My biggest problem with published adventures is the tendency to make individual groups follow a 'plot' from on-high (i.e. Adventure #3 assumes you've played #1 & 2 in a 'by-the-book' fashion). CT had some of this (the Ancients saga, the Sky Raiders Trilogy, the Travellers' Digest), and TNE was really sick with it (multi-page in-character Briefings that the referee was supposed to read aloud verbatim, etc).
The idea of adventure-publishing shouldn't be to make every Traveller campaign look alike, or to force all referees to buy every single adventure & supplement so as not to 'miss an episode,' but rather to give an idea of the 'look and feel' of the game universe, to illustrate the types of situations, settings, and characters that make for good play so as to inspire the refs' own incipient creativity, and, last but not least, to provide something that can be sprung on players with minimal preparation for those times when inspiration and/or prep-time come up short.
*D&D in the 80s was great in this regard: as bad as most of the adventures were as-written, there were so damn many of them that with a few minutes' notice it was almost always possible to find something that the group hadn't played yet that could be used as a baseline for improvisation if nothing more.
The idea of adventure-publishing shouldn't be to make every Traveller campaign look alike, or to force all referees to buy every single adventure & supplement so as not to 'miss an episode,' but rather to give an idea of the 'look and feel' of the game universe, to illustrate the types of situations, settings, and characters that make for good play so as to inspire the refs' own incipient creativity, and, last but not least, to provide something that can be sprung on players with minimal preparation for those times when inspiration and/or prep-time come up short.
*D&D in the 80s was great in this regard: as bad as most of the adventures were as-written, there were so damn many of them that with a few minutes' notice it was almost always possible to find something that the group hadn't played yet that could be used as a baseline for improvisation if nothing more.