Date: 10-JUL-1987 15:55
>From: Jon Davis
Sender: DAVISJE
Subject: RE: Everything (Regarding Everything, hmm.... :-)
To: [email removed]@[email removed]
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>Jim Baranski writes...
>RE: Space generation Programs
>In the new (first/second) GDW Challenge magazine, there is a BASIC program for
>generating Star Systems according to the guidelines of BOOK 6 SCOUTS. I have
>yet to type it in, but some day...
FYI Jim, the program in Challenge 25 is designed to generate sectors
under the original world generation system. A BASIC program to generate
worlds as per _Scouts_ would probably be 4 or 5 more pages minimum!
Also, there are a number of bugs in the program. For example, in
determining tech level, scout base presence, and even the basic UPP
stats for the world. Check the program over against the rulebook
before beleiving the legitimacy of any worlds you generate with this
program. I don't know if the later and more advanced program in issue
27 or 28 suffers from the same faults. Haven't used it yet.
BTW, it is possible to generate a world with a class A starport with
any population UPP. I guess those 10 to 99 guys have a lot of work
to do at (Overworked SubSector 0205 Busy A-567100-A). I guess it
will take a little longer than 24 months for that freighter you
wanted to build there. A legit modification to any system generation
is to bump up the population of a class A port to 3 or 4.
Can anyone give a half way convincing reason for an A port with a
population index of 1?
>RE: Traveller Chronicles:
>
>If there is any interest, I have several tales of Traveller adventures which
>I could post, if you think it would be appropriate. What do you think?
You should probably consult James Perkins regarding the length of the
messages. (If he doesn't contact you first.) If they offer some
interesting ideas for our own campaigns and subplots, I would
certainly like to see them posted, or you could directly e-mail them
to me. I enjoy a good tale.
I remember a time when a PC was in charge of securing a starship at
port for a wealthy PC. The security guard placed a "claymore mine"
with a trip wire in the rampway to the ship. It was well and good
but the guard PC never bothered to tell the wealthy PC the security
system he'd installed. She didn't realize her employee's skills at
security until she walked up the ramp to her ship.
>I don't like the idea of a maximum number of skill levels attainable.
>Traveller, as in the books, has the drawback that there is little or no skill
>advancement. What's your ideas on skill advancement? I let characters have a
>chance of increasing a skill every once in a while, and give them bonuses if
>they've used that skill.
I have no problem with a character developing any of his or her
personal attributes, such as STR, DEX, and INT, or skills within
reason. But I think it is unreasonable to have a low INT and EDU
character who has high expertise in highly technical skills such as
Computer, Pilot, Engineering, etc. (Probably not so unreasonable for
Admin though :-) ) Expertise in the less technical skills (some may
debate me) of Streetwise and Brawling could be possible but adding
rules to account for that would be a waste of paper and simply
complicate the game.
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Jon Davis GE Corporate R & D
Schenectady, NY
ARPA: [email removed]
UUCP: {decvax,ihnp4,ucbvax}!mcnc!ncsu!uvacs!edison!davisje
"You came in that thing? You're braver than I thought!"
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