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Link Worlds PDF

I really enjoyed the free Links World PDF. However I found a few things I didn't like. The first of these is that no CT stats are given for the clouds :(

I really would like MJD to either post the CT stats for the clouds some where or add them to a new edition of the PDF.

Secondly I thought the Western battle has some problems. If played as written it is very deadly unless the Ref modifies alot of dice rolls. However if the players have access to automatic weaponary (GAUSS rifles, machine guns) and/or an air/raft. They could slaughter the "injuns".

However I really did like the PDF it just seemed to be far to deadly for an introductory adventure.
However it might be good for braking D&D's into the TU. I especially liked how players are constantly warned not to do a typical "massacre the goblin villiages".

Over all Two thumbs up.
 
Originally posted by TheRaptor:
However I really did like the PDF it just seemed to be far to deadly for an introductory adventure.
You have to remember that an introductory adventure in Traveller is not the same as an introductory adventure in D&D. In Traveller, the players most likely won't be starting at first level. If they do one term on the prior history section during character creation, they'll be at least third level. If you create a character who serves five terms, and roll very well, you could start at 10th level.

Also, all combat in Traveller involving firearms is very deadly. Doesn't matter what level you're at. It's best to make the players realize this from the outset. Players need to learn they won't be able to overcome all problems with weapons, and when they do try, they might not be the best equipped nor the best trained combatants.
 
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You have to remember that an introductory adventure in Traveller is not the same as an introductory adventure in D&D.
END QUOTE

I know that. I am not a D&D player. I am a CT player. But some of the early CT adventures where heavily D&D.

QUOTE
Also, all combat in Traveller involving firearms is very deadly. Doesn't matter what level you're at. It's best to make the players realize this from the outset. Players need to learn they won't be able to overcome all problems with weapons, and when they do try, they might not be the best equipped nor the best trained combatants.
END QUOTE

Yes but there are ways to make them realise this with out killing most of them. With out the Ref faking die rolls I doubt any but the biggest baddest combat monster PC's could make it through the wild west section.

The best way to show PC's how deadly combat can be in Traveller is to run them through a few sample combats that occur "Out of game".

I stated that I think the adventure is good at training players out of the shoot first method of role-playing. However the wild west section will if run as stated under CT (I don't know exactly how much combat deadliness varies in T20) will result in very high casulaties among the PC's if the stand and fight (They have chances to get away but are morally impelled to stay).

I just think that the wild west section is a bit heavy handed (Multiple attacks by 300 place opponents vs about 80 people?). It was a great adventure up till then. I think when I run it, I will tone that section down a bit and draw it out into a mini-campaign.

James
 
The Wild West Scenario appears to be designed as a no win situation, with a cavalry rescue at the last minute. If your PC group in T20 averages 5-6th level, and has a couple of ex-military types they should be able to hold out until the rescue. It seems that a lot of NPC's are gonna buy the farm though. It's an opportunity for role play not roll play. Besides in a fortified position, the defenders can often hold out against superior numbers.

For inspiration watch the Magnificent Seven, and the Seven Samurai which it is based on. Or the old western: Fort Apache.

It seems quite doable. If your using CT you're going to have modify some stuff, but not much.

:cool:
 
QUOTE
The Wild West Scenario appears to be designed as a no win situation, with a cavalry rescue at the last minute. If your PC group in T20 averages 5-6th level, and has a couple of ex-military types they should be able to hold out until the rescue. It seems that a lot of NPC's are gonna buy the farm though. It's an opportunity for role play not roll play. Besides in a fortified position, the defenders can often hold out against superior numbers.

For inspiration watch the Magnificent Seven, and the Seven Samurai which it is based on. Or the old western: Fort Apache.

It seems quite doable. If your using CT you're going to have modify some stuff, but not much.
END QUOTE

Yeah they could hold out if they have weapons experience. Maybe. But I will tell you something outside of the movie superior numbers will often win. Unless the enemy commander is a complete ASS.
For example one of the major tactical considerations is not performing some "kewl" trick to beat your enemy, but to simply have more troops at any one place than he does.

During the cold war no matter our "advanced" technology if the russians had of wanted to take Europe, nothing could have stopped them short of nukes.

If I was a player in that scenario I would have a light machine gun (easily gettable in traveller) and a couple of 200 round belts. Good bye injuns!
 
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