Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site astrovax.UUCP Path: utzoo!linus!decvax!harpo!eagle!mhuxl!ulysses!princeton!astrovax!elt From: elt@astrovax.UUCP Newsgroups: net.games.frp Subject: traveller flaws (computers) Message-ID: <113@astrovax.UUCP> Date: Tue, 8-Nov-83 23:13:44 EST Article-I.D.: astrovax.113 Posted: Tue Nov 8 23:13:44 1983 Date-Received: Thu, 10-Nov-83 01:55:15 EST Organization: Princeton Univ. Astrophysics Lines: 30 It is generally agreed (apparently) that the computers in standard Traveller are ridiculously bulky and impotent. No defense of this aberation has been advanced except that 1) it limits their effect on ship-to-ship combat and 2) it is equally playable for computer illiterates and for hackers. There is a more elegant and realistic solution in my opinion. In Traveller games which I Run, all computers are AI's (=artificial intelligences) and NPC's. This is a much more reasonable extrapolation of computer technology, is easily playable (effortless really), and provides a new, very useful mode of GM - player interaction. The AI computer provides a very natural way for the GM to feed the players information within the context of the game and in role playing mode; it thus avoids the necessity of GM announcements. For example, contrast GM: "You have just noticed two unidentified blips on your radar scope." with Computer: "I am tracking two unidentified ships." The problem of limiting the effect of very advanced computers on combat can be handled by postulating either that the computers are (voluntarily?) subject to Asimov's First Law of Robotics (i.e., are resolute pacifists) or that their electronics are too delicate or easily disrupted (by EMP's?) for use in combat. Neither of these solutions seems very realistic but they are better than tech level C computers with the bulk of MANIAC and the computing power of an Apple ii+. Comments or other suggestions?