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Converting Adventures

cdward

SOC-8
Looking at my libary of old adventrures (mainly 2300AD and classic traveller) I have been think of which ones I could re-use in 2320.

Pyramids:
Probably and enemy installation, but I haven't worked out a good location for it yet, possibly a non-earth like world in colony system.

Nomads of the World Ocean:
This pretty much should be set on Haifeng although there would be some work translating all the Turkish terms to their Manchurian equivalents.

Chamax Plague:
The Chamax are obvuously an Eber macro biologial weapon, perhaps they destroyed the Eber home world?

Marooned/Marooned Alone:
I'd need to change the motivations quite a lot in the set-up but some world with a small colony on the way to somewhere else and plenty of land should do, what about Nous Voila?

Chris Downes-Ward
 
Nomads was certainly on my mind when I wrote the description for Haifeng. Other settings that work include Research Station Gamma, though the whole chirper thing would have to be changed. Stuff that deals with Ancients would be very hard to port over, unless you wanted to give a much bigger role to the Medusae and their Enemy in your game.
 
More resuse

Turning to my 2300 adventures I think I can probably make use of:

Deathwatch Programme
No real changes needed

Rotten To the Core
No real changes needed.

Earth/Cybertech Source book (can't recall the name of the adventure)
No real changes needed, brings Provolution to the fore, I have run this as an "introductionary" adventure before as the urban setting is fairly familiar.

Beanstalk
The motivation could be concern over damge to the beanstalk while it was cut adrift during the Kafer occupation.

Under the Tricolors Shadow
Could throw in a few Kafers as well as the French militia to chase the characters. With Kafers loose in the countryside the players might well be packing more firepower than described and so might the militia.

Energy Curve, Invasion, Mission Arcturus, Kafer Dawn, Bayern, Ranger and Nyotokendu seem too build into the background to use except has source books unless you are running a "historical" campaign.

Chris D-W
 
Mt Phaeton adventure re-duex

I have been working on converting part of the original "Kafer Dawn" adventure, the one that took place at Mt Phaeton. Questions quickly arise though.

1. Should it be a re-do of the original and just have it take place now in 2320?

2. Or should it be a new adventure, kinda like the AD&D second ed version of the 'Keep on the Borderlands" (for those of you who remember that one)?

3. If it is the second option ("Return to Mt Phaeton") then how do you justify a corp (especially a private under funded one) going that far out into the hotback just to re-start up a mine that most likely was destroyed or at the least overrun long ago by the kafer. Did they destroy it? Convert it to a military outpost? Start mining the ore so that they could produce their own weapons etc?

The old adventure stated that there was a settlement for the workers nearby, could we expand this to say the workers families? Make the facility large enough to house a hundred or so workers families then you have a pretty large settlement ready made for the kafer to move right into.

Any thoughts?
 
As a lot of us will have 'Kafer Dawn' already but will occassionally have new groups to run it for, I suggest an update. There can be all sorts of interesting twists that far out of Tanstaafl. There's no reason you can't make them more complex. GDW were never ones for detailed scenarios IMHO.
 
Speaking of which, if you had a new group of players familiar with Traveller (including T20) but not 2300, and you wanted to start them on a new campaign using the new 2320 rules, is there a particular adventure you'd like to use? I'm looking for something with a good story that will set the mood and tone. I'm toying with the idea of using T20/2320 rules but playing in the 2300 time period, since I assume most existing adventures would be set then. Any thoughts or advice?
 
Kafer Dawn is a pretty good intro to the Kafer War.

It can be played as a simple bug hunt, or as a science investigation, or a hybrid... depending upon player take on it.
 
Is this considered one of the best classic adventures from 2300? It looks like it takes place in the first part of the Kafer War? Well after the attack in 2298, but before the arrival of the second wave in 2301? And I'd need the Aurore Sourcebook too, right?
 
2320 should have enough on Aurore to give it a run, but the Aurore sourcebook is a great reference.

I'm not certain it's "One of the best," but it is great for getting players both in the action and into the setting tropes.
 
Introductionary Adventures

In my time I've introduced 2 different groups to the 2300 universe, for the first group I used the Earth/Cybertech source book adventure and for the second I used "Tricolours Shadow", part of the problem is deciding what kind of games your players want. The first group were into mysteries and puzzles where the second group were more military orientated.

Chris D-W
 
My group is definitely action oriented. We all come from wargaming backgrounds, and all of our games tend to be relatively combat heavy. Other kinds of problems can be worked in, but the group doesn't seem to enjoy difficult puzzles or mysteries that involve too much thought unless it is interspersed with plenty of action. That's why the Kafer War scenario sounded interesting. It doesn't have to be military per se, but that tends to work best. So is Tricolours Shadows a good adventure in that light?
 
I'd say you can make The Tricolour's Shadow with as much or as little action as you want.

I just ran my group through it a couple of months ago (we're now going through Beanstalk), and although they're normally combat freaks, we only had one piece of combat, the inital confrontation with the Militia squad.

Of course, you could make it so that the great escape was a non-stop running gun battle with French forces. And you could also make the initial exploration bit more action orientated with some of the local fauna being hostile and deadly.

One thing though, this adventure does require a LOT of prep work by the GM, there's very little done for you except for a plot outline.
 
It was a free adventure given away in the Traveller:2300 box set. It was kinda like the adventures you sometimes get with Ref Screens.
 
TCS summary: Your team is hired by REBCO (on behalf of the French colonial government on BCV4) to survey a large valley area (300 x 500 km, the adventure doesn't even come with a map!) several thousand km south of Premiere.

You spend a couple of weeks doing the whole wilderness survival thing then when you're about to return to civilisation, you spot off in the distance a space ship lander (unknown type) making a landing. Before you can get there, it takes off again. When investigating the landing zone, a badly damaged weather satellite is found, and inside it is a mysterous orange box. It turns out that the French government (in contravention to local treaties) has loaded the weather satellite with a surveillance package to keep an eye on the Germans. Now they want it back. A number of militia teams are sent out to try to track it down (via an onboard tracking device). One of them comes accross the PC's and thinking they are German spies they decide to 'shoot first and ask questions later'.

Now your PC's have to flee accross the French continent to the German continent to escape and be able to take a space plane into orbit (only the Germans have space planes, as the Brit's deactivated theirs after the beanstalk was built).

Now for a number of criticisms:

1: No Map!!!! (How hard would have a small map have been)?

2: No other details about the fauna/flora of the valley being surveyed.

3: BCV4 is supposed to be a French Naval Base. How did an alien spacecraft (Kafer in my game) manage to approach BCV4, hijack a satellite and make a landing without being detected and intercepted?
 
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Interesting. Thanks.

I'm not sure I understand why the alien ship is even needed as part of the plot. The satellite could just crash, which makes more sense to me than aliens hijacking it and then leaving it...
 
Well it was definately a Traveller:2300 adventure, not a 2300AD adventure, and I wonder if perhaps some of the details about the 2300 universe hadn't been fleshed out fully when it was written.

On a related note: My guys bought a RPV for the valley survey, which made it a relatively easy task.

Once they were chased by the French, they didn't bother to run to the German continent, they went to Adrian (REBCO's HQ) and used lawyers to negoitate the return of the kit in exchange for immunity. Worked out reasonably well for them too.
 
That said it sounds like a typical Traveller scenario to me. Nothing in any detail... land on generic planet, walk half way across generic planet, grab item/npc, take off from generic planet. end of game. Sorry but GDW has done some of the most pointless scenarios to date in the rpg community IMHO.
 
If that's the case, I'm really looking for something with a bit more potential as part of a mini-campaign. So far it sounds like Kafer Dawn is getting the highest recommendation. I think I'll have to see if I can scrounge up a copy. Thanks!
 
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