
-------- TML Message #1118 --------

Archive-Message-Number: 1118
Date: Tue, 13 Mar 90 12:05:01 -0500
From: tey@sage.cc.purdue.edu

<Human mode>
Well, sorry I haven't replied to anyone's mail lately, but I just
returned from Spring Break. Now to take care of a few loose ends.
James: Sorry to use the board on this, but I missed Richard's alias
mailer...Break wasn't worth even this much trouble....

<Mr. Science mode>
After an extended trip to the head(about a week.....), Dr. Morser
returns to the group. He seems quite excited to finally be on the
move. As he wanders around the ship, understandably in awe, he occasionally
bumps into various members of the crew. After a few quiet conversations, 
he addresses the group:
	"Well, as to ze quextion of some kind of coordinate system,
	I prrrrezume we will all have zome kind of inertial compasses
	to keep us from getting lost in ze ring. I zometimes need mine
	even here... If we were to establish a primary landing point on
	ze ring, a 'command post' if you will, we can all set our
	compasses to zis area, and mark positions from it. Naturally,
	ze Security Team should decide zis place, as it vill be our 
	rally point for ze return trip. Und now, I must go meet somevun..."

<Human Mode>
Don't worry, I'll send out the individual messages right after I fire this
off; with any luck, the players in quesion will get their notices before
they even see this in the next transmission. Hasta whenever...

			Craig Waylan aka Karl Morser aka Mr. Science aka Legion


*****************************************************************************
                                  |"And all this science, I don't understand.
  tey@sage.cc.purdue.edu(Legion)  | It's just my job, five days a week."
                                  |                     -Elton John
*****************************************************************************

-------- TML Message #1119 --------

Archive-Message-Number: 1119
From: Adrian Hurt <adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk>
Subject: Thrusters
Date: Tue, 13 Mar 90 10:03:24 BST

> From: Alan Huscroft <ASSHUSCR%cms.am.cc.reading.ac.uk@nsfnet-relay.ac.uk>
> Subject: (1114)  Thrusters
> 
> There is one point in the Starship Operator's Manual which grates a bit
> on my sensibilities.
>  
> The section on thrusters says that the thruster plates must be rigidly
> fixed pointing in one direction, usually towards the aft end of the ship.
> If you try to apply thrust in any other direction, the amount you can
> get is severely limited.  The upshot of this is that ships generally have
> to come in to land nose-upwards and flip horizontal at the last moment.
> Similarly, if you want to hover for more than a short period you have
> to do it nose-upwards.

Back in the days when I assumed that thrusters meant rockets (not necessarily
chemical), I also assumed that most ships had grav plates, like those on
grav vehicles, as part of their manoeuvre system.  This allowed them to fly
around a planet without frying any towns they came near, and also allowed
non-aerodynamically designed ships to operate in atmospheres (e.g. the
Type S scout/courier, the Type A, A1 and A2 traders, etc).

 "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

-------- TML Message #1120 --------

Archive-Message-Number: 1120
From: wrgate.wr.tek.com!sun!portal!cup.portal.com!stirner@sequent.UUCP
Subject: co-GMing
Date: Tue, 13-Mar-90 18:12:35 PST

    Recently, Bob Mahoney asked if anyone had any experience at co-GMing
Traveller or other games.  I've never coGMed a Traveller game, but I have
coGMed Warhammer FRP, and I expect the basic principles would apply to any
gaming system.
    Basically, it worked very well.  You need to be more prepared for a
co-GMed game than when you're doing it alone, because it is very confusing
if one GM starts to "wing it" to any significant extent, as there will not
be time for him to inform the other GM as to what is going on.  So I would
say it's only a good idea if the two GMs can get together before the game
and spend at least one evening going over plans.
    The benefits are that some of the work gets split up, and in a number
of situations the role-playing is better.  When the party splits  up, or
even just when different players are doing different things in the same area,
it helps to have two different GMs to deal with them (not so much time spent
waiting on the GM to get done talking to another player, before you can do
something).  This is especially valuable if you have players who like to
each do their own thing, or one player who is enthusiastic (ie loud) enough
to drown out the others when things get heated.
    The biggest advantage, tho', is that it is easier to role-play several
people at once.  I can remember several instances from my own experience
when I was playing an important NPC who was talking to the party, while the
other GM was playing NPC's of less importance who were distracting the party
but added a lot of color to the game.  The halfling shoe salesman who tried
to sell his wares to party members while they were interviewing someone in
a bar, for instance.  (yes, I said halfing shoe salesman)  Even in more 
serious situations (such as when the players are listening in on a situation,
or any other time when more than one NPC is "on-stage" at once), it was very
handy to not have to run everyone in the world.
    For Traveller, where there is probably more background for the GM to
fill in than in any other RP game in existence, the advantage of dividing
up work seems like it would be especially useful.  Hope some of this helped;
I say go ahead, it's a good idea.

-------- TML Message #1121 --------

Archive-Message-Number: 1121
Date: Wed, 14 Mar 90 14:21:27 EST
From: Greg Givler - Product Assurance <givler@cbmvax.commodore.COM>
Subject: Re: Co-refereeing


>Date: Mon, 12 Mar 90 16:03 EST
>From: Bob Mahoney <BOBMAH%PSC.BITNET@mitvma.mit.edu>
>Subject: (1116) Co-refereeing?
>
>Hi folks.

>Does anyone have any experience with a co-refereed campaign?  By this I mean
>one campaign being actively run by two referees.  For the purposes of this

No I have never done that but...

>If you have any related non-Traveller experience (like another game system),
>I'm still interested.

I have something that is similar, at least I think that it is :-) ...
I have for some years directed plays at a local amateur theater group, this
is similar to running a game, except the game is much more wide open. Anyway
when I direct musicals, I have my wife Music Direct, that can be a problem,
because... 1. I am as qualified as my wife to music direct, being a music 
major in College, my wife was also a music major. And 2. I am married to 
her so that I have to "live" with my suggestions for how the music should 
be done. 

What we have found is that the best way to handle this situation is this:

1. We define our roles. If we are co-music directing, which we have done. 
then I handle the chorus numbers and she handles the solos. If there are 
numbers that one does not feel comfortable directing then we decide before
we begin how the duties will be split. 

2. We never argue in front of the cast. In your case the players. If we 
have differences we discuss them on the way home in the car, that way we can 
yell all we want, and this does not make the other folks uncomfortable.

3. Never change what the other person did, without discussing the change with 
the person, and better let them change it. This way the people that you
are leading are not confused as to who they should listen to. 

4. Be open to suggestions. If you both have the same goal, in my case a
good show then you have to be willing to listen to suggestions.

I have had 6 very successful shows because of the help of my wife, and 
we have never had a major fight in the last 6 years about the plays. 

Also, something that I think some of lose sight of from time to time. 
remember that this is a game, and it should be fun. 

>I wonder if the two of us might not be able to merge our styles/ideas/etc., and
>produce one very intense campaign.  There would be very little idle time for
>the remaining three players, non-player characterizations would probably
>improve (less distractions for the ref), and NPC's would certainly become more
>unpredictable from the players standpoint.

It is possible, but remember understand your goals and each of your
responsibilities and it should be just fine.

Greg

- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Francisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================


-------- TML Message #1122 --------

Archive-Message-Number: 1122
Date: Wed, 14 Mar 90 19:40:13 EST
From: Andrew Salamon <salamon@sun.acs.udel.edu>
Subject: PBEM, Ed Baranksi

Sorry to post this (repost the topic, actually).

Mr. Baranksi, I am not able to send mail to you at either of the addresess
our illustrious leader Richard sent to me.  Could you please send me some 
mail so that I can try an automatic reply thingy.  You have already missed
out on some of my postings (sorry).

BTW, what position does your character want to fill.  ie Nav, commo, pilot?

Happy Star-Trails!
Magic in my Mind                     |   /Andrew/
Music in my Heart                    |   soi-disant Bleydion op Rhys
Laughter in my Soul                  |   salamon@sun.acs.udel.edu
And...A Sword in my Fist (sigh)      | 

-------- TML Message #1123 --------

Archive-Message-Number: 1123
Subject: Thrusters
Date: Wed, 14 Mar 90 17:29:11 PST
From: wrgate.wr.tek.com!agora.hf.intel.com!richard@tessi.UUCP (Richard Johnson)

Actually, I think the big deal with fixed thruster plates is
that GDW didn't want to figure out the physics of fully
articulated thrusters.  I think it would be realy neat --
you could run fast, stop on a dime, and perform marvelous
acts of death-defying agility (a la Hawker Harriers).

I just can't justify any contraption that would be able to
take the force and allow the thruster to move around inside
the ship.  Not to mention what moving this big thing is
going to do to your center of gravity and bending moments.

Richard


-------- TML Message #1124 --------

Archive-Message-Number: 1124
Subject: Co-GMing
Date: Thu, 15 Mar 90 08:42:04 +0000
From: Jim Cheetham <is_a063%ux.kingston.ac.uk@nsfnet-relay.ac.uk>

>
>  Does anyone have any experience with a co-refereed campaign?  By this I mean
>
	Well, not exactly, but I'll tell you anyway.
	I play RuneQuest every couple of weeks in a group whose GM pays
	just as much attention to the details of the published RQ as all
	you guys pay to Traveller et. al. - which means that if you want
	a second opinion, just go the rule book, and if it's reasonable
	(ie not a blatant excuse) everythings AOK.
	*However* we have one player who knows the rules backwards, sideways,
	upside down and on his head ... (you get the drift)
	This might not be too bad - it's great outside the actual game,
	when it comes to generating characters, checking on details, etc,
	especially if the GM is doing something else (like helping someone
	else generate characters etc) but it can get a little bad in play.
	Example :-
	The said playing rule-book had an elf character who acted a little
	too sassy with a group of trolls. Splat. End of elf. Oh, says he,
	according to your calender, it's my god's holy week at the moment,
	can I roll for a Divine Intervention (A handy device used by fantasy
	role-players to make up for suicidal mistakes!) ... unfortunately
	for all concerned, he made the roll (witnessed!) ... so back pops
	the elf, with the POW attribute (luck, etc) dropped from 16 to 2.
	In between sessions he scrapes through the rules, and comes back
	next time, and *by the rule book* manages to raise POW from 2 to
	10. This makes all the other players (understandably) a little
	p*ssed off ...
	Now I can already hear a lot of you saying that that's the GM's
	fault for not interpreting the rules his own way and making sure
	that players can't take advantage like that ... fair enough, but
	it's really just him being consistent to his stated manner of play.
	Not to worry, plans are afoot by the rest of the party to make sure
	the elf meets a bitter doom (in the *nicest* possible way, of course!)

	And what's the moral of all this ?
	(aside)		(Not co-GMing, that's for sure!)
	If you've got two or more people capable of making rulings on the
	course of the game for *whatever reason* (both GMing, or some as
	players) someone, somewhere, has got to be very careful to keep
	it all under control ... and that is *not easy* at all.

	So, watch it ! Let's be careful out there !
- ------------------------------------------------------------------------------
     _____               (JANET) jcheetham@uk.ac.kingston
    (__ __) O  ______    (local) is_a063@ux.king
   (____)  (_)(_)()(_)   (voice) (+44) 1 549 1366 x2690
   Jim Cheetham, ISD Kingston Polytechnic.
   "... nuke the site from orbit. It's the only way to be sure."
- ------------------------------------------------------------------------------


-------- TML Message #1125 --------

Archive-Message-Number: 1125
Subject: Re: Vargr & Aslan Female Anatomy
Date: Thu, 15 Mar 90 09:59:21 PST
From: James T Perkins <jamesp@metolius.WR>


As most of you are aware, we have a few people on this list that have
close but indirect ties with Digest Group.  Being list administrator has
it's privileges and responsibilities, so I'd bet I'm more aware of these
people than you are.  One of these people passed metlay's letter on to a
DGP playtester, and asked me to anonymously post the reply below.

Our mysterious DG person also had this *very* interesting statement to
make, and I quote:

	GDW has plans next year to increase its level of MegaTraveller
	support, and DGP is also ramping up the number of products it
	expects to publish.

Hope you're all having fun on this list.  As regards the GEnie issue,
I've been a little too busy to work on it, but I promise to get
something out to the respondees in the next week.  I've also heard
people's concerns about the EPBM and the GEnie postings being bothersome
with the new all-digest format (must notably, it's hard to delete a
message you're not interested in, out of the middle of a digest), and
the best solution there seems to be, to let those entities exist as
seperate mailing lists.  This is mostly what's going on now, and it
seems to be working out well, at least from my perspective.

I apologize for the new digest-only format.  Those of you with MH seem
very grateful for the burst command, but the rest of you are making do.
I appreciate your patience, and your unabated contributions.

Forwarded Message Begins (my commentary is in [square brackets] --
James):

[Metlay's introduction to his anatomical treatise was quoted here]

Okay, here goes with some comments.  First, this is a very good and
perfectly reasonable question, which could be important for any number
of non-prurient reasons.  For example, how well would a (human, Vargr,
Aslan) spacesuit fit a (member of a different race)?

Also, DGP avoids "any but the most basic discussions of sexuality" not
for reasons of public good taste, but rather because we don't want some
13-year-old kid to get in trouble from his [sic] mom for buying our
stuff.  Our staff is all grown-ups, not counting freelancers, and our
own campaigns are a little racier than what gets published.  For
example, if you remember the murder mystery in TD#4, you may recall that
the victim had a mistress on board.  Well, the mistress was pretty
active, etc., etc.  Also, the original manuscript of TD#2 had a rather
involved mating ritual between the natives of Wal-Ta-Ka, and part of the
adventure involved Aybee's obvious difficulties at being chosen by one
of the young maidens.  [Note for people not reading their TD...  Aybee
is an android].

[Metlay comments on TD article on children, and "marital patterns in
older books"]

This is all further detailed in MegaTraveller Alien Volume 1: Vilani and
Vargr, which has been promised back from the printers this very week,
and should appear in stores some time later this month, but Metlay's
certainly on the right track.

[Metlay discusses Aslan females, and notes a particular illustrator's
discrepencies in artwork].

Very perceptive, Metlay!  The only trouble is that Bill Keith (along
with brother Andy) pretty much "invented" the Aslan, so you'd think he
knew what he was doing.  In fact, Aslan females do have four breasts,
but the lower two are vestigial.  In their pre-sentient times, Aslan
typically had a greater number of offspring, but infant mortality goes
down as intelligence goes up, etc., etc., so now they have "two"
breasts.

[Metlay discusses Vargr drawings, and bemoans the unclear representation
of the creature's torso].

Another line drive down the middle for Metlay.  MTA1 will have published
pictures of female Vargr, and in fact, they have six teats in two rows
of three.  Along these same lines [...], one of the long-standing jokes
around the DGP offices is our threat to put out an "aliens at the beach"
issue, which would feature a "Vargr in a bikini".  The joke, of course,
is that the poor female is wearing three bras, one above the other.  Out
of a concern for modesty, I won't tell you who came up with this gem
[...].

[Metlay apologizes for the length of the article, and chides DGP for the
inaccuracies]

Nobody's perfect :-)

[Metlay sadly predicts that further contradictions are "likely" in the MT
Alien books]

I daresay that Metlay is likely to be pleased by our presentation.  We
are, of course, fans of the game (we'd have to be to keep doing this
:-), and definitely share Metlay's desire to believe in these alien
races.  We have spent countless hours of discussion in trying to
reconcile "everything ever written" about these first two alien races,
as well as fleshing out detail in a way that rings true.

[End of forwarded message.  Ta-ta for today, TMLers! -- James]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	  James T. Perkins @ Tektronix, Inc
traveller-request@dadla.wr.tek.com	  Beaverton, Oregon, USA
uunet!dadla.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

-------- TML Message #1126 --------

Archive-Message-Number: 1126
Date: Thu, 15 Mar 90 14:00:10 PST
From: John Wilber <wilber%sal-sun55.usc.edu@usc.edu>
Subject: Watercraft in Trav

One of the things that has bugged me about Traveller is the vehicle
design rules.  With MT now being out, one can design any kind of wheeled
or grav vehicle from a moped to a Death Star-Type dreadnaught capable of
wiping out planets with one shot.  COACC added design rules for
aircraft.  What about water vessels?  I think Trav could benefit from
some organized system of designing water-borne ships and boats.  (For
the duration of this post, any reference to ships, boats, vessels, or
naval craft is to be construed as referring to water-borne, and not
space-borne vehicles.)

Think of the possibilities:

* Mobile starports.
* Putting fuel refining capability on the ships so they could "skim" from
  the very water they floated in.
* Superultramega mobile energy weapon platforms.  With a ship power
  plant, one could power some LARGE energy weps, or mount some very mean
  mass drivers.
* Submarines - they could "skim," too, and use an MHD drive (like the
  Red October).  Communications wouldn't be a problem once meson
  technology became available.  ICBM's would also be obsolete once meson
  weps could be mounted on subs- this would also enable them to be used
  for orbital defense, too.  Unless one could (somehow) find out where a
  sub with a meson gun was firing from, the sub would be invulnerable.
* Needless to say, you could still do all the fun things with watercraft
  that are possible with today's technology (off-shore fire support,
  piracy, and so on).

I think it would be pretty easy for someone who knew Trav vehicle design
rules at least reasonably well to come up with a ship design system that
was at least semi-workable, except for a few very technical questions:

1) How does one calculate the amount and cost of armor for a ship, given
such stats as length, beam, and depth of the keel?  (I hope I make myself
clear- I am not too familiar with naval architecture or terminology.)

2) Given the same stats as above, how is the displacement (and the
draft) calculated?

3) I think that the outputs of extremely large power plants should be
scaled again, since gigawatt powerplants might appear regularly on
ships.

4) How does one calculate the cruising and maximum speed of a craft
given the physical dimensions, and the power output of its drives?  I
anticipate a formula for this using the power output, length-to-beam
ratio, and the displacement of the vessel.

5) Anybody got any ideas about the volume, weight, and cost for aircraft
catapults used on carriers?

6) How is weather handled?

7) What about the maneuverability of vessels?  How is that calculated?

8) How do the ballast tanks for a sub figure into the design?
Fortunately, the only variables here are the volume needed for the
tanks, and the pumps needed to clear/fill them.

9) How is anti-submarine warfare handled?

10) What about MHD drives for subs?  What kind of weight, volume, and
cost requirements are needed?

Volume, weight and displacement for subs should be easy- just modify the
starship hull tables slightly.

Any suggestions, comments, or input is appreciated.

/************************************************************************\
* John J. Wilber        * You can't lose at solitaire!                   *
* wilber@nunki.usc.edu  * The most difficult part of theory is execution *
* student, partier, and * (Most things are easier said than done)        *
* fun-loving guy.       *                                                *
\************************************************************************/




-------- TML Message #1127 --------

Archive-Message-Number: 1127
Date: Thu, 15 Mar 90 23:01:58 PST
From: gwh%ocf.Berkeley.EDU@lilac.berkeley.edu
Subject: (water)Ships in Traveller

You happen to have [Lucky You..] a Real Naval Architect { yup! :-) } on the
mailing list.  A few things i've done RE putting things that float and sink i
into my trav campaigns...

For subs; use a rule of thumb that the operating depth [rated] equals ten m
meters per armour rating of the vehicle hull.  This corresponds nicely with real
life if anyone works out the numbers for real-life subs.  All subs have to be
streamlined; if someoen were to make one an Airframe i'd give it some boost
to speed [ x1.25 maybe? ].  Design the hull like a starship.  The max depth
[where ref gets to implode his players :-) ] should be about 1.5 times the
safe depth.

For MHD drives; i would have the following design strategy:  Since the MHD is 
a bunch of magnets and wiring, it somewhat resembles a Fusion plant of equal
tech level.  Thus, a MHD drive would be some factor times the weight of a 
equivalent output fusion drive...maybe 0.5 the mass and volume and cost.  Or
perhaps equal to, it depends; im not a MHD expert.  

Speed is a toughie.  try the following:
Velocity in knots [*1.6=km/h] equals sqrt{ [Pwr(mw)*190]/[sqrt(kl)] }

[if i erred in that let me know.  it's a really rough approxomation of real
sub velocity vs. power.]

All subs should be cylinders. One thats a sphere is OK but ought to have 1/3
the rated speed.

...just some more miscelaneous ramblings from
*******************************************************************************
George William Herbert     JOAT For Hire: Anything, Anywhere: My Price
UCB Naval Architecture undergrad: Engineering with a Bouyant Attitude :-)
- -------------------------------------------------------------------------------
gwh@ocf.berkeley.edu       |||||||||| "What do I have to do to convince you?"-Q 
gwh@soda.berkeley.edu      |||||||||||||||||||||||||||||||||||||||| "Die."-Worf
maniac@garnet.berkeley.edu |"Very good, Worf. Eaten any good books recently?"-Q

-------- TML Message #1128 --------

Archive-Message-Number: 1128
Date: Fri, 16 Mar 90 18:32 EST
From: METLAY@vms.cis.pitt.edu
Subject: Metlay rebuts the DGP comments on, well, YOU know.



I am very pleased with the calibre and detail of the answers to my
commentary, and won't argue too loudly with the quibbles in terms
of number and function, ahem. (Six, eight, what the heck.) But on
the offchance that the DDGP people could be prodded into another
answer (I know, I know, dream on. "Why don't you just go to  WORK
for them, Metlay?" The letter's in the mail, dudes.), I'd like to 
pick up on one or two points that weren't well clarified:

1. How does my explanation of Vargr female weight fluctuation tie
in with what's been written on the subject? I based this assumption
on my knowldege of raising pups, so I assume it's not far off....

2. You guys still haven't committed to a torso shape, damn it! Do
they have a dog's ribcage or a human's and if the latter, why?

Harrumph. |->

However, the opening statement did raise an interesting problem:
changes in spacesuit design for aliens! What do you do with the 
tail? How do you keep visors from fogging, given that Vargr and
Aslan pant to cool themselves because they don't sweat? Interesting
stuff; think I'll do some writing tonight....

(Side comment for those of you building up a trivia library: the
most common Julian/Antarean Vargr term for a human is "Pinkstink,"
with "Shavetail" a close second. Harf! |-> )

metlay

-------- TML Message #1129 --------

Archive-Message-Number: 1129
Date: Fri, 16 Mar 90 13:38:24 PST
From: And now for something completely different! 16-Mar-1990 1633 <baranski@meridn.enet.dec.COM>
Subject: mail to BARANSKI

The following is the only mail I've recieved recently realted to TRAVELLER.
I assumed when I didn't hear back that my character got in too late.  Let me
know what's up currently.

My net address has "meridn" in it, not "meridin".

Jim Baranski

From:	DECPA::"bgillesp@beast.Prime.COM" "Brian Gillespie" 15-MAR-1990 13:58:26.16
To:	d9bertil@dtek.chalmers.se, dan@engrg.uwo.ca, metlay@vm1.cis.pitt.edu 
CC:	meridn::baranski 
Subj:	 

Re: Metlay's address question,(Baranski aka Fritz Severin)
 
Since I haven't recieved a reply directly from Mr. Baranski I won't
guarantee this works, but things don't bounce either.
 
The address passed out contained an extra 'i', meridin, I noticed when I
looked at a post of his to the TML.
                                                   -^-
 
Try  baranski@meridn.enet.dec.com
 
Hope this helps.
Brian
 
bgillesp@beast.prime.com
- - or -
bgillesp@beast.prime.com@cunyvm.cuny.edu
 

-------- TML Message #1130 --------

Archive-Message-Number: 1130
From: plb@violin.att.COM
Subject: ARRRRGGGH!
Date: Fri, 16 Mar 90 21:11:32 EST

Operating System: HP-UX A.B7.00 U
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 1F138
Phone: (201) 615-4419
X-Mailer: ELM [version 2.2 PL16]

HELP!   I just attempted to design a starship via the MegaTraveller
Craft Design rules.  Man are they comlex!    

Does there exist somewhere out there a program or spreadsheet
already to automate this process somewhat?   If so, where can I get
it from?   I'd prefer something that runs on either MSDOS or UNIX.
If I've got source I'll port it to MSDOS if it is for UNIX or vice
versa.

- -- 
- ------------------------------> Peter L. Berghold
        ----------------------> AT&T, HRSAG, +1 (201) 615-4419
             -----------------> INTERNET: plb@violin.att.com 
                    ----------> UUCP: {uunet!allegra|att}!violin!plb

-------- TML Message #1131 --------

Archive-Message-Number: 1131
From: wrgate.wr.tek.com!oresoft.uu.net!richard@reed.UUCP (Richard Johnson)
Subject: PBEM admisitrivia
Date: Fri, 16 Mar 90 14:18:53 PDT


Some PBEM administrivia for the last two weeks.

First, letting people mail openly to each other has added a lot of
life to the game.  It has actually complicated things just a little
for me, but it has been well worth it in terms of added richness of
the game.  If anyone out there wants the player/character aliases
(even non-players) let me know.  So far no one has complained about
giving out addresses, so, since we are sort of a mailing-list
fraternity, I will make it available as a partial list of TML'ers.
If you are going to ask, pleas remember that some folks *pay* for
their own access and cannot afford a lot of connect time (just a
gentle reminder).

Second, Co-GM'ing (well, sub-GMing) is working well for the PBEM.
We have about 40 characters and a variable number of NPC's.  Far
various reasons, the amount of traffic to/from each character varies
widely from week-to-week.  Because of the heirarchic nature of the
crew, some characters/players are able to field a lot of the direct
character interaction for me.  It works *really* well (now that it's
starting to settle out some), and I would like to publicly thank
those who are on teh command team.  You know who you are, and I know
how much work it must be for you.  Thanks again.

In a nutshell, there are eight (8) command team reps.  Of these, one
is the misssion CO.  The CO basically co-ordinates between me and
the other seven, and busts his buns working out other internicene
struggles.  The other seven handle most of the day-to-day goings on
of their particular team.  Right now it's going well, but we're
still adjusting to the scheme.  
We will probably re-organize so that players who are more
interested and or more able to do this become away team leaders and
handle a different kind of load distribution.

This layout is now (finally) beginning to leave me free to work on
making the adventure truly fun for all.

I apologize to everyone for taking two weeks to get out this turn.
I plead temporary insanity bred by trying to put away my second
(also full-time) job while this was going on.  Also, in mitigation I
would offer that it is spring break for about half the college types
playing (the other half is this week) so some players have put in a
lot of energy and others none -- a little hard to co-ordinate.

I am breaking up this week's turn into several parts.  The first
part is the actual turn and overview, the other parts are run-downs
of what has been happening.  There is a lot of material, and I plan
to post it all because so much of it is of general interest.

Thanks to everyone for supporting us, even if you can't play.  It is
really a lot of fun jsut to be part of.  I am considering making
this an open campaign -- allowing people to sign up and leave as
their schedules allow.  Right now it's just a thought, but it would
be good to discuss and consider as we all get more practice at doing
this.  If  you want to talk to me about opeing the game, write to
the oresoft address.  This will help me keep this discussion
separate from the game. 

- -- 
Richard Johnson        Usual Disclaimers      Qui custodii ipso custodes?
- --------------------------------- (30) ----------------------------------
richard@oresoft.uu.net                 The next time someone asks you for
richard@agora.hf.intel.com              a lift, take her (or him) flying!

-------- TML Message #1132 --------

Archive-Message-Number: 1132
From: wrgate.wr.tek.com!oresoft.uu.net!richard@reed.UUCP (Richard Johnson)
Subject: PBEM turn 3.0
Date: Fri, 16 Mar 90 15:24:40 PDT



A lot has happened in the last (almost) 2 weeks:
Sorry it took so long, but it was worth it, I assure you.

You are a remarkably self-motivated crew.  Most of you are waiting
anxiously to get out of here (I don't blame you.)  Already you are
making important discoveries about R-alpha, just by developing answers
to your needs once you get there.  

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

After your initial training and orientation you are flown out to the
Alcyon.  The Alcyon is a large tetrahedron, now with two scouts and
a free trader attached.  A large column runs down the center of the
tetrahedron, with what is obviously an engine exhaust at one end,
and a bridge at the fourth apex.  Three smaller columns connect the
central spine to the three attached ships.

As you approach you notice that she is generally bronze colored,
with highly reflective "baloons" of fuel, now about 2/3 full and
beocming rigid, filling the remaining volume of the tetrahedron.

Over all the "flat" non-surfaces, there is a fine mesh --  the
lanthanum grid.  Two vacc-suit clad figures, and a safety shuttle
closely crawl accross the surface of the grid, inspecting it, as you
approach.

TUNSKAAD ALCYON CLASS JUMP TENDER
        CraftID:Jump Tender, Type TZ, TL16, MCr 765.636
        Hull:   2,700/6,750, Disp=3,000, Config=7USL, Armor=40G, 
                Unloaded=11,681tons, Loaded=21,936tons
        Power:  11/23, Fusion=3,654MW, Duration=60
        Loco:   27/54, Manuever=0.5, 324/648, Jump=5 x 2, Agility=0
        Commo:  Radio=System x 2, Laser=System x 3, Meson=System
        Sensors:PassiveEMS=Interstellar x 3, ActiveEMS=FarOrbit x 2, 
                Neutrino=1kW x 3, Densitometer=HiPen/25km x 2, 
                ActObjScan=Routine, ActObjPin=Routine, PasObjScan=Routine, 
                PasObjPin=Routine, PasEngScan=Simple, PasEngPin=Routine
        Off:    BLasers=x05, Batt=1, Bear=1 
        Def:    DefDM=+6, SCasters=xx5, Batt=1, Bear=1
        Control:Computer=6fibx3, Panel=Holodynamic link x 574, 
                Special=HoloHUD x 8, Environ= basic env & inertial for whole
                volume except jumpfuel. basic ls, extended ls, grav plates for
        Accomm: Crew=4 x 3 (Bridge=4, Engineering=6, Gunnery=1, Command=1,
                Medic=1), Staterooms=20, Subcraft=Fittings for three riders
                of up to 200tonnes each
        Other:  Cargo=454kl, Fuel=26,800kl, PurificationPlant=53h (enough for 1
                jump 5 after 24h, ObjSize=Large, EMLevel=Moderate
                Special=The bridge, engineering, cargo and powerplant-fuel
                sections can be disconnected and has then Jump 4 and 2.5G


		The option of using the riders for extra acceleration is 
		largely useless. Even if they were three scouts (the best 
		config) they would only give an 0.25G addition!   There are 
		attachment points for solid-fuel chemical boosters, for JATO.

		The powerplant fuel is about twice what is needed for the 
		usual 30days endurance and it can be used to fuel the jumpdrive 
		in an escape attempt.

		If the big fuel bladders are used as drop-tanks the central 
		parts can reach jump6 easily.


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

You board the Alcyon and family.  A few people from your crew are
already here.  Some engineers are going over the entire grid, piece 
by piece.  Captain Ger is getting a sore ear from talking on the 
radio so much.  

Generalists are dispatched to oversee installation of cargo, the medical 
team sets to examining everyone and verifying condition of medical 
stores and equipment, the security team checks in weapons, and the scientists
are scambling to answer questions from the other groups.

Tursnkaad brings out three shuttlecraft and a defense fighter and
installs them, one each, in each of the cargo bays.  {ref note:
some of you might still be worrirng about what's aboard -- I haven't
(quite) dissaproved anything yet, so don't worry about it.}

As you stow your gear your mind recalls the sights of smells of so
many previous launchings: the crates filling the passageways as well
as the cargo holds, the fresh antiseptic smell, the near-smell of
the new and unkown, the rumblings of the power plant coming on line,
the annoyng, incessant, chirp of communicators being tested, and the
hushed awe of watching ground slip away.

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

When everyone and everything is aboard, tugs hook on to the Alcyon 
and slowly pull you away from the ecliptic plane and out of the 
asteroids.  As your view clears you notice three more tugs, each 
bringing a strap-on booster rocket.

The tugs depart, the rockets are attached and wired, and the
remaining tugs arc gracefully away.  Those in position notice that
at the Turnskaad base, all lights go out, then on, three times.
Communications receives the message: "Good luck intrepid
adventurers.  Come back with your shield."

You feel the shudders and hear the groans of the structure only
microseconds before the automatic polarizers dim your viewports from
the glare of the rockets.  Even with assistance, your initial
progress is agonizingly slow (about 1.5 G).  The sky jet black
forward, fiery red behind, you depart for your rendezvous with jump
space now only hours away.

- -----------------------------------------
{ref note:  I'm not discussing what you do at your posts - you know
that better than I do :-)}

Have a good trip.


- -- 
Richard Johnson        Usual Disclaimers      Qui custodii ipso custodes?
- --------------------------------- (30) ----------------------------------
richard@oresoft.uu.net                 The next time someone asks you for
richard@agora.hf.intel.com              a lift, take her (or him) flying!

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

