Supplement Four
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I think Traveller's problem vis a vis games like D&D or Pathfinder is that it's not as conceptually easy to GM. At 11 (or whatever age I was) I ran a D&D game for my brothers within a few hours of reading the rules - draw a dungeon on a piece of paper, random roll for monsters and treasure in each room and it's done and just as importantly they grasped the concept straight away.
There are some "dungeon crawl" Traveller adventures that were published. I know of a few by Judged Guild.
And, adventures like Research Station Gamma is exactly what you describe, except the "dungeon" is drawn for you. You just have to make up what you want to populate the dungeon--er---research station with. More Robots? A covert enemy tactical team? Some renegade psions who are looking for answers...or psi drug.
If you've ever played the MegaTraveller computer games, they are set up very much like a "D&D" campaign. Players go to a world (town) and they hear rumors that leads them to ancient starship wreckage and scientific underground installations (dungeons).
But, I do understand what you are saying. Probably because I did have an "adjustment" to make back when I was learning to Ref Traveller games, coming off of the only other RPG I had played at the time, Dungeons & Dragons.
For me, it wasn't the adventure style that stumbled me. It was, well...technology. I had to think in a much more complex way. For example, if you come to locked dungeon door, the D&D characters will try to use spells or the thief's abilities...or just plain chop it down.
With Traveller, in the early days, my players were always stumping me at first. If I locked a hatch and had the power out, then a player would say something like, "What about the manual over-ride! It's an airlock! There's got to be one." I hadn't thought of that, and boom, the players were through the hatch and somewhere I wasn't prepared for them to be at that point.
I remember the Aliens movie came out. What was that? 1986. One player liked the motion detectors in that movie and asked if he could have one. Sure, I said, not realizing that I had just created a problem for myself in that player always being able to tell the position of my NPC enemies that I was going to throw at them.
I just wasn't prepared--hadn't thought enough about--the consequences of technology and the game world. In D&D, if you needed a pulley, then you throw a rope over a tree branch. It's easy to deal with that. It's not as easy if you're not used to players coming up with all sorts of creative uses for the grav-belt.
One game, I had these standard cargo crates loaded aboard the PCs' ship where, inside, were cold sleep commandos. After a time, they broke from cold sleep and removed themselves out of the canisters and proceeded to attack the crew. Their mission was to take over the craft.
But, in the game, the players were like, "C'mon! There's got to be some sort of sensors in the hold! At least a camera seen from the bridge!"
So, my high-tech, stealthy warriors were detected early...and that was it.
They didn't even fight the crew. I set up the scenario as a slam dunk to take over the ship and move the story along. The players, out-thinking this Ref that was not near prepared for the Traveller universe, flat out beat my butt.
As soon as the bridge discovered the invaders (before all of them were out of the cold berth crates), the bridge PCs simply put the hold into zero G, then opened the hold doors and sucked them out.
Problem mostly solved.
The ones that were still in the crates (the one thing that went my way) managed to get out of his crate and float to the bulkhead and blow a hole in it with explosives. At this point, I only had a handful of bad guys left.
Of course, every move they made was being monitored and countered by the bridge personnel. The PCs threw the corridor into zero G. My mercs took out the local camera. The PCs came at the corridor from both sides, but they found nothing. I had them hiding in the fuel scoop access. The PCs reasoned out where they were, and that's when one player said, "Halon."
What?
"Halon gas. We use it today to quickly extinguish fires. It's highly toxic. It'll kill you quick. There's got to be some type of emergency fire retardant system on the ship, especially around machinery like the scoops. And, it probably uses some version of Halon gas. Let's just manually flood that compartment."
They did.
And, the rest of my mercs died right there.
It's not the game's fault. It was my fault. I wasn't ready to Ref a Traveller game. I guess I hadn't read enough science fiction at the time (I'd mostly read fantasy back then). My brain just wasn't geared to forsee all the things that can happen via technology in the Far Future (or even modern day!). A medieval type setting was so much easier for me.