General Traveller Questions

A thread of 11 messages, 5 December 1991 to 16 December 1991, in the order they were sent.

#3248 General Traveller Questions

[You can reach Edmund temporarily at [email removed].  He isn't a
TMLer but we can help him.  Yes, I know some of these questions are
similar to earlier ones from him -- James]

Okay I have a few general questions on character generation .....

1) The Mercenary

- - What assignments can a mercenary character be promoted on ?
The book says on all the assignments NOT listed in paratheses, however
none of them are listed in paranthses .

- - The rules assume the character joins the imperial army . Yet he would
not be able to fly grav vehicles if he came from a tech 9 planet or less .
This does not make sense . Are the rules assuming that the imperial
government lower thier tech levels of the military depending on what world
thier garrison is on ? The americans certainly did not do this in vietnam !

- - Why cannot the character belong to the army of his homeworld ? Or why
not the security forces of a megacorp ?

- - The referee's companion state that tech 14+ planets arm and equip thier
troops with battledress and energy weapons . Yet the only way battledress
skill is gained is if the character is a commando, or a marine on ships
troops . Why not say instead that a character from a tech 14+ world gain the
battledress skill in place of vacuum suit on the infantry MOS skill table .

- - The rebellion sourcebook states the imperial garrison numbers (average)
for member worlds . But those (on average) with a pop of 4- dont have any ?
Does this mean the character cannot join the army ?

- - The mercenary assignments table gives basic descriptions of assignments
Does this mean the assignments assume the following ?

Police Action : Garrison from planet is stationed on another world eg :
US marines in vietnam .

Counter Insurgency : Worlds garrison fighting against rebellion or civil
strife ?

Raid : A 'war' situation ?

Internal Security : ???

2) Merchants

- - The merchant character has no access to increase his stats of Str, End,
Dex, and Int (Dex if he were not a FT) . He gains no access to Jack Of All
Trades Skill . He has no access to naval architecture . Why not do the
following .

Replace Carousing (gained with a roll of 2 on the life table) with Physical
Replace Blade Combat (gained with a roll of 2 on the shipboard table) with
hand combat .
Replace + 1 Edu (Life : 5) with Mental
Replace CCarousing (Life : 6) with the skill branch which allows you too
choose from Leader, JOT, Instruction, and Carousing (Sorry dont have my
book here) .

3) Naval Characters

- - When can naval characters get promoted ?

4) Marines

- - Do marines function at the tech level thier base is stationed on or
at tech 14/15 ?

5) Other Races

- - What differences are thier between humanti, Aslan, Vargr etc when making
up a character, and what bonuses do thier races gain ? (Please dont say
none cause thats pretty shallow !!)

6) Scouts

- - What justification is there in giving a member of the tech branch a
scout ship ?

- - Do high ranking IISS members gain a bonus mustering out ?

7) Can brownie points be spent on mustering out rolls ? I say yes cause
it allows hopless characters (such as those who have an Int:2) build up
stats (depending on the roll), but this can be abused eg a rank E2 merchant
getting a vessel ?

8) Can brownie points be spent 'At any time' . eg a character gained a
level 3 heavy weapons skill (by rolling a 4 on the command table) . But at the
ebd of the characters generation he wants to have leader skill so he spends a
brownie point to upgrade it to leader ?

9) Can you spend a brownie point to gain a special mission and recieve a
brownie point for it ?

10) Do scouts gain a brownie point for training/special/war missions . Do
merchants gain it for having bonuses ?

Thats about all I can think of . I have access to the errata published
already but they dont cover the thinks I wanted to know .

Please If you have any comment, no matter how small please tell me

Edmund





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A
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#3251 Re: General Traveller Questions

Edmund,

A lot of your questions are indicative of the proofreading in
MegaTraveller.  MT was written by Traveller experts for Traveller
experts, and was never really shaken out.  So, as a self-appointed
Traveller expert, I usually observe these little inconsistencies and
decide what *I* would do with them.  I'll shoot from the hip without my
sources today.  To wit...

Adam Naylor [email removed] writes:
> - The rules assume the character joins the imperial army.  Yet he would
> not be able to fly grav vehicles if he came from a tech 9 planet or less.

I figure anyone in an interstellar organization can learn skills at the
Average Stellar tech level or higher.

> - Why cannot the character belong to the army of his homeworld?  Or why
> not the security forces of a megacorp?

Because this is a fine detail not included in the rules.  Feel free to
take a few liberties to set this up on your own, based on the Imp. Army
character generation.

> - The rebellion sourcebook states the imperial garrison numbers (average)
> for member worlds.  But those (on average) with a pop of 4- dont have any?
> Does this mean the character cannot join the army?

Population indicates the civilian RESIDENTS of a planet, not military or
transient population.  So, a system with a resident population of 16
people could still support a garrison of a few thousand troops.  It's
just that there won't be a lot of movies or shopping for the troops to
induldge in, off-duty.

> - The mercenary assignments table gives basic descriptions of assignments
> Does this mean the assignments assume the following?

> Police Action : Garrison from planet is stationed on another world eg :
> US marines in vietnam.

> Counter Insurgency : Worlds garrison fighting against rebellion or civil
> strife?

> Raid : A 'war' situation?

Sound good to me.

> Internal Security :???

Military Police?

> - The merchant character has no access to increase his stats of Str, End,
> Dex, and Int (Dex if he were not a FT).  He gains no access to Jack Of All
> Trades Skill.  He has no access to naval architecture.  Why not do the
> following. [replace skills on tables]

Sounds good to me.

> - When can naval characters get promoted?

Enlisted - up to once/year, officers - up to once/term.

> - Do marines function at the tech level thier base is stationed on or
> at tech 14/15?

I go with the latter.

> - What differences are thier between humanti, Aslan, Vargr etc when making
> up a character, and what bonuses do thier races gain?  (Please dont say
> none cause thats pretty shallow!!  )

Refer to the ethnic sourcebooks for the races.  Vargr, for instance, do
not even have a Social attribute - they have a related attribute instead
that indicates their relative influence in Vargr society.  I think there
are some additional adjustments.

> - Do high ranking IISS members gain a bonus mustering out?

I don't think so.

> 7) Can brownie points be spent on mustering out rolls?

I haven't used them for this, but I could be wrong...

> 8) Can brownie points be spent 'At any time'. [retroactive skill changes]

I don't use it this way.  I feel it needs to be applied at the time the
roll is made.

> 9) Can you spend a brownie point to gain a special mission and recieve a
> brownie point for it?

I would probably allow this.

> 10) Do scouts gain a brownie point for training/special/war missions.  Do
> merchants gain it for having bonuses?

Dunno.

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
[email removed]                      	     Beaverton, Oregon, USA
    "How many ancients can dance on the head of a pin?" - Scott Kellogg

#3286 Re: General Traveller Questions

[Forwarded to TML.  Please respond to both TML and directly to Edmund's
mailbox -- James]

Oooooohhhhhh Boy !!!!!

I bet you thout you had heard the last of me (HAH!) I know when I am onto
a good thing .

Question 1

Can you give me an extended description of planetary governments

Question 2

The vilani / vargr and solomani / aslan books wont be ordered by my book
store cause they suck

So I dont suppose you have (very brief so as not to piss you off) any info
regarding of character generation of vargr and aslan

Question 3

If your world is in a habitible zone and is the moon of a gas giant, you run a
a GREAT risk of having neighbours with twice the population of the homeworld

Question 4

The moon sizes for another planets seem  a little wierd . I mean according
to those rules there is NO WAY the moon (ours) can be the sixe it is .

Question 5

If a world is both atmos 4-9 and a pop of 8+ it runs a HUGE RISK of being
near a dwarf star which actually makes it uninhabitible .

Well outer zoned anyway .

Question 6

Are nuclear weapons illegal for everybody

Question 7

When does the imperium interfere in a member worlds affairs . So like when
the mysterious strike assignment from the naval characters generation comes
into it .

Question 8

Wouldnt a naval tech have a good chance of gaining the admin skill ?

Question 9

Does an aslan male character whose social is about 6+ usually join the armed
forces

Question 10

I hope you are not getting sick of all these BLOODY NIGLEY QUESTIONS

Question 11

Whose the guy who regards himself as an expert on military affairs in
traveller (as in the one who has access to email)

Question 12

It took me an average 5 hours to make up a vehicle . How does Scott Kellog
find the time, I mean geez .....

Question 13

The power (in megawatts) in the vehicle creation system is really unclear ....
I dont suppose you have a clearer definition .

Question 14

I tried to make a scout vessel (as the one from the encyclopedia) and
absolutly nothing was acurate . As it turned out the power listed for vessels
in the encyclopedia were on average 3 times the power I worked out for them

Question 15

How different is the robot rules in book 8 different from the ones published
in 79 in the best of traveller journal . (Which I have a copy)

Question 16

Thanks for ALL your help, I mean THANKS . I have been sitting in the dark
about MT for the past 2 years .

Edmund

#3288 Re: General Traveller Questions

[Forwarded to TML.  Please respond to both TML and directly to Edmund's
mailbox -- James]

Guess what !!!!!

I though of some more wonderful questions .......

Okay are you ready ....

1) Officers get promoted once a term, and not dependant on assignments (
except say garrison . So an army lieut gets promoted on an internal sec)

2) College : 4 yours at college to recieve a pidling extra educ points . How
about instead of gaining educ points, gain levels of academic . So a character
could have studied history, or genetics or something like that at college .

3) Flight School : Is this one year or 4 . Could you spend brownie points
to gain extra pilot skills, The descriptions and tables seem to be different
from each other for advanced characters (I mean in naval academy, flight
school etc)

4) Traveller Aid Society . The description in the book isnt all that clear ...
Do travellers members pay for accomodation while travelling, How do they prove
thier identity as a traveller member .

5) Naval Bases and Scout Bases

How big is a naval base (very roughly, like how many ships etc)
How big is a scout base (as above)

Do the staff at bases count as members of the population

6) Non Imperial Military Bases : What exactly are they ????

7) Do you know where I could pick up info about merc companies

8) What exactly are the official guidelines for vehicle creation . It
seemed that all the creators in the archives (well the bundles) had thier own
idea

9) How far out are the vehicles in the encyclopedia from the truth ?

10) What is mike metlay (???)'s email address . I would like to ask him a
few questions ?????

11) Geez I hope you arnt getting sick of me .....

Edmund

#3287 Re: General Traveller Questions

[Forwarded to TML.  Please respond to both TML and directly to Edmund's
mailbox -- James]

Okay I have some more .....

What does exactly NOE mean ???

What do the naval assignments mean


And what is going to happen to MT in 92 .

The arcives (which I have  been cruising seem to be all fired up about it)

Star Vikings, based on Pipers space vikings ???

Edmund

#3289 Re: General Traveller Questions

I skipped the source-related questions as I haven't got my sources
with me.

Adam Naylor [email removed] writes:
> If a world is both atmos 4-9 and a pop of 8+ it runs a HUGE RISK of being
> near a dwarf star which actually makes it uninhabitible.

Yep!  This problem has been around since Book 6.  I just treat the
basic system generation as gospel and the expanded as a suggestion
which I discard :-)

> Are nuclear weapons illegal for everybody
In the Imperium they are (it's a high crime to possess or sell one).
Only the Imperial armed forces have nukes and they only use them in cases
of extreme injustice.

> When does the imperium interfere in a member worlds affairs.  So like when
> the mysterious strike assignment from the naval characters generation comes
> into it.

Only when interstellar trade and commerce is grossly affected, or a
violation of imperial law (like use of nukes) is involved.

> I hope you are not getting sick of all these BLOODY NIGLEY QUESTIONS

Yes! :-)

> Whose the guy who regards himself as an expert on military affairs in
> traveller (as in the one who has access to email)

There are a few.  Like maybe Rob Dean?  I let them speak for
themselves.

> It took me an average 5 hours to make up a vehicle.  How does Scott Kellog
> find the time, I mean geez.....

I think they rework existing designs a great deal.  I agree it's a
formidable task (uncertain)

> Thanks for ALL your help, I mean THANKS.  I have been sitting in the dark
> about MT for the past 2 years.

I try.  Sorry for the spotty answers.

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
[email removed]                      	     Beaverton, Oregon, USA
    "How many ancients can dance on the head of a pin?" - Scott Kellogg

#3296 Re: (3288) Re: General Traveller Questions

Adam Naylor [email removed] writes:
> 2) College: ...
> How about instead of gaining educ points, gain levels of academic.  So a
> character could have studied history, or genetics or something like that at
> college.

Sounds cool!

> 3) Flight School : Is this one year or 4.

I think it's 1 year.

> 4) Traveller Aid Society.  The description in the book isnt all that
> clear... Do travellers members pay for accomodation while travelling, How
> do they prove thier identity as a traveller member.

It's not clear to me either.  Make a ruling.  I'd allow TAS members get
free basic lodging and food at TAS hotels.  Shipboard it's part of the
High Passage.

> 5) Naval Bases and Scout Bases

> How big is a naval base (very roughly, like how many ships etc)

For naval base size, one might want to go back to the Trillion Credit
Squadron game to get an idea.  Scout base is anyone's guess, although I
think there are some published adventures with example scout bases.

> Do the staff at bases count as members of the population

No.

> 8) What exactly are the official guidelines for vehicle creation.  It
> seemed that all the creators in the archives (well the bundles) had thier
> own idea

That's right.  The "official" guidelines are in the 3 boxed MT books of
wisdom. :-)

> 10) What is mike metlay (???)'s email address.  I would like to ask him a
> few questions?????

[email removed]

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
[email removed]                      	     Beaverton, Oregon, USA
    "How many ancients can dance on the head of a pin?" - Scott Kellogg

#3300 Re: General Traveller Questions

>Question 6
>
>Are nuclear weapons illegal for everybody

No.  Only systems that belong to the Imperium are affected by that Imperial
Law.

>Question 7
>
>When does the imperium interfere in a member worlds affairs . So like when
>the mysterious strike assignment from the naval characters generation comes
>into it .

I would say that any world where there was a political uprising agianst the
loyal Imperial supporting goverment.

>Question 12
>
>It took me an average 5 hours to make up a vehicle . How does Scott Kellog
>find the time, I mean geez .....

I can't speak for Scott, but software and spreadsheets come in real handy.

>Question 14
>
>I tried to make a scout vessel (as the one from the encyclopedia) and
>absolutly nothing was acurate . As it turned out the power listed for vessels
>in the encyclopedia were on average 3 times the power I worked out for them

That is another general complaint of the MT rules.  One of the things that bugs
me about the ship generation is that you can't build a decient starship below
TL14.

>Question 15
>
>How different is the robot rules in book 8 different from the ones published
>in 79 in the best of traveller journal . (Which I have a copy)

I am trying to remember those books.  I think book 8 was an expansion of the
JTAS artical.  There was another robot system in one of the Dragon Magazines
that we used alot which was totally different.

>What does exactly NOE mean ???

Nap Of the Earth.  It is used in aircraft which describes flying an aircraft
close to the earths terrain.  It is typically listed as NOE speed, or the speed
in which the craft can fly and make flight adjustments based on the terrain.
For example, an FB-111 with it's terrain following radar has a much higher NOE
speed than an F-4 without.


>1) Officers get promoted once a term, and not dependant on assignments (
>except say garrison . So an army lieut gets promoted on an internal sec)

That is true, but the promotion is not automatic.  And they only get one
promotion every four years.

>2) College : 4 yours at college to recieve a pidling extra educ points . How
>about instead of gaining educ points, gain levels of academic . So a character
>could have studied history, or genetics or something like that at college .

Makes sense.  Maybe MT-III will include that.

>3) Flight School : Is this one year or 4 . Could you spend brownie points
>to gain extra pilot skills, The descriptions and tables seem to be different
>from each other for advanced characters (I mean in naval academy, flight
>school etc)

Flight School is 2 years unless you wash out, in which case it is one.  You
can't just spend brownie points to get skills.  You could however, use them to
modify your chances to get the skills you role for.

>4) Traveller Aid Society . The description in the book isnt all that clear ...
>Do travellers members pay for accomodation while travelling, How do they prove
>thier identity as a traveller member .

Yes, they have to pay.  Think of TAS as the AAA of space.  There is free
information and suggestions on good places to stay and eat.  Plus they will get
you out of trouble at times.  I would assume that TAS issues an ID card.

>5) Naval Bases and Scout Bases
>
>How big is a naval base (very roughly, like how many ships etc)
>How big is a scout base (as above)
>
>Do the staff at bases count as members of the population

Base size will vary.  See the MT book "Rebellion" for more details.

>6) Non Imperial Military Bases : What exactly are they ????

Generic title for military bases for non-imperial worlds, such as the Swords
Worlds, etc.

Rob Miracle

#3303 Re: (3286) Re: General Traveller Questions

Edmund writes:
>
> Subject: (3286) Re: General Traveller Questions
>
> Question 1
> Can you give me an extended description of planetary governments

No, not really.  There is a slightly extended sequence in the World Builder's
Handbook, but it really doesn't tell you much more.  It's one of the things you
pretty much have to make up if you want detail.

> The vilani / vargr and solomani / aslan books wont be ordered by my book

Hmmm...well, they're making a mistake, because they are quite good.

> So I dont suppose you have (very brief so as not to piss you off) any info

Not really.  I mean, you could always just add +1 to Aslan Str and -1 to Aslan
Dex, and do the opposite for Vargr, and then run them through the normal
system, but that doesn't have much flavor.

> Question 7
>
> When does the imperium interfere in a member worlds affairs . So like when
> the mysterious strike assignment from the naval characters generation comes
> into it .

Only when they absolutely have to.  There are not really any examples that I
can immediately think of in the existing Traveller literature to support
much more of an answer.


> Question 11
>
> Whose the guy who regards himself as an expert on military affairs in
> traveller (as in the one who has access to email)

Not me, really.  Adrian Hurt, Marc Volovic, and Bertil Jonell are all vocal
on this topic (or have been in the past...)

> Question 12
>
> It took me an average 5 hours to make up a vehicle.  How does Scott Kellogg

Scott definately uses a spreadsheet.  However, since he just headed home for
Christmas, he won't be around for a few days to give details.  I just use
a pad of graph paper and start putting things down in columns.  You get faster
the more you do, and you figure out pretty soon which things can be safely
ignored, and how to plan ahead a little bit.  I've got a set of 'guidelines'
I wrote up once before, which I'll dig out and repost.
>
> Question 13
>
> The power (in megawatts) in the vehicle creation system is really unclear,
> I dont suppose you have a clearer definition .

Probably I can, but you'll have to be a little more specific.  The first thing
to do is to check out the very important little chart on the lower right corner
of the power plants page heade "Economies of Scale" or some such.  Any large
fusion plant delivers three times the listed basic output, which is critical
in ship design although a little less so for vehicles.

> Question 14
>
> I tried to make a scout vessel (as the one from the encyclopedia) and
> absolutly nothing was acurate . As it turned out the power listed for vessels
> in the encyclopedia were on average 3 times the power I worked out for them

Regrettably the ships in the I.E. are full of flaws, errors, and typos.
Regarding the 3x business, though, might it have something to do with the
economy of scale chart?

> Question 15
>
> How different is the robot rules in book 8 different from the ones published
> in 79 in the best of traveller journal . (Which I have a copy)

As I recall, it's more of an elaboration than a replacement, with the exception
of the section on design of brains.  Certainly as an approximation, anything
built using the rules from the old JTAS articles can be duplicated with Book 8.


> Star Vikings, based on Pipers space vikings ???

In a nutshell, yes.

> 5) Naval Bases and Scout Bases
>
> How big is a naval base (very roughly, like how many ships etc)
> How big is a scout base (as above)
>
> Do the staff at bases count as members of the population

Most scout bases shown in the literature have been quite small--no more than
four or five landing sites plus a repair/refueling facility.  I figure that
most naval bases that are not located on high population worlds are also
rather small, with few ships permanently based there.  Their refueling
facilities may be substantial, though, based on the Fifth Frontier War board
game rules.


> 8) What exactly are the official guidelines for vehicle creation . It
> seemed that all the creators in the archives (well the bundles) had thier own
> idea

There are no official guidelines, except for the design rules.  You are right,
we designers all have our own pet theories and standard methods, but most all
the stuff posted here has been legal under the rules.  I expect most work along
the lines of:

     1. Consider what the vehicle needs to do.
     2. Consider whether price or performance is more important.
     3.  Consider if any special features are needed due to intended use,
        such as sonar for a sea vehicle, or heavier than usual armor for
        corrosive atmospheres.
     4.  Start designing.
     5.  Evaluate completed design...was it fast enought, did it carry enough
         cargo, or whatever.
     6. If not, start over at step 4.


> 9) How far out are the vehicles in the encyclopedia from the truth ?

Pretty far in some cases.  Sad but true.


Others have handled some of the other questions...

Rob Dean

#3304 Re: (3300) Re: General Traveller Questions

Rob Miracle writes:
>>Question 14
>>
>>I tried to make a scout vessel (as the one from the encyclopedia) and
>>absolutly nothing was acurate . As it turned out the power listed for vessels
>>in the encyclopedia were on average 3 times the power I worked out for them
>
>That is another general complaint of the MT rules. One of the things that bugs
>me about the ship generation is that you can't build a decent starship below
>TL14.

Well, it depends on your definition of decent.  Personally, I think of 13 as
the bottom end of 'what's militarily useful', given the present Imperial
situation, and TL11 as the bottom end of 'what's commerically useful'.

What did you mean?

Rob Dean

#3330 Re: (3300) Re: General Traveller Questions

>Rob Miracle writes:
>>>Question 14
>>>
>>>I tried to make a scout vessel (as the one from the encyclopedia) and
>>>absolutly nothing was acurate . As it turned out the power listed for vessels
>>>in the encyclopedia were on average 3 times the power I worked out for them
>>
>>That is another general complaint of the MT rules. One of the things that bugs
>>me about the ship generation is that you can't build a decent starship below
>>TL14.
>
>Well, it depends on your definition of decent.  Personally, I think of 13 as
>the bottom end of 'what's militarily useful', given the present Imperial
>situation, and TL11 as the bottom end of 'what's commerically useful'.
>
>What did you mean?

Rob,
  What I ment was that based on the trade and commerce rules and the cost of a
ship vs the available cargo/passenger space, you cant build a usable ship.

Look at the Vehicals in the MT Imperial Encyolpedia:

Air/Raft:     TL 15
GCarrier:     TL 15
Speeder:      TL 15
All Ship's Boats: TL 15
All Star Ship's:  TL 15  (Including a Type S scout and a Type A free trader)

If it requires TL 15 to build a Free Trader to have that little passenger space
and cargo space, there is no way to afford the payments if it is built at a
lower TL.  Try building a Free Trader at TL 12.

The only space vehicals below TL 15 in the IG are the Gazelle Close Escort and
its attached gig.  They are TL 14.

Rob (Miracle)