
-------- TML Message #1673 --------

Archive-Message-Number: 1673
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: TML READERSHIP SURVEY!!
Date: Thu, 1 Nov 90 16:56:13 PST

OK travellers, we've just thrown a DGP survey at you.  Now we're going
to hit you with one of our own, while you're in the mood :-).

Richard, James, and I thought it might be a good idea to get a cross
section of the TML readership to A) determine the amount of computing
power at the TML's collective disposal, B) find out what types of
graphics formats folks can support (for distribution of images), and
C) to establish some general demographic data for statistical purposes.

With that in mind, I present to you the first semi-irregular TML Reader
Survey.  It will only take a few minutes and some lucky reader will be
drawn at random from the returned surveys to have his (or her) TML
membership renewed FOR FREE.  The rest of you will just have to pay up
when your lifetime memberships expire :-).

SERIOUSLY, we are going to have a drawing from among the survey returnees.
One person will be chosen at random to receive ANY gaming product of their
choice (value not to exceed $15.00), which will then be immediately shipped
to them.  This offer good only on products currently in production, or
available in stock at the Weekend Warrior.  If you're not sure, send me
(Mark Cook) E-mail and ask.

Please E-mail your completed surveys to either me (markc@hpcvss.cv.hp.com)
or the TML moderator (jamesp@metolius.wr.tek.com).  If it's less trouble,
feel free to print out the survey, fill it out by hand, and mail it to:

    James T. Perkins                        Mark F. Cook
    4635 SW Hillside Drive       -or-       2055 SW Whiteside Drive
    Portland, OR 97221-3140                 Corvallis, OR 97333
    USA                                     USA

If you'd rather not answer some of the questions, please fill in as many of
the others as possible and send it in anyway.  Even partial data will help
us to improve the usefulness and functionality of the TML for everyone.  Also,
we know there's some overlap between the DGP survey and this one, but it's
minimal and it makes data collection much faster for us.

This information will be held in the strictest confidentiality and will not
be provided to any other person, organization, or agency without your specific
consent.  It will be used for statistical purposes only, in an attempt to
provide a higher quality of service to the readers of the TML.

Thanks in advance,

        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

- - -------------8<--------------Cut Here---------------8<-----------------------

                        TML READERSHIP SURVEY

GENERAL BACKGROUND:
 1.       Name:______________________________________________________
 2.    Address:______________________________________________________
               ______________________________________________________
 3.      Phone:_________________________
 4.        Age:_______
 5.        Sex:_______
 6. Occupation:______________________________________________________
              (if 'student', please indicate Major and year in school)
 7.   Employer:______________________________________________________
              (if 'student', please indicate name of college/university)
 8.    Married? [_]Yes  [_]No

COMPUTER SYSTEMS:
 9. How did you find out about the TML?
    [_] From a friend
    [_] From a list of computer mailing lists
    [_] From an "advertisement" on rec.games.frp
    [_] Other:__________________________________________
10. On what type of computer/system do you access the TML?_____________________
11. How many hours per month do you spend reading TML?
    [_] less than 2 hours
    [_] 2-4 hours
    [_] 5-8 hours
    [_] 9-16 hours
    [_] 17-24 hours
    [_] Over 24 hours
12. Do you know how to access the TML archives? [_]Yes [_]No
13. What other other national BBSs/networks do you use?
    [_] None - I don't use any other BBS
    [_] CompuServe
    [_] Delphi
    [_] GEnie
    [_] UseNet
    [_] BitNet
    [_] FidoNet
    [_] CSnet
    [_] Other:__________________________________________
14. How many hours per month do you spend reading other BBSs/networks?
    [_] less than 2 hours
    [_] 2-4 hours
    [_] 5-8 hours
    [_] 9-16 hours
    [_] 17-24 hours
    [_] Over 24 hours
15. Do you regularly use other computers/systems? [_]Yes [_]No
16. If 'Yes' on the previous question, what other types?_______________________
    ___________________________________________________________________________
    ___________________________________________________________________________
17. What computer languages do you regularly use?______________________________
18. How many years of computer/programming experience do you have?_____________
19. How did you acquire your computer/programming experience?
    [_]Formal training
    [_]Self taught
20. Do you have free access to the TML? [_]Yes [_]No
21. If 'Yes' to question 20, how?
    [_]Via employer
    [_]Via college/university
    [_] Other:__________________________________________
22. If 'No' to question 20, by what pay service do you receive the TML?
    ___________________________________________________________________________
23. Which of the following computer graphics formats are available to you?
    [_] Amiga DYNAMIC       [_] HP PCL              [_] raw grayscale
    [_] Amiga SHAM          [_] IFF ILBM            [_] Sun icon
    [_] CMU wm bitmap       [_] Img-whatnot         [_] Sun raster
    [_] compact bitmap      [_] MGR                 [_] TIFF
    [_] EPS                 [_] MTV                 [_] TrueVision Targa
    [_] FITS                [_] MacPaint            [_] Usenix FaceSaver
    [_] GEM                 [_] PC Paintbrush       [_] XBM
    [_] GIF                 [_] PICT                [_] XWD
    [_] Group 3 FAX         [_] PostScript "image"  [_] Xerox doodle brush
    [_] HIPS                [_] QRT ray tracer      
24. Of these formats, which do you prefer?_____________________________________

ROLE-PLAYING:
25. Besides Traveller, what other RPG's do you enjoy?__________________________
    ___________________________________________________________________________
    ___________________________________________________________________________
    ___________________________________________________________________________
26. How many of these RPG's do you actually own?_______________________________
    ___________________________________________________________________________
    ___________________________________________________________________________
    ___________________________________________________________________________
27. How many hours per month do you dedicate to ACTUALLY playing RPGs?
    [_] less than 2 hours
    [_] 2-4 hours
    [_] 5-8 hours
    [_] 9-16 hours
    [_] 17-24 hours
    [_] Over 24 hours
28. What is the average age of your gaming group?
    [_] under 15
    [_] 15-17
    [_] 18-20
    [_] 21-25
    [_] 26-30
    [_] 31-35
    [_] over 35
29. How many hours per month do you spend in other RPG-related activities
    (designing new adventures, painting minatures, etc.)?
    [_] less than 2 hours
    [_] 2-4 hours
    [_] 5-8 hours
    [_] 9-16 hours
    [_] 17-24 hours
    [_] Over 24 hours
30. How far would you be willing to travel to attend a TML convention?
    [_] Wouldn't attend a TML convention
    [_] less than 50 miles
    [_] less than 100 miles
    [_] less than 300 miles
    [_] less than 500 miles
    [_] over 500 miles
==============================================================================

-------- TML Message #1674 --------

Archive-Message-Number: 1674
Date: Fri, 2 Nov 90 09:03:00 EST
From: Jonathan Clark <jhc@ulysses.att.COM>
Subject: Weapon Grouping (was: MT combat skills)

This is in followup to Mark Cook's letter on the topic.

I too was somewhat dissatisfied with the combat skills in MegaTraveller,
so I threw them away and made up my own. This was already a somewhat
non-standard version of MT, since I was using the combat rules from ICE
SpaceMaster (has anyone else done this?), and the Universe from MT.  As
far as ``high-tech'' weapons went, I ended up with 5 groups of weapons
which I considered to be similar enough to be covered by the same skill:

	Handheld    1-Handed    2-Handed    Launcher    Heavy

each of which was then split into ``recoil'' and ``recoilless'', making
ten skills in all. Each weapons then fell fairly easily into one of the
ten categories. Almost all weapons come in various weights which affect
the range, the damage done, and the way the weapon was wielded.

Examples (note that SpaceMaster has more available weapons than MT, and
some of them are called different things, I'm mixing and matching here):

Handheld:
	Recoil:
		Body Pistol, Pistol, Revolver, MLA (Gauss) Pistol
	Recoilless:
		Laser Pistol, Blast Pistol, Stun (Neural) Pistol
1-Handed:
	Recoil:
		Submachinegun, Carbine, Shotgun, Flamer
	Recoilless:
		Laser Carbine, Blaster, Stunner, Rocket
2-Handed:
	Recoil:
		Assault Rifle, ACR, Autorifle, MLA Rifle, Auto Shotgun
	Recoilless:
		Laser Rifle, Blast Rifle, Plasma Gun, Neural Rifle
Launcher:
	Recoil:
		Grenade
	Recoilless:
		RPG, Bazooka, TOW
Heavy:
	Recoil:
		Machinegun, SAM (eg Stinger), MLA
	Recoilless:
		Laser, Blaster

I also stuck in a couple of Artillery skills (light and heavy), just in
case anyone wanted to use mortars and such.

A level in any category cost 1 point (my players spend points to build
their characters) and gives +10 on a d100 roll. Additionally there was a
``Gun Combat'' skill which cost 5 points, and gave 1 level in each of the
above 10 (what a deal!).

I differ with Mark in that my MLA (Magnetic Linear Accelerator, aka Gauss)
weapons had a heavier recoil than the ``equivalent'' explosive weapon, but
they also had much greater range and penetrating power.  Remember, recoil
is caused by momentum change, not by energy expenditure.  Also my Neural
weapons were deemed to fire in exactly the same way as Laser weapons, but
just to project sonic energy of some variety instead of EM radiation. This
made them useless in vacuum, of course, but extremely effective in an
atmosphere. Apart from the normal stunners and pain-inducers, SpaceMaster
has a weapon called a disruptor which does very nasty things to the target's
internal organs. One can certainly postulate that the effect of such a
weapon would cause such trauma that a nearby psionic could pick it up.

RoleMaster (with which SpaceMaster is very compatible) has a huge set of
rules dealing with Martial Arts and Primitive Weapons. I was far less
sophisticated than Mark in integrating these, having only 5 categories of
Primitive Weapons, and two for Unarmed Combat. These were:

Primitive:
	Handheld:
		dagger, shortsword, force knife
	1-Handed:
		sword, rapier, cutlass, cudgel
	2-Handed:
		2H sword, power sword
	Chopping:
		battle axe, hand axe
	Extended:
		pole arms
Unarmed:
	Unarmed Combat:
		Judo/Karate/Martial Arts synthesis
	Brawling:
		no rules, use of available weapons

I made these last two cross-over skills at -2, so that Unarmed Combat 3
was equivalent to Brawling 1, and vice versa.

Well, I seem to have rambled on for longer than I anticipated, I hope
that someone gets some use out of the jottings above.

Jonathan Clark
jhc@ulysses.att.com, attmail!jonathan
The Englishman never enjoys himself except for some noble purpose.

-------- TML Message #1675 --------

Archive-Message-Number: 1675
Date: Fri, 2 Nov 90 10:05:52 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog part 6

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
I have no access to e-mail so you will not be able to 
reach me very easily and there will be long gaps between
my having access to any comments to any designs or ideas
you might have but I would appreciate it
 
      Scott Kellogg      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
      Designers notes.  OK, folks are you ready for the next design
rules controversy?  Robert Dean recently sent a design for a TL8
aircraft carrier.  In his notes he suggests that the fuel consumption
for a fission reactor is not per hour as printed but per year.  This
started the wheels turning (Very dangerous when applied to Scott
Kellogg).  There is indeed something dreadfully wrong with the fission
fuel consumption figure.  The U.S.S. Nautilus's (first atomic sub)
reactor had an output of approximately 11Mw.  It was refueled
approximately every two years.  I calculate that the reactor would
consume about four times the weight of the sub in that period of time.
 
      If we take it that Robert is correct and it would consume the
listed figure per year sounds much better.  But, this means that the
energy density of fission is greater than that of the fuel for fusion,
and we know that fusion is more powerful than fission.  Megatrav
fusion
plants therefore must be EXTREMELY ineffiecient in their fuel
consumption.  This may be because of the fact that fusion reactors
would be very inefficient burning hydrogen.  So, maybe they aren't
burning hydrogen after all...  Now don't get in an uproar, I mean they
are probably burning only the deuterium that can be found in hydrogen.

This sort of begs the question, what if I fill my tanks with only
deuterium?  I don't know offhand what the proportion of deuterium to
hydrogen is 1 in 100? one in 1000? Probably 100 is underestimating it.

But, it is a safe side estimate.  So fill your tanks with deuterium
and
you'll get a hundred fold improvement in fuel economy.  It would
certainly be expensive, but deuterium enriched fuel ought to
be available at military bases at least...  At High Prices!
 
      In any case I began pondering the idea of fission powered
starships.  Here are a few for your perusal.
 
      Actually, one original idea did come to me on the subject of
nuclear dampers.  Essentually, they work by shortening the halflife of
a radioactive element.  Conservation of energy says the energy will
have to be released anyway.
 
So what happens when you focus your damper on a fission pile?  All the
nuclei start splitting (fissioning?:  verb form of fission?) at a much
faster rate and so you increase the output of your pile.
 
      This gets into another question I have:  the disintigrator:  A
souped up damper which splits the nucleii of its targets.  What about
the mass difference and good old E=MC^2?  Of course the mass
difference
would be less if you dissintigrated a person rather than a few kilos
of enriched Uranium, but the basic problem is still the same.  I would
think that the amount of energy released by the matter conversion
would
be more destructive than the effect of the disintigrator in the first
place, and would release a hell of a lot of radiation.  What GDW has
described as a disintigrator is more like a partial conversion beam.
 
Scott Kellogg
 
P.S.  Being unemployed is boring, but I get to work on Trav designs a
lot. 
 
Anybody need an out of work Physicist/Lab Tech/Student Pilot/All
around
nice guy?
 
Call Now!(703)-836-8352
 
Scout/Courier TL11, Fission Powered
 
CraftID:    Scout/Courier Type SN, TL11, MCr 51.966019
Hull: (90/225) Disp=100, Config=1SL, Armor=40E, Unload=2569.867,
            Load=3063.5475
Power:      (15/30) 440.44Mw Fission, Dur=1yr
Loco: (5/10), Manuver=2G, (3/6) Jump=2, Agility=0 NOE=150,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System
Sensors:    A-EMS=FarOrb, P-EMS=Interstel, Densitometer=1m,
Neutrino=1Gw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Form, PasObjPin=Form,
            PasEngScn=Rout, PasEngPin=Form
Off/Def:    HPoints=1, DefDM=+2
Control:    Computer=1bis*3, HUD*4, DynLink=134
Accom:      Crew=1, Staterooms=4, Env=Basic Env, Basic is, Extend is,
            Inertial Comp, Grav Plate, Subcraft=Air/Raft
Other:      Cargo=373.5, Fuel=202.5Kl Hydrogen, Scoops=45min, Fuel
            Pure=5hr45min, 440.44liters Fissionables, ObjSize=Avg,
            EMlevel=Faint
Remarks:    At high tech, improvements in fusion technology will
probably outstrip good old fission, but at lower tech...
 
Scott Kellogg
 
Scout/Courier TL11
 
CraftID:    Scout/Courier Type S, TL11, MCr 75.330889
Hull: (90/225) Disp=100, Config=1SL, Armor=40E, Unload=1084.0707,
            Load=1562.1985
Power:      (5/10) 431.4Mw Fusion, Dur=30/90
Loco: (5/10), Manuver=2G, (3/6) Jump=2, Agility=0 NOE=150,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System
Sensors:    A-EMS=FarOrb, P-EMS=Interstel, Densitometer=1m,
Neutrino=1Gw
            ActObjScn=Rout, ActObjPin=Rout,
            PasObjScn=Form, PasObjPin=Form,
            PasEngScn=Rout, PasEngPin=Form
Off/Def:    HPoints=1, DefDM=+2
Control:    Computer=1bis*3, HUD*4, DynLink=134
Accom:      Crew=1, Staterooms=4, Env=Basic Env, Basic is, Extend is,
            Inertial Comp, Grav Plate, Subcraft=Air/Raft
Other:      Cargo=358.0815, Fuel=357.804Kl Hydrogen, Scoops=80min,
Fuel
            Pure=10hr10min, ObjSize=Avg, EMlevel=Faint
Remarks:    Standard low tech scout for comparason to equal tech level
fissionpowered version
 
Scott Kellogg
 
*****End Part 6*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1676 --------

Archive-Message-Number: 1676
Date: Fri, 2 Nov 90 11:03:15 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellogg, part 7

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
I have no access to e-mail so you will not be able to 
reach me very easily and there will be long gaps between
my having access to any comments to any designs or ideas
you might have but I would appreciate it
 
      Scott Kellogg      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
Free Trader TL11, Fission Powered
 
CraftID:    Free Trader Type AN, TL11, MCr 62.573589
Hull: (180/450) Disp=200, Config=1SL, Armor=40E, Unload=3090.32,
            Load=4577.76
Power:      (12/24) 462.34Mw Fission, Dur=1yr
Loco: (4/8), Manuver=1G, (4/8) Jump=1, Agility=0 NOE=150,
            Cruise=600kph, Top=800kph,
Commo:      Radio=System
Sensors:    A-EMS=FarOrb, P-EMS=Interstel, ActObjScn=Rout,
            ActObjPin=Rout, PasEngScn=Rout
Off/Def:    HPoints=2, DefDM=+2
Control:    Computer=1*3, HUD*12, DynLink=20
Accom:      Crew=4 (Bridge=1, Engineer=1, Medic=1, Steward=1)
Env=Basic
            Env, Basic is, Extend is, Inertial Comp, Grav Plate
Other:      Cargo=1362, Fuel=270Kl Hydrogen, Scoops=30min, Fuel
            Pure=6hr49min, 462.3liters Fissionables, ObjSize=Avg,
            EMlevel=Mod
Remarks:    Popular among merchants trading with less advanced
planets. 
Carries 24% more cargo than the TL15 Type A Free Trader!
 
Scott Kellogg
 
Experimental Cruiser TL15, Fission Powered
 
CraftID:    Cruiser, Type CYN, TL15, MCr 144590.3
Hull: (90,000/225,000) Disp=100,000 Config=5SL, Armor=79G,
            Unload=6,250,218.3, Load=6,358,404.6
Power:      (48,324/64312) 964,630Mw Fission, Dur=1yr
Loco: (6750/9000), Manuver=2G, (6750/9000) Jump=4, Agility=0 NOE=190,
            Cruise=750kph, Top=1000kph,
Commo:      Radio=System*2, Maser=System*2
Sensors:    EMM, P-EMS=Interstell*3, A-EMS=FarOrb*3,
Densitometer=250m*3,
            Neutrino=10kw*3,
            ActObjScn=Rout,   ActObjPin=Rout,
            PasObjScn=Rout,   PasObjPin=Rout
            PasEngScn=Simp,   PasEngPin=Rout
Off:        HPoint=1000
 
            Meson Gun=T0x   Missile=xA0     ParticleAcc=x90
            Batt        1                 80                      2
            Bear        1                 56                      2
            BLasers=x04
            Batt        50
            Bear        35
 
Def:        DefDM=+7 MesonScreen-9, NucDamp-9, NucDamp-7, BGlobe-4
            SCaster=x04
            Batt        60    Factor 7 Damper is fission supercharger
            Bear        42
 
Control:    Computer=9fib*3, LrgHoloDisp=60, HoloHUD=422,
HoloLink=422,
            Electronic Circuit Protect
Accom:      Crew=848 8*100 (Command=116, Bridge=234, Engineer=209,
            Gunner=60, Maintain=194, Medic=7, Steward=28) Env=Basic
            Env, Basic is, Extend is, Inertial Comp, Grav Plate
            Subcraft=50 ton*2
Other:      Cargo=5564.61, Magazine=78400kl (14000b-r) Battery
round=56
            missiles, Jump Fuel=337,500Kl Hydrogen, Scoops=1hr15min,
            FuelPure=12hr, Fuel=964.63Kl Fissionables,
            ObjSize=Lrg, EMlevel=Mod
Effects of fission supercharger:
      Normal Output of reactor X3:  Agility=1
                                    X4:   Agility=2
                                    X5:   Agility=3
                                    X6:   Agility=4
                                    X7:   Agility=5
                                    X9:   Agility=6
 
Remarks:    The "High Guard" class cruiser is designed for precisely
that mission.  Thus far it is deployed purely experimentally but as
more and more ships are pressed into service by the rebellion, the
class may yet see full production.  The ship carries 2 nuclear
dampers,
the lower powered of these is used for engine shielding and
supercharging.  As a nuclear damper works essentially by shortening
the
half life of fissionable materials, the damper is able to force the
decay of the reactor fuel, thereby greatly increasing the output of
the
reactor.  This of course will lower the endurance, but there is
sufficent fuel to fully power the ship for one year without using the
supercharger.
 
      In practice the ship can sustain itself for longer than that by
reducing the reactors output when not needed, or by using the ship's
black globe as an energy collector.  Fuel economy is vital for this
particular ship as while it has a huge endurance, it must still refuel
and large quantities of fissionables are not always available in bulk,
the ship can not just dip into a gas giant or ocean, but must stop at
a Naval weapons facility to take on the large amount of nuclear fuel.
 
      The ship's unusual ability to go without refueling for extended
periods is used as its name suggests in a high guard role while other
ships refuel, thus the class is will probably see duty as tanker
escort
when full scale production begins.
 
      As a dedicated high guard vessel, an experiment in jump
technology has been tested in the prototype:  the 'ANNIC NOVA' jump
technique.  This drive does not use liquid hydrogen, but...
 
**********CLASSIFIED*********CENSORED**********
 
*...influx from the black globe.  As all energy is absorbed by the
globe, the ship would use this energy for jump.  The ship would dive
into a planets gravity well and turn the globe on.  Light, heat, and
gravitation are converted into usable energy and this is dumped into
the jump drive.  Rumor has it that the system has been attempted by
the
prototype 'High Guard'.  It is said that the resultant misjump placed
a moratorium on all further testing, but the software for the
technique
is still in place.
 
CYN-1:  High Guard            Class ship, Deployed
CYN-2:  Mercenary             Keel laid out, under production
CYN-3:  Scouts                Keel laid out, under production
CYN-4:  Merchant Prince       Keel laid out, under production
CYN-6:  Robots                Undergoing trials
CYN-7:  Characters & Combat   Contract not yet awarded
CYN-8:  Starships             Contract not yet awarded
CYN-9:  Worlds & Adventures   Out of Print
 
Scott Kellogg
 
*****End Part 7*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

-------- TML Message #1677 --------

Archive-Message-Number: 1677
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: GDW Challenge Writer's Guidelines
Date: Fri, 2 Nov 90 10:29:51 PST

I've already sent this to a couple of TML readers directly, so I thought
the general readership might like to it (just in case any of you would
like to 'get published' in Challenge Magazine).

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

=====CUT HERE=======CUT HERE=======CUT HERE=======CUT HERE=======CUT HERE=======

        Challenge Magazine Submission Guidelines

 GETTING YOUR SUBMISSION TO US
      Unsolicited manuscripts become the property of GDW and cannot be returned
 unless accompanied by a properly postaged, stamped, self-addressed, large
 envelope. GDW is not responsible for articles lost in the mail. You will
 normally be notified within 30 days of your article's acceptance, rejection,
 or need for a rewrite.
 
      Computers: Submissions on disk are strongly encouraged. Send the disks
 in a suitable mailer, along with a printed copy in case there is some sort of
 software problem. We will return your disks after copying them. We have the
 ability to take submissions only from those machines listed below.
      Apple Macintosh: Microsoft Word and MacWrite are preferred for word
 processing. If you use any other word processing program, files must be saved
 as text or ASCII. Keep all printer commands, page numbering, and so on out of
 the text.
      Apple II Plus, Other Apples: Files must be saved as text or ASCII. Keep
 all printer commands, page numbering, and so on out of the text.
      IBM PC & Compatibles: Wordstar files are preferred (in any case, we need
 them in MS-DOS). Files must be saved as text or ASCII. Keep all printer
 commands, page numbering, and so on out of the text.
      FAX: FAX submissions must be sent after 6 p.m. CST. FAX submissions of
 more than 20 pages must have prior approval. Disk submissions are preferred,
 as described above.
      Modem: Submissions by modem are not accepted at this time.
 
 ACCEPTANCE
      After looking over your manuscript, we will notify you within 30 days of
 one of three possible results. First, we may decide to reject the manuscript.
 Where possible, we will comment on how it could be improved for possible
 resubmission. We cannot stress enough the importance of taking a rejection in
 the spirit intended--don't be discouraged. Second, we may return the
 manuscript to you with notes on how we would like to see it changed to better
 fit our needs. Third, we may accept the article outright. Accepted articles
 are subject to editing. If you have not heard from us within two months of
 sending in your submission, please get in touch with us.
 
 PAYMENT
      Challenge pays $.02 per word upon publication. You will be paid for the
 number of words published, not the number of words submitted. If a submission
 is a collaboration, we need to know who gets what portion of the payment.
 Payment is for all rights, unless other arrangements have been negotiated in
 advance.
 
FORMAT
      We strongly encourage submissions on disk--see Computers above. Those
 without a word processor will have to rely on the typewriter. We cannot
 consider handwritten manuscripts. All manuscripts must be double-spaced on
 standard-sized white or off-white paper. The first page must contain the
 author's name and address, as well as the title of the article, the game it
 refers to, and the publisher of that game. Each page must be numbered and
 contain the author's name. If more than one manuscript is submitted at a
 time, please include a brief one- or two-word summation of the title on each
 page so we may tell them apart should the pages get shuffled together. Never
 send your only copy of an article.
 
STYLE
      Manuscripts should be written as clearly as possible, without excessive
 wordiness. As a general rule to the beginning writer, determine what you want
 to say ahead of time--never just sit down and write.
      Headings: Challenge uses three levels of heading. The first is the title
 of the article. Next, any divisions within the article need section headings,
 which are all caps on their own line (like Style, above). Any further
 divisions within a section need subsection headings, which are upper and
 lower case, followed by a colon and text (like Headings, above). Don't worry
 about making these bold unless youUre working on a Macintosh.
      Tables: Many of the articles written for a gaming magazine will have
 tables in them. If yours does, we will want to see a printout of each table
 the way it should appear to help our typesetters get the table set up
 correctly.
 
 SUBJECT MATTER
     This is the most important criterion we consider. We want our readers to
 be interested in the articles we publish. Don't be afraid of trying something
 new--we are looking for unique ideas. The worst thing that can happen is that
 your idea will be rejected. In general, adventure scenarios are much in demand.
 Sourcebook-type information should be combined with adventure ideas using
 that information whenever possible. In addition, roleplaying games can use
 support articles on game variants or referee's notes. Game variants should be
 playtested in advance by you and be applicable to a broad range of gaming
 situations. Referee's notes should give hints to the referee on how to
 increase interest in the game, how to make his life easier, or how to spark
 his own imagination.

      Challenge articles deal with science-fiction roleplaying in all its
 myriad forms (and we adopt a rather liberal definition of "science fiction").
 Twilight: 2000, MegaTraveller, Space: 1889, and 2300 AD are GDW's SF RPGs,
 but do not limit yourself to just these games when writing articles. We will
 look at articles on any science-fiction roleplaying game by any publisher,
 including Shadowrun, Torg, Star Trek, Star Wars, Battletech, Warhammer,
 Renegade Legion, Call of Cthulhu, GURPS, Paranoia, Cyberpunk, and others.
 
 Articles for Twilight: 2000
 All articles must be consistent with Twilight: 2000 2nd edition. We have
 attempted to make the adventure background of Twilight: 2000 as rich in
 detail as possible to enhance its believability. This remains the continuing
 top priority. What we need for Challenge are:
      -- Short adventure situations (mini-modules) of 8-10,000 words in
 length, which describe a single adventure situation and a small segment of
 geographic territory necessary for the adventure. Preferably these should
 make use of existing modules for the general background information, but in
 the case of new geographic locations this will not be possible.
      -- Descriptions of items of equipment which have not been dealt with
 before and which will have significant value to the readership as a whole.
 Keep the descriptions consistent with what has been done before (when rating
 a new vehicle, for instance, keep things consistent with similar vehicles in
 the game).
      -- Short descriptions of generic locations (a village, an abandoned
 factory, a boatyard, etc.) that can be used in a wide variety of geographic
 locales (anywhere on the eastern United States, for example, or anywhere in
 southern Poland). These should be about 2000 words in length, and can include
 maps or building diagrams.
      -- Descriptions of generic personalities which (like the generic
 locations described above) can be used in a variety of situations and locales.
      -- In-depth examinations of modern military life or military equipment
 by those who have experienced or used it. Try to keep to the basics, and give
 only such details as will be helpful to a referee in making an adventure
 session more realistic.
 
 Articles for MegaTraveller
      All Traveller articles must be usable in the MegaTraveller universe.
      Amber Zone: Amber Zone scenarios should be anywhere from 1500 to 4000
 words in length. Amber Zones should be challenging, interesting, and
 open-ended, and should not require extremely rare skills, combinations of
 skills, or exotic equipment unless that equipment is somehow provided.
 Include tasks where appropriate. Sketches or diagrams--such as maps and
 player handouts--should be included. Don't be afraid of obtaining some length
 to add detail to the scenario, but try not to go beyond 4000 words. Amber
 Zones should consist of two parts: the Player's Information segment and the
 Referee's Information segment. The Player's Information section should
 contain an introductory paragraph or two which detail any background data of
 relevance to the job, as well as a general statement of the task. The
 remainder should be devoted to describing the mission in such detail as would
 be available to the players before they accept the job (a run-down on any
 obvious dangers and a statement of the proposed rewards). The Referee's
 Information section should fully describe the situation, giving all relevant
 information which the players can find out if they investigate or participate,
 plus all information which the players cannot find out but which may affect
 them anyway. If any material is unchanged from the Player's Information
 section, it is not necessary to repeat it.
      Bestiary: Descriptions for a Bestiary should be between 500 and 1500
 words long. When writing Bestiary articles, use the rules to their logical
 extent. Create an animal using the rules, then build from that foundation.
 The organisms described should be logical, well-thought-out inhabitants of a
 particular ecological niche, not monsters (they may, however, be large and/or
 dangerous, within these guidelines). Body parts should all have a logical
 function, which might or might not be readily apparent. The descriptions
 should not be random collections of parts (head of a lion, body of a horse
 with human feet...). Exotic characteristics (such as psionic abilities)
 should be used sparingly and with great thought. You are encouraged to
 include a sketch of the animal. Don't worry about your artistic abilities--
 these are for artistic reference only.
       Ship's Locker: Descriptions of equipment should be from 500 to 1500
 words long. The items should be of interest to MegaTraveller players and
 widely available. Try to avoid items which have already been described.
 You are encouraged to create interesting science-fiction devices. Another
 gun or another vehicle should have some very intriguing characteristics to
 make it worthy of publication. Try not to directly steal ideas from
 literature or the movies, even unconsciously--add ideas of your own. Provide
 a sketch if possible. 
 
 Articles for 2300 AD
     2300 AD is a unique gaming universe. Articles pertaining to this
 environment should have the gritty, realistic feel of that universe as
 opposed to the free-booting galactic empire space opera of MegaTraveller.
 Since 2300 AD is a much newer system, it is still in its infancy from the
 point of view of Challenge. Much of its background and detail can and will
 be fleshed out in the magazine. However, we who have created the game and
 its environment have the final word on background information, so if you have
 ideas, you may want to submit them in writing before you attempt to complete
 an article on them.
 
 Articles on Other Games
      Challenge is the magazine of science-fiction gaming. We are not
 restricting you to writing just about our games or just about roleplaying
 games. Any significant article which deals with futuristic gaming might be
 accepted. If you're not sure your idea fits in, just ask us before you set it
 to paper. Basically, we are looking for meaty articles on these games, such
 as adventure scenarios, rules variants, and gaming hints. Again, ask yourself
 if it would interest you, and go from there.
 
 CONCLUSION
     Now that you have a better idea what we are looking for, it's time to get
 down to the heart of the matter and put your ideas to paper. If you have any
 questions, send them to us along with a stamped, self-addressed envelope.
 Good luck.
     Challenge Magazine
     PO Box 1646
     Bloomington, IL 61702-1646
     USA
     August 1990
 
 Voice: (309) 452-3632
 FAX: (309) 454-3127

-------- TML Message #1678 --------

Archive-Message-Number: 1678
Date: Sat, 3 Nov 90 11:48:46 -0500
From: wrgate.wr.tek.com!tnc!m0068@uunet.uu.net
Subject: More from Scott Kellog, part 8

From: m0068@tnc.UUCP (Stephen D Smith)
Organization: personal mailbox at The Next Challenge
 
Here's more from Scott:
 
          Stephen D Smith   USENET: m0068@tnc.UUCP
                            BIX: sdsmith
 
*********************************************************
I have no access to e-mail so you will not be able to 
reach me very easily and there will be long gaps between
my having access to any comments to any designs or ideas
you might have but I would appreciate it
 
      Scott Kellogg      (703)-836-8352
      1202 S. Washington St. #107
      Alexandria, VA, 22314
*********************************************************
 
Dr. Hloch:  Scientist, Ex-Scout 5A8FEC 5 terms  Age 38
Race: Ael Yael          for reference see JTAS-15 or Best of J-4
 
Physics-4, Astronomy-4, Biology-1, Sophontology-2, Ship Design-2,
Research-1, Administration-1, Computer-2, Engineering-2, Gravitics-2,
Pilot-1, Navigation-1, Air/Raft-1, Recon-1, Jack-O-T-3, Handgun-0,
Brawling-0, Blade-0, Hunting-0, Vac Suit-0
 
20,000 Cr
Grav Belt   (used to augment Hloch's wings on planets where air
pressure is insufficent for lift or surface gravity is too great)
1.5 Mcr Lab Equipment
Member Imperial Science Union For reference see Journal-22
Lab Ship
 
      Hloch is from the planet Jaeyelya B-484655-4.  (Location unknown
inside the Imperium by somebody's oversight)
 
      He is fairly well known inside the Imperium in the science
circles.  Something of a Traveller's version of Dr. Richard Feyneman
and James Burke.  (If you don't know these people you wouldn't have
heard of Hloch.)
 
      Hloch has traveled the Imperium for a long time thus nullifying
most of the effects of coming from a TL 4 planet.  His main concern is
the benefit of his planet.  Traveling Aels have a strong
responsibility
to their entire race. It is only the gifted that actually do so and it
cost the planet dearly to send off it's brightest off planet to be
educated so that that knowlege can be brought back.  (They may be only
TL4 but they are highly civilized.)
 
      Hloch is very interested in the dissemination of advanced
technical knowlege and has a knack for making complicated ideas easily
understandable.  This comes from his overall mission which is to bring
back technical data to improve his home planet.  He can be down right
nosey (if he had a nose) in faced with a mystery.  (He has got a
security clearance)
 
      He spent 2 terms in the scout service, one as an explorer and
the
next he was sent up to admin where he began his research carrer. 
Periodically, promising candidates are sent by the scout service for
training in the Imperial Science Academy.  After spending two years
there was given detached duty to continue there permanantly.
 
      The scout service has from time to time given him interesting
problems while working at various reserach stations.  One of these was
the Viper class fighter.
 
      The Navy test pilot he worked with on the Viper project was Lt.
Cdr. Kittan K'Boutle, a female Ael Yael and leader of the Imperial
Flight Demonstration Team Blue Angels.  Since then Kittan has
transferred to the Imperial Science Academy and is continuing to work
with Hloch.
 
      Most recently he has been working on the Nebula class lab ship.
 
Scott Kellogg
 
Experimental Cruiser TL 8
 
CraftID:    Cruiser, Type CYN, TL 8, MCr 96455.1207 (carried craft
            included)
Hull: (45,000/112,500) Disp=50,000 Config=0USL, Armor=40C,
            Unload=1,121,362, Load=1,017,030
Power:      (94/188) 2800 Mw Fission, (Sufficient for life support,
and
            electronics) Endurance=1yr
Loco: (14337/28674), 129030 Mw Exp Fusion Rocket, Dur=30/90
            Thrust=6,451,500, MaxAccel=5.7G, Agility=0, NOE=120,
            Cruise=225kph, Top=300kph,
Commo:      Radio=System*2, Laser=FarOrb*2, Maser=FarOrb*2
Sensors:    All-Weather RADAR=FarOrb*3, LADAR=Planet*2, RDF-8*2, Laser
            Sensor 8*2, Passive IR*3, Image Enhance*3, Magnetometer*2,
            Radiation Counter*2, ActObjScn=Rout, ActObjPin=Rout,
            PasEngScn=Imp
Off:        Hardpoints=1000
 
            Particle Acce=xA0 Missile=xA0 Blasers=xx3
            Batt              1                 40                5
            Bear              1                 32                4
 
Def:        DefDM=+1
            SCaster=x04
            Batt        20
            Bear        32
 
Control:    Computer=2bis*1419, (473*3) HUD=6985, ElectronicLink=6985,
Accom:      Crew=1975 40*50 (Command=271, Bridge=473, Engineer=862,
            Gunner=84, Flight=20, Troops=200, Medic=16, Steward=69,
            Passenger=5) Env=Basic Env, Basic is, Extend is,
            Subcraft=10 Orion Space Planes
Other:      Cargo=60422.18kl, Magazine=32000kl (100b-r) Battery
            round=3200 missiles, Fuel=154,836Kl Hydrogen, Fuel=2.8Kl
            Fissionables, ObjSize=Lrg, EMlevel=Str
 
Remarks: This one I did just to see if I could actually find a use for
the tech level 8 spinal mount in the ref's guide!
 
Orion TL8 Space Plane
 
CraftID:    VTOL Space Plane TL8, MCr 4.9956
Hull: (80/200) Disp=89 (29.6 w/wings folded) Unload=17.329 Load=27,
            Airframe=HypersonicVTOL
Power:      Mw (drawn from engines),
Loco: (4/10), High Bypass Turbofan Thrust=50, Dur=1hr 25min (4/10),
            High Performance Rocket, Thrust=39, Dur=11 min
            TurboCruise=1782kph, TurboTop=2375kph,
            RocketCruise=1485kph, RocketTop=1980kph,
            CombinedTop=3450kph, NOE=120, Agility=6
Commo:      Radio=Cont*2
Sensors:    A-WeatherRADAR=Planet, RDF, Avionics-8, ActObjScn=Diff,
            ActObjPin=Diff,
Off:        Plumbed Fusilage HPoint,            (1.6 tons Rocket Fuel)
            Plumbed Inboard HPoints*4,    (5.4 ton AvGas)
Def:        DefDM+8
Control:    Powered, 2 Manuver Points, Computer=0, Avionics-8
Accom:      Crew=2, Passengers=6, Basic life supp, sealed cockpit
w/vac
            suit backup, Inertial comp, Complex cockpit*2
Other:      InternalRocketFuel=2.671Kl, ObjSize=Small, EMLevel=Faint
Remarks:    The Orion space plane is intended as a transport for
orbital spacecraft.  It is easily storable in a 40 ton module.  If
necessary, the passenger section can be demounted to carry 780kg of
cargo.
 
      The plane can if necessary land at unprepared areas for
planetary
exploration.  The plane would have to glide in and use it's rocket for
a VERY quick verticle landing (don't risk the turbo fan where there
could be particles that could damage it. (FOD))
 
*****End Part 8*****
- - --Name = STEPHEN SMITH  Mailbox # = 68

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