic/tragic roleplaying it sounds like she wanted?<BR>
> ><BR>
> We often did.  But she had to be the center of attention and sometimes we<BR>
> couldn't suss which baddie she'd like best, and you basically had to<BR>
> roleplay 1:1 with her a lot to keep her satisfied.  It was hard to keep her<BR>
> AND a party from clashing.<BR>
<BR>
Ah! I see; to do romantic storylines, you have to have a fair amount<BR>
of cooperation between GM and player.  If the player won't cooperate,<BR>
bit of a problem.  A shame; romance is very hard to pull off in an RPG,<BR>
but to my mind, some of the most enjoyable and deepest roleplaying.<BR>
<BR>
> >They don't? :-(  Bummer. I'm just a bit of a romantic, too. ;-) (OTOH,<BR>
> loose ends make for sequels ;-)<BR>
> ><BR>
> I have this problem... "I am willing to suspend my disbelief, but not to<BR>
> hang it by the neck until dead."  (This is actually an ikaros quote, from my<BR>
> second husband, the gay one who's now among my best friends...)<BR>
<BR>
Hey, I like that.<BR>
<BR>
> My novel is too long, complex, and twisted for all the loose ends to get<BR>
> wrapped up completely, and I do like to write different stories about the<BR>
> other characters after one story ends.  <BR>
<BR>
Like I said, sequels and short stories. <BR>
<BR>
> I also have justice, but not<BR>
> complete justice... for instance, instead of having the rightful heir get<BR>
> everything sie should have had to begin with from the usurper, sometimes<BR>
> they go out and make a bigger haul on their very own.  She didn't always<BR>
> like that.<BR>
<BR>
Hmm.. Personally, if the character goes out and makes good on his<BR>
own, and becomes a better person/grows/develops better than he would<BR>
have been if everything was handed to him on a silver platter, that<BR>
sounds like a better story to me.  Reminiscent of Louis L'Amour stories..<BR>
(one of my favorite old-fashioned storytellers).<BR>
<BR>
Just so you don't have a Michael Moorcock-style bloodbath at the<BR>
end of the story where you kill off everyone as a way of winding up<BR>
the series.  (Just re-read the Hawkmoon stories after about 15 years..<BR>
I was really pissed at him for killing d'Averc at the end of "The<BR>
Runestaff"; it's a real downer.  MM wasn't quite as good a writer <BR>
as I remembered him being when I read him as a teenager.  But then, <BR>
I hadn't read Jack Vance's "Dying Earth" stories in those days, and <BR>
didn't know what incredibly, superbly good was for that genre of fantasy.)<BR>
<BR>
> >Wasn't that B-ko?  I thought C-Ko was the villainess who kept inventing all<BR>
> these super-powered battlesuits to take on A-ko with.<BR>
> ><BR>
> No, THAT person (the villainess) was B-Ko.  We always wondered if she was<BR>
> the daughter of Lex Luthor since the ending of the first A-ko show strongly<BR>
> implied that A-ko was the daughter of Lois and Clark Kent.<BR>
<BR>
I guess I'm failing aging rolls. I hadn't thought of that; it<BR>
would explain her skills at designing high-tech weapons and battlesuits,<BR>
and where she got the home super-weapon lab to work in. :-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 20:54:32 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Focusing Games (was Re: Munchkins)<BR>
<BR>
On 12/11/99 at 08:05 AM,  shadow@krypton.rain.com (Leonard Erickson) said:<BR>
<BR>
>> Introducing new players to the OTU can be a bit of a worry.  There's a<BR>
>> whole lot of "stuff" out there, and it takes a long time to assimilate. <BR>
>> Because I've got my new game starting soon, I'm trying to work out what is<BR>
>> necessary for people to know to make sensible decisions about character<BR>
>> generation, and so on.<BR>
>><BR>
>> How do people deal with that?  I don't really care what game you are<BR>
>> playing:  how do you go about introducing new people to a complex, and<BR>
>> unfamiliar setting?  I have to admit that I originally used to just wing<BR>
>> it, but the games I tended to run weren't particularly coherent, and this<BR>
>> time I'm trying to focus on a small astrographical area and a very intense<BR>
>> power struggle.<BR>
<BR>
>One thing that works is to use some "canned" scenarios from<BR>
>supplements or magazines as a way to let people get familar with the<BR>
>system and background. <BR>
<BR>
I'd go further with newbies.  Give them pre-generated characters<BR>
with included background material, and run them through one, two or<BR>
more set piece scenarios.  Maybe after the first session have them<BR>
modify their character and after the second create one of their own<BR>
to try out.  The idea is to get them familar with the game setting,<BR>
mechanics and character creation before you lock them into a complex<BR>
and intense situation.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 20:39:05 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Re: Mass communication, the nobility and epistemology (LONG)<BR>
<BR>
On 12/11/99 at 09:44 AM,  "Thomas Vickers" <redroach@flex.net> said:<BR>
<BR>
>>Here in Toronto, we have a "no cell phones and pagers" regulation. The<BR>
>>school administration won't enforce it, because many of those phones are<BR>
>>encouraged by parents.<BR>
<BR>
>Here in wonderful Texas where I teach, we also have a NO cell phone<BR>
>or pager policy.<BR>
<BR>
I teach adults.  I tell my students in their first class that if<BR>
they need to leave the room to take a call, go to the restroom, or<BR>
take care of other business then they should do so quietly not<BR>
disturbing the rest of the class and we'll discuss it after class or<BR>
during break.  So far I've never had a real problem with cells or<BR>
pagers.  Most of the time the students are aplogetic, and somewhat<BR>
embarrassed, when they get a call, especially if it's not a silent<BR>
page/ring.  <BR>
<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 21:59:48 -0500<BR>
From: "Eric Freitas" <ericfrei@gte.net><BR>
Subject: Re: Paintball is not a real gun, much less a light crew served weapon<BR>
<BR>
You know... Paint Balls don't have to contain paint....<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 21:09:54 -0600<BR>
From: "Eris Reddoch" <eris@pcola.gulf.net><BR>
Subject: Re: Mass communication, the nobility and epistemology (LONG)<BR>
<BR>
On 12/12/99 at 04:02 AM,  "Jim & Peta Lawrie" <jimpeta@primus.com.au> said:<BR>
<BR>
>    A few years ago I decided to go back to school and finish my<BR>
>formal education here in Australia. After a lapse of 14 years it was<BR>
>something of a surprise to find that some of the guys were carrying<BR>
>on (loud) mobile phone conversations during class time. <BR>
<BR>
How rude!<BR>
<BR>
>After two months of being unable to concentrate on the curriculum I dropped out<BR>
>again<BR>
<BR>
That's a shame. <BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 11 Dec 1999 17:57:36 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Re Vector Maintenance<BR>
<BR>
In mail you write:<BR>
<BR>
>>Hello.<BR>
>>This is probably considered an easy question:<BR>
><BR>
> no, one with many complex answers.<BR>
><BR>
>> Does any ship maintain its<BR>
>>original velocity and vector when exiting jumpspace?<BR>
>><BR>
> According to TNE, yes. But I don't recall ever any of the rules mentioning<BR>
> what that vector is in relation to. Several articles referenced this<BR>
> tendancy also, without specifying frames of reference.<BR>
<BR>
That's probably because (in the real world) your velocity is<BR>
*different* in different frames of reference. And it is conserved in<BR>
*all* of them. Really. <BR>
<BR>
Therefore if you use the *same* reference frame (ie the same *object*,<BR>
not "an object or objects of similar type" as you propose below), the<BR>
velocity vector will *automatically* be the same in all the *other*<BR>
reference frames.<BR>
<BR>
> IMTU, that vector is rtained in relation to the two most gravitationally<BR>
> significant bodies, in the manner of vector angle to ray S1->S2 at jump<BR>
> out, and the vector at jump in will be the same in relation to ray<BR>
> S1'->S2'. Note that S1 is the most significant gravity well, and S2 is the<BR>
> second most significant. Generally, this will be the star and planet, or<BR>
> planet and moon. IMTU, ships leaving Terra/Sol tend to choose where to jump<BR>
> based upon lunal vs solar significance, and how it will affect their vector<BR>
> at jump-in. Also, case in point problem If you jump from earth (S1= Earth,<BR>
> S2=Luna) to mars orbit, S1 becomes mars, and S2 is Sol. However, if you<BR>
> instead jump to mercury, S1 is sol, and S2 is Mercury. If however, you jump<BR>
> from nearer Luna than earth,  you might get a reciprical course from what<BR>
> you expect. also note that I use the orbital plane of the S1-S2 pair to<BR>
> determine 3d referents; if you appear to hold S1 still, and S2 moves<BR>
> clockwise around it, you're looking "Down". (Even if S2 is the orbital<BR>
> center, as in a two body calculation either one may be the "Stable point"<BR>
> for viewing.)<BR>
<BR>
Slight problem. There are *two* possible vectors that satisfy your<BR>
conditions in some cases. Consider two bodies of equal mass orbiting<BR>
about their common center of mass. And even in the cases where the<BR>
masses differ, something about your using the "orbital direction" to<BR>
define "up & down" bothers me.<BR>
<BR>
Also, you need to define "gravitionally significant". Acceleration due<BR>
to gravity? Tidal force (the rate at which the accel *changes*)? Or<BR>
something else. <BR>
<BR>
In the first case S1 is Earth and S2 is the *Sun* (do the<BR>
calculations). In the second, S1 is Earth and S2 is the moon (most of<BR>
the time).<BR>
<BR>
> Some persons have it retain relative to the galaxay, but then the vectors<BR>
> can become days of decelleration. to match with local system speeds.<BR>
<BR>
Huh? That'd be one *very* unusual star. *One* day of acceleration at 1<BR>
g is 864 km/sec. That's *way* outside the "normal" range for<BR>
relative velocities of stars. As I recall (Bruce, want to check this?)<BR>
"normal" values are 50 to 100 km/sec (with 100 km/sec) being *high*.<BR>
<BR>
100 km/sec takes all of 2:46:40 (hh:mm:ss) to kill at 1 g. And consider<BR>
that the orbital velocity of Earth is around 30 km/sec.<BR>
<BR>
To put this in perspective, here's a table of velocity versus time to<BR>
travel one parsec (ie how long before the star would be in a different<BR>
hex!) <BR>
<BR>
v (km/s)  years/parsec    (parsec=3.09e13 km, year=3.15e7 sec)<BR>
- --------  ------------<BR>
100       9809<BR>
1000      981<BR>
10,000    98.1<BR>
<BR>
So at 1000 km/sec (which only takes about a day to kill), a star will<BR>
have moved *several* hexes during the recorded history of the Traveller<BR>
universe!<BR>
<BR>
At 100 km/sec, the motion is pretty trivial to kill (see above) and is<BR>
mostly significant in figuring jump coordinates, and (if you keep<BR>
*original* vectors) makes certain "run to jump" directions preferable<BR>
for certain destinations.<BR>
<BR>
At 50 km/sec (a figure I seem to recall Bruce mentioning) it takes only<BR>
an hour or so at 1 g to kill the velocity difference. Assuming the<BR>
planet's motion in its orbit doesn't kill most of the difference during<BR>
part of the year)<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 #1481<BR>
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