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Please Recommend a first-time adventure

bjjones37

SOC-12
I would like a recommendation for an adventure to run under the MGT ruleset. Doesn't have to be the most exciting. But one that will take the most load off the referee for a first first time attempt. Sort of a tutorial adventure. Doesn't have to be made for MGT if it is easily adaptable.
 
I really like High and Dry. It's an intro MJD adventure set in the Bowman Arm, for MGT2. Mongoose also has new Bowman Arm supplements to support it. At the end of the adventure, the Travellers probably have a Scout ship of their own.

The Great Rift adventures are a little uneven, I felt, but I've only read them, not run them.
 
I would like a recommendation for an adventure to run under the MGT ruleset. Doesn't have to be the most exciting. But one that will take the most load off the referee for a first first time attempt. Sort of a tutorial adventure. Doesn't have to be made for MGT if it is easily adaptable.

High and Dry.

ADDED:
Timothy Collinson is one of the best writers of Mongoose Traveller material. Two Days on Carsten is a very good adventure for a new Referee learning Traveller.
 
Presonally I like Night of Conquest as a single afternoon adventure, and one that may show the players the mechanics of the game.

OTOH, it has little in the way of science-fiction (at least until the players reach their ship, and then it's over), being easily adaptable to any RPG, even if the TL is current or even less...
 
Fixed that for ya...

It's quite literally a dungeon crawl. Traveller has several.

Not quite. Shadows, like most/all of the GDW adventures, is an adventure setting--material for the Ref to use to make his own adventure.

It's an adventure site with some interesting ideas, but like Research Station Gamma, The Kinunir, and just about all other GDW adventures (probably not the TA), it's not a completed adventure. I think it would be pretty boring if a Ref ran it without adding something to it.

And, if the Ref adds to it, it can be a dungeon crawl, if designed tht way. But, it can also be a different type of adventure depending on the Ref's creativity.
 
Not quite. Shadows, like most/all of the GDW adventures, is an adventure setting--material for the Ref to use to make his own adventure.

It's an adventure site with some interesting ideas, but like Research Station Gamma, The Kinunir, and just about all other GDW adventures (probably not the TA), it's not a completed adventure. I think it would be pretty boring if a Ref ran it without adding something to it.

And, if the Ref adds to it, it can be a dungeon crawl, if designed tht way. But, it can also be a different type of adventure depending on the Ref's creativity.
It's presented as a dungeon crawl. Complete with dungeon maps.
So is the end of Twilight's peak.

If the ref decides to go afield of that, they're no longer playing the adventure presented, and while that's fine, it doesn't change what the written adventure is.
 
It's presented as a dungeon crawl. Complete with dungeon maps.
So is the end of Twilight's peak.

If the ref decides to go afield of that, they're no longer playing the adventure presented, and while that's fine, it doesn't change what the written adventure is.

So, you think Shadows is meant to be run as-is, like an old AD&D adventure?

You've been around Traveller long enough to know that's not the case. Almost all (not all) of those GDW adventures and Double Adventures are meant as starting points for Refs to customize into a complete adventure for their game.
 
So, you think Shadows is meant to be run as-is, like an old AD&D adventure?

You've been around Traveller long enough to know that's not the case. Almost all (not all) of those GDW adventures and Double Adventures are meant as starting points for Refs to customize into a complete adventure for their game.
I think you're seeing things that don't exist. You want them to exist, and so you think you see them, even tho' they're not there.

It is presented as a dungeon crawl. It is intended to be played as written.
Likewise, Horde is a bug-hunt.
 
So ...

High and Dry,
Death Station,
Night of Conquest,
and possibly Shadows.

Thanks guys

You should also check out the Freelance Traveller archives. There are a lot of excellent simple adventures available for free.

Issue 86 (May/June 2018) has a great little adventure called Wet Goods, Dry Goods which is fairly straightforward for a beginning Ref but has a nice twist to mess with the players’ minds.
 
Im going to have my first Traveller game soon and I found out the "Traveller Campaign (Moongoose Edition)" to be quite interesting and a lot of fun. However for a quick session I wouldn`t recommend it.

For a quick session and first experience I have read in other forums that the old "Death Station" is very cool.
 
Initial scenario suggestion

I've run my own published scenario "Derelict" from the Mongoose V1 "Traveller Compendium 3" for new players (rather than as a new referee), and the simple Alien-esque setting gave them something they were familiar with. The other scenario of mine in the same work ("Pride and Plasma Guns") could provide a bit of light relief, or something different and unusual. Like many of the excellent classic Traveller adventures suggested, these two contain a minimum of Imperial history and sociology for the players to learn. They fit into the Official Traveller Universe, but make very little use of it.

http://www.drivethrurpg.com/product/119606/Traveller-Compendium-3?filters=0_0_10134_0_31817

I get no additional revenue from further sales of Mongoose Publications products.

Happy roleplaying.
 
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