What are the ingredients of a "really good" adventure? What proportion of action, background, progression, color, thoughtfulness, and challenge?
Consider that many adventures published for Traveller are considered "really good" by different people; I suspect there may be key elements common to all of them, but to what degree can you rely on these elements to determine that an adventure is "really good"?
What is that most important thing? That the writer be a good writer? That his vision is focused and coherent?
Warning, *RANT MODE ON*
One of the dirty little secrets I have about RPGs is that I prefer CT to all other RPGs. Reason; experience and leveling are absent (save T20).
One of the things I always found aggravating about Dungeons and Dragons, other than its twisting of historic myth into a blended milieu that has no historical basis whatsoever, is the fact that you could "gain experience" so you could play the paper-&-pencil of "Keeping Up with the Jones's". Some of you are familiar with my extreme dislike for the leveling system, well, I'm about to repeat it here.
Trust me, this will lead into what makes a good Adventure.
To me a D&D player, particularly the die-hards, are all about working the game. Gaming the game if you well. To them it's all about "leveling" so they can get the extra HPs and hit bonuses so they can kill the next set of monsters, and so forth, and so forth, and so forth.
Forget plot, forget story, forget objectives, forget trying to solve a puzzle, forget reliving classic legends, or emersing oneself in some imagined and fantastic world with limited technology, and an alleged historic context (tribal Bedouins blazing scimitars across a desert, golems in Germanic lands, Celtic lore with Elfshot cattle and so forth). It's all about rolling the dice, and adding a little scenery to the experience. I mean, heck, to me you might as well be playing pinball (which I enjoy), or playing Yahtzee with a "Lord of the Rings" logo on the die cups and score sheets.
The creatures in the D&D settings are there to replace the old set of creatures so that the players have a new set of "things" to kill. Now, I ask you, is that gaming? To each his own I suppose, but I happen to like the plots that the CT authors and other authors of other addon adventures put into their work.
With Traveller, or a game similar to it in mechanics, there's no adding to your skill, or rather it's a rarity and a sacrifice if you do (i.e. one level goes down so another can go up). Traveller can be as mindless as many a D&D adventure can be, but, for me, it's more about thinking your way through a situation with a team to achieve an objective. It's about experiencing and writing a story with your friends, and then moving onto the next adventure, with the experience itself being the reward.
That's what I want. Like reading a good book or watching a good film, it's the experience itself that should be rewarding.
Example; I've done dozens of adventures from many a game, and the CT adventures weren't always the best, but I remember my gaming experiences with my old Traveller group than any other RPG I've been involved with. "Death Station", "The Chamax Plague", playing the roll of an SAS or Delta Force like team to clear out terrorists in a hotel, hunting for the lost Kinunir Frontier Cruiser, each of those had an experience where we couldn't call upon some magic or rule loophole to pull our bacon out of the fire.
That, versus all the tactical war games I've ever played where some rule loophole soured people's experience, or where some guy brought in a character he'd been developing for years with tons of scrolls and magic items to roast the monsters and other NPCs in a fantasy game.
I think like Black Bat mentioned on another thread, Traveller is a universe that would be a pleasure to live in. We can't, so we imagine adventuring in it. It's become a little more refined and defined over the years for good or ill. But there's no favoritism with some deity to help out your party with some magical pyrotechnics to wipe out that army of goblins marching down on you. There's no "I'm a level 35 VRF Gauss Gunner, with a +5 aimbot prosthetic that'll become a +6 if I can just wipe out 50 more Zhodani/Vargr/Aslan soldiers."
Growing up in the 70s and 80s computers were, to my mind, pretty much no different than today in terms of their pure functionality. To me a faster computer with oodles of RAM and HD space is a glorified 286. But when I used to play and work with 286s and 386s I always got a sense that this was going to be the future. Traveller offered that kind of feeling. And just as my P4 doesn't give me the sense that I've arrived in the future, nor does any other RPG give me a sense of "objective complete".
I did a campaign of Champions with a group, and the game combat was pretty abstract, and the objective (which would prove the basis for the TV show "Heros") had no ultimate story to it. It was almost soap-opera-esque in nature. Kind of like a D&D session turned on its head.
So, what does all this mean? I like good social interaction with the players, and a good story offered by the adventure and Game Master / Referee.
Beating a dead horse here; the the reward is the experience. It's the story. It's the ability to live vicariously and share your imagination with others.