
-------- TML Message #272 --------

Subject: Volunteers, Digest Survey Results, Administrivia
Date: 31 Mar 89 14:11:15 PST (Fri)
From: jamesp
Archive-Message-Number: 272



Mark Power says:
> 	Getting back to my original posting, is anyone interested in 
> revamping the speculative trade system?  I've got a few entries into my
> master cargo table ready.  If there is enough interest, I'll send them
> to this list.  If not, I'll be happy to send them directly to anyone who
> wants them.

Yes, there's a lot of interest already, judging from postings on the
list.  I'm interested, too, in contributing.  I think all it needs is
someone to volunteer to lead the discussion.  We need a VOLUNTEER.

An ideal format would be for the topic coordinator to come up with an
initial explanation of a rough strategy.  Then collect responses on it,
produce a digest of the responses and an amended strategy.  Iterate
until half-baked ideas become fully baked.  Naturally these
digests/strategy reports are posted to the whole list; individual
discussion can go directly to the topic coordinator.

This list can really contribute to Traveller, all it takes is some
commitment.  I think the level of commitment and quality is way up
lately.  Thanks everyone for a great effort.  Thanks to the listeners
that lend support by their presence.

I realize we're all really busy, but all it takes is a commitment from
one person to handle and synthesize the responses, and we all benefit.
I'm doing as much as I can coordinating this list.  If you're fired up
about Traveller, and can spare the time (it does take time), and have
some organization skills, this can really contribute to the quality of
the game.  I really want to see some of this discussion result in
something (maybe of quality good enough for publishing!).

Topics needing coordinators:

	Star system generation/database management
	Trade route generation/database management
	MT/Merchant Prince Trade and Commerce System replacement
	Others?

- ---------

On another topic, I think I've gotten all the response I've gotten on
changing the mailing list to a digest format.  The results were:

	Yes!	Yes,but	No,but	No!	News
	7	5	1	4	1

	Average delay between digests: 3 days

One listee was interested in starting a newsgroup, rec.games.traveller.
I'd say yes! Except... we need 150 members and at least 2 messages/day
for 6 months to accomplish this, according to Gene Spafford (News Guru
Extraordinaire of our humble planet).  We currently have 142 members,
and have had a (phenomenal!) 51 messages this month.  Almost, but not
quite.  I also am uncertain if we will sustain this level of traffic.

One member suggested we move to a dual list, where people desiring to be
put on a digest list could have that, while people liking the current
mechanism could stick with it.  Aside from added complexity, this is my
favorite idea.

Someone else wanted digests, and suggested that we all agree on certain
number of subtopics, and then have everyone carefully place the subtopic
in their Subject: line.  People could then easily skip messages that
way.  Two problems with this; one is, people are never that careful.
That causes problem #2, I have to adjust subjects on every piece of mail
going through the list.

One person really liked the "instant delivery" of the current mechanism,
because if he had a question it could get answered very quickly.

Several people seemed to pick up a concern about peak hours mail
overload at my computer.  This has not been a problem, so rest asssured.

When I find time, what I will do is this:

	I will follow contacts to get some digestifying software.

	I will implement a dual list with digestifying for those who
	want it, or the standard method.  Once it is tested, I will make
	it known and those who want their mail digested can get it that
	way; everyone else can stay the way they are.  This "voting with
	your feet" will really indicate how desired digestifying is, and
	may make the traffic more acceptable to people.

	The Traveller Archives will still be organized as it currently
	is, with Archive-Message-Numbers, Bundles, and Packages.

- ---------

By the way, it's much easier for me to distribute archive bundles now,
send archive tables-of-contents and add people to the list... a little
tool work often really pays off.  Don't be shy if you want some old
archives.

- ---------

Oh yes, the UUCP-style address tektronix!dadla!jamesp no longer works,
because tektronix insists you use the full name for dadla.  Those of you
still using uucp, route through tektronix!dadla.la.tek.com!jamesp, or if
possible, ask if domain-style adressing will work at your site, and use
jamesp@dadla.la.tek.com.  The same goes for the "traveller" and
"traveller-request" mailboxes.

- ---------

There will be a new MegaTraveller-compatible gensec sector generator and
mapsub subsector mapper program coming out soon, due to the hard work of
Fred Schiff.  Stay tuned to this channel.

James

- ------------------------------------------------------------------------
James T. Perkins		    Traveller Mailing List Administrator
Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
- ------------------------------------------------------------------------
INTERNET: traveller-request@dadla.la.tek.com
CSNET:	  @RELAY.CS.NET:traveller-request@dadla.la.tek.com
UUCP:	  {uunet,decvax}!tektronix!dadla.la.tek.com!traveller-request

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #273 --------

Date: Fri, 31 Mar 89 14:54:20 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: GDW
Archive-Message-Number: 273



Hey anybody out there know if GDW has anyone who reads any of the newsgroups,
or this mailing list?  Anybody know if GDW has an E-mail address?  

Brad Post


The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #274 --------

Subject: Re: GDW 
Date: Sat, 01 Apr 89 20:27:56 -0600
From: (Michael Rossow) rossow@umn-cs.cs.umn.edu
Archive-Message-Number: 274


Game Designers' Workshop has an account on the Delphi system.  This is
a commercial on-line service.  The account name is MARCMILLER.  I don't
know if Marc Miller or anyone from GDW has used the system since Digest
Group Publications dropped their support of the RPG area of this service.

DGP used to be major presence in the RPG area of Delphi.  They have
uploaded a megabyte or so of Official Traveller material.  Digest Group 
used to play test upcoming Traveller releases on line.  They would
carry on frequent dialogs on the topic of Traveller.  As they left
Delphi, they said that they may be moving to the GEnie system.  I have 
no idea if they have done this or not.  This is a current list of what 
is stored in their archive on Delphi as of 4/1/89:

STARSHIPS-4                       ARTI  18-DEC  SCOLSON
DENEB SECTOR                      DATA  15-DEC  DIGESTGROUP
OLD EXPANSES SECTOR               DATA  13-DEC  DIGESTGROUP
SPINWARD MARCHES SECTOR           DATA   2-DEC  DIGESTGROUP
REAVERS DEEP SECTOR               DATA  10-NOV  DIGESTGROUP
RESEARCH IN MEGATRAVELLER         ARTI   4-NOV  JAMESHOLDEN
MEGATRAVELLER ERRATA 10/1/88      NEWS  15-OCT  DIGESTGROUP
BAYERN:2300                       NEWS  27-JUL  KOORDAR
MEGATRAVELLER VEHICLES            ARTI  19-JUL  SCOLSON
JUMPSPACE BY MARC MILLER          ARTI  13-JUL  DIGESTGROUP
STARSHIP OPS MANUAL               ARTI  12-JUL  DIGESTGROUP
DENEB SECTOR LIB DATA             ARTI  28-JUN  DIGESTGROUP
SOLOMANI RIM LIB DATA             ARTI  28-JUN  DIGESTGROUP
MEGATRAVELLER TECHNOLOGY          ARTI  24-JUN  DIGESTGROUP
ANCIENTS SITES LIST               DOCU  21-JUN  DIGESTGROUP
ASLAN CLANS LIST                  DOCU  19-JUN  DIGESTGROUP
TRAVELLER ADV LIST/INDEX          DOCU  18-JUN  DIGESTGROUP
MEGATRAVELLER ERRATA 4/1/88       NEWS  16-JUN  DIGESTGROUP
MISSING RECORDERS FROM MEGATRAVE  ARTI  13-JUN  DIGESTGROUP
TERRA SYSTEM (EARTH) IN TRAVELLE  ARTI  10-JUN  DIGESTGROUP
TRAVELLER MINOR RACES LIST        DATA  25-MAY  DIGESTGROUP
MEGATRAVELLER PSIONICS II         ARTI  22-MAY  KOORDAR
MEGATRAVELLER, PSIONICS           ARTI  22-MAY  KOORDAR
ARTIFICIAL BEINGS                 ARTI  13-MAY  DIGESTGROUP
TWO STORIES             6ED9F641  ARTI   1-MAY  MARCMILLER

This is in the Galactic Times area of the library archives of the 
role playing subcatagory of the games special interest group on Delphi.  
To get there from the main menu type "group game role lib gal".

It is expected that this area is going to be deleted quite soon,
I don't know what is going to be happening to all this stuff at
that point.  

						-Mike


The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #275 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Jumps, energy and black globes
Date: Mon, 3 Apr 89 9:22:54 BST
Archive-Message-Number: 275



>The energy is shunted through these crystals (name escapes me) which puts the
>energy into a grid which is around the hull of the starship.

Does this mean that if the ship sustains so much as one hit, it can't jump?

>I got that from Digest Group's Starship Operator's Manual which explains
>(probably for the first time) the rational for the various technologies
>in Traveler.

Ah yes. These fellows also think gauss guns are silent. Which they are, if they
fire projectiles at subsonic velocities, and so have penetration comparable to
airguns - or if they fire in vacuum, in which case anything is silent.

>[energy absorbed by black globe screens,] - nope.  You can't use this energy.

Yep. You can use this energy. At least, according to High Guard, which I quote:
"If a ship absorbs enough energy to make a jump, and is supplied with
sufficient fuel, it may jump at the end of the turn."

Any energy absorbed by the black globe goes into the ship's capacitors. These
are usually the jump capacitors, which mass .5% * Jump no. * ship's mass. You
can install additional capacitors if you wish.

Energy absorbed by the capacitors may only leave the ship while the globe is
off. The globe may be "flickered" to permit this. The energy may be used in
addition to, or instead of, energy from the ship's power plant.

You may also switch on the black globe during jump, so that you enter the
destination system with the globe on. This makes you invisible. By arranging
your velocity carefully before jumping, you can drift up to the main world,
drop the globe and give the world a nice surprise (like a nuclear missile).
This tactic also comes straight from "High Guard", and also appears in the
board game "Fifth Frontier War". (What happened to the PBM, by the way?)

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #276 --------

Date: Fri, 31 Mar 89 23:00:46 EST
From: ejd@caen.engin.umich.edu (Edward J Driscoll)
Subject: Re: Speculative Trade; Trading Campaigns
Archive-Message-Number: 276


	
	Mark Power (uabmap01@asnuab.asn.net) writes....
        -------------------------------------------------------------------
	Another problem I see with a trade-centered campaign is that most
	of the players don't get to do anything.  Now that I'm running
	MegaTraveller, I've got something for the engineer(s) to do (check the
	rules for entering jump drive under the Engineer skill in the Player's
	Manual), but what about everyone else.  Once my NPC generator is
	completed, I can generate NPC passengers, and let the purser assign the
	staterooms.  This will also make it a little less obvious when I slip in
	a prepared NPC encounter.  I'm also considering, since I have 15mm scale
	floor plans for their ship, to each time they prepare to leave port,
	hand them scale cargo containers and let them arrange the cargo bay.
	That way I can make use of a corrollary (sp?) of Murphy's Law - the
	freight loaded furthest from the door belongs to the man who needs it
	first.  Does any one have any further ideas?
        -------------------------------------------------------------------

Just a suggestion.  Just because you're running a trade-centered
campaign doesn't mean it has to be in some docile, well-established
trading environment.  Give it a little bit of an adversarial edge,
maybe a lot of one.  Adversaries could include rival traders trying
to establish or keep the route for their own profit (both small-scale
operations and mega-corps who are for all practical purposes above
the law -- especially in the shattered imperium), pirates,  navies
of various political factions trying to disrupt enemy trade and
supply lines,  local politicians on various planets who might
not WANT outside trade (remember what political power the traders 
wielded in the early parts of Asimov's Foundation series??),  law 
enforcement agencies (let's face it, some laws are just not 
economically practical!!),  technological problems  (how does
one transport four megatons of ice to a desert world, especially
with a fleet of jump-1 ships on a route that frequently has four-parsec
gaps in it??),  logistical problems, even adversaries from the
inside who are unhappy with the way the company is run and want
to either shut it down or usurp control of it.  Furthermore, any
company that manages to be successful under these conditions is
going to attract the attention of major political powers and
become embroiled in universal politics, like it or not. I'm sure you can
add many more of your own ideas.  The point is that in an
environment as unstable as the shattered imperium,  there's going
to be a lot more to worry about than where to put the cargo.
("Ensign, retrieve Baron Von Aushter's cargo from the bay, and
what was that you said about being boarded?...")

Happy gaming!
- ---
Ed "Captain Jordan Moray" Driscoll
The University of Michigan
ejd@caen.engin.umich.edu


The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #277 --------

Date: Mon, 3 Apr 89 08:31:02 EST
From: att.att.com!ihlpf!zonker@tektronix
Archive-Message-Number: 277


In regards to whether anyone at GDW reads this list, the answer is no.
(In fact I don't recall seeing any Bloomington/Normal addresses on the net).
That doesn't mean that they might not see hardcopy of some/all of the messages.
They also don't have an e-mail address or any means of getting input
electronically except via diskette (at least according to the latest
submission guide).  They are after all a small company and not involved
with computers more than most non-tech businesses.  There are several
people, such as myself, who are good friends of members of the company who
do read this mailing list or net news, so they are not completely isolated
:^).
	
			Non Cuniculus Est,
			   Tom Harris

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #278 --------

Subject: Re: Jumps, energy and black globes
Date: 03 Apr 89 14:27:34 PDT (Mon)
From: jamesp
Archive-Message-Number: 278



The Jump "Drive" is a very high-power fusion plant which charges the
"Zuchai Crystal Energy Sink Array".  These crystals fortunately are the
only devices capable of storing the great energy quanties needed for
jump.  Also, they have a "memory" of the energy as it was placed in
them; this allows discharging at the same rate as charging, but also
makes them prone to input power fluctuations.  The electrical energy
from these is then gated into the "Lanthanum Hull Net", in a peculiar
ordering of segments, which is controlled by the "Jump Governor".  The
Hull Net is first "warmed up", with about 20% of the stored energy, and
then strongly energized by the crystal's energy to rend the orientation
of the ship in the multispace and transition it into the alternate jump
dimension.

The hull net remains energized at a low level throughout the trip to
maintain a little pocket of "our" universe around the ship.  Should
there be a hole in the net, a finger of the jumpsace will poke into the
ship.  Should much of the net be destroyed prior to jump, it would not
be possible to achieve the initial insertion into jumpspace, and no jump
would have taken place.

> Ah yes. These fellows also think gauss guns are silent. Which they are, if
> they
> fire projectiles at subsonic velocities, and so have penetration comparable to
> airguns - or if they fire in vacuum, in which case anything is silent.

Actually, wouldn't they be about as silent as a pistol with a silencer?  The
only noise is from the round flying through the air; there is none of the
"report" due to the hot gasses escaping from the end of the muzzle at high
pressure.

> Yep. You can use this energy. At least, according to High Guard, which I
> quote:
> "If a ship absorbs enough energy to make a jump, and is supplied with
> sufficient fuel, it may jump at the end of the turn."

The Starship book doesn't mention anything about Black Globes or
alternative charging methods in the Jump Drive chapter.  I haven't
completed the Weapons and Defenses chapter yet, so I don't know if the
practice is reported there.  Given the technology reported in the book,
it would seem *possible* to gate energy from the Black Globe (if it can
be issued in an even stream of sufficient quantity) into the Crystals.
In practice, this would seem risky by the new technological explanation.

A related example, unrefined fuel can occasionally cause the Jump
Drive's Fusion plant to hiccup, causing a dip or surge in output.  This
dip or surge is stored in the Crystals and cannot always be detected
(strange...) or compensated by the Jump Governor when the Ship is
transitioning into jumpspace.  Result -- misjump! With possible system
damage, temporal or spatial displacement.

Get this book.  It's fun for people interested in Technology and
Engineering.  On the other hand, it's probably a little too technical
for people who rarely wonder why things work.

Talking about extra capacitors, anyone ever design a ship which has
piles of extra capacitors? I designed some ships which would burn the
reserve capacitor energy to feed infrequently-used things like weaponry
and active defenses.  This allowed my power plant's excess capacity to
be burned on needed agility to run away.  The ships may not have had
much stamina, but boy could they evade! By the explanation given of
Zuchai Crystals, they will break down after 2-3 hours of storing charge,
so a less-dense method of charge storage would now have to be selected
for this design strategy to work.

- ------------------------------------------------------------------------
James T. Perkins		    Traveller Mailing List Administrator
Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
- ------------------------------------------------------------------------
INTERNET: traveller-request@dadla.la.tek.com
CSNET:	  @RELAY.CS.NET:traveller-request@dadla.la.tek.com
UUCP:	  {uunet,decvax}!tektronix!dadla.la.tek.com!traveller-request

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #279 --------

From: morrison@pyr.gatech.EDU (William B. Morrison)
Subject: RESULTS: Traveller vs. MegaTraveller poll (LONG)
Date: 13 Mar 89 21:29:50 GMT
Archive-Message-Number: 279


[Forwarded from rec.games.frp, as a public service of the TML -- James]

Well, the Traveller vs. Megatraveller results are in. And the winner is...
                   MegaTraveller (which won [grudgingly])

I didn't receive as many comments as I expected (only 11). I don't know 
whether (Mega)Traveller is a dying FRP, people prefer other FRPs to them, 
or something else entirely, but here are the results. If anyone else out 
in netland has additional comments, please email them to me and I'll post 
a follow-up.

By the way, I reviewed the MegaTraveller Players Manual and Referees Guide 
this weekend (not as long as I would have liked -- my wife was getting tired 
of waiting for me at the gaming store). I'll post my review at the end of 
the article along with my summary of the replies to the postings I
received.

The following are a few of the comments I received about who preferred what 
and why. Any elipses (...) indicate editting on my part.

                            ---------------

c9c-aa@dorothy.Berkeley.EDU writes:
> Mega allows scientists, pirates, cops, robbers, students, military types,
> plus many more.  They have extended versions of Navy, Scouts, Merchants, 
> and Army characters.  There are about 30 different types you can play.

                             ----------

asulaima@tyche.cair.du.edu writes:
> I really like Megatraveller but its setup by GDW left much to be desired.
> The mistakes in the original set has (as of now) 17 pages of errata [and]
> more coming. I like the old traveller adventures and I think the Rebellion 
> set-up is a poor copy... However original Traveller had very few and 
> simple rules that were being upgraded through a not very easy system... 
> I much prefer the new MegaTraveller starship combat and personal combat 
> has also a great improvement over Trav. system... its hard enough for 
> honest PC traders to get a ship but then to have the Ihatei fleet or 
> corsair bands of 20,000t ave displacement ravage them is truly bad.

                             ----------

ejd@caen.engin.umich.edu writes:
> I've been a Traveller player and GM for over 6 years, and I prefer
> MegaTraveller.  All of the basic Traveller ingredients are there,
> but MegaTraveller has a number of significant improvements:
>
> (1) The skills system makes more sense.  Skills in MegaTraveller are 
> pretty much like skills in Traveller, but MegaTraveller has something 
> called the Universal Task System... describing how you use a player's 
> skills to determine whether or not he can accomplish a task. The system 
> is simple...  and it is generic enough for a GM to apply to any task, on 
> the fly.  
> (2) Character generation is enhanced. Advanced generation systems like 
> High Guard and Mercenary are included... Basic character generation has 
> also been enhanced. The net result is that a character generated using 
> the basic rules is power-compatible with one generated using the advanced 
> rules.  That is certainly not true in old Traveller.  
> (3) The setting is more interesting. MegaTraveller takes place in the 
> "Shattered Imperium"... I consider the ideas an improvement brought about
> in MegaTraveller.
> (4) Combat is enhanced.  It now includes rules for doing things like 
> interrupting an enemy while he is taking action, and a roving DM pool 
> which is based on the combat skills of the participants and can be applied 
> to any roll of the combatants' choice.  
> (5?)  The rules for craft design seem more complex (sensors, more 
> weapons), but I haven't been playing MegaTraveller long enough to have 
> tried them out yet.
> 
> Essentially, MegaTraveller seems to be Traveller, cleaned up, consolidated, 
> and enhanced.  I would recomment it over the old set without reservation.

                                ----------

redden@ttidca.tti.com writes:
> MegaTrav gets my overall vote because skills.  Still there are rules
> that are silly like skill pts = int+edu. Space Gurps looks very good as
> a new rules base.

                                ----------

mcvax!cl.cam.ac.uk!smm12@uunet.uu.net writes:
> I've just bought MegaTraveller, and have read a lot of the Traveller
> Rules. In my humble opinion, MegaTraveller has to be a good move just
> because all the rules are in one place! 

                                ----------

disk!miracle_r@gargoyle.uchicago.edu writes:
> I bought MegaTraveller when it came out and they are really the same
> system. The bad Part of Mega is its erata and they did complicate some
> things, however its trade off is all of the rules have been combined
> from many supplements so everything you need is in the books.  A lot of
> equipment was added and such. As far as voting for one or the other, do
> as we do:  Use the rules you like from each system. They are compatible.

                                ----------

uabmap01@asnuab.asn.net writes:
> After serious consideration, (and not much play-testing) I've decided to
> use MegaTraveller.  It's not perfect - for instance, I'm working on new
> rules for Trade & Commerce and ship combat - but it does have some nice
> features. It consolidates information that used to be spread out over 8
> books, a dozen supplements, a dozen adventures, etc. Second, the task
> system.  At first, I had serious doubts about this.  I wasn't very
> impressed with this... and I didn't have a very high opinion of
> MegaTraveller at first, either. It's very easy to make up tasks on the
> spur of the moment. Also, the players are much less likely to start
> complaining that nothings happening, particularly if you can keep them
> all doing something (trivial) most of the time. Even an index card file
> (one task per card) would be a major boon to the harried referee.
> 
> Problems: There are some, of course.  Whoever was responsible for
> editing, proofing, and quality control should be promptly sacked. The
> The amount of errata for the first three books is simply inexcusable.
> The combat system is a major step backwards from Azhanti High Lightning
> and Striker, which, with minor modifications, is what I use. The number
> of people asking (or complaining) about the ship combat system should be
> a warning. I've *never* been overjoyed with either the basic Traveller
> system or High Guard, but MegaTraveller suffers from the same slipshod
> editing - the rules don't make much sense, despite the fact they're
> based in large part on High Guard... Original Traveller's movement is
> far and away the most realistic ship movement system I've ever seen. It
> may not be playable, but it *is* realistic. The trade & commerce system
> leaves me cold. I do like the idea of different trade tables for each
> world class, though.  The system I'm working on expands on the original
> system with ideas from MegaTraveller and "Cargo: A Merchant Prince
> Variant", from an early (#26?) _Challenge_.
>  
> In summary, I'm switching to MegaTraveller.  I'm throwing out 3 major
>  parts of the rules, but that's an indictment of those parts - not the
>  system as a whole.

                                ----------

redden@ttidca.tti.com writes:
> I prefer megatrav.  The skills and improvement systems is why.

- ------------------

SUMMARY: Every message I received was in favor of MegaTraveller, though
most were grudgingly so. MegaTraveller's strong points were its skills
(specifically, the task system), starship generation, and (the most
commonly stated reason) the fact that everything is now in one place.
The most commonly stated problems was the errata, lack of a good trade
system, and poor personal and starship combat systems. Other than that, 
both systems are said to be the same. Most of those who replied who were 
referees said that they used a derived combat system (such as STRIKER for 
personnel and Azhanti High Lightning or STARSHIP for ships). The only
thing that people were 'impressed' with was the implementation of the
task system which, if used well, can improve the playability of the game
(see uabmap01@asnuab.asn.net above).  So, there is a lot of room for 
improvement either way you go. 

REVIEW of MegaTraveller: Even though _all_ of the replies were in favor
of MegaTraveller, the number of problems and complaints should tell you
something. According to the impression I got from the replies I received
and my glance through the MegaTraveller books, get it if you want every
thing in one place. I personally intend to stick with the old Traveller
system (I put a lot of work into it), but I will probably adapt a task 
system for it. Also, I liked the level of detail used for MegaTraveller 
starship construction. The main things that I didn't like about
MegaTraveller was the layout of the books (all of the tables looked
jumbled on the pages). The books weren't organized well, and to para-
phrase a reply, whoever did the page layout and proofing should be shot.
Also, I didn't like the idea of interruptions during combat (eg. I'm
going to tell a guy that's about to unload a Gauss rifle on me to "Hold
it!"?). In campaigns I've been in there are two types of characters, the
quick (of mind _and_ body) and the dead. Also, I didn't like the setting
of MegaTraveller, but that doesn't really matter since any referee will
do what s/he pleases (mine started 2 years before the 5th Frontier
War). In my opinion, both systems are outlines (rather than rules) to be
tailored by the referee. Unfortunately, this means finding or creating
two combat systems (personal and ship) since the ones supplied are
inadequate. This also seemed to be the general consesus of those who
replied. If we wat to take a poll on the more popular personal and
starship combat systems, let me know and we'll see what we can do (I use
STRIKER for personal and STARSHIP [modified HIGH GUARD] for ship).

If I have to buy MegaTraveller to accomplish what I want to do, so be 
it (like I said, grudgingly). Have fun gaming.

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #280 --------

From: c9c-aa@dorothy.Berkeley.EDU (Brad Post)
Subject: Traveller: Ship Maps
Date: 6 Mar 89 21:43:19 GMT
Archive-Message-Number: 280


[Forwarded from rec.games.frp, getting caught up -- James]

Anybody know where I can get some good deck plans to ships like a Patrol Cruiser
and other ships mentioned in the Traveller Supplement, Fighting Ships, I think
it's #9.  Anybody got them online?  If you have them online, could you mail them
to me.  It would be much appreciated.

Brad Post
ARPA:  c9c-aa@dorothy.berkeley.edu
UUCP:  ...ucbvax!dorothy!c9c-aa

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #281 --------

From: choinski@hobbiton.prime.com
Subject: Hexsheet program (sans copyright)
Date: 15 Mar 89 02:08:00 GMT
Archive-Message-Number: 281


[Forwarded from rec.games.frp for your enjoyment... thought it might inspire
some hacking... now if I only understood Postscript well enough to make a
mapsub program that produced postscript output... -- James]

Here is a short Postscript program some of you may find useful!
Sorry about the last one, this is not not copyright protected by
Prime, but is fully distributable.  Sorry about any gripes this may
have caused!

8<------------------------Clip Here------------------------------>8
% HEXSET.PS
% Prints hex sheets with larger surrounding hexes.
%
% Description:
%    This POSTSCRIPT program will print hex sheets that look like this:
%
%        ____//====================\\    ______          ______        //
%       /   // \        /      \    \\  /      \        /      \      ///
%      /   //   \______/        \____\\/        \______/        \____///
%      \  //    /      \        /     \\        /      \        /   // \
%       \//____/        \______/       \\______/        \______/   //   \
%       //     \        /      \        \\     \        /      \  //    /
%      //       \______/        \______/ \\     \______/        \//____/
%     XX        /      \        /      \  XX====================XX     \
%      \\______/        \______/        \//____/        \______/ \\     \
%       \\     \        /      \        //     \        /      \  \\    /
%      / \\     \______/        \______//       \______/        \__\\__/
%      \  \\    /      \        /     //        /      \        /   \\ \
%       \__\\__/        \______/     // \______/        \______/     \\ \
%       /   \\ \        /      \    //  /      \        /      \      \\/
%      /     XX====================XX__/        \______/        \______XX
%      \    //  /      \        /   \\ \        /      \        /     //
%       \__//__/        \______/     \\ \______/        \______/     // \
%       / //   \        /      \      \\/      \        /      \    //  /
%      / //     \______/        \______\\       \______/        \__//__/
%      \//      /      \        /      \\\      /      \        / //   \
%      //______/        \______/        \\\____/        \______/ //     \
%     XX/      \        /      \        / XX====================XX      /
%      \\       \______/        \______/ //     \______/        \\\____/
%      \\\      /      \        /      \//      /      \        / \\   \
%       \\\____/        \______/       //______/        \______/   \\   \
%       / \\   \        /      \      ///      \        /      \    \\  /
%      /   \\   \______/        \____///        \______/        \____\\/
%      \    \\  /      \        /   // \        /      \        /     \\
%       \____XX====================XX   \______/        \______/       XX
%       /   // \        /      \    \\  /      \        /      \      ///
%      /   //   \______/        \____\\/        \______/        \____///
%      \  //    /      \        /     \\        /      \        /   // \
%       \//____/        \______/       \\______/        \______/   //   \
%       //     \        /      \        \\     \        /      \  //    /
%      //       \______/        \______/ \\     \______/        \//____/
%     //        /      \        /      \  \\====================//     \
%       \______/        \______/        \______/        \______/        \
%
%   Although, a lot neater and with the hexes lining up better!
%
% Abnormal conditions:
%
%   None that I know of, but that doesn't mean there isn't any.  I have not
%   tried to use non-integer fill or scale values, nor did I see the need
%   to produce such sheets, therefore this program may blow up if you try
%   to do so.
%
% Implementation:
%
%   Standard Adobe Postscript.  This does not include any set-up code required
%   by your printer (our spooler handles this stuff).
%
%   Basically, the FILL variable defines how many small hexes can fit from
%   side to side in the large hexes.  In the above example, the FILL would
%   be about 3 (it looks like 3.5).  The FILL variable should be an integer
%   value (2+).
%
%   The SCALE variable determines how many strips of large hexes are to be
%   printed.  The above example is SCALE = 1.  A SCALE of 2 would print 4
%   rows of big hexes instead of just 2.
%
%   YMAX and XMAX are set to the paper size in points (72 pt per inch).
%   If your printer uses larger paper, these should be changed.  Current
%   settings reflect 8.5x11 paper.
%
%==============================================================================
%   NOTES:
%
%   This program can be used to create simple hex paper as well as
%   hex-within-hex paper.  Simply use a FILL value of 1.
%
%   Usefull settings:
%      FILL 10, SCALE 2+: Tactical maps for 2300ad or Space: 1889
%      FILL 20, SCALE 1:  AD&D, 20 mile per hex maps.
%      FILL 1, SCALE 1+:  Single hex layer hex sheets.
%      FILL 1, SCALE 8:   ~15mm hexes
%
% Modifications:
%   Date   Programmer     Description of modification
% 03/08/89 Choinski       Initial coding.

%==============================================================================
%_______Key Definitions!  These must be decided for sheet appearance!_________%

/fill  5 def    % small hexes width per large hex
/scale 2 def    % # of large hex double strips

/ymax  11  72 mul def   % Height of paper, in points
/xmax  8.5 72 mul def   % Width of paper, in points

%==============================================================================

/hexes fill 1 add 3 div cvi fill 2 mul scale mul add def
/double hexes 2 div cvi def
/single hexes 2 mod def
/range 0.931 xmax mul hexes 3 mul 1 add div 2 mul fill mul def

/top fill 2 mod def
/s60 60 sin def

%==============================================================================

/hex {
  newpath
  0 0 moveto
  len 0 lineto
  len 1.5 mul height lineto
  len height 2 mul lineto
  0 height 2 mul lineto
  0.5 len mul neg height lineto
  0 0 lineto
  stroke
  } def

/hex2 {
  newpath
  0 0 moveto
  len 0 lineto
  len 1.5 mul height lineto
  len height 2 mul lineto
  0 height 2 mul lineto
  0.5 len mul neg height lineto
  0 0 lineto
  0.5 len mul neg height neg lineto
  stroke
  0 0 moveto
  } def

/hex3 {
  newpath
  0 0 moveto
  len 0 lineto
  len 1.5 mul height lineto
  len height 2 mul lineto
  len 1.5 mul height 3 mul lineto
  len height 2 mul lineto
  0 height 2 mul lineto
  0.5 len mul neg height lineto
  0 0 lineto
  stroke
  } def

/hexline1 {
gsave
2 fill mul scale mul fill 2 div add cvi top add 1 sub
  { hex
    0 height 2 mul translate
  } repeat
grestore
} def

/hexline2 {
gsave
2 fill mul scale mul fill 2 div add cvi
  { hex
    0 height 2 mul translate
  } repeat
grestore
} def

/hexline3 {
gsave
2 scale mul
  { hex2
    0 height 2 mul translate
  } repeat
grestore
} def

/hexline4 {
gsave
2 scale mul
  { hex3
    0 height 2 mul translate
  } repeat
grestore
} def

/hexpage1 {
double
  {
    0 0 moveto
    0 height translate
    hexline1
    0 0 moveto
    1.5 len mul height neg translate
    hexline2
    1.5 len mul 0 translate
  } repeat
single
  { 0 0 moveto
    0 height translate
    hexline1
  } repeat
} def

/hexpage2 {
1 scale mul
  {
  0 0 moveto
  0 height translate
  hexline3
  0 0 moveto
  1.5 len mul height neg translate
  hexline4
  1.5 len mul 0 translate
  } repeat
} def

/yoffset ymax range s60 mul scale 4 mul 1 add mul sub 2 div def
gsave
/len range fill div def
/height len s60 mul def
21 len 2 div add yoffset translate
1 setlinecap
0.40 setlinewidth
0.9 setgray
hexpage1
grestore

gsave
/len range def
/height len s60 mul def
21 len 2 div add yoffset translate
1 setlinecap
2.0 scale div setlinewidth
0.3 setgray
hexpage2
grestore
showpage

% End of program
8<----------------------------Clip Here----------------------------->8

===============================================================================
Burton Choinski                                             Prime Computer Inc.
   At: choinski@hobbiton.prime.com                       Framingham, Ma.  01701
       choinski@env.prime.com       (prefered)

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	uunet!dadla.la.tek.com!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- End of TML Messages --------

