Hello!
Our family has started playing Traveller CT each Tuesday night, none of us have ever played before, and we are having a few problems.
Excellent! Sounds like it could be a lot of fun!
So far we played through CT D01 Double 01a Annic Nova, and a room by room search of an abandoned ship, wasn't very exciting. No treasure, no monsters, no real resolution. I'm sure treating a spaceship as a dungeon is not how it's meant to be played.
You've got to remember that those old GDW modules were written under a different gaming philosophy.
Back in the day, when gaming was still relatively new, there were two camps. There was the camp that thought a publisher should provide every detail in a stock adventure so that all a GM had to do was read it and implement it to his group. D&D followed this camp with its mulititude of ready-made adventure modules.
Then, the other camp thought that a GM should be the ultimate source of creativity for a gaming group, creating everything for the group, customizing it for their particular tastes. This camp believed that the publisher should only produce bare bones, broad based adventure ideas that the GM can use as a base to work from. GDW followed this camp, and just about all of the original 12 Adventures and the 6 Double Adventures follow this camp.
Annic Nova can be a good adventure to put a group through--but it depends on the GM. It depends on what the GM
does with the bare bones provided by GDW.
Just watched
Alien and want to run an adventure like that? No problem, use the Animals generation rules in CT to come up with some nasty stuff to fight--that's what's aboard Annic Nova.
Just watched a cool
Star Trek episode and want to turn Annic Nova into something like that? No problem. Use the Book 8: Robots, and stock the ship with an AI crew.
Want to do something more "in-universe" with Traveller? No problem, use the Zhodani character creation charts to create some Zho commandoes who are using the ship as a listening post and scout base as they stir up trouble on the rim of the Imperium.
The ideas are endless. The suggested ideas inside of Annic Nova aren't really meant to be played "as-is", like many GDW adventures. They're meant as a creative platform on which the GM builds some interesting story for the players to play through.
Back in the day, one could play in two different Traveller games, both running the Annic Nova adventure, and end up having two completely different experiences--both extremely fun, depending on the GM's creative and story-telling skills.
In a sense, GDW had it "right" by following the creative camp. I've seen some GMs take the bare bones GDW adventures and turn them into rpg masterpieces.
The downside, of course, is that this requires a lot of time on the GM's part. A GM from this camp should
love (not just like) the creativity of prep time. Some GM's do. Some don't. And, some, like myself, love it but don't have the time for it.
The good news for you is that, today, there are plenty of more fleshed out adventures to chose from. There are several old CT magazines that feature adventures more akin to what you see with D&D (where everything is layed out for you in terms of monsters, NPCs, gizmos, etc.). DGP published some good fleshed out adventures in both their
Traveller's Digest magazine and as straight adventures. Any Classic Traveller or even MegaTraveller adventure can be used, as-is, with CT.
The Flaming Eye is one that comes to mind. It's excellent.
Knightfall is another.
Avenger has published some adventures that you can download in pdf form, but I haven't read one of these yet. Somebody might chime in and speak to how easy they are to run from a GM's point of view.
I haven't seen it, but I suspect that the Mongoose Traveller adventure that is out,
Type S, could easily be run using Classic Traveller rules.
Speaking of Mongoose, they publish a monthly magazine called Signs & Portents that you can download for free from their site. The last couple of issues have featured MGT adventures. I've scanned these, and they look extremely useable with CT rules.
But, for my money, I'd go with the four or so adventures that
BITS published. You can still get them. These adventures are fantastic, especially
Cold Dark Grave. Others they published include
The Khiidkar Incident, Spacedogs, and
Delta 3 Is Down. All great adventures to play (and these are easily used with CT rules).
You can even find some homebrew adventures on the net, if you search.
Argonaut, Twilight Shadows, Deep Shadows, and
Interdiction come to mind.
Judges Guild produced adventures in both camps--some bare bones, some fleshed out.
FASA published the famous Sky Raider trilogy.
Gamelords published adventures to go along with their environment supplements.
And there were some adventures published for T4 that could be easily used for a CT game.
A Long Way Home, Gateway, and
Annililik Run come to mind.
My best advice to you is to get one of the more fleshed out adventures and run that--as you would a D&D module. Later, you may find yourself delving into the creation of a superb adventure using the old GDW adventures as a base. But, for now, get something like what BITS offers. Run it, and enjoy Traveller in all its glory.