
-------- TML Message #1163 --------

Archive-Message-Number: 1163
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Out-of-Print GDW Sources
Date: Thu, 29 Mar 90 10:35:31 PST

While this will have all the appearance of blatant advertising, I have
absolutely no connection with the Weekend Warrior, to than that of an
extremely satified customer.

Regarding acquiring out-of-print GDW products (Traveller and otherwise)
the Weekend Warrior, in Los Angeles, is without a doubt the best bet
you've got.  Here are just a few examples from their latest GDW catalog:

                                         Used     New
        Mercenary (Book 4)              $5.00   $10.00
        High Guard (Book 5)             $5.00   $10.00
        Scouts (Book 6)                 $5.00   $10.00
        Merchant Prince (Book 7)        $5.00   $10.00
        Robots (Book 8)                 $5.00   $10.00

There are also entries for all the Supplements (1 thru 12) except no. 5,
most of the adventures, and a good number of the Alien Modules.  They also
carry a lot of the boxed games (Snapshot, Beltstrike, Azhanti High Lightning,
and others).  Most of what's available can be purchased new, or used at a
reduced price.  Last week I actually got a mint (still shrinkwrapped) copy
of Striker, for $20.00!

So, if any of you folks are looking to fill out your Traveller paraphernalia,
this is definitely the place to try.  The address and phone are:

        Weekend Warrior
        8116 Van Noord Ave.
        N. Hollywood, CA 91605
        (818) 988-1441

Most of the time, a phone call will get you an answering maching asking for
your order (just like DGP! :-)), but occasionally you will actually get
a real person who can answer any questions you may have.

BTW, if any of you are in (or going to be in) the L.A. area and are thinking
about stopping by, Don't.  This isn't a retail shop, it's strictly a mail-
order business.  I made this mistake and discovered that 'Mike' (the owner)
is an LA County Deputy Sheriff and just does this out of his garage as a
sideline (a very successful one at that, since he's been in business for
6 years and has no plans to quit).  You may have seen ads in Challenge magazine
for the place.

One final note: Mike told me that he just made a 1-shot deal with GDW to
re-print 1000 copies of the K'Kree Alien Module, since they're currently
100% un-available and the demand is so high.  I've already got MY name on
his waiting list!

FYI, Weekend Warrior also carries a large line of old SPI products as well.
If you call or write, you might want to ask for ALL of the catalogs, not
just the GDW one.

Later,

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc

-------- TML Message #1164 --------

Archive-Message-Number: 1164
Subject: Please separate by content
Date: 29 Mar 90 11:00:13 EST (Thu)
From: William Ricker <wdr@wang.COM>

To: UUNET!BOBMAH@PSC.BITNET 
Orig-To: Bob Mahoney <BOBMAH%PSC.BITNET@mitvma.mit.edu>
Subject: Re: Xboats (again), GDW, Barbarians, and stuff
Newsgroups: 

In trav.out you write:

>Well, now that we are "digested", there doesn't seem to be much point in
>separating messages by content, so engage your ramble screens...

Please continue to separate by content; many of us have un-digestifying
mailers that allow us to read by topic in mail just like we do in News.

>This weekend, ignorant barbarians entered my car and stole my suitcase full of
Sorry to hear of this; at least the illiterati's abandonment of the Trav
stuff provides some mitigation.  We've got one GM here who has twice lost
his backpack when it contained "the campaign", *ouch*.

Bill Ricker

-------- TML Message #1165 --------

Archive-Message-Number: 1165
Subject: On the subject of old traveller books...
Date: Thu, 29 Mar 90 10:16:20 CST
From: Chris Olson <chris@ssbell.imd.sterling.COM>

While we're on the subject of old books, let's change it slightly.

Anyone out there on the TML willing to part with the origional Journal
issues 1-4.  I have all of them, except for 1-4.  I have the best of 1-4
that was published, but am desparatly looking for these first four issues...

Your's hopefully,
chris

BTW,
	This group has been a fountain of information, let's keep up the
class!
- -- 
     /// Chris Olson (chris@ssbell.Sterling.IMD.com)|  [My post, my opinions]
    ///       (ssbell.Sterling.IMD.com!lvkeep!chris)|"Death to the unbelievers!
\\\///                                              | Join me or die!"
 \XX/ Amiga - The computer for the best of us...    |   - Me, playing Talisman.

-------- TML Message #1166 --------

Archive-Message-Number: 1166
From: wilson_m_liaw@cis.ohio-state.edu
Subject: Update
Date: Thu, 29 Mar 90 20:11:16 EDT

	More update on "Black Duke", the size of this book has been cut from
a 96 pages campaign source book down to a 48 pages source book. All future
domain arhduke campaign source book have been canceled. Apprently, it has to
do with GDW's surpirse plan for 1991 on MegaTraveller & Rebellion. What plan,
you ask. I have no idea. 

			Mac

-------- TML Message #1167 --------

Archive-Message-Number: 1167
Date: Fri, 30 Mar 90 10:35:31 EST
From: Chris Bartlett (Mouser) <cdba_ltd@uhura.cc.rochester.edu>
Subject: X-mail


Hey ho,

>From the Library Data section of _The Traveller Adventure_ :

	X-mail costs:

		Cr 10 per 20 kilobits per parsec
		Cr 20 for a 200 x 200 bit matrix picture

At it's destination, X-mail is sent via the world's mail system.

Actually, I don't know if this is reasonable or not, since the players never
wanted to send a message by X-Boat in my game, so it just never came up.
Opinions?  Should it be more expensive?

P.S.:  Has anybody seen GDW's _Imperium Fighting Ships_ yet?  Are the
numbers all wrong in regard to the vehicle design rules, as we've seen in
other publications?  

- ------------------------------------------------------------------------
Christopher Bartlett			Warning! - Disgruntled Optics major
cdba_ltd@uhura.cc.rochester.edu		"I've got a chip on my shoulder about
(somewhere in western New York)		the size of a mental block" 
(actually, the U. of Rochester) 			- Indigo Girls


-------- TML Message #1168 --------

Archive-Message-Number: 1168
Date: Mon,  2 Apr 90 12:34:21 -0400 (EDT)
From: Robert Neil Harris <rh1i+@andrew.cmu.edu>
Subject: Black Globes

In Supplement 9: Fighting Ships one class of Imperial battleship or
heavy cruiser was equipped with them.  I do not have my books with me so
I am not sure of specifics.  The class name for the cruiser is either
the Atlantic or Pacific.  If its the battleship it would be the
Koriack(sp)  The description goes on to say that a good portion of the
globes have broken down and have not been replaced.  This class of ship
is fairly old and I think was being phased out of the line.  I think its
the cruiser that has the globe, but then I could be completely wrong. 
The cruiser is 75ktons while the battleship is 100+ktons.
Hope this is of some help.  

Rob Harris rh1i+@andrew.cmu.edu

-------- TML Message #1169 --------

Archive-Message-Number: 1169
Subject: Re: Traveller PBM
Date: Sun, 1 Apr 90 19:41:41 PST
From: wrgate.wr.tek.com!agora.hf.intel.com!richard@tessi.UUCP (Richard Johnson)

> > I'd like to know more about this.  Esp. how many people, how
> > often, are you taking on more people, etc.
> > 
> 
> 	Number of people:  lots and lots
> 	How often:	   constantly
> 	More people:	   probably, ask the GM, address below
> 	Etc.:		   it's fun
> 	Information:	   here is the GM's address.  A carbon
> 		copy is going to him as well...
> 	
Well, I currently know of 41 (!) people who have applied for the 
PBEM.  About 33 have approved characters.  About 18 or so are active.
About 12 are *really* active.

I have not turned away anyone who has asked to play.  Some people have
dropped out for various reasons, some have not played at all.  I would
entertain more requests, but might put some constraints on the player/
character since the game is already underway.

I get about 50 - 80 messages every day.  This is a lot of work.  Well
worth it though.  Most of my time with the PBEM is spent collating
information, weeding out the secret stuff, and generating a turn.  Other
than that, I forward mail for some who cannot get through, and 
generally cause confusion where it is least needed.

I imagine that the E-mail load I have is typical for all the people
on the Command team, who are fileding a lot of character interaction
for me.  I like this, BTW.  It adds to the game to have the *characters*
doing things, thinking things through.

Several players have told me that this PBEM is one of the best they've
played.  I prefer to be humble here - this is my first shot at it.
Besides, the ones who don't like it will or have quickly dorpped out.

For this game - be prepared to do a lot of chracterizing.  We haven't
gotten much blood and guts yet, but there has been considerable
brain work and organization work from the characters.  For example, I'm
building a really good file of *usable in the real world* ringworld
engineering specs!  (Thanks to the physical scientists.)

Other than that - this game is a chaotic anarchy with occasional input
from a benevolent oligarch (me).

Hope that helps

Richard


-------- TML Message #1170 --------

Archive-Message-Number: 1170
Subject: re: 2000 Black Globes?
Date: Sun, 1 Apr 90 22:09:11 PST
From: wrgate.wr.tek.com!agora.hf.intel.com!richard@tessi.UUCP (Richard Johnson)

Capital: INN


Today, admiral Ghervan of the Imperial Navy said:
"We can neither confirm nor deny the existence of any
cloaking technology on any ship currently in service.
Cloaking technology has been, and is being, investigated
for it's potential use in the fleet."

He refused further comment.

(Now you'll have to wonder whether they'll use BG's
if they start chasing you PBEM'ers around, heh heh.)
Richard Johnson.

-------- TML Message #1171 --------

Archive-Message-Number: 1171
Date: Mon, 2 Apr 90 01:52:05 -0400
From: wilson_m_liaw@cis.ohio-state.edu
Subject: good news!


	The MegaTraveller Computer Game for IBM PC will be released on
May 1, 1990!!!!!

	1991 will be a good year for MegaTraveller. At least six products are
planned for MegaTraveller. GDW has decided to increase its support on MT.

	the six products are

	an unknown adventure module by Mike Stackpole, who is a really nice
guy and a good writer. I believe he has written a few novels for BattleTech
by FASA, and two short stories for ShadowRun Anthology. (Yes, by FASA too. 
Hey, ShadowRun, along with 2300 AD and Traveller are three of my favorite 
games! grin) In fact, next issue of Challenge (#44), you'll get to see a
ShadowRun short story by him.

	A boxed set of player materials and deck plans.

	"The Rebel's Tale" by Joe Fugate & HIWG

	a world source book by J. Andrew Keith

	2nd survey data! Yes, finally!!!!

	And something called "Star Viking", appearantly miniature rules.

By the way, MegaTraveller now has Spanish, German, Japanese version. Talk about
internation gaming! 

	I don't really know what "The Rebel's Tale" is. I have a few guesses,
but I don't like to make guesses on the mailing list. Anyway, more on this
as the info arrives from my secret Scout service. (grin) 

	Anyway, this is what's in 1991 for MegaTraveller.

	Oh, once again. The standard disclaimer. All info are provided by
Marc Miller and Joe Fugate. Various game titles are copyright by various
companies. You know what belongs to whom. I don't work for FASA, I don't work
for GDW, I don't work for DGP, I don't work for anybody. :) 

				Mac, who just completed his good deed of the day

-------- TML Message #1172 --------

Archive-Message-Number: 1172
Date:     Tuesday 3rd April 1990 09:15:07 BST
From: Alan Huscroft <ASSHUSCR%cms.am.cc.reading.ac.uk@nsfnet-relay.ac.uk>
Subject:  Linguistics/communications robot

A passing reference to 'powerful linguistics robots' in the World Builder's
Handbook inspired me to design one.  Here are the stats...
 
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
| The Makhidkarun 'OmniCom' linguistics/communications robot  |
+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
 
URP:  530xF-02-PN324-FFC4(L)      Cr 1,977,200     59.5 kg
Fuel = 46     Duration = 19.2 days     TL = 15     Thrust = 100 kg
hits = 20/50 (MegaTrav 7/17) (mesh)
 
2 light arms                      odor emitter
basic sensor package              video display
touch sensors                     radio (regional range)
voder                             brain interface
acoustical speaker                language translator
 
emotion simulation
grav vehicle - 1
linguistics - 4
communications - 3
 
Notes
~~~~~
The OmniCom can be extremely useful in all sorts of situations - exploratory
expeditions, diplomatic missions, trade negotiations, etc.  It is an expert
in matters relating to language, translation and communication.
 
Although it doesn't have artificial intelligence in the strictest sense
(lacking 'creative thought'), it is an extremely smart machine.  It has 40%
synaptic and 30% parallel processing.  The apparent intelligence of 12 is
the maximum that can be achieved at TL 15.  It also has a large learning
capacity - indeed, some of the more experienced models have been known to
become highly opinionated (which can be great fun for the referee,
especially in conjunction with the emotion simulation).  It is quite
capable of grasping some difficult concepts like tact and diplomacy ("The
Aslan is not very happy that you have parked your ATV on his foot...").
 
The robot has a variety of equipment to help it do its job.  A language
translator is installed, which is similar to those described in the MT
Imperial Encyclopedia or the World Builder's Handbook.  There is a video
display which can be used to depict written text or pictorial images.
Some models have even learned to imitate facial expressions.  An odor
emitter is very useful for communicating with K'kree.  The two light arms
can be used for a number of purposes such as communicating by touch or
gesture, or just changing the memclips.  The OmniCom can also interface
with almost any sort of communications equipment.
 
Physical description: The OmniCom is a spherical, grav-propelled robot
about 0.5 metres in diameter with 2 light arms and numerous sensors,
peripherals and interfaces.
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:
 
"Are you *sure* you want me to ask the K'kree if they want hamburgers
 for lunch?"

-------- TML Message #1173 --------

Archive-Message-Number: 1173
From: Adrian Hurt <adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk>
Subject: X-boats
Date: Tue, 3 Apr 90 12:14:59 BST

Bob Mahoney writes:
> No one ever answered my question about the costs to characters of using X-boat
> communication.  (I was deeply hurt)  To recap:  "What is the cost of sending a
> message to a friend several parsecs distant, and what procedures do you use in
> your campaigns?"  (You aren't letting them do it for *free*, are you?)

Here is what I charged:

Per page of text:	Cr10
Per page of picture:	Cr20

Civilian cipher:	*5
Military cipher:	*10

Distance:		*(1 + log(no. of jumps))

The old Supplement 12, "Forms And Charts", gave two forms for X-boat messages.
IS Form 6 was for text, IS Form 7 was for images.  So a Form 6 costs Cr10, and
a Form 7 costs Cr20.  Both forms say "The message/image will be optically
sensed and transmitted to the addressee above" and also had entries for date
of preparation, addressee and destination.

"Civilian cipher" is a fairly simple code, really only useful against casual
inspection.  Its best use is against nosey postmasters.  "Military cipher" is
more secure, and difficult (but not impossible) to crack. However, if the
client can prove to the IISS that the message was decoded by unauthorised
persons, they get their money back and the IISS changes its code.  Unscrupulous
senders could try to fake "proof", but the IISS checks claims quite thoroughly.
Some money is lost that way; it is covered by the higher cost of the more
secure cipher, and the money-back guarantee is one way of detecting leaks.
"Unauthorised persons" doesn't include Imperial authorities.  Never mind
morality here; there's no point in the IISS guaranteeing security against
them - in fact, to do so is probably illegal.

The "log" in the distance factor is base 10.  Thus, 1-9 jumps has a factor of
1; 10-99 jumps has a factor of 2; etc.  The number of jumps includes the
scout/couriers which may be involved at either end.

So, to send this message (3 pages, text only) up to 9 jumps away (enough for
most purposes) using civilian cipher (don't want it read by USENET, do we :-)
costs 3 * 10 * 5 * 1 = Cr150.

The time between sending and receiving is worked out as follows:

Per X-boat jump:	7 days
Per scout/courier jump:	4D days (minimum 7 days)
Miscellaneous transition delays (calculated for each jump):
			2D - 6 days (minimum 0 days)

Assuming an X-boat is ready, there is no delay at either end of its jump.  All
its mail is dumped into the tender's computer and re-assigned to other boats
within the hour.  There may be a delay involved if no X-boat going the right
way is available, or if the tender is somewhere else, or if any of hundreds of
other minor delays crop up.  Scout/couriers aren't always present; in fact,
the message almost always has to wait for one to arrive.

This all assumes, of course, that everything is working as it should be.  It
is up to the referee to deal with the effects of the civil war.

 "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 #1174 --------

Archive-Message-Number: 1174
From: wrgate.wr.tek.com!oresoft.uu.net!richard@reed.UUCP (Richard Johnson)
Subject: Interstellar Law
Date: Mon, 2 Apr 90 9:27:14 PDT


In the last couple of weeks, Nick Sylvain, Dan Corrin, and I have
been discussing interstellar justice.  What are the mechanics of
formal "justice" in MT?  How is the term defined? and similar
questions have come up.  we've been mainly discussing military
systems, but the question is starting to bloom.

This very question has also occured in other campaigns, so I figured
we could move it out here where we could all poke at it.    RDJ


A Few assumtions I've made:

	It is really difficult to maintain judicial consistency
	throughout a widely separated empire.

	Imperial justice is not at all similar to that of other species
	or even of Humaniti (Vilani, Solomani, etc.) in smaller domains
	such as subsectors.

	Military justice systems are different from civil systems.

	Accepted use of psi-probe methods does not radically alter any
	court proceeding. (If it is accepted/used.)

	"Crime" is subjective, and varies from planet to planet and
	sector to sector.

	"Imperial" courts are almost always appelate.  That is, if you
	don't like being railroaded by that LL13 religious oligarchy,
	you can, in theory, appeal for imperial intervention.  What
	heppens then, is of course game material.

Well, there's lots more to say, but that's why it's here: to start a
conversation :-)
Have at 'er folks.

- -- 
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 #1175 --------

Archive-Message-Number: 1175
From: plb@violin.att.COM
Subject: Spacesickness
Date: Tue, 3 Apr 90 13:24:43 EDT

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]

Last weekend I got into a round of swapping "sea-stories" with some
other veterans of the US Navy, and the subject of seasickness came
up.   We all had tales to tell of some unfortunate soul or another
who fell into the the clutches of this inner ear affliction in one
form or another.

The question that came to my mind is this:   Is there an equivilant
to this in space travel?   I definitly could see it in a zero G
environment, but what about in a ship with grav compensators?

This problem could have some definite effects on play within the
Traveller universe.    For instance, a spacesick character in combat
would not be as effective in a fight as someone who is not.  Spacesick
navigators could end up screwing up the calculations for a jump and
that could result in a misjump.

Any thoughts folks?


**********************
Another quick way to die:     Serve Milk Bones to your Vargr
passengers on your Free Trader!
**********************

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

Trust: But carry a loaded gauss pistol!

-------- TML Message #1176 --------

Archive-Message-Number: 1176
Date:     Wed, 4 Apr 90 02:16 EDT
From: SYLVAIN$%DAYTON.BITNET@cornellc.cit.cornell.edu
Subject:  Imperial Justice

My thanks for Richard for putting this thread onto the TML so that we
can clog more mailboxes! :-)

I have an old Journal issue (not currently at hand) which had some
interesting things to say on this issue, with one article on police forces
and another entitled "High Justice." It made some points that I think will
help this discussion.

As an aside, this article made Admin the skill which makes one a lawyer -
which I find a bit strange, especially since the new Legal skill seems to
make it quite clear that it doesn't qualify one to be a lawyer. The question
then is, what does? If PCs can be doctors, engineers, bureaucrats, et al, why
not lawyers too? (I can see it now -- "If you've been injured in a spacecraft
accident, don't let your rights go unprotected! Call the firm of SETTLEMENTS
R US!") :-)

>       "Crime" is subjective, and varies from planet to planet and
>       sector to sector.

        On a planetary scale, I'd agree. However, at least as far as the
old Journal article goes, after the local justice are the Subsector (Sector?)
courts and then the Imperial courts. As the "level" of the court increases,
the variation in law decreases.

>       "Imperial" courts are almost always appelate.  That is, if you
>       don't like being railroaded by that LL13 religious oligarchy,
>       you can, in theory, appeal for imperial intervention.  What
>       heppens then, is of course game material.

        This is a good point. It is likely that appeals of planetary cases
would only make it to the lower levels of the Imperial courts, such as the
Subsector courts, barring truly unusual circumstances. (What follows is my
ramblings about how the Imperial courts might work.)
        At the Subsector (Imperial) level, the courts would have original
jurisdiction for inter-planetary ordinary crimes (fraud, unlawful flight,
smuggling, etc.) and minor Imperial crimes (Violating planetary interdiction,
forgery of Imperial documents, bribery, etc.). Appellate jurisdiction of all
major planetary crimes (i.e. substantial jail/civil damages or capital case),
though at this and higher levels, a review is not at all assured.
        At the Sector (Imperial) level, the courts would have original
jurisdiction for more serious Imperial crimes (illegal weapon trading,
violating the Imperial Rules of War, slave trading, murder of Imperial
officials or nobles, ecosystem destruction, etc.). Appellate jurisdiction of
Subsector cases, and if you've got connections or money or both, perhaps even
a planetary case.
        The highest, true Imperial courts, would likely only have original
jurisdiction for the most henious Imperial crimes -- such as high treason,
sedition, or murder of an Archduke or the Emperor. Appellate jurisdiction of
Sector cases, a few Subsector cases, and a one in a million planetary case.
        Given the nature of planetary law, the punishments and procedures
are highly variable -- especially at the higher levels (like the religious
dictatorships) I'm sure they can be quite creative... (All you have to do
to prove your innocence is fight little (ha hah) Og here. To the death.
With a butterknife. He gets a battleaxe. Questions?) :-)
        At least at the Subsector level, trial by jury seems like a good
possibility. At higher levels, it's still possible, but a tribunal of
judges seems more likely - as befits the gravity and/or political stickiness
of the case. As for punishment, well, it's not a pretty sight. As the TAS
article suggested, for Imperial crimes it's generally measured in decades
in an Imperial prison (anyone remember the ex-Kinunir class ship, the Gaesh,
used as a prison hulk?) or a nice clean execution. For the WORST Imperial
crimes.... I doubt you'd last long.
        That's enough of my ramblings for now. You'll have to excuse me,
I'm a lawyer-to-be. (William & Mary, here I come!)
        One last ramble -- a particularly enjoyable game of classic Traveller
of mine was based on the "Prison Planet" adventure, which had PCs "visit" a
dreadful Imperial prison mining operation on a desert planet, which was a LONG
way from the only major city. (And only a class D starport to boot). If you
survived this prison, you were LUCKY or nearly dead...

- --
Nicholas Sylvain (sylvain$n@dayton.bitnet)

"Give me ten chocolate sundaes. I'm in a BAD mood." -- Q, Star Trek:TNG

-------- TML Message #1177 --------

Archive-Message-Number: 1177
Date: Wed, 4 Apr 90 08:39:07 EDT
From: Fiver Toadflax <09nilles%cuavax.dnet@netcon.cua.edu>
Subject: re: Space sickness

Peter L. Berghold asks if anyone has any ideas about space sickness.  I read
reciently read an interesting article in the Smithsonian Air & Space magazine. 
It had to do with the plane they take future astronauts up in to see how they
react to 0g.  So it may come in handy for people who want to know a little more
about what it feels like.

I don't know how the internal grav compensators would affect it, but now you
can inflict the full penalty for not keeping engineering 100% up to specks.

                 Dave

+-----------------------------------------+
|          09nilles@cua.bitnet            |
|  09nilles%cuavax.dnet@netcon.cua.edu    |   Nuke 'um Till They Glow
| uunet!cua.bitnet!09nilles@uunet.UU.NET  |       Then Shoot Them in the Dark
| Fiver.Toadflax@f329.n109.z1.FIDONET.ORG |
+-----------------------------------------+

-------- TML Message #1178 --------

Archive-Message-Number: 1178
From: plb@violin.att.COM
Subject: Here we go again...
Date: Wed, 4 Apr 90 16:22:33 EDT

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]

I remember that a while back there was some discussion concerning
the glombing of some files from GENIE and reposting them on the TML.


What was the final outcome of all the discussion?

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

-------- TML Message #1179 --------

Archive-Message-Number: 1179
Date: Wed, 4 Apr 90 21:33 EST
From: News and Views from the Void in Boyd <BRUCER%PSC.BITNET@mitvma.mit.edu>
Subject: Tranqs, a lot!

        A question for other players out there... How do you handle
Tranq effects? It seems that tranq rounds are a very popular ammo for
several different firearms (gauss, snub nose, blowgun, etc...). I
guess my basic questions are, 1) Assuming a hit, how fast does a tranq
dart take effect (instantly? 1 combat round?), 2) Is a tranqed person
totally unconscious from the start (or can they overhear you say bad
things about them....), 3) Are there different kinds of Tranq (from
instant knockout to disable higher functions?), and 4) How long is the
tranq-ee out for??
        Those questions refer to a tranq dart that actually penetrates
the skin (such as is used today). The same questions would, I assume,
have different answers for a tranq-gas shell, that breaks on impact and
and creates a "danger space" situation. How are those handled?
        Well, thats it for now. Again, tranqs a lot!
```````````````````````````````````````````````````````````````````````
        Bruce T. Ritchie (Brucer@PSC.Bitnet)
        Plymouth State College
        Plymouth, N.H. USA

``````````````````````````````````````````````````````````````````````
            "A day without fusion is like a day without sunshine"

-------- TML Message #1180 --------

Archive-Message-Number: 1180
From: wrgate.wr.tek.com!oresoft.uu.net!richard@reed.UUCP (Richard Johnson)
Subject: TML Conventions
Date: Thu, 5 Apr 90 13:15:34 PDT

{For thos of you just joining in on this - Mark Cook and Richard
Johnson are talking about the ongoing PBEM.  Richard is the GM, and
Mark is playing a journalist.  Richard speaks first here.}

> Are you keeping records of all these interviews?  Might be fun to
> get together when this is all over and compare notes.
 
I've kept everything, from everybody, that I've received since the beginning
of the game.  For purposes of my 'story', I don't dare delete the stuff!
 
>                                                 ... I'll have to
> see about some excuse to rent a plane to some mutually agreeable
> place to fly us west-coasters to though.  Nick Sylvain and Dan
> Corrin are also keeping some extensive records (Dayton and Waterloo,
> respectively.)  Hmm - I'll give that one some thought.  This game
> aught to take a *lonnnng* time, the way it's been going.  :-)
 
Man!  If the price is right, count me in!  I'd kill small populations just
to get to meet everybody (or most of everybody) face to face!  I can just
see us all now: milling around in a rented hotel conference room, holding
plastic cups of fruit punch, each wearing a sticky-tag with the words,
"Hi! I'm _Adrian_Bishop_", or "Hi! I'm _Count_Ger_", or "Out'a my way,
PinkStink!" in Mike's case. :-)
 
=================

So how 'bout this bizzare idea, folks?  A Mailing-list or a PBEM
convention somewhere, sometime?  Since I started it, I must say that
I like the idea.  There's a lot of stuff to think about first
however:

	Where would we meet?  GDW's home town?  (I forget where that is)
	When?
	How would we distribute the expenses of such a venture?
	Could we talk Marc Miller and/or Joe Fugate into showing?
		 (would we want to?)
	What would we do?

Here's my initial answers to the above questions:
	Where: I like Wisconsin (think that's where it is) but that
	       might make it too expensive for most folks, both
		   east-coasters and west-coasters.  A secondary choice I
		   would like is mid-west somwhere, like maybe Chicago area.
		   Of course, to be fair to everyone, including those on
		   other continents we should meet somewhere like, oh,
		   Tahiti :-).

	When:  My first preference (a strong one) is sometime within a
	       week or so of Labor Day (Sept. 3).  That (long) weekend
		   would be almost ideal for me (at this tme).

	Expenses: Ugh.  We don't need no stinking expenses.  Having
		   never tried this before, I don't know.  Probably share
		   out the location fees and personals are personals?

	Guests: There are others who might want to show - like our SO's?
		   Should we tell them to go fly a kite?  Anyone else have
		   any good ideas for guests?  Anyone want to ask Herr
		   Miller or Herr Fugate?

	What:  Depends on who wants to do this, and a host of other
		   factors.  I think we should table that discussion until
		   we decide *if* we really want to do this.



- -- 
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 #1181 --------

Archive-Message-Number: 1181
Date: Thu, 5 Apr 90 17:57 EST
From: METLAY@vms.cis.pitt.edu
Subject: On tranqs, from the guy who wrote the book (literally)


Funny you should ask about tranq rounds, Bruce... the one section of
the MegaTraveller and Trav-Classic rules to which I can lay undisputed
claim, aside from one version of the Autoshotgun (a superior version
than the one in the current rules IMO) and the stats on Roup/Spinward
Marches, are the rules on tranqs, which appeared in their entirety in
JTAS #23 and were sadly chopped for the MegaTrav rule books. I really
wish I had the JTAS article here in Tennessee with me, but I'll try
to pass along the basics of my rules:

1. Tranq rounds are instantaneously effective and produce total
   unconsciousness in less than two seconds at any TL above 8 ('cause
   that's where we are now, and that's how fast they are now). The 
   primary difference between current tranquilizers and the ones at
   TL 9 or better is that the latter are metabolically linked; they
   maintain the body at an exact level of unconsciousness until used
   up. This means that the one fatal danger of current tranqs (overdoses)
   and its associated danger (underdoses--"Well, I put what I *think*
   was the right dose in the needle, but I didn't want to overdo it and
   kill the poor critter. Not enough? Well, stay out of the cage until
   it takes effect....") is not a concern any longer; you can't give someone
   a fatal dose, so you load each round with enough beetlejuice to stop
   a Virushi in a bad mood.

2. You do NOT have to penetrate the skin to tranq someone, just hit exposed
   skin. A little DMSO mixed with the tranq and it just sucks itself right
   into their pores, no problem. That's the true nature of tranq rounds,
   at least in the original rules... no gases, no injections. Skin contact
   is all that matters, not inhalation and not penetration. This means that
   neither gas masks nor non-sealed armor do any good, if the round splashes
   hard enough to touch any exposed skin.

3. Tranq rounds are not really gas rounds per se, they are atomized tranq
   vapor rounds, effective on contact. This gives them a fairly small danger
   space in comparison to true gas rounds, but still more than one target,
   even on a snub pistol shot. The exceptions to this rule are true gas 
   rounds or grenades (used at lower TLs, generally, or in enclosed spaces
   where there's cover but the air is close) and true penetrating rounds
   (for subduing armored foes; these rounds do some real damage as well as
   tranq effects, and are usually loaded in Gauss weapons).

4. Tranqs are to some extent species-specific; a human-based tranq will stop
   ANY type of humaniti, or a Vargr, but will not faze a K'Kree or a Hiver,
   will KILL a Droyne in its tracks, and drive an Aslan into a psychotic
   frenzy. In other words, know thy enemy!

5. At lower TLs where such drugs are not available, things are messier. It
   takes anywhere up to 30 seconds for a properly measured dose of tranq
   to knock out a man, and even longer for an angry animal. There are side
   effects, and the possibility of overdose is very real. That's why police
   still use tear gas to dispell crowds, rather than tranqing them.

Astute readers may note that I've added a few things to what originally 
appeared in the JTAS article; I am planning a piece for either CHALLENGE
or the TRAVELLERS' DIGEST reiterating some of this stuff, and outlining
design philosophies for nonlethal weaponry at higher tech levels, as an
extension to my original article (which has never been reprinted) and as
an improvement on the vague and occasionally unimaginitive rules in the
books. (Whaddaya mean, they're still using tranq gas at TL15?!) If there's
interest in this topic, let me know, and I'll push the Nonlethal Alternatives
article to the top of my "pending" list....

metlay

PS> The implications of this technology are staggering, if one thinks about
    it for a while. Just as two examples, it's possible for a society to
    simultaneously eliminate accidental gun-related deaths and decriminalize
    gun ownership, and the nature of police response to threat will also
    change drastically (they're much more likely to go in shooting)....

-------- TML Message #1182 --------

Archive-Message-Number: 1182
Date: Thu, 5 Apr 90 18:09 EST
From: METLAY@vms.cis.pitt.edu
Subject: Designer tranqs (or, pharmaceuticals by SPECIAL delivery)


As for the duration and type of effects, that's open for a wide degree
of latitude, by the way. There will be paralyzing agents, motor control
disconnectors, and so forth, in addition to sleep inducers. And that's
only on the RIGHT side of the law! Consider a compound like LACE (lysergic
acid crypto-ethylene), a nifty little chemical that combines the
best features of LSD and DMSO; get a little on your skin, and in
less than thirty seconds you're tripped out of your gourd.

Sound like sci-fi? Abbie Hoffman was using it on cops in the 1960s.

metlay

-------- TML Message #1183 --------

Archive-Message-Number: 1183
Subject: Re: Here we go again... 
Date: Thu, 05 Apr 90 19:16:00 PDT
From: James T Perkins <jamesp@metolius.WR>


> I remember that a while back there was some discussion concerning
> the glombing of some files from GENIE and reposting them on the TML.
> What was the final outcome of all the discussion?

Well, I said I'd get something out on this, but I didn't....  You're
still all waiting on me.  I PROMISE I'll have something for you all to
chew on by the end of next week.

James

-------- TML Message #1184 --------

Archive-Message-Number: 1184
Subject: TML Convention
Date: Thu, 05 Apr 90 19:44:48 PDT
From: James T Perkins <jamesp@metolius.WR>


Wonderful idea, as long as it's in Oregon or Washington :-).

Seriously, not to cast aspersions, but these things can get expensive,
what with plane fare and all.  I'd ask a travel agent what seasons are
best for rates on airfare, and we could book a few rooms in a Motel 6 or
something (I call for the Embassy Suites out here in Beaverton :-) I can
see it, along with most of the southwestern part of the Tualitan Valley
out my back window :-).

I suppose the most important question to ask is, how many of you would
be willing to pay something like:

	Round Trip Air Fare		$300.00
	Lodging (3 nights @ $50)	 150.00
	Food (3 days @ $25)		  75.00
	Miscellaneous			  50.00
					-------
					$575.00

And that doesn't include the trips to Mt.  St.  Helens, the Pacific
Ocean, Beer, or wild gaming spending sprees at The Military Corner.  As
for myself, I'd love to meet you guys, but costs can be hard on the
pocketbook....  I must note that the two "TML Lunches" I tried to throw
did not come out as well as I'd hoped.

The TML has about 205 listees, about 10-15 seem to be wildly avid gamers
silly enough to have a "convention".  Throw in another 5 that are local
to the convention area and that gives us 15-20 people.  Still enough to
play a lot of fun Traveller, see the local sights, and get a tour of
your host's workplace.

Some other silly ideas:

	have local micro-con attendees put up two or three long distance
	vistors.

	spread the costs around to help reduce the airfare for those
	flying in, and stay with local attending TMLer's.  We should
	call this the "communist TMLer's con", or "TML commie con" for
	short.  If half flew and half hosted/drove, the costs would come
	down a little, although its still pretty pricey.

	if our con is very close to DGP or GDW headquarters, we may be
	able to pitch in enough to make one or more official dignataries
	show up, like Marc Miller, Joe Fugate, or Gary Thomas.  I'll bet
	they're pretty busy people, though!

	abandon our own con idea and develop a contingent of TMLer's at
	an existing and preplanned Con.

James

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

