Re: [TML] expected ship traffic Craig Berry 27 Aug 2014 23:43 UTC

It's all too easy to interpret "make it work for the game" mechanics
as evidence of how the modeled world really works. In the absence of
designer sidebars on the tradeoffs, there's no clear way to decide
which you're looking at in any given case. But just for example, I'd
regard the CT character generation "draft" rules as being a simple
mechanic to get every character into some career, rather than evidence
of an Imperium-wide standardized service requirement that completely
breaks everything else we know about the Imperium. To interpret it
that way would be like looking at the hex map in a wargame about the
battle of Gettysburg, and concluding that it was impossible to travel
due east or west during that battle.

On Wed, Aug 27, 2014 at 4:11 PM, Ian Whitchurch
<xxxxxx@gmail.com> wrote:
> Nahh. It's just another case of Marc Miller FUBARing the economics of Trav
> with what should be a sidebar explaining 'while many worlds will create more
> trade than this, this is a quick and dirty method of estimating PC-level
> traffic'.
>
> Bluntly, it's a reprise of the 'Cr 1000 per dton per jump' idiocy.
>
>
> On Thu, Aug 28, 2014 at 8:31 AM, Freelance Traveller
> <xxxxxx@freelancetraveller.com> wrote:
>>
>> Everything deleted because this is a completely off-the-wall side
>> comment - but one which I may not be alone in thinking...
>>
>> Is it perhaps time to sidetrack this thread into a discussion of whether
>> near-c rocks wear comfortable shoes?
>>
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--
Craig Berry (http://google.com/+CraigBerry)
"Eternity is in love with the productions of time." - William Blake