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Classic Traveller Adventures

  • Thread starter Thread starter gloriousbattle
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gloriousbattle

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Finding the Bathroom on Forboldn

Background

Your characters have just left their Type S Scout at the spaceport. They encounter a Zhodani-Wasabi Taco Stand, and now have to hit the latrine in a serious way.

The Kid

You find a kid. He offers to tell you where the bathroom is for 2 cr. If you pay him, roll 2d DM+ J-o-t. On a 12+, you find the men's room. On anything else, he took your money and directed you to a phone booth. If you kick his ***, roll 2d DM+ J-o-t. On a 12+, you dump the body, on anything else the local cops show up and fine you 1d6 x 100 cr. Then you dump the body.

The Office Building

On a 6+ the doorman tries to give you the bum's rush. he is armed with a cudgel and wearing jack.

The Men's Room

If you actually happen to find it, roll 2d DM+ J-o-t. On a 3+, it is a pay toilet that only takes the local Forboldn currency. You don't have any.

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Anyway, Classic Traveller adventures were often castigated for being simplistic, boring and lacking in any kind of excitement or personal gain for the PCs. Interestingly, I have also heard the complaint that most of them require you to do illegal stuff, though I don't understand why roleplayers would have a problem with that. Most D&D adventures involve assaulting, murdering and robbing innocent goblins, after all.

But I never had a problem with this. For me, the Classic Traveller adventures were just a framework (a description, some maps and a few encounters) that served as a jumping off point for wherever I wanted to go.

In the above "adventure" :devil: for example, I would probably have you happen upon a man in the men's room who was being robbed, or possibly bump into a man wearing business suit and sunglasses who is just leaving... and a dead body in one of the stalls, who had managed to scratch a note in his own blood on the cubicle, or whatever.

For me, this was always a convenience, as it allowed me to use most Traveller adventures in my own campaigns (which had their own goals, and to which the adventures should contribute) without having to do a complete re-write.
 
Interestingly, I have also heard the complaint that most of them require you to do illegal stuff, though I don't understand why roleplayers would have a problem with that. Most D&D adventures involve assaulting, murdering and robbing innocent goblins, after all.

Maybe, you have a confusion regarding "legal" & "not illegal"? ;)
 
Maybe, you have a confusion regarding "legal" & "not illegal"? ;)

It's just a simplistic view.

But then, many Traveller adventures seem to be "The Imperium is a dark and evil thing" and "Governments are corrupt and evil"...

And in several cases, the players are attempting highly moral but definitely not legal actions, hopefully for the right reasons...

Traveller adventures can easily be spun towards moral dillemas. When approached this way, even Exit Visa can be fun... the upright goodie-two-shoes from LL5 moralizing about whether to pay the bribes or not...
 
There is a good deal of difference from one CT product to the next here. The scenario you sketch so tongue-in-cheekedly is certainly not far off the mark for 6 Patrons, and I'd say there is a lot of Adventure 1 in there too. That said, I don't really see the same being said for Adventure 2...

Adventure 3 is certainly a bit of a different animal, but it contains one pretty well-developed adventure in it.

I'll also note that the loose framework here is not necessarily the case for some of the 3rd party adventures (FASA in particular).
 
I believe it depends of the actual level of your group. Have they learned the fundamentals yet? The "its not like home" feel of far out world.

My first speculative trade, on second evening of play (first was character generation) was the purchase of helicopters that I brought to the next world on the J-1 route. Upon arrival I discovered that...it was airless...and never thereafter did I went to a world without checking library data first. I suppose once they have been through this Taco adventure the players will check the availability of latrine before the availability of food.

Selandia
 
One of the things I quickly learnt as a young teenager who started playing classic in the late seventies was how deadly combat generally was once you got above the "have a brawl in the bar to find a patron" level. After 30 years of playing I find that I roleplay traveller more deeply "in character" just to keep him alive!
 
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