Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site cstvax.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!mcvax!ukc!cstvax!db From: db@cstvax.UUCP (Dave Berry) Newsgroups: net.games.frp Subject: Re: Traveller stuff Message-ID: <319@cstvax.UUCP> Date: Wed, 24-Jul-85 09:30:16 EDT Article-I.D.: cstvax.319 Posted: Wed Jul 24 09:30:16 1985 Date-Received: Sat, 20-Jul-85 14:03:29 EDT References: <10800002@orstcs.UUCP> Reply-To: db@cstvax.UUCP (Dave Berry) Organization: Comp. Sc., Edinburgh Univ., Scotland Lines: 44 In article <10800002@orstcs.UUCP> richardt@orstcs.UUCP (richardt) writes: >I have been playing Traveller for five years now and would be glad to >help anyone with questions about the game. (...) >About detection equipment: I have never run over anything noticeable. (...) >The thing you need to remember is that Traveller is very similar to original >D & D. The purpose of the rules is to provide a basic system, NOT to >provide an all-inclusive set of regulations. (Semantic weighting intended) >AD & D tried to provide for every case and has flaws as a direct result. >So go ahead and modify and invent your own gadgets. Post them to the net, >I'm certain that others would like to see them. I like open-ended systems, and usually avoid 'hardware' RPG modifications. But Traveller is slightly different. I ran into problems running the "Annic Nova" adventure because the players knew more than I did about the contents of electronic repair shops & about the life cycle of typical plants. They were deducing various plot features from my inadequate descriptions. I wasn't able to build all their deductions into the plot, (though I think this would have been the best idea) as I was too inexperienced & too stoned. I don't think GMs are likely to be familiar with all modern technology, let alone likely future developments, and it only takes one player knowing more than you about a particular area to make the suspension of disbelief much harder to achieve. This is why, for SF games, I would like to see a range of hardware available. I was asking netland for gadgets in a particular field as I thought someone might have already designed some of these, especially people who know the capabilities of modern-day surveillence & detection equipment. It would also be useful if SF games, & quite possibly fantasy games, included sections on ecology, biology, diseases etc. Many games don't even give any systems for overland movement or weather!! This isn't open-ended, it's needlessly incomplete. >Books 3 and 5, Trillion Credit Squadron, and supplement 9 (?) all have >some notes, but I've always assumed that scanners were essentially a >combination of EM detectors, Light Intensifiers with pattern recognition >circuits (maybe!), an infrared scanners. This is about the state of the >art right now. As for intrership communication, its all good old >electromagnetic radiation, i.e. FM radio. (What happens when you discover >an AM world???) The respones I got suggested looking at (or maybe using) FGU's Space Opera. Thanks, Steve & Oliver. I'll see if I can scrape together the money! -- Dave Berry. CS postgrad, Univ. of Edinburgh ...mcvax!ukc!{hwcs,kcl-cs}!cstvax!db