Comments about the Worlds and Travel Chapter - Part 2
This section begins with a discussion of game time, that is the Game Day, the 4-hour Period of activity within the day (which is a good idea for prolonged activities; it also simplifies travel distance and fuel consumption calculations, as it is simpler than calculating stuff by the hour).
Travel rates are given in TNE in a four-hour basis, which, while simplifying the calculations involved in planetary-surface travel, is quite counter-intuitive as most people are used to think of speeds in Km/h (or Miles/h). There is one travel rate for road travel and one for off-road travel, and a very comprehensive list of various vehicles' movement rates is given on p.196.
... players are likely to spend far more time exploring Earth-like worlds. Players will probably not wish to spend six months slogging around a world in their vacc suits because the "air" is gaseous ammonia and the "water" is pure god-knows-what else.
(p.196)
I believe that this is incorrect - sure, Earthlike environments are easy to describe and easy for (unmodified) Humans to work on, but alien environments could be very interesting and fun to explore - how many of you would, for example, want to "slog" around Mars for six months in vacc suits and pressurised rovers because the "air" is low-pressure CO2 and the only water you'll see around is frozen? I for once would be willing to give ALOT to do so! From Luna to Mars to (pre-terraformation) LV-426, alien worlds are a staple of sci-fi; they should be visited as often as earthlike ones are.
... the closer it is to terrestrial standards, the more valuable it will be for a greater number of purposes
(pp.196-197)
I believe this, too, is incorrect - even today Humans work in the most inhospitable environments on Earth - from hellish deserts and frozen wastes to the depth of the oceans and the upper limits of the atmosphere - in search for rare resources and for military purposes, let alone the basic Human instinct to explore and learn. Also, following the architypical TNE "feel" of things, Humans should go to alien worlds for the express purpose of terraforming them (TL-G? Why TL-G for global terraformation? Oh, I forgot, TNE was written before Kim Stanely Robinson's
Red Mars).
This is followed by the usual discussion of the effects of planetary gravity on gameplay and by rules for travel in non-standard terrains (woods, snow and so on).
TNE has simple and effective rules about fatigue - you must sleep one period (4 HOURS - someone must have been to the military!) per day of normal work or two periods per day of hard work to avoid a loss of fatigue; each period of sleep recovers one point of fatigue. Hard work (or any combat in a period) also "costs" one point of fatigue per period. All Attributes are reduced by the amount of fatigue points, and also direct fire becomes more difficult for fatigued characters. Quite simple rules - better in terms of simplicity than the TNE norm!
Food requirements are also simple. A human has to eat 3kg of natural foor, 2kg of processed food or 1.5 kg of concentrated rations per day to avoid starvation (which causes fatigue and, ofcourse, eventual death after a month or so). There are also rules for foraging (i.e. gathering food), fishing and hunting on pp.200-201, which are very good and quite simple.