
-------- TML Message #566 --------

Archive-Message-Number: 566
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Request for Traveller Tech
Date: Mon, 25 Sep 89 10:12:39 BST



> Hand Computers
> 
> 	In this game the HandComputers are very nice, from an article
> in a Traveller Digest the GM has.  I very much reccommend this article
> (I only wish we had the stuff it talks about in there now!)

Find out about the Atari Portfolio.

> 	One thing it doesn't do much about is software available for
> hand computers, and how they can be used, but I guess that can be figured
> out as needed, although if there are any such articles I'd appreciate
> hearing about them. 

It claims to be MS-DOS compatible (insert favourite insult here:-). What
that means on a machine with no disc-drive isn't quite clear; I believe you
can copy any MS-DOS software to it via its comms. link, then run it.

 "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

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-------- TML Message #567 --------

Archive-Message-Number: 567
Date: Mon, 25 Sep 89 11:16:50 -0500
From: ("Nick Christenson @ St. Olaf College") christnp@thor.acc.stolaf.edu
Subject: Stellar information


[I admitted to being somewhat rusty on my astronomy hobby.  Now everyone
listen up for these corrections/additions/clarifications.
- --jamesp@dadla.wr.tek.com]

Recently, there was a posting regarding stellar information for someone
who wanted "real" star system generation information.  Some of the material
in there was not quite correct and some was wrong.  I will attempt to clear
up a few things.

First, stellar classification is done by 1) mass, 2) temperature, 3) (much
less important) composition.  The third point is usualy equivalent to 
age, but not always.  All stars go through several evolutionary stages
which are more or less the way they were described in the previous posting.

Mercury is *not* tide locked.  It was believed to be tide locked into the
sixties, and some *current* text books still list it as tide locked, although
it most certainly is not.  This is certainly an easy mistake to make given
the state of astronomical literature, but it is a mistake, none the less.

Stars in globular clusters.  Don't worry about it in a Traveller universe.
It is possible that a planetary system could develop and could remain
relatively stable within a globular cluster for billions of years.  It is
also very possible that the system would be torn to shreds by a star passing
nearby, it depends on the circumstances.  You don't need to worry about 
systems in globulars because 1) they're very old, which means they're *very*
metal poor.  Therefore, not only is civilization unlikely to develop there,
but nobody except scientists would want to go there (personally, I'd give
up several limbs to get a close look at one.), 2) They are so far away 
(on the order of 50,000 light years) so that without a massive advance in
primary drive technology, nobody will get there.

Binary stars can be contact binaries (literally touching each other) to
very distant binaries (on the order of a couple of light years).  They
can also be anything in between.  If the stars are close enough, distant
planets can pretty much treat them as a single star (see variable stars
below, though).  If they are distant enough, a planet can treat them as
two separate stars; orbit one and ignore the other.  If the system is 
one main star with a companion orbiting in a planet-like orbit (distance
wise) foget it.  Not only are no stable orbits possible, (assuming 
both stars are massive enough to be significant) but humans and human-like
life couldn't survive the radical climatic changes.  Other life forms, 
however, might be able to.  The instability of the orbits is a *real*
problem, though.

Other system types?  How about a planet orbiting a variable star.  All
close (contact) binaries will be variable.  Unless you are very high
tech, or very adaptable, or really weird, you (as a species) will not
be able to survive in a variable star system like an RR Lyrae, delta
Cepei, W Virginis, omicron Ceti, U Geminorum or other "well known"
variable star type.  Good for curiosities and weird adventures, though.
Flare stars and X-ray binaries pose a special hazard to travellers.
All of these stars in the shattered imperium will be well known and 
*very* well studied.  I would also guess that with the possible exception
of Semi-regular red giants and ZZ Ceti type stars, their periods will 
be very well known, especially by Travellers.

I hope this helps.  If there are any questions, let me know.

Nick Christenson
christnp@thor.acc.stolaf.edu
#include <disclaimer.h>  

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-------- TML Message #568 --------

Archive-Message-Number: 568
Date: Mon, 25 Sep 89 11:18:19 PDT
From: gazis@halley.arc.nasa.gov
Subject: Test message and greetings



Greetings,
     This is merely a test message to see if our mailer understands about
mailing lists.  And to say that the esteemed WRICKER has misrepresented
me:  I work at NASA Ames rather than JPL, on the Pioneer rather than
the Voyager spacecraft.  A fatal error on his part.  The Voyager Police
will come and break his scan platform.  Ho ho!

P. Gazis
I forget what my e-mail address is these days they keep changing
it hopefully you can read it off the header assuming that our mailer
works, an unlikely prospect.

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-------- TML Message #569 --------

Archive-Message-Number: 569
From: CHOINSKI@env.prime.COM
Date: 26 Sep 89 15:59:16 EDT


- -=============================================================================-
Does anyone out there have charts or formulas to calculate the luminocity
of brown dwarves or really big gas giants (i.e. 2300's Tithonus, our
Jupiter, etc).  If you do, please post or mail it to me.  Thanx.
    -- Burton
- -============================================================================-
 Burton Choinski                                       choinski@env.prime.com
 Prime Computer, Inc.                                    (508) 879-2960 x3233
 Framingham, Ma.  01701
- -============================================================================-
          Disclaimer:  Hey, not me man ...  musta been my evil twin!


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-------- TML Message #570 --------

Archive-Message-Number: 570
From: (Steven J Owens) scratch@unix.cis.pitt.edu
Date: Wed, 27 Sep 89 15:40:23 EDT
Subject: Traveller Computer Skill Tasks



Hi out there in Mailing List Land...

	I've got a question:  The original traveller game doesn't
give much of a solid idea of what you can do with computer skill,
even though it has more information than most other skill descriptions.
This is because the traveller books don't give that much detail about
computers in the traveller universe.
 
	From what I've read here,  the new traveller games have much
more detailed "task" systems.  What do they have on the Computer skill,
and on computers in the traveller universe?
 

Steven J. Owens  |  Scratch@PITTVMS  |  scratch@unix.cis.pitt.edu

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers with battledress and gauss rifles
 pop out of the microwave oven..."
 
	- Sean T. Grape, in a truly bizarre traveller campaign...

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-------- TML Message #571 --------

Archive-Message-Number: 571
Subject: Computer Skills
Date: Wed Sep 27 21:44:59 1989
From: richard@agora.hf.intel.COM (Richard Johnson)



I would like to offer a tangential thought about computer skills.  
In my campaigns, especially the more recent ones, computer skills are
tied not only to the model of computer (such as mod 1 bis, etc.), but
are also tied to the tech level of computer on which the skill is 
gained, and other general infomration about the character.

Skills are not to useful (such as at -2, -3, 1/2 or whatever I feel
appropriate at the time {keep the GM in fresh coffee :) }) when used
with unfamiliar technology, with unfamilar software, or with unfamiliar
systems. This is true for both forward and backward technology 
incompatibility.


For example:

Hypothetical player Steve is running even more hypothetical ship's
engineer I. M. Smart (697DC7).  Smart has computer -3.  He acquired
the skill as an engineering officer on an Imperial destroyer
(most of our Imperial machinery is TL 14 or so) using a special-
purpose Model 5 engineering computer.

Now Smart has bluffed his way into an engineering job on a TL 11
subsidised merchant (about 400 Tonnes...) and is constantly frust-
rated with the antique operating system, the clumsy interface, and
the lack of speed of the ship's sole computer -- a Model 2 Bis.

Anyway, you get the idea.

When enterprising parties discover "Ancients" or alien technology -
well, you can imagine the consternation of trying out something
totally from scratch.  Why should computer behave in any way like
what we expect ours to?


Summary:

I guess what I'm saying is "keep people challenged, but don't
destroy them."  I'm just a little negative about computer skill
in general, because I believe at the tech levels we're simulating,
they'll all be neurally connected to our brains anyway.

Richard Johnson


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-------- TML Message #572 --------

Archive-Message-Number: 572
Date: Thu, 28 Sep 89 08:14:42 MDT
From: (Dan Williams) wrgate.wr.tek.com!uunet.uu.net!salt!china!dan@tektronix.TEK.COM
Subject: Re:  Computer Skills



>When enterprising parties discover "Ancients" or alien technology -
>well, you can imagine the consternation of trying out something
>totally from scratch.  Why should computer behave in any way like
>what we expect ours to?

	If anyone has read the series of books by Fredrick Pohl "Beyound 
the blue event horizon"  They talk about the problems of humans Discovering
cashe of artifacts from an older civilization.  It is a good reference for
the sort of thing you find happening in traveler.

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-------- TML Message #573 --------

Archive-Message-Number: 573
Date: Fri, 29 Sep 89 12:02 EST
From: METLAY@vms.cis.pitt.edu
Subject: a hardware question


Hey, gang, I haven't forgotten my promise to submit a feature on Traveller
gear, but I'm going to have to alter it a bit to remove some references to
gear that I'll be attempting to publish in the Travellers' Digest and in 
Challenge. If it gets in, then it'll be official and you can read about it
yourselves, and if it doesn't, well, then I'll publish it here as a variant.

Anyway, one question: does anyone know what MegaTraveller policy is concerning 
the HFMP-15? This was the "Hand Flamer," a low-efficiency plasma pistol for 
use with battle dress, as introduced in JTAS (Issue #3, I think). The idea was 
to have a relatively low-powered sidearm for use in cramped situations, 
powered from the same fusion pack that powered the battle dress. It seemed 
like a good idea, and is certainly plausible in technological terms (plasma 
devices on its scale exist today, for use in welding heat-resistant metals and 
so on), but it never seemed to catch on. Most of the weapons that were 
introduced in the JTAS, like the autoshotgun, tranq rounds, and the ARL, have
been incorporated into the official rules, but there's no mention of the 
HFMP-15. Pity, too; it was a nifty little gun. Did they leave it out to try to 
conserve game balance? That seems silly since it's not concealable unless you 
remove the fusion pack |-> . 

And by the way, what exactly are those fusion packs, anyway? Are they really 
small fusion reactors? If so, then how are the "minimum reactor size per Tech
Level" figures reconciled with them?

Just curious....

metlay				| HOW TO DIE YOUNG, #38:
Traveller Mailing List Historian|
				| Pour sugar into a starship's fuel feed 
metlay@pittvms.BITNET		| "as a prank."
metlay@vms.cis.pitt.EDU		|



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-------- TML Message #574 --------

Archive-Message-Number: 574
Date: Fri, 29 Sep 89 11:39:47 PDT
From: joshua@Atherton.COM (Flame Bait)
Subject: Back Traveller List Postings Available



I've got an archive server running on my machine, and you can use it to 
get back postings from the traveller mailing list.  I've got most of the 
postings since 426.  (About 5% of the postings never get to me, so I do 
not have those.)  In general, a posting will put in the archive within 
three working days of arrival here.  An archive server is a mail command 
program.  You send it an email request, and it sends you email back with 
your answer.  

The archive server can be reached by sending email to 
archive-server@joshua.atherton.com.  The human manager of the archive can 
be reached at archive-manager@atherton.com, or joshua@atherton.com in an 
emergency.  The body of the email message can contain one or more commands:

The server has four commands:
    help			Send a general help message.
    index [<category>]		Send an index for the category.
    send <category> <file(s)> 	Send one or more files from the category.
    path <return-path>		Route reply to this address.

Currently, there are five categories of files:
    traveller  Back articles from the traveller mailing list, starting at 426.
    cyberrpg   Back articles from the CyberRPG mailing list.
    design     Back articles from the Game Designer's mailing list. (dead?)
    programs   Programs for role playing games.
    background Useful background information for SFRPGs.
    other      Other interesting files.

Sample command lines to send:
    index traveller              Sends an index of traveller articles.
    path joshua@atherton.com     Server will reply to this address.
    send programs rnd-names      Sends a random name generating program.
    send traveller tm426 tm427   Sends back articles from the traveller list.
    index                        Sends "top level" index

The server's UUCP address is {decwrl|hpda|sun}!athertn!archive-server.

Note the confusing thing about the email addresses:  our domain name is 
atherton (with an 'o') but the UUCP name of our mail server is athertn
(with no 'o').  

Have fun with this.  If you have problems, send me email.

Joshua Levy  joshua@atherton.com {decwrl!hpda!sun}!athertn!joshua
                         ^^^-- 'o' here                 ^^- no 'o' here



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-------- TML Message #575 --------

Archive-Message-Number: 575
Date: Fri, 29 Sep 89 11:51:09 PDT
From: joshua@Atherton.COM (Flame Bait)
Subject: Indexing a Traveller archive server



The big question in getting up my archive server was "how are people going
to find the articles they want?"  If you know the number of the article 
you want, it's easy, just ask for it, "send traveller tm534", also if you
know the author or subject, you can look for it in the index, which you 
can get with "index traveller".  

Are there other indexes or references that you want in order to find the 
articles you want?  If so, please tell me about them, so I can look into
adding them.  Thanks.

Joshua Levy
- --------                Quote: "Those who will be able to conquer software
Addresses:                      will be able to conquer the world."
joshua@atherton.com                             -- Tadahiro Sekimoto (NEC)
{decwrl|sun|hpda}!athertn!joshua    work:(408)734-9822    home:(415)968-3718


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-------- TML Message #576 --------

Archive-Message-Number: 576
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: New weapons for Traveller
Date: Thu, 28 Sep 89 13:51:02 BST


Forget all your smart handguns, forget eye-piece gunsights! I've got the
ultimate weapon. :-)

It depends on fibre-optic cable capable of carrying a laser pulse of
laser-rifle power.

In your backpack, you have the power unit and the laser itself. The laser
should be switchable between either of two power settings.  The low power
setting produces a continuous low power beam, about the same power as a small
targetting laser. The high power setting produces a pulse similar to the one
from a laser rifle (or for a lighter backpack, a laser carbine).

In your hand, you have a small pistol. It has a two-stage trigger. It is
connected to the backpack by a cable containing a fibre-optic line and an
electronic control line. When you pull the trigger to its first stage, the
laser is triggered on its low power, continuous mode, and you have a
targetting laser which you can wave around and point at things. When it's
pointing at something interesting, like the bad guy's head, you pull the
trigger the rest of the way. This switches the laser to its full power pulse
mode, and a laser rifle bolt goes right where your targetting beam was just
a moment ago.

If you can't have a dual power laser, have two lasers linked to the same
fibre-optic cable; one low power, the other straight from an ordinary rifle.
This method is probably better in that the targetting laser can be IR, so
you aren't lighting yourself up at the same time. You, of course, are wearing
goggles which allow you to see where the target beam is hitting.

Assuming it works, how do you implement this in a game? What die roll do you
need to hit, assuming you can take an aimed shot? The way I see it, it seems
to be impossible to miss.

 "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

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All opinions and material above is the responsibility of the originator.
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-------- TML Message #577 --------

Archive-Message-Number: 577
Subject: Re: Request for Traveller Tech
Date: 29 Sep 89 14:59:16 PDT (Fri)
From: jamesp



Mail has turned to rubber for one user, so here's his message duly
forwarded.  Sorry for the long delay...

- ------- Forwarded Message

From: Steven J Owens <scratch@unix.cis.pitt.edu>
To: traveller@dadla.la.tek.com
Date: Sat, 23 Sep 89 14:48:52 EDT
Subject: Re: Request for Traveller Tech
X-Mailer: Elm [version 1.5b]

> > Well, he says I can't design the robots without robotic skill.  
> 
> Electronics, some form of mechanical engineering, and computer programming
> skills practically *define* robotics; you should almost get free robotics
> skill points for this, or at least be allowed to use these related skills at
> penalty.

	I'll point that out to him... maybe I can dig up a robotics or 
cybernetics student as an "unimpeachable source" for this :-)

> This is a general comment by the way;... I like hierarchical skill sets much
> better than flat ones because of this.
> Of course, the problem is that coming up with a consistent set of
> hierarchical skill is , um, difficult (to say the least).

	Yuh, I understand... several game systems seem to be working towards
this, GURPS with their default skills, the new Shadowrun with their skill
web (you start at one node of the web which represents a skill; each node
further away is a modifier to attempt that related skill.  Interesting idea.)
Traveller (old traveller, at least) seemed to be trying a simpler method to
attain this - simply broadly defined skills instead of hyperspecialization.
This would also make sense for "adventurer" types, since if they were hyper
specialized they'd have some great job with a corporation and stay at home.

	Unfortunately, all of that changed as new books were introduced with
more skills.  It wouldn't be half so infuriating if the new books "back-dated"
the old books, so that all characters could get all skills.  
 
	One other problem with old traveller was lack of task definition. From
what I've seen here, the new traveller rules have very specific task definition
perhaps TOO specific :-)

> > 	Thanks for the suggestions - how about the more common technology that
> > is around and ready to be perverted to my nefarious ends?
> 
> Ammonia and Iodine mixed together makes a great contact explosive. Be
> careful though; it is highly volatile once it has 'gelled', which takes
> about 20 minutes. Don't breathe on it.

	Yeah, that's a fun set of chemicals.  I read about that one in
Heinlein's _Farnham's_Freehold_.  Easily obtainable too...

	Latest two ideas:  Take an ACR, hook up a grav module and hand 
computer (to the battlefield sight) and you've got a floating programmed
gun emplacement!  Other idea: remote control garrote, for controlling 
those rowdy prisoners....

   Steven J. Owens  |  Scratch@PITTVMS  |  scratch@unix.cis.pitt.edu

"Okay, Major Jonathan "Wrong-Is" Wright rubs his magic ring of Imperial
 Intervention and twenty stormtroopers with battledress and gauss rifles
 pop out of the microwave oven..."
 
	- Sean T. Grape, in a truly bizarre traveller campaign...

- ------- End of Forwarded Message

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All opinions and material above is the responsibility of the originator.
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List Administrator: traveller-request@dadla.wr.tek.com

-------- TML Message #578 --------

Archive-Message-Number: 578
Date: Mon, 25 Sep 89 09:58:46 EDT
From: wrgate.wr.tek.com!ogccse.UUCP!harvard!genrad.com!mas@tektronix.TEK.COM (Mark A. Swanson)
Subject: The Wild Hunt & Traveller varients



The ~10 year old varient TRAVELER campaigns that Bill Ricker mentioned are
chronicled in my magagine THE WILD HUNT.  The rules have not been published
anywhere to my knowledge (GDW copyrights could be a problem) but might be
procurable from Paul Gazis, one of TWH's contributors in #148. They were
originally published in TWH #60-68 (roughly) some years back.  These back
issues are theoretically available but are rather deeply buried in my
basement.  However, many campaign writeups and comments do appear at this
time.

The Wild Hunt is published 9 times a year (Jan-May, July, Sep-Nov). The
148th issue was just mailed.  It costs $3 per issue + postage ($0.90 for
book rate, $2.40 for 1st class) for typically about 100+ pages of photocopied
zines with line art, etc. Send me a check to open an account if interested.

	Mark A Swanson
	40 Bow St
	Arlington, MA 02174

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-------- TML Message #579 --------

Archive-Message-Number: 579
Subject: TML Admin invites locals to "do" lunch, RSVP
Date: 29 Sep 89 15:40:51 PDT (Fri)
From: jamesp



For all you Portland-Metro-Area listees, you're all welcome to join
Richard Johnson and I for a lunch.

Why:	Meet new people with common interest (Traveller)
Where:	Chang's Mongolian Grill
	Tanasbourne Mall
	off NW 185th just south of Hwy 26 overpass
	Portland OR
Date:	Thursday, October 12, 1989
Time:	11:30am
MegaCredits: Bring about ~$5, more if you want something other than
	tea or water to drink.
Meet:	Just outside the restaurant's door; I'll be wearing my Tektronix
	badge.

If you're thinking of coming, please let me know so I can have an idea
of how many to expect.  Any interesting outcomes of the lunch will be
summarized to the list, if interest warrants it.

James

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All opinions and material above is the responsibility of the originator.
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-------- TML Message #580 --------

Archive-Message-Number: 580
Date: Sat, 30 Sep 89 12:22:50 EDT
From: (Dan Pierson) pierson@xenna.encore.COM
Subject: New weapons for Traveller


adrian%cs.heriot-watt.ac.uk@NSFNET-RELAY.AC.UK writes:
 > Assuming it works, how do you implement this in a game? What die roll do you
 > need to hit, assuming you can take an aimed shot? The way I see it, it seems
 > to be impossible to miss.

It's probably very accurate but comparatively slow.  It'd be great
sniper/assassin weapon, but I'd be inclined to severely restrict its
snap shot potential and/or give the other side a chance to notice that
someone is painting cute little red spots on them.

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