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CT Only: Annic Nova - Is it an adventure?

cym0k

SOC-12
I picked up a box with a series of double adventures. I have just had a read through part of the double adventure book 1.

Annic Nova.... It is a ship floating in space. It is deserted. The players get on board. Then? I can't find any encounters beyond descriptions of empty rooms and potential for a disease to infect them.

There seems to be no hint of potential conflict to drive the players to make any real meaningful choices beyond "get it and then get out and sell stuff".

Have I missed something? Is the point to put the ship into a campaign and use it as a jumping off point for further adventure? It states that the characters (supplied) have access to a Far Trader, so whilst the Annic Nova can be fixed up within a short time period, what use is it beyond resale value?

What have other Travellers done with this adventure?
 
You're not missing anything. The ANNIC NOVA first appeared as an adventure in JTAS #1 (using Book 2/1977 edition rules), and was later updated and adapted for the 1981 CT ruleset and published as the Double Adventure that you have. In the JTAS #1 publication, there were a set of "plot hooks" and ideas for uses in a campaign at the end of the article. If you have access to JTAS #1, it is worth a look for comparison.

One of the original adventure possibilities was (and is) the map box found behind the retransmitter screen in one of the staterooms that had a datachip for the world of Victoria (Red Zone) in the Spinward Marches. Victoria was detailed in JTAS #2. :)
 
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Your definition of an "adventure" is skewed by D&D.

Waaaayyy back in the day, "adventures" were not always tightly scripted publications with everything a GM needs to run a game at his finger tips. No, back at the birth of rpgs, a GM was called upon to get creative and make his own adventures.

Through the years, the D&D version of adventures have come to be known as what adventures are. But, it wasn't always like that.

Most/Many GDW "adventures" take an old school approach. Adventures are tools for the GM's imagination. Typically, you get a location, with some neat ideas in it. Like Annic Nova. It's up to the GM to use this in his game as he wants.

If the GM wants to have the ship crewed by Zhodani commandos, then the GM will create the NPCs and design a scenario using the ship.

Or, maybe, the GM's campaign focuses on the Vargr, and just as the PCs find and board the ship, a Vargr corsair shows up, off-loading a team on the other side.

Whatever you need the ship to be in your game is what it's used for. Ideas are presented in the adventure on how to use it, but it's expected that the GM will customize what Annic Nova provides for his own game.

Shadows is like this. Twilight's Peak is like this. The Kinunir is like this. What do you get with Broadsword? A totally manned mercenary vessel meant to be used in a game anyway the GM sees fit. Many GDW adventures are bare bones, designed as GM imagination helpers--not designed to replace GM creativity.
 
Even many D&D Adventures weren't "here's a plotline to follow"... Several were more Montessori in their approach. (The Montessori Teaching method uses prepared "learning stations" that students progress from one to another, often with related concepts together.)

Many, Like D&D module B2, are simply a map and a list of what's in each room of the map. No cohesive plot, no unifying theme, just a bunch of prepared encounters that people can hang a story onto.

Annic Nova and Shadows are both of this Montessori-like model.

The implied adventure for Annic Nova is "Here's a treasure - if you can make it work, you can keep it."
 
Cool. I now see how things like this can be used. It's actually quite refreshing in a way.

Imagine the horror on some faces if this kind of thing was released now for any number of contemporary games (Pathfinder, D&Dnext, Eclipse Phase etc etc). GMs wouldn't know what to do.

Sitting here thinking about it, it feeds into the general feel I get from Traveller: "if you can make/build it work, you can keep/fly it".
 
Many, Like D&D module B2, are simply a map and a list of what's in each room of the map. No cohesive plot, no unifying theme, just a bunch of prepared encounters that people can hang a story onto.

Still, the big difference between Keep on the Borderlands and GDW adventures like Annic Nova is that the D&D scenario provides players with something to fight.

The first GDW adventure I had ever seen was Shadows. I said to myself (being used to D&D adventures at the time, even ones like B2), "Kinda thin on what the PCs will fight." Then, I went out and bought my second Traveller adventure, Research Station Gamma, and as I looked at it, I said again to myself, "C'mon! Where's all the stuff to fight?"

So, I understand the sentiment in the OP.

When RPGs first began, it was much more common for a GM to create a sandbox universe for his game for his players to explore. Slowly, the D&D adventures started evolving, hitting the market--first like B2 but gradually growing into fully scripted tales with detailed plots--so that all a GM had to do was pick the adventure off the shelf, memorize it, and get on with the gaming.





I think there's merit to both styles of adventure. There is nothing like experiencing a game by a creative GM who toils and creates his own universe. It's an amazing gaming experience.

Then, again, buying a complete D&D-like adventure, off the shelf, can also be quite fun as it is like a GM with a writing staff to help him create ideas.

I tend to use both types in my games.





It's actually quite refreshing in a way.

Yes, much of Classic Traveller is designed for this type of play (and so is T5!). If you need TL 8 Marines for a country on a balkanized world, then change a skill or two (and maybe the enlistment throw) on the standard Marine career, and create as many as you need.

If you need robots in a scene you are planning, use Book 8 to create what you need.

If you need a special, non-standard sniper rifle, then adjust the DMs (including the scope) using the standard rifle as a base.

If you just bought Annic Nova and decide that some beastie from a world broke out of its cage and slaughtered the crew (experimental ship with experimental mutated animal cargo), then use the Animal creation rules to create an appropriate beastie and have a blast while your players explore the death ship that they've found in space.





Imagine the horror on some faces if this kind of thing was released now for any number of contemporary games (Pathfinder, D&Dnext, Eclipse Phase etc etc). GMs wouldn't know what to do.

They still do release this type of "adventure" for some games. Rare, but it happens. But, for most, instead of being labled as an "adventure", the term "supplement" is used. Same thing. It's a game aid to create a scenario for a GM's players. Different label.



Sitting here thinking about it, it feeds into the general feel I get from Traveller: "if you can make/build it work, you can keep/fly it".

Classic Traveller gives you all the tools you need to create your own interesting, involved universe.

I can tell you that there's nothing like creating this stuff. Most times, the enjoyment I get toiling around in my universe is reward enough for doing it. But, the icing on the cake is when your players take, during the roleplaying, what you've invented and then take it to a whole new level that you never expected.

THAT is one of the reasons I keep gaming, after all of these years.
 
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