On Mon, 30 Nov 2020 14:46:48 -0800, Ethan McKinney <xxxxxx@gmail.com> wrote: >The Traveller space combat system(s) just don't work for RCN-universe space >combat. Of course, time, distance, acceleration, and weapon ranges don't >seem to work out within the RCN universe. Well, no, not really, because David Drake, like many writers, will play "fast and loose" with the Less Important Physics in order to Advance the Plot and Story. THIS IS NOT TO BE CONSIDERED A BAD THING. When writing for an audience, especially a 'popular' audience* rather than an 'in-group', an author MUST put the plot and story ahead of the physics and technology; stories are _always_ ultimately about _people_. Even when you think you're writing a story about the Illudium Q45 Disintegrating Integrator, you're not; you're writing a story about how people react to the presence/availability/use of the IQDI. As long as your 'fast and loose' isn't so blatant as to rub the readers' noses in it, it's not a problem. And if you carefully don't overspecify how the IQDI works, you can always psychotechnibabble your way around inconsistencies that the more nitpicky of your readers may catch and point out - "Yes, you're right; the IQDI has apparently had a longer range before, but you don't take into account the variability of the covidium electrogravitic fluid binding force under variable cosmic magnetopseudogravity." Also, very specifically, Mr Drake has attempted to recreate the Age of Sail with fairly good _social_ accuracy - you'll note, for instance, that there's no "absolute" navigational references; routes through spongespace between worlds are on the basis of the "Sailing Directions", which more or less describe how to set sails after what periods of sailing, and possibly what a navigator who actually goes out on the hull will 'see' in terms of the visual characteristics of spongespace in the 'region'.** Top navigators, like Leary (and his uncle, 'Stacy'), also intuitively 'interpret' what they see, so that they can take advantage of varying spongespace conditions to shave time off standard routes, or blaze new routes. (* I refuse to use 'hoi polloi' in this context; that common phrase is generally considered derogatory, and to an author, the readers should never be looked down on - they're the ultimate source of those very pretty royalty checks [or cheques, in much of the Anglosphere outside the US].) (** Although Drake never actually describes it thus, the Sailing Directions are neither more nor less than a compilation of various captains' rutters (<https://en.wikipedia.org/wiki/Rutter_(nautical)>) and/or peripli (<https://en.wikipedia.org/wiki/Periplus>).) >Navigation skill is extremely important in the RCN universe, since top >navigators can cut travel times by half, and poor navigators can result in >the loss of the ship ... Leary if Nav-5 or so. How you rate a skill in Traveller depends on the version and whether you play "high skill" or "low skill". I tend to play closer to the low end, so Leary's uncle above would be the Nav-5; Leary himself would be only Nav-4, or possibly a high Nav-3, as he acknowledges his uncle as very definitely the superior navigator. ®Traveller is a registered trademark of Far Future Enterprises, 1977-2020. Use of the trademark in this notice and in the referenced materials is not intended to infringe or devalue the trademark. -- Jeff Zeitlin, Editor Freelance Traveller The Electronic Fan-Supported Traveller® Resource xxxxxx@freelancetraveller.com http://www.freelancetraveller.com Freelance Traveller extends its thanks to the following enterprises for hosting services: onCloud/CyberWeb Enterprises (http://www.oncloud.io) The Traveller Downport (http://www.downport.com)