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Ahh... The Folly of Youth...

In the old days, I steered from Adventures and Modules like the plague, aside for a good reading. Unfortunately for me, by the time I got into Traveller, I was thouroughly convinced that I would not get Adventures, and make my own. It worked out fine, but I did not realize the ammount of background information that these materials contained...

On a good note...
After getting the CT Adventures Reprint and reading a bit, I have been delighted as seeing the game in a new light, much like I did when I first saw it, what?

Excellent...

omega.gif
 
In the old days, I steered from Adventures and Modules like the plague, aside for a good reading. Unfortunately for me, by the time I got into Traveller, I was thouroughly convinced that I would not get Adventures, and make my own. It worked out fine, but I did not realize the ammount of background information that these materials contained...

On a good note...
After getting the CT Adventures Reprint and reading a bit, I have been delighted as seeing the game in a new light, much like I did when I first saw it, what?

Excellent...

omega.gif
 
I remember buying all of those Adventure modules, not so much to actually use them in a campaign, but because they held so much background material.
Surprisingly enough, the two modules our group had the most fun with were Double Adventures...Death Station/Argon Gambit (the Death Station was a big hit...), and Horde/Chamax Plague.
It kinda takes ya back...
 
I remember buying all of those Adventure modules, not so much to actually use them in a campaign, but because they held so much background material.
Surprisingly enough, the two modules our group had the most fun with were Double Adventures...Death Station/Argon Gambit (the Death Station was a big hit...), and Horde/Chamax Plague.
It kinda takes ya back...
 
Chamax Plague is always a crowd-pleaser. It reminds me of Aliens; nasty relentless bugs and players with autopistols and shotguns...
 
Chamax Plague is always a crowd-pleaser. It reminds me of Aliens; nasty relentless bugs and players with autopistols and shotguns...
 
The modules were a mixed bag for me, as I expected that JTAS would have similar modules. As I was then an avid reader of Dragon and expected Chill or Logerheads to be similar.

The biggest diappointments were the early ones like Research Station Gamma or Shadows. But, then I bought the Traveller Adventure and read it like a novel and until GDW released Knightfall and Hard Times, I used the Traveller Adenture to define my Traveller Canon Universe (as opposed to a free-wielding adventure play that marked many of MTUs).
 
The modules were a mixed bag for me, as I expected that JTAS would have similar modules. As I was then an avid reader of Dragon and expected Chill or Logerheads to be similar.

The biggest diappointments were the early ones like Research Station Gamma or Shadows. But, then I bought the Traveller Adventure and read it like a novel and until GDW released Knightfall and Hard Times, I used the Traveller Adenture to define my Traveller Canon Universe (as opposed to a free-wielding adventure play that marked many of MTUs).
 
One of the best things about the CT adventures and double adventures was the extra backgound information. Deckplans, vehicles, equipment, world maps and descriptions and the like all helped me fill in the blanks even if I didn't want to use the material as intended.

The down side is that it soured me on other companies' adventures because they, for the most part, didn't have enough 'meat'.
 
One of the best things about the CT adventures and double adventures was the extra backgound information. Deckplans, vehicles, equipment, world maps and descriptions and the like all helped me fill in the blanks even if I didn't want to use the material as intended.

The down side is that it soured me on other companies' adventures because they, for the most part, didn't have enough 'meat'.
 
Hmmm, well it might be cheaper to find some originals on EBay... as noted above, they were a mixed bag. HOWEVER if you'd like recommendations from us I'll go first.

(*) Chamax Plague/Horde
Why: archaeology meets aliens = fun for all
(*) Mission on Mithril/Across the Bright Face
Why: extreme environments experienced up close

Hmmm. I don't seem to have spent much time on the others.
 
Hmmm, well it might be cheaper to find some originals on EBay... as noted above, they were a mixed bag. HOWEVER if you'd like recommendations from us I'll go first.

(*) Chamax Plague/Horde
Why: archaeology meets aliens = fun for all
(*) Mission on Mithril/Across the Bright Face
Why: extreme environments experienced up close

Hmmm. I don't seem to have spent much time on the others.
 
Originally posted by Baron Saarthuran:
So you would recommend getting the Double adventures book, Milord?

omega.gif
Well, I think I would (I did buy 'em so... ;) ). Even the (apparently) maligned Shadows/Annic Nova has its uses. Like the early full Adventures (Kinunir for example), many of the doubles should be treated as a sketch, that you will need to flesh out fully to fit YTU and to properly expand the plot and setting to suit your players. But compared to some modules for other games, leaving this 'wiggle room' was one of the great strengths of the CT material.

Cheers,

Nick Middleton
 
Originally posted by Baron Saarthuran:
So you would recommend getting the Double adventures book, Milord?

omega.gif
Well, I think I would (I did buy 'em so... ;) ). Even the (apparently) maligned Shadows/Annic Nova has its uses. Like the early full Adventures (Kinunir for example), many of the doubles should be treated as a sketch, that you will need to flesh out fully to fit YTU and to properly expand the plot and setting to suit your players. But compared to some modules for other games, leaving this 'wiggle room' was one of the great strengths of the CT material.

Cheers,

Nick Middleton
 
Originally posted by Baron Saarthuran:
So you would recommend getting the Double adventures book, Milord?
Yes - some real gems in there and even the dross has its uses. Just keep in mind that the page order in Marooned/Marooned Alone is a bit munged up in the reprint. Doesn't bother me but it irritates the devil out of some. YMMV.


--michael/leahcim--
 
Originally posted by Baron Saarthuran:
So you would recommend getting the Double adventures book, Milord?
Yes - some real gems in there and even the dross has its uses. Just keep in mind that the page order in Marooned/Marooned Alone is a bit munged up in the reprint. Doesn't bother me but it irritates the devil out of some. YMMV.


--michael/leahcim--
 
Although I loved the GDW adventures I always found them to be a bit amateurish - Until Twilight's Peak I didn't think GDW stuff had any real thought put into them as to how the would be played (What is the point of Shadows or RSG except to introduce the ancients secret).

Overtime, I liked the room to develop but in the early days the GDW stuff didn't compare with what was out by TSR like G1-3, A1-4 or S1-4 for shere do it all in one session type play.

Of course, the GDW style became game industry standard as role playing went from hack and slay war gaming to something more challenging.

I still think FASA did it better........
 
Although I loved the GDW adventures I always found them to be a bit amateurish - Until Twilight's Peak I didn't think GDW stuff had any real thought put into them as to how the would be played (What is the point of Shadows or RSG except to introduce the ancients secret).

Overtime, I liked the room to develop but in the early days the GDW stuff didn't compare with what was out by TSR like G1-3, A1-4 or S1-4 for shere do it all in one session type play.

Of course, the GDW style became game industry standard as role playing went from hack and slay war gaming to something more challenging.

I still think FASA did it better........
 
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