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The Backwards Mask

Traveller without the numbers is always fun, despite the fact that I'm something of a gearhead, if I could play Traveller in some way that felt evenhanded without using dice or stats, I would.

I think books are fantastic for that, as well as letting your heroes and heroines go about the business of actually being heroes and heroines without having things like "Supressive Fire TAR d6 DC10X4 AP2 ATT1 BLAST4" getting their way.

By all means, go for the organic approach, keeping in mind one thing:

TNE is a "dead" game right now. Let me explain: The population interested in TNE isn't growing apperciably - it's of fixed size (and more importantly) it's getting older. A new novel is more than likely going to be read by people who remember what TNE is. The all important "adolescent male gamer" segement that GBF traditionally has to appeal to doesn't exist in this case anymore. I think you could write something more cerebral and make it appeal to the sensibilities of 30+ year old gamers and hit the target group for TNE fiction neatly on the head.

---

Not relevant to topic:

Originally posted by Antony:
Doesn't do a great deal of damage (DV 22 out to 6,000km) but very few vehicles have meson screens and all of that damage is internal. I'm tempted to see if I could refit a TL12 Jayhawk with a meson gun with a space capable range but practically a laser will have a much better performance.
We had a "Cancer Gun" in our Spinward Marches game. It was a terror weapon used by the Ine Givar. They rented low-cost office space like a kilometer or two away from where Norris was staying on Rhylanor and just turned on a low-powered Meson Gun and swept it around the palace he was in and hoped to knock him or Branj off. At least that was the plan. Even if they didn't hit him directly they hoped Norris would buy the farm from secondary radiation effects (hence the name).
 
When it comes to meson guns, two weapons of output x tend to be superior to one weapon of output 2x, all other things being equal (damage scaling as it does with the root of output). It occurs to me that a flotilla of smallish (~5000 ton) ships all with spinal mount meson guns would be quite effective against a large ship of equivalent tonnage. You have all the advantages that meson guns bring, but the defender will have quite a lot more Screens rolls to make and will have to split his firepower (and remember that his own spinal mount can only target one foe at a time...) - and a 5000-ton needle configuration ship is long enough to give a decent effective range for the spinal mount as well. The logical progression of the "multiple guns better" principle might seem to be to a ship with meson gun bays, but these are just too short-ranged to be practical in most space combat.

(Speaking of range, your modified Jayhawk won't be able to get much either - but it'll have the surprise factor. Don't underestimate the power of "WTH! That freighter just fired a meson gun at us!" especially as a Jayhawk's usual opposition probably won't have screens.
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Add a few laser and missile turrets for defence against smaller ships and you're set to go. It looks a workable design even at TL-12, but I've not gone through the whole design sequence yet.
 
Greetings everyone,

Looking through the last couple of posts, there are a few points I’d like to address about TBWM. Here they are in more-or-less chronological order. Here we go...


Jim Fetters

I checked with Marc about when TDOW & TDOC would be re-released in PDF form.

Everything’s not nailed down yet, but as it stands that re-release with lead up to the release of The Backwards Mask. So, it’s contingent on me sticking to my schedule and finishing the manuscript.

I’ll try not to disappoint.


Now to address some of your other points…

Ok. I was never one of those anti-Virus (pun-intended) ranters - if Virus is done right (and here I think less is more) then it is a great plot device.

I agree. While Virus won’t be the ultimate villain of the piece, it will have a role to play in TBWM. I just didn’t want it be the bad guy in the second novel and the third. You can sometimes get away with it in a trilogy mindset if the bad guy is shared between 1 & 3. Just look at the Original Star Wars Trilogy. The Death Star would’ve lost something of its effect if it had been back to back in the running.

But as it happens there are plenty of other threats to the RC to keep the crew of the Hornet busy. Bwhahahahaha…oh, sorry.
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If this fits logically in the story, then fine. Otherwise it looks like a "hey - there's the guy from page 217!" kind of moment.

As you can imagine, I’m not just going to include characters just for the sake of including them. When I first read the Paul Brunette two novels, there were a few characters that were mentioned in passing that I kept expecting to show up again. They never did.

Well, now they will. Each of them will have a reason for being there, though.

So, not to get into the whole "I can hear the dice rolling" thing here, but will this be consistent with TNE FFS?

As much as possible, yes.


Merxiless

Any Game Novel I read, I see it as some alternate parrallel universe, where X happened, based on what the author wanted, or the game publisher decided and contracted him/her to write.

I don't include what happens in BattleTech Novels in my BattleTech campaign.

I can see what you mean. Many times the events of those novels eventually find their way into official game supplements, which serve as a foundation for future supplements, etc. If you don’t include it in the first place that can lead to lot of “filtering out” new supplements as they come out.

I’m reminded of the V:TM new edition that had the Gangrel clan turn traitor against the Camarilla. If the ST went by the new material anyone running that type of character found themselves in hot water. If they ignored it completely, then they had to ignore every other plot thread that sprang from that (or at least find another way to work it in).

While sometimes it becomes necessary to ignore the canon for the good of your game, my preference has always been to include as much official stuff as I can. That is, so long as the game wasn’t sacrificed in the process. That way you don’t have to continually separate out the wheat from the chaff. Now having said that any friends of mine reading this are probably laughing hysterically, considering some of the stuff I’ve had to pull in the past.

I’ve never known a G.M./D.M./ST/Referee/Game Judge that didn’t tinker around with the game setting some, and that goes double for Traveller. After all, what happens in one person’s TU can (and probably will) be dramatically different in another. That’s one of the many things I like about it - you can talk at length to another player about how things unfolded in their version of Traveller.


Darktalon

I don’t want to spoil some of the surprises just yet, but there will be plenty of times Hornet will have a, “They did what?” kind of moment.

Red Sun will have a lot of tricks up her sleeve. So will Drop Kick for that matter. Big Badda Boom...


Well, I think that wraps it up for this time around…

Do any of you have any questions about the TBWM, or for me? I will certainly attempt to answer them.

If so, let’s hear ‘em.

Si vales, valeo.
-Matt Carson
 
Slowly reading through TDOW right now (5 minutes at a go before bed each night), I have some observations on "why do game novels suck?" - or at least, this one in particular.

- The names are not distinctive. In this case, everyone has their code name, so they all blur together. Think Sauron and Saruman, which confused most people I know who read LotR.

- Too many characters introduced at once. So far I know there is the ex-corpsicle Captain, the spurned Doctor, the Hiver, the Schalli, the Flirting Duo with some technical aptitude, and a mass of other indistinct characters I don't care about. I think some are marines going somewhere with something.

- No distinct personalities. Everyone is a cookie cutter RCES recruit: perky, noble, slightly sardonic, intelligent, honest, yadda yadda yadda. Each character is simply the author wearing a different costume. I keep forgetting that Deep Six isn't human, for example - despite the name, unless they mention a tank he just doesn't stand out. Scissor is slightly more characterized - admittedly as a kindly Snidley Whiplash schemer - but that's also cookie-cutter Hiver. But also sincere, honest, intelligent, ... The antagonists stand out a little more as well, because they have distinct motivations.

- No interpersonal conflict. The Brady Bunch is more entertaining to watch. Take the Flirting Duo. We have the Hiver setting them up - okay, that was cute, if predictable. Then what happens? They ask permission, which is *granted*, then decide to cool things off. I'm sure more will happen here, but honestly the gossip I hear from my friends about affairs, backstabbing, aspirations, scheming, and so on is far more exciting. We read books to be entertained, not bored.

On the plus side, the book (1) does not come across as a transcript of a gaming session and (2) it integrates Traveller-the-game lingo in an acceptable way - for example, it makes sense for the RCES to use phrases like "tech level" and "law level" given their role.

Asked earlier on this board: what's a novel-based-on-game that works?

I have re-read W. H. Keith's Battletech "Gray Death Legion" series more than once (the first more than the other two). Although not the height of literature, and it fails the "I can almost see the dice rolls and equipment sheet" tests, since it's told (mostly) from the perspective of one character, and the plot is "character takes on the world", you don't fall into the traps above. Everyone is an antagonist, so they stand out by how they are trying to confound the protagonist, even if they don't have deep personalities.
 
I'd always considered the UWP to be as much an in-universe summary of a planet's conditions as a game-mechanical one. The game books always supported this interpretation. When I write fanfiction of games (including Traveller) I do my utmost to avoid falling into the "Whee! Watch those dice fall!" trap, but numbers from the UWP are one bit of gamespeak I have no problem with spacefaring characters using.
 
Lemme throw in a little bit about the code-names that I've thought about recently. While I never got to play the game myself, the game books made it QUITE CLEAR that players were to choose a two-syllable code-name, and that that's what they'd be known as most of the time. You even go through all the sidebars which have quotes and stuff, and if it was made by an RCES person, the attribution is made to a code-name, not a real name. Very rarely was a real name used for such a person, though they did tell you who was who for most people.

So it is NOT unreasonable for the previous author to have used code-names extensively, especially for people who otherwise don't get much in the way of paper time. OTOH, people who're seen frequently should of course have their real names revealed at least once. But don't feel like you have to go and make up names for every single person.

On another note... I'm starting to feel a little jealous of Jon Crocker, so if your noggin needs a name, I have a suggestion: Jim "Jeepers" Adams. (TheDS is 3 syllables, or just one if you're misreading it :( .) If you need a back-story on the codename, I'll be happy to provide it, both the real one and a good made-up one.
 
I liked The Death of Wisdom and To Dream of Chaos. My wife really enjoyed them; its what got her to actually play Traveller.

Having said that, I can see all the points you folks have made. Maybe I liked them in spite of their flaws. Maybe I just don't have high expectations. Maybe I'm insane


Here's the thing; I was able to read and enjoy those two books. To this day I have not been able to get through "Traveller: Gateway To The Stars" by Pierce Askegren, the first (and as far as I know only) T4 novel. I just can't handle the writing style.

I mean no insult at all to the author of The Backwards Mask (although the title makes me think we're talking about secret messages in heavy metal albums), but why aren't we getting guys like John M. Ford and Jefferson Swycaffer to write these books? These guys wrote in the old JTAS; they would know Traveller better than people like Paul Brunette and Pierce Askegen. They probably also cost more though. I know a very good published sci-fi author named Steven Piziks, he used to be in my gaming group. He could probably write some good Traveller


I am looking forward to TBWM, I have to admit. I wish Matt success and I will very likely purchase it (I still want to get Diaspora Phoenix too).

Allen Shock
 
Greetings everyone,

Well, I’m back from vacation and ready to get back into the swing of things.

Let’s dive right in, shall we?

Joshua Bell

Many of the points you bring up are precisely the things I’m trying to fix in TBWM. I’ve heard from several people that the characters kind of blur together, and that they’re not all that exciting. Let’s face it, who wants bland Traveller characters?

So, as I’m developing TBWM, I try my dead level best to give each of the characters some “screen time”. Each of them will have obstacles to overcome and something to contribute to the overall story. If they didn’t, then why would they be there in the first place?

Obviously some have more to add to story than others, but as the old saying goes, everyone’s on their own page.

That’s the plan anyway. ;)

As for the in-game/out-game references (and this speaks to Darktalon’s points as well), the in-game TAS made use of UWPS, so I, too, assumed that they were supposed to be a place summary for Travellers…and generally helpful ones at that.

“Tech-Level” was actually the one that used to give me fits, but not so much any more. In TNE there’s such a mishmash of technology floating around that it helps to be able to sort out the relative sophistication of a system by simply saying, “Oh, that’s a TL-13 laser over there by the TL-11 rocket launcher.”

TheDS

You’re right, the game material did say that you needed to have a tacnet code/taccode/callsign/ code name, and that it needed to be exactly two syllables. It also said that there were no duplications allowed within the RCES. Considering the number of personnel in the RCES, that seemed like a lot of paperwork to me.

It’s also something of a stumbling block when writing a story in which just about every character has one. I will admit it does shorten the name considerably, because you can simply say, “Bonzo did this, or Whiz Bang did that.”

My dislike of it comes when you never know a character’s real name. Maybe it’s just me. Call signs are great when a bunch of RCES people are talking to each other. But what if it’s a family member, spouse, political figure or civilian that’s addressing one of them? It would seem that the tacnet code wouldn't apply then. After all, I don't think Iceman's mom would call him that in regular conversation.

Code-names can be very cool, adding a wonderful flavor and texture to the characters (I have another Traveller story that deals extensively with fighter pilots), but in my opinion there’s no substitute for knowing a character’s true name. Leaving it out completely (again, to me) seems to make the reader’s contact with the character feel very impersonal.

Whether I personally like them or not, they are undeniably part of the setting, so TBWM will make use of them. New characters that you meet will have them. But, let me also say that I won’t list their real names ad nauseam just for the sake of doing it.

Yes, I would love to hear how your own call sign came about. Any stories real or fictional that you’d like to share on the subject are always welcome.

Allen

No offense taken.


You’re absolutely right. There were a bunch of guys that TBWM could have gone to, each of them smart writers that have already established themselves within the Traveller universe and community.

As it turns out, Marc presented it me.

I said in my first post here that I’m an unknown quantity as far as Traveller fiction goes. I hope to change that with TBWM.

After that, we’ll just have to see.

Oh, and I, too, found Gateway to the Stars tedious and boring. There are few interesting moments here and there, but it just didn’t “feel” like Traveller to me. But as bad as it was, I’ve actually read worse. Sheesh!


In closing I should say that a sample chapter of TBWM will be coming your way in the near future. Keep an eye out for it.

Until next time.

Si vales, valeo.
-MC
 
Oh, definitely, I'm not saying Iceman's mom would call him 'Iceman' (unless there was a funny story behind it), but unless his mom makes an appearance, or he's a major character, I for one wouldn't find it terribly odd to never learn his real name in this environment.

The real story behind 'Jeepers' is that I drive/drove a Jeep for a long time, and got a CB, and so used that as my CB handle. Once I get one for my semi, I'll use it again. I've used it a couple times in RPGs when my character didn't want to reveal his 'real' name to others, and for those purposes, when someone asks why I would use such a name, well, I had to make up a story for it, which I'll reveal at a later time, when I have more time.
 
I figured out what "Fear the Sting" must mean... how to make a little ship

more powerful than the TNE books assumed they would be.

Let me drop some hints:
1. X-ray lasers have much better range performance than lower-tech lasers.
2. Non-grav-focused lasers are a LOT more efficient than Grav-focused.
3. A laser pulse is 1 mS; high tech batteries can discharge in 3.6 mS, but the table doesn't go up very far, and we know that the tables were incomplete. (Most people assume they were complete only to TL 15 or so.)
4. The original FFS gave no upper limits on lasers.
5. The more powerful a laser is, the more efficient it is at penetrating armor.

You've surely noticed the theme: lasers. I will now spill it out for you.

"So what's so nasty about this laser, Jeepers?" Coeur asked impatiently.

"I'm glad you asked. I'll keep it simple.

"First, you're aware that the higher the frequency of light used, the better the range performance, but so far, we've only been able to manufacture up to the Ultraviolet spectrum. To get a range greater than a meager fraction of a light-second, we've had to bend the rules by creating a point-source gravity field. That wastes a lot of energy.

"You're also aware the Imperium made use of X-ray lasers, but we haven't been able to replicate that technology except in the lab. X-rays are much higher frequency than Ultraviolet."

"Letting Imperial ships fire on targets from half a star system away. So what? This is grade school."

"But ship-to-ship combat ranges are only a few light-seconds because that's all the better you can accurately get fire control data. Further away, and the target needs to be immobile to hit it, like a city," Jeepers continued.

"Is there a point coming?"

"Everyone's trying to get X-ray lasers to work with grav-focusing elements, but no one realizes it's unnecessary. A 1-meter X-ray laser can deliver full damage at 1 lightsecond WITHOUT a grav-focus, and that's about where targeting sensor efficiency starts to drop. So you take out the grav-focus, you don't need to waste energy on it..."

"And your laser uses 1/4 the energy," Coeur completed.

"Or it can be 4 times as powerful for a given power drain," Jeepers jumped in.

"I KNEW there was a reason I liked you," she ruffled his hair.

"It gets better."

She arched an eyebrow. "Do tell."

He subconsciously straightened his hair, saying, "All beam weapons use a big capacitor to store up energy from the reactor until it's filled, then they fire it off in a 1 millisecond pulse. But these capacitors aren't able to store much energy in a given volume, so they're pretty big. If a big enough reactor could be built, powering the laser would be more efficient, volume-wise. There's an awful lot of energy in a kilo of hydrogen, for instance."

"But a reactor that big..."

"Yeah, ludicrous. Instead, why not use a rapid-discharge battery? That way you combine your power generation and energy storage into a single unit, for less waste."

"What, power the whole ship from a battery? And here I thought you were smart."

"No, you just power the laser, make it big enough to run the gun for say an hour. Once it runs out of juice, the reactor powers it like normal."

"In the meantime, if you lose the reactor, you've still got your guns," Coeur said thoughtfully, eyes glazing over as the possibilities ran through her head. "Or do an ambush with minimal power signature..." she half-mumbled.

"Better yet, you overbuild the laser to fire at a high rate of fire, like 1600 shots per hour is the practical limit. Since most weapons are limited to 20 shots per hour; that's EIGHTY times the fire volume, and it lets you shoot at targets from about twice as far away as they can shoot back, and when the battery runs down, if the target's still alive, you've still got a regular power allotment of 200 dedicated to it, so you're still at an advantage."

Coeur gazed again at the new barbette installed on the side of her ship, and whistled once in appreciation. The silence hung in the air a moment... as much silence as you could find in a spacedock. Finally, she looked back at him. "What's the bad news?"

He sighed, mumbling, "No free lunch." Then, seeing she expected a real answer, he said, "Ok, a couple things. Most laser turrets are built to fit inside a standardized socket; doubly so with our resources stretched so thin. That's laser, capacitor, and local control station. But I got a little carried away when I made this. The full barbette is used to house the laser itself, the battery takes up engineering space, and the draw on your reactor is a lot higher than you'd think, because the laser is so much bigger than usual. Power drain won't matter if combat takes less than a hour, but after that, it's like powering TWO lasers, unless you wanna drop your fire rate down to 100."

"What if I take a hit?!" she exclaimed. "Turret power connectors LOVE to go off line, or have you forgotten?"

"Relax, that's not the real problem. I got that covered with redundancy."

"Great, MORE customizations!" she interrupted.

"No, you can't swap it out quickly if it breaks!" he interrupted back. "But really, the only problem with that is you lose a little flexibility in aiming, but that's not a problem unless the target is in visual range. But because it's X-ray, it's non-tuneable, so you can't use it for planetary bombardment."

The look she gave him was almost withering, but she didn't seem like she was going to yell at him any more. "Anything else?"

"Yeah. Batteries aren't quite as fast at discharging as capacitors, so your pulse length is longer, meaning sometimes you won't do full damage to your target if it's erratic enough."

"How erratic is 'enough'?"

"I'd guess 4 Gees or more, within 4 light-seconds, so you won't notice it often. Still, you're doing significantly more damage than anyone will expect you to, firing more rapidly than most warships you'll be facing, and it's not like you'd survive a good hit anyway," he shrugged.

She sighed once, the said, "All right, I'll take it, but I want you there to fix it if it breaks."

"Uhhh.... You want me to... uhhh... come WITH you?"

"Did I stutter?"

"Can I take a minute to weasel out of this?"


Think about it: the whole barbette dedicated to the laser itself, you get a big freakin laser (no books in front of me to tell you for sure, but BIG megajoulage), ROF of 800 for 2 turns, then 100 the rest of the time, and it reaches out to 10 or 20 hexes at full damage for only 1 meter FA.
 
Originally posted by TheDS:
So I overwhelmed you all, huh?
Lost me at the first mention of lasers!
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I have only read TDOC, can't find the first book so I can't comment on it.

I feel that Mr Brunette wrote a book that would bring younger gamers into TNE, its not Shakespere, but its still a good read.

As a novel it has its faults and it wasn't going to win any awards, but it entertained me, guess that puts me at about 12 then?

If I wanted to read an in depth book, I know where to look. But most of the time I just want to be entertained, and give my imagination a kick start, and for that TDOC does the job.

So maybe the 2 books have received a bit of a raw deal on here, I hope that TBWM is just as an entertaining a read for my 12 year old mentality than the first 2 books.

As has been said on here before good luck on the book, I will be buying a copy, don't make it too hard though, Tom Clancy doesn't have the deepest of characters, or plots, but he seems to do ok out of it.

Cheers

Phil
 
In Re Why they were memorable:

Fiction is memorable when it falls into one of two categories:
"Wow, this is Great!"
"Wow, This Stinks!"

For me, my first attempt to read the first TNE novel was "God, help me, for this goes beyond stinky and straight to limburger cheese."

I received it as a Christmas gift from a member of my group. Perhaps I should dig it out and sell it, but I doubt I'd get half cover.
 
Yeah, I see them on eBay with surprising regularity - like you said, I don't think they go for much.
 
Anyone there?

(Let's see if I am luckier than fellow CotI Teophilus.:p)

I have recently stumbled upon a brand new copy of the first novel in this unfinished trilogy. I have not had the chance to start reading so I have felt no ill effects from its abysmal lack of quality so far.:devil:

Anyway... has "The Backwards Mask" vanished into oblivion forever or is it waiting for its turn until T5 is more of less done?

Avery? Robject? DonM? Anyone?

Thanks!:)
 
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