<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #1486</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	12/13/99 8:47:19 AM Pacific Standard Time<BR>
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Traveller-digest     Monday, December 13 1999     Volume 1999 : Number 1486<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: electronic warfare<BR>
Re: Cherryh was Re: The Rise and Supposed Decline of the RPG Empire<BR>
Re: If there was a war between Virus and C-Ko, who would win?<BR>
Re: technology advances<BR>
Re: Superpowers & Photosynthesis<BR>
SJ Games Daily Illuminator for 12/13/99 (fwd)<BR>
Re: Focusing Games (was Re: Munchkins)<BR>
My new SF miniatures site is up!<BR>
Re: Traveller-digest V1999 #1484<BR>
Re: My new SF miniatures site is up!<BR>
RE: My new SF miniatures site is up!<BR>
Re: electronic warfare<BR>
RE: Starting Traveller Newbies<BR>
RE: Deserts<BR>
RE: Deserts<BR>
RE: Velocity/Vector<BR>
Re: Deserts<BR>
Traveller News Service<BR>
Re: The Rise and Supposed Decline of the RPG Empire<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 01:24:24 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: electronic warfare<BR>
<BR>
In mail you write:<BR>
<BR>
> "Jason T. Barnabas" <cybernaut@netzero.net> wrote:<BR>
>> With all the modern technology available, I'm surprised<BR>
>> that someone hasn't integrated a computer with voice<BR>
>> recognition software.  You talk to in the mic just like<BR>
>> normal, the computer digitally records your words and<BR>
>> sends it out at say 56 K.  <BR>
><BR>
> 56K??? I think the person using such a system would be <BR>
> easy enough to track from the gigantic piece of wire they'll<BR>
> be lugging around.<BR>
<BR>
Not *that* gigantic. *Digital* phone lines (with their "high quality"<BR>
8kHz sampling rate) use a 64kbps bandwidth. That's *why* ISDN sends<BR>
data at 64k. <BR>
<BR>
> The average digital cell phone transmits at between 8 and 13<BR>
> kbps - it takes a _lot_ of bandwidth to transmit high bit-rates<BR>
> over the air. Remember that any piece of copper has as much<BR>
> bandwidth as the rest of the universe combined and there's<BR>
> a hell of a lot more competition for wireless bandwidth.<BR>
> (Assuming you're the sole user of the piece of wire).<BR>
<BR>
> At any rate, your suggestion is a good one, which<BR>
> is why modern CDMA cell phone technology (used by Sprint<BR>
> in the US and Bell & Clearnet in Canada, among others) is<BR>
> derived from military technology, spread spectrum (and a<BR>
> bunch of other things, but there's a lot of similarity<BR>
> between spread spectum and code division multiplexing).<BR>
<BR>
> Better yet, you can record voice as low as 4k per second <BR>
> (and still understand it) and transmit at higher rates,<BR>
> making the burst pretty short.<BR>
<BR>
Record a WAV file with mono, 8 bit samples and different sampling<BR>
rates. Then try compressing the files with various archivers. The %<BR>
compression you get, times the sample rate times 8 (for the 8 bit<BR>
samples) is the bit rate you'd need to send that quality sound. <BR>
<BR>
8k sample rates are typical phone quality, which gives the 64k data<BR>
rate.<BR>
<BR>
So, let's say we can get 4:1 compression. 4k * 4 give 16k for the<BR>
original signal. Divide by 8 for the 8-bits gives a sample rate of *2*<BR>
kHz. That's kinda lousy quality.<BR>
<BR>
> The best part is that this is all derived from Shannon's<BR>
> law which limits information transfer rates - something<BR>
> that the Third Imperium is unlikely to circumvent. (Although<BR>
> finding a way around Shannon's law would be pretty cool...<BR>
> compressing the sum of human knowledge into two bytes :)<BR>
<BR>
There *is* a way around Shannon. But it's of *very* limited utility.<BR>
You use a code. A code symbol can stand for an arbitary amount of info.<BR>
For example, as I recall the "launch codes" for the US nuclear arsenal<BR>
are essentially several characters of "confirmation code" and 2-4<BR>
characters of "mission code". That last tells the people *which* set of<BR>
targets to go after, by telling them which notebook to pull off the<BR>
(large) shelf. So in essence, those characters "convey" a meg or so of<BR>
info. :-)<BR>
<BR>
But they can only convey a few hundred different sets of info. <BR>
<BR>
You gain "density" at the cost of limiting the possible messages. If<BR>
you need to send a message not in the code, you are SOL. <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 01:38:59 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Cherryh was Re: The Rise and Supposed Decline of the RPG Empire<BR>
<BR>
In mail you write:<BR>
<BR>
> At 16:03 -0500 12/12/99, wrote  "Rupert Boleyn" <rboleyn@paradise.net.nz>:<BR>
><BR>
>>On 11 Dec 99, at 18:42, Leonard Erickson wrote:<BR>
>> > Frankly, I'm not sure I'd classify the Union (they're the ones with<BR>
>> > Azi, right?) as *human*.<BR>
>><BR>
>>I can't remember if the Union call them Azi, but they do rely on vat<BR>
>>grown workers. _Serpent's Reach_ had Azi, and Chondrin (near immortals)<BR>
>>and hive minds called Marjat (something like that, anyway).<BR>
><BR>
> Union call them 'Azi'. They're covered in depth in 'Cyteen' and <BR>
> '40,000 in Gehenna'.<BR>
<BR>
> Overall I'd disagree with Leonard's view on Union - reading the <BR>
> books, Union increasingly becomes more human ('than human') whilst <BR>
> Alliance and Earth move towards totalitarianism. Union's reliance on <BR>
> Azi stems from the fact they are initially relying on their Vat grown <BR>
> people to combat the shear numbers available to the Earth Company, <BR>
> dominating as it does the mother well.<BR>
><BR>
> I'd agree that Union is 'alien' during the Company War, particularly <BR>
> because of the similarities between Azi as a result of Deep tape <BR>
> learning.<BR>
<BR>
There's at least one other story that is *very* instructive. It has a<BR>
bored "real human" gambling with an Azi. And at some point the Azi<BR>
starts sneaking sessions with tapes intended for his "mistress". And<BR>
finally, he is "freed". But it takes a *long* look at an issue that the<BR>
typical "human" in the Union didn't want to. What *is* the difference<BR>
between "humans" and Azi. *Are* azi "real people" (even if Union law<BR>
and customs says they aren't). <BR>
<BR>
Also, I think "40,000 in Gehenna" shows a glimpse of a *truly* alien<BR>
culture. Nobody who has read that book is going to claim that a<BR>
Gehennan is "human" in any sense except genetically. <BR>
<BR>
Having a few minor human races (ok, *cultures*) around that are *more*<BR>
alien than any of Traveller's aliens is a good way to shake people up,<BR>
but it won't be easy. <BR>
<BR>
Several of Cherryh's books are good sources for such "alien humans". So<BR>
is Donald Kingsbury's "Courtship Rite". I know there are others, but I<BR>
can't think of titles at the moment. <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 01:46:58 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: If there was a war between Virus and C-Ko, who would win?<BR>
<BR>
In mail you write:<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>
><BR>
> B-ko was the mech head.<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>
> It is generally accepted that the wife is Wonder Woman. From memory (must <BR>
> check my DVD) that when ironing, she has gold wristbands.<BR>
<BR>
I missed that. If so, it's a wonder B-Ko got as far as she did with<BR>
A-ko. And it *definitely* explains why A-ko *isn't* a spoiled brat. (As<BR>
a babysitter, I've often wished for something along the lines of Wonder<BR>
Woman's lasso!)<BR>
<BR>
BTW, I remember that A-ko is actually "Aiko", and "C-ko" is actually<BR>
"Seiko", but I don't recall what "B-ko" really is.<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 01:16:26 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: technology advances<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
>> We didn't actually do the *engineering* until the 60s. But we<BR>
>> *could* have had a man on the moon as early as the 30s if anyone had<BR>
>> been willing to pay for the testing and construction of the rockets.<BR>
<BR>
> Leonard's quite right. Around 1935 the British Royal<BR>
> Society did a study into the issues that'd need to eb<BR>
> addressed for a flight to the moon. The plan they came<BR>
> up with was for a four-man capsule that'd be both<BR>
> spacecraft and moon lander (as opposed to the eventual<BR>
> USA approach of having them separate). It even looked<BR>
> at issues like whether or not the men could smoke<BR>
> (answer: nope, it'd be a waste of oxygen). They even<BR>
> pondered whether or not to take a gun. I think they<BR>
> said yes, just in case...<BR>
><BR>
> There was an article in Popular Mechanics about it a<BR>
> while back, I think.<BR>
><BR>
> Flamebait Note: just like the A-bomb, the British may<BR>
> not have got there first, but they thought of it<BR>
> before the Americans did. The Americans may have the<BR>
> resources, but the Commonwealth has the brains!<BR>
<BR>
The British Interplanetary Society has a *long* record of this sort of<BR>
thing. Back in the 60s or 70s they designed a *interstellar* probe<BR>
mission. One that was doable with then current tech. <BR>
<BR>
Look up "Daedulus". <BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 11:55:18 GMT<BR>
From: "Jonathan Lupton" <jonathanlupton@hotmail.com><BR>
Subject: Re: Superpowers & Photosynthesis<BR>
<BR>
>Um, Carbon-14 has a 5700 year half life. Since the coal deposits are over<BR>
>100 million years old (460 million comes to mind) there is no problem<BR>
>from that cause.<BR>
<BR>
Carbon 14 dating can be inaccurate see:<BR>
http://www.parentcompany.com/creation_explanation/cx8j.htm<BR>
In one case a sample of coal was dated as 1,680 years old and was really <BR>
about 100,000,000 years old.<BR>
<BR>
It's probably not the Carbon that's causing the problem. Coal in it's <BR>
natural form contains a small amount of both Uranium and Thorium. When the <BR>
coal is burnt this is released as both a gas and a solid.<BR>
<BR>
Even if the uranium and thorium have decayed two of their products are <BR>
Radium and Radon.<BR>
<BR>
It's these elements that prevent Sellafield from having a coal power <BR>
station.<BR>
<BR>
>The above does not imply that I know what the source of carbon 14 in the<BR>
>environment is.<BR>
<BR>
Carbon 14 is created in the upper atmosphere by the action of cosmic rays on <BR>
carbon 12 atoms (usually in the form of carbon dioxide). Plants take in the <BR>
Carbon dioxide during photosythesis and so carbon 14 gets into the food <BR>
chain.<BR>
<BR>
Speaking of photosynthesis:<BR>
The photosynthesis process requires chlorofil to be present for the <BR>
convertion from carbon dioxide to oxygen. Does this mean that all plants on <BR>
all Traveller planets with oxygen/carbon dioxide atmospheres are green. Or <BR>
is it possible to substitute chlorofil for another substance and end up with <BR>
blue/red/any colour plants that perform the same function?<BR>
<BR>
J.<BR>
<BR>
______________________________________________________<BR>
Get Your Private, Free Email at http://www.hotmail.com<BR>
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------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 07:57:26 -0500 (EST)<BR>
From: Michael Houghton <herveus@Radix.Net><BR>
Subject: SJ Games Daily Illuminator for 12/13/99 (fwd)<BR>
<BR>
Howdy!<BR>
<BR>
I couldn't resist...<BR>
<BR>
- ----- Forwarded message from Steve Jackson Games -----<BR>
<BR>
Subject: SJ Games Daily Illuminator for 12/13/99<BR>
Sender: owner-illuminator@pyramid.sjgames.com<BR>
<BR>
SJ Games News: The Munchkin's Guide to Power Gaming<BR>
<BR>
    [IMAGE]Coming in January:<BR>
<BR>
<BR>
   MUNCHKINS!<BR>
<BR>
   There are those who want to play, and those who want to WIN. The whiners<BR>
   who don't understand "power gaming" call these people "munchkins." But<BR>
   what do we care?<BR>
<BR>
   In this outrageous satire, an experienced munchkin gleefully reveals<BR>
   the tricks of the trade: everything from re-rolling an unfavorable result<BR>
   to bribing the GM. Learn how to get the most out of character design,<BR>
   and why it doesn't really matter what your character's personality is<BR>
   as long as you get to FWACKOOM! the NPCs and grab their stuff. Munchkin<BR>
   GMs get their own chapter, of course: how to control the players, bend<BR>
   the rules, and up that body count!<BR>
<BR>
   Remember: If it's only a game, why do we keep score?<BR>
<BR>
   Stock #3003 * ISBN 1-55634-347-7 * 128 pages<BR>
   Suggested Retail Price: $19.95<BR>
<BR>
<BR>
Related Links:<BR>
<BR>
  1. http://www.sjgames.com/munchkin/<BR>
<BR>
- ----- End of forwarded message from Steve Jackson Games -----<BR>
<BR>
yours,<BR>
Michael<BR>
<BR>
- -- <BR>
Michael and MJ Houghton   | Herveus d'Ormonde and Megan O'Donnelly<BR>
herveus@radix.net         | White Wolf and the Phoenix<BR>
Bowie, MD, USA            | Tablet and Inkle bands, and other stuff<BR>
                          | http://www.radix.net/~herveus/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 13:33:32 GMT<BR>
From: "Jonathan Lupton" <jonathanlupton@hotmail.com><BR>
Subject: Re: Focusing Games (was Re: Munchkins)<BR>
<BR>
>Introducing new players to the OTU can be a bit of a worry.<BR>
<BR>
Trying to introduce single players into an existing game is difficult <BR>
enough. With Traveller the chances are you'll be starting with all/nearly <BR>
all the players being new to the background and game system.<BR>
<BR>
I think a good way to start is to run the first session based in a single <BR>
system. Pick a simple pre-published adventure, create a set of characters <BR>
from one service and read out an introduction to the adventure that leads <BR>
them up to the start of the action.<BR>
<BR>
Run several one-off's along these lines and introduce each service one at a <BR>
time introducing new concepts in each adventure. After about three of these <BR>
you should be in a possition for people to choose their own characters and <BR>
to start the campaign proper.<BR>
<BR>
For Example:<BR>
First session run Shadows with a group of scouts sent to survey the planet. <BR>
Read a paragraph or two describing their arrival at the system landing and <BR>
refueling at the starport and then dump them in the action.<BR>
<BR>
Second session run a Murder Mystery aboard a Subsidised Liner the players <BR>
should be the crew (allow one to play a noble or other passenger). Have the <BR>
captain as an NPC and order the PC crew to do the tasks aboard the ship. <BR>
This adventure should introduce the concepts behind running a starship and <BR>
travelling from system to system.<BR>
<BR>
Third session introduce some combat with a navy patrol ship and some marines <BR>
in a space combat/boarding action.......<BR>
<BR>
After these three games the players should have a reasonable idea of <BR>
possible characters and have an overview of the way the traveller universe <BR>
works. You can then introduce details like alien races, etc as the game <BR>
progresses.<BR>
<BR>
J.<BR>
<BR>
______________________________________________________<BR>
Get Your Private, Free Email at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 09:12:20 -0500<BR>
From: Glenn Myers <glenn.myers@ansys.com><BR>
Subject: My new SF miniatures site is up!<BR>
<BR>
Hello fellow travellers,<BR>
<BR>
I've had an unexpected bit of luck in my photographing of miniatures. I have<BR>
scanned the pictures and placed them on my web page. Check them out.<BR>
<BR>
http://www.icubed.com/~gemyers/sfminiatures/sfminiatures.htm<BR>
<BR>
A bit of background. I wasted a roll of film using my point and shoot<BR>
Olympus before I realized that it just could not focus closely enough.<BR>
<BR>
I asked my dad for the old SLR I had used as a teenager. He was didn't think<BR>
it was worth anything. I borrowed a +4 diopter from a coworker camera buff<BR>
to pull the images in a little closer. When I decided to start shooting I<BR>
found there was 10 year old film in the camera and used it.<BR>
<BR>
So, my total cost for these shots was the price of development. Not too bad!<BR>
Especially considering that I can't buy a digital camera capable of taking<BR>
these shots.<BR>
<BR>
Anyway, I plan to add more pictures in the coming weeks. I've already shot<BR>
1/3 of the next roll. <BR>
<BR>
I need to complete some painting of some more miniatures as well. I've got a<BR>
lots of TNE miniatures that will be quite challenging, including a complete<BR>
Clipper.<BR>
<BR>
Let me know if you have any problems viewing the site as this is my first<BR>
foray into web page layout and PhotoShop image manipulation.<BR>
<BR>
Bye,<BR>
<BR>
Glenn<BR>
<BR>
______________________________________________________<BR>
<BR>
Glenn E. Myers<BR>
ANSYS Inc.                Email: glenn.myers@ansys.com<BR>
275 Technology Drive      Phone: (724) 514-2913<BR>
Canonsburg, PA 15317      Fax:   (724) 514-3118<BR>
______________________________________________________<BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 09:00:49 CST<BR>
From: "Rick Stump" <rick_stump@hotmail.com><BR>
Subject: Re: Traveller-digest V1999 #1484<BR>
<BR>
>Date: Mon, 13 Dec 1999 09:57:15 +1300<BR>
>From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
>Subject: Re: the stresses of being a grunt (was electronic warfare)<BR>
><BR>
>On 9 Dec 99, at 15:39, Douglas E. Berry wrote:<BR>
><BR>
> > The basic load for an Imperial Army infantryman comes in at about 40lbs.<BR>
> > The basic weapon (4mm Gauss Rifle) has fairly heavy ammo, and they were<BR>
> > Combat Enviroment Suits. --<BR>
><BR>
>What exactly do you mean by basic load? In NZ we have no such beast.<BR>
In the U.S. Army, the equipment load varies by unit (entrenching tool, <BR>
sleeping bag, tent half w/ stakes; those are almost always there) but the <BR>
'basic combat load' is pretty consistent; helmet, webgear, canteen, flak <BR>
vest, protective mask and chem gear, primary weapon, basic ammo load for <BR>
that weapon (no less than 210 rounds for the M-16), 4 grenades. (I was a <BR>
grenadier, so I carried an M-203 - an M-16 with an underslung 40mm grenade <BR>
launcher- and 22 freakin' 40mm grenades. That extra 10 lbs. is a big <BR>
difference. And it is hard to dive prone when you are carrying HE, AP, and <BR>
thermite grenades on your chest!)<BR>
<BR>
______________________________________________________<BR>
Get Your Private, Free Email at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 15:01:46 +0000<BR>
From: Timothy.Collinson@solent.ac.uk<BR>
Subject: Re: My new SF miniatures site is up!<BR>
<BR>
>I've had an unexpected bit of luck in my photographing of miniatures. I<BR>
have<BR>
>scanned the pictures and placed them on my web page. Check them out.<BR>
<BR>
>http://www.icubed.com/~gemyers/sfminiatures/sfminiatures.htm<BR>
<BR>
<BR>
Yes, they're gorgeous.  I agree - the happy fun ball lifting off is really<BR>
nice.<BR>
<BR>
A bit of background. I wasted a roll of film using my point and shoot<BR>
Olympus before I realized that it just could not focus closely enough.<BR>
<BR>
<BR>
>I need to complete some painting of some more miniatures as well. I've got<BR>
a<BR>
>lots of TNE miniatures that will be quite challenging, including a<BR>
complete<BR>
>Clipper.<BR>
<BR>
<BR>
Having just added Steve Hudson's notes on 25mm miniatures to the Traveller<BR>
bibliography [which I've just received in the post today - it looks great<BR>
BTW though I'm a tad biased I admit] I'd really love to see these and see<BR>
what they look like.  I'm sure others would be keen to see them looking as<BR>
good as they do with your painting and photography too!<BR>
<BR>
Do you have any idea what RAM stands for though?<BR>
<BR>
<BR>
>Let me know if you have any problems viewing the site as this is my first<BR>
>foray into web page layout and PhotoShop image manipulation.<BR>
<BR>
<BR>
Looked good to me (IE5, fast academic web connection)<BR>
<BR>
HTH<BR>
<BR>
tc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 10:09:45 -0500<BR>
From: Glenn Myers <glenn.myers@ansys.com><BR>
Subject: RE: My new SF miniatures site is up!<BR>
<BR>
My memory says RAM = Rocket Assisted Munition but it has been wrong before.<BR>
<BR>
Thanks, for the comments,<BR>
<BR>
Glenn<BR>
<BR>
- -----Original Message-----<BR>
From: Timothy.Collinson@solent.ac.uk<BR>
[mailto:Timothy.Collinson@solent.ac.uk]<BR>
Sent: Monday, December 13, 1999 10:02 AM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: My new SF miniatures site is up!<BR>
<BR>
 Do you have any idea what RAM stands for though?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 07:46:18 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: electronic warfare<BR>
<BR>
On Sun, 12 Dec 1999, Ethan Henry wrote:<BR>
 <BR>
> The best part is that this is all derived from Shannon's<BR>
> law which limits information transfer rates - something<BR>
> that the Third Imperium is unlikely to circumvent. (Although<BR>
> finding a way around Shannon's law would be pretty cool...<BR>
> compressing the sum of human knowledge into two bytes :)<BR>
<BR>
42<BR>
<BR>
There! Two bytes! ;-)<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 10:51:55 -0500<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Starting Traveller Newbies<BR>
<BR>
Alan Bradley writes:<BR>
>snipped><BR>
>Introducing new players to the OTU can be a bit of a worry.<BR>
>There's a whole lot of "stuff" out there, and it takes a long<BR>
>time to assimilate. Because I've got my new game starting soon,<BR>
>I'm trying to work out what is necessary for people to know to<BR>
>make sensible decisions about character generation, and so on.<BR>
>How do people deal with that?  I don't really care what game you<BR>
>are playing:  how do you go about introducing new people to a<BR>
>complex, and unfamiliar setting?  I have to admit that I<BR>
>originally used to just wing it, but the games I tended to run<BR>
>weren't particularly coherent, and this time I'm trying to focus<BR>
>on a small astrographical area and a very intense power struggle.<BR>
<BR>
	Somebody mentioned handouts, and I am a big fan of those.<BR>
	I like to start new players slowly, possibly as hirelings<BR>
	who don't make any big decisions.  It might even be possible<BR>
	to role-play some missions from the PCs character generation.<BR>
	Naturally, giving the players hints at appropriate moments<BR>
	can help to get things going, perhaps through a helpful NPC.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 11:02:01 -0500<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Deserts<BR>
<BR>
SD Mooney writes:<BR>
>>> -40 is just a bit chilly. When I was a lad in Saskatoon I<BR>
>>>just threw on another lawyer of clothing and skied to school.<BR>
>>>No problem as long as you dress and behave appropriately. Now<BR>
>>>-60 is cold.<BR>
>>Here in N'Awlins, people start whining about the cold and<BR>
>>wearing coats when it gets below +50F.<BR>
>Interesting - I feel like a NASA Mars probe as until the last two<BR>
>posts in this I've been assuming that the thread was talking<BR>
>Celcius.<BR>
<BR>
	At -40 degrees, Farenheit and Celsius happen to be the same.<BR>
	I think that there is a folk saying in scandanavia: there is<BR>
	no bad weather, only bad clothing for the weather.  Of course,<BR>
	they don't have many hurricanes or tornadoes in scandanavia.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 11:03:04 -0500<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Deserts<BR>
<BR>
Eris Reddoch writes:<BR>
<snipped><BR>
>Eris, who can count the times he's seen snow on the fingers of one hand<BR>
<BR>
	I hate Christmas without snow!  :(<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 11:22:48 -0500<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Velocity/Vector<BR>
<BR>
Josh W. Spencer writes:<BR>
>Hello.<BR>
>This is probably considered an easy question: Does any ship<BR>
>maintain its original velocity and vector when exiting jumpspace?<BR>
<BR>
	Easy, no.  Thoroughly discussed on the TML, yes.  Opinions<BR>
	vary, but some of the issues raised: Stars are moving relative<BR>
	to each other, should this velocity be included?  Planets are<BR>
	moving around stars, should this movement be included?  Can<BR>
	freetraders accelerate all the way to 100 diameters, then jump<BR>
	so that they will arrive headed into their destination planet?<BR>
	(this would make intercepting ships at 100D very difficult)<BR>
	If velocity is lost in jump, where does the energy go?<BR>
<BR>
	My own take is that velocity is conserved if you jump into<BR>
	deep space (no substantial masses present), but the closer<BR>
	that you are to a mass when you come out of jump, the closer<BR>
	you are to conserving velocity /relative to that mass/.<BR>
	This has the practical effect that if you leave Regina at<BR>
	25 km/sec (relative to Regina), you arrive at Ruie moving at<BR>
	25 km/sec (relative to Ruie).  Of course, if the PCs want<BR>
	more detail, the velocity at Ruie might be 25.02 km/sec if<BR>
	the arrival distance from Ruie is different from the departure<BR>
	distance from Regina (I include a large random element to<BR>
	arrival location).<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 08:23:18 -0800 (PST)<BR>
From: Kiri Aradia Morgan <tiamat@tsoft.com><BR>
Subject: Re: Deserts<BR>
<BR>
On Mon, 13 Dec 1999, Phil Kitching wrote:<BR>
<BR>
> "Eris Reddoch" <eris@pcola.gulf.net> wrote:<BR>
> <BR>
> >Personally, I don't care whether it's F or C, if it's a negative<BR>
> >number it's too cold for me.  I'm one of those people Cynthia was<BR>
> >talking about...sweaters at 60F, thick coats at 50F, mittens,<BR>
> >earmuffs and layered clothes at 40F, huddle around the stove at 30F,<BR>
> >and if it gets colder than that it's time to migrate further south!<BR>
> ><BR>
> >OTOH, we *do* need a couple of days below freezing to hold down the<BR>
> >mosquitos.  Oh, let's say, a Wednesday and Thursday in the middle of<BR>
> >January.  <g><BR>
> <BR>
> Why not a Saturday and Sunday, so you can avoid them with a long<BR>
> weekend break?<BR>
> <BR>
No, I'd much rather have nasty weather when I'm stuck in my office than<BR>
when I would like to go out and play!<BR>
<BR>
Kiri<BR>
<BR>
******************************************************************************<BR>
Kiri Aradia Morgan                                  93!  Thou Art God<BR>
tiamat@tsoft.com<BR>
<BR>
"If time passes, everything turns into beauty<BR>
If the rains stop, tears clean the scars of memory away<BR>
Everything starts wearing fresh colors<BR>
Every sound begins playing a heartfelt melody<BR>
Jealousy embellishes a page of the epic<BR>
Desire is embraced in a dream..."              -- X-JAPAN <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 08:10:39<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Traveller News Service<BR>
<BR>
From the latest TNS:<BR>
<BR>
>What other duke in living memory has defended the Imperium from invasion by <BR>
>hostile empires?<BR>
<BR>
Since the aging rolls at TL 12 begin at something like 110, and aganthetic<BR>
drugs are available, I suppose all those guys in Sol Sector might be<BR>
clearing their throats about now.<BR>
<BR>
Was Norris Duke during the Fourth War?<BR>
- --<BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
Inquisitor Maximus, Reformed Canon Church of Sylea<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 13 Dec 1999 08:17:57<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: The Rise and Supposed Decline of the RPG Empire<BR>
<BR>
At 11:46 PM 12/12/1999 PST, you wrote:<BR>
<BR>
>>>"What star does Krypton orbit?" :-)<BR>
>><BR>
>> Oh, I'd give it to them.. since Kryptonians don't have powers under the<BR>
>> giant red sun....<BR>
><BR>
>Yeah, but aside from exporting Kryptonian merc units, can you imagine<BR>
>what the (old-style DC) Kryptonian technology could do for your<BR>
>players. <BR>
<BR>
Canonically, Kryptonian leaders shunned the concept of space flight,<BR>
refusing to allow Jor-El to build more than the prototype that took Kal-el<BR>
to Earth.  So the munchkin colonists show up, and all their ships get<BR>
zotted into the Phantom Zone.<BR>
<BR>
"Welcome to Krypton, have a toga."<BR>
<BR>
>I have this image of some PC ship equipped with a long range Phantom<BR>
>Zone projector in a turret. <BR>
><BR>
>Boy, talk about your surprised pirates!<BR>
<BR>
Until the inevitable nitwit plays with a projector and releases them,<BR>
conveniently close to whomever sent them in in the first place no matter<BR>
how long its been...<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
If someone is arrested for jaywalking or littering just<BR>
after midnight next New Year's Eve, for at least a minute<BR>
or two he will have committed the crime of the century. <BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1486<BR>
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