Apology, Languages, Wilderness Refuelling
Replies:
- #7230 Re: TML nightly: Msgs 7201-7214 V71#15 (fwd) by David Johnson
Hi all, UPDATE I've been on holiday for a while, hence haven't replied to those of you who've been e-mailing me in the last two weeks. APOLOGY Re: 563/7072 (from myself) My last upload included a graphic description of someone nasty being very nasty to a heroine, resulting in her giving him a good kick where he deserved it. I would like to apologise if any of the content of this fictional example offended anyone. I would just like to add that with regard to the sexual side of the encounter (I'll bet that's got you scrabbling to find the mailing) the text I used was quite deliberately graphical. This is a technique that I use with my Traveller group(s) to build up the tension, slowly, sentence by sentence. Not only do some of my female players take full advantage of their sexuality in such circumstances (in effect taking advantage of the weakness of men), but in addition their sense of revengeful satisfaction at the point where they get to counter-attack their aggressor is heightened by the slow build-up. I have also found that release of violent emotions in the game can sometimes help people deal with real events, whether it be getting rid of the tension after a hard day's work, or simulated revenge on someone who's been nasty to them at some other time. I'm sorry if this carry-over from my own (adult) games offended anyone. If so, I suggest they disconnect their TV and keep to the children's shelf at the library. :) I fully support women and their equal rights - my own wife has to put up with working in a particularly sexist group and therefore I know first-hand how hard it is for some women. Therefore I tend to let her (and others) express their feelings in my games - as long as they only act in defence (I don't like to encourage needless aggression, hence my frequent use of high law-level worlds in my games). I'd be interested in anyone else's views in this field (unless it's already been discussed prior to me joining TML, of course). REFUELLING Re: 562/7068 (Grant Sinclair) Refuelling in oceans might seem the easy option to saving money on fuel bills, however I had the following thoughts: 1) Refuelling from oceans will be frowned on for ecological reasons (disturbance of wildlife, plankton, etc., particularly if from a small lake, etc.) 2) There may only be limited safe landing places around such seas, allowing that some ships can't hover, others might not like total submersion, many beaches, cliffs, marshes, etc. are unsuitable for a heavy ship, etc. The remaining 'safe' sites have no beacons or other landing aids and, unless the players have a priori knowledge of the site, may hide some nasty shocks (sudden land slippage, unpleasant flora or fauna, etc.) "Hmm. Just land on that sand over there... how could you know it looks like quicksand from up here? Don't be silly, just land the damned ship... er... ooops...) 3) Such landing places may be unreachable due to air traffic control laws, private property ownership, fishing rights, tribal law, religious significance of the body of water concerned, etc.). 4) Alternatively, certain landing places may be legalised, with a usage fee (say, about the same price as unrefined fuel at starport rates...) 5) Many ships (particularly the really big merchants) are too big to land anyway, so they would tend to rely on small shuttles (for maximum speed they'd use a known approach path and quick refuelling facilities... i.e. a starport) or the main ship could dock with an orbiting starbase (problem solved). 6) All in all, any large merchant ship is going to take the known route every time, i.e. the starport. We all know how short cuts always take longer, so a sensible captain pays the few credits for the fuel bill, given that a detour to a sea might (due to Sod's Law, etc.) delay him or cost him more money in the long run. FURTHER... In continuation to the comment about refuelling, i.e. that this makes merchant ships much more economical to run... 1) surely most ships ought to still be paying off their 'mortgage'; if that isn't a fair outlay each month then you're making it too easy for them. Ships shouldn't just be given away - the mortgage is a good excuse to press players into doing any job they can for almost any money, encourages them into smuggling, etc. making life much more interesting... 2) whether the ship's mortgage has been paid off or not, I still charge my characters for its usage by making them pay maintenance costs. These are some small percentage of the total ship cost per year, with them having the option of doing the work themselves (reduce %) or having others do the work (increase %). In either case they can pay for good parts and good skills (increase %) or not (reduce %) or not at all (zero %). Their choices then influence the ship's jump, pilot, computer, etc. rolls throughout the game. A bad failure on a well-maintained ship will generally not cost too much to repair... but a badly maintained ship... well, you can just see the engineer's face as he examines the damage, that knowledgeable sigh and tutting sound as he adds up the megacredits of repair bill (ever taken your car into a garage and had the same treatment?) LANGUAGES Re: Multiple messages over past week There was a pretty good article about Languages in JTAS. I have a copy of the article but don't know which issue it was from [Roger Sanger may like to look this up on his index system and mail in the issue number]. Given that there may be a sudden rush to buy translation machines, and given the Virus (oh no!) might have extended a few less virulent tentacles to such (or a disenchanted programmer or a programming fault, whatever), how about giving your players a translator that acts about as well as the Monty Python Swedish/English dictionary. Player, beginning trade negotiations with Vargr, speaking into translator: "Greetings fellow star merchant. May the sun shine upon your cargos" Translator: "Vrgahh sghett ajskj dyuyer qiuu qoid hhhh" Vargr Captain fingers Gauss pistol under table, having just heard translation: "Yo werewolf features. Your mother wears combat boots" Vargr, realising translator might be at fault, replies: "I think your translator needs correction, but welcome anyway" Players hear: "hhjasd iudkfn wifu asuu qwwjwjd ashdjhqw dhajsd" and then (from translator): "Stick it up your *&#$ you slimey Vilani" Gun fight ensues... If this isn't the Virus' ideal ploy - getting people to kill each other, then I don't know what is... COMPUTER GRAPHICS FILES I've been trying to get EPS (expanded postscript) files across e-mail. After all, they're text-based and if split into reasonable sizes ought to transfer across the network... but I've not had any success yet so if anyone has got it to work, please contact me. EPS can be included (in a non-editable, but re- sizeable form) into some wordprocessors (e.g. Microsoft Word, Wordperfect) and graphics programs (e.g. Freelance). GIF files are more generic with regard to displaying but generally need transferring to another format to edit and aren't as flexible as EPS for re-sizing, etc. I'd be interested to know if anyone has an alternative way of transferring graphics files using e-mail (rather than relying upon a ftp site). NEWSPAPERS Re: 563/7076 (jeff.zeitlin) Yes please, more news articles, etc. Anything that can be made into a scenario. Even minor stuff can at least be going on in the background so that when the players come into system and ask for a news broadcast to see what's going on down on a planet I don't just say 'Oh, the usual'... ER... I think that's it. Thanks for listening. Andy Lilly Commander, PITS Team (Political Intelligence Team, Scout) "We are never out-gunned..." Nothing I say or do here in anyway reflects the views of my very kind, understanding and generally wonderful employers