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Recommend modules ?

I've grabbed Kinunir and Marooned off ebay, and I rather enjoy the framework nature.

So, what old school Traveller modules can you recommend and why ?

Whats your favourites ?
 
I've grabbed Kinunir and Marooned off ebay, and I rather enjoy the framework nature.

So, what old school Traveller modules can you recommend and why ?

Whats your favourites ?
 
Adventures;

Twilights Peak, dungeon bash type fun with ancients and zhodani.

The Traveller Adventure. It rocks.

Prison Planet, something a little different.

76 Patrons
 
Adventures;

Twilights Peak, dungeon bash type fun with ancients and zhodani.

The Traveller Adventure. It rocks.

Prison Planet, something a little different.

76 Patrons
 
First disclaimer -- I haven't actually run *any* of the following adventures; I've only read them.

Second disclaimer -- I'm not a huge fan of the GDW "Explore a mostly empty ship, building or base" style adventure exemplified by Annic Nova and Shadows. I like a little gunsmoke. I'm also not a big fan of the "excuse" adventures...ones that are really just an excuse to feature a new ship and eighty percent of the adventure is the ship and deckplans and the last twenty percent is a list of "situations" the Referee might use (yes, Kinunar, I'm looking at you).

That all said, the ones I've read that I like...

--Across the Bright Face. It's like Marooned, but with a purpose.
--The Argon Gambit. Demonstrates how to run pulp mystery style games in the TU. If your players like mysteries, this has a lot of potential investigation. If they don't like mysteries, you can go straight to the action and watch as they get double-crossed.
--Night of Conquest. You get to roll a lot of dice and shoot at the PC's.
--The Chamax Plague and The Horde. Acid-exploding ultra-aggressive spider aliens. Yum.
--Ordeal on Eschaar. This is a FASA adventure that looks extremely interesting, though also looks somewhat challenging to run. Goes against my "I like gunplay" sensibility, but has an intriguing device to model Diplomacy, and has an excellent "John Le Carre in Space" feel to it.
 
First disclaimer -- I haven't actually run *any* of the following adventures; I've only read them.

Second disclaimer -- I'm not a huge fan of the GDW "Explore a mostly empty ship, building or base" style adventure exemplified by Annic Nova and Shadows. I like a little gunsmoke. I'm also not a big fan of the "excuse" adventures...ones that are really just an excuse to feature a new ship and eighty percent of the adventure is the ship and deckplans and the last twenty percent is a list of "situations" the Referee might use (yes, Kinunar, I'm looking at you).

That all said, the ones I've read that I like...

--Across the Bright Face. It's like Marooned, but with a purpose.
--The Argon Gambit. Demonstrates how to run pulp mystery style games in the TU. If your players like mysteries, this has a lot of potential investigation. If they don't like mysteries, you can go straight to the action and watch as they get double-crossed.
--Night of Conquest. You get to roll a lot of dice and shoot at the PC's.
--The Chamax Plague and The Horde. Acid-exploding ultra-aggressive spider aliens. Yum.
--Ordeal on Eschaar. This is a FASA adventure that looks extremely interesting, though also looks somewhat challenging to run. Goes against my "I like gunplay" sensibility, but has an intriguing device to model Diplomacy, and has an excellent "John Le Carre in Space" feel to it.
 
Originally posted by SgtHulka:
I'm not a huge fan of the GDW "Explore a mostly empty ship, building or base" style adventure exemplified by Annic Nova and Shadows. I like a little gunsmoke. I'm also not a big fan of the "excuse" adventures...ones that are really just an excuse to feature a new ship and eighty percent of the adventure is the ship and deckplans and the last twenty percent is a list of "situations" the Referee might use (yes, Kinunar, I'm looking at you).
Agreed. One of the areas GDW always suffered was adventure design.

Back in the day, there were two schools of thought on running adventures: (A) The GM-makes it-all-up verson; and (B) The Everything-is-written-for-you version.

I remember some rpg'ers getting quite snobby if you were one of those GMs who used a "pre-packaged" module (like what TSR was putting out for AD&D). A TRUE role player only played adventures originated by his GM.

Apparently, GDW subscribed to this first idea. They'd give you the bare-bones of an adventure--basically an outline or what we'd call today an Adventure Hook--and it was up to the GM to take that basic idea, work on it, and turn it into something his players would like to play.

It took a lot of work on the GM's part, but that was viewed as a "benefit", because a GM's creativity IS part of the game (like rolling up characters, rolling encounters, rolling stats, creating starships, making deckplans, etc).

I've always been a Please-do-everything-you-can-for-me-and-I'll-change-it-if-I-need-to kind of GM (so, I've always preferred the TSR style of adventures rather than the adventure hooks that comprise most GDW adventures).

I find myself converting adventures from Space Opera and Gamma World (and other SciFi game) for use in my Traveller games.

Still, there are a few adventures out there, written for CT, that are more like TSR "do it all" adventures. Those are mostly by non-GDW publishers.

Although, The Traveller Adventure is certainly worth a look. It's not completely a "do-everything" type of adventure (campaign is more like it), but it is more "complete" than most GDW adventures.

-S4
 
Originally posted by SgtHulka:
I'm not a huge fan of the GDW "Explore a mostly empty ship, building or base" style adventure exemplified by Annic Nova and Shadows. I like a little gunsmoke. I'm also not a big fan of the "excuse" adventures...ones that are really just an excuse to feature a new ship and eighty percent of the adventure is the ship and deckplans and the last twenty percent is a list of "situations" the Referee might use (yes, Kinunar, I'm looking at you).
Agreed. One of the areas GDW always suffered was adventure design.

Back in the day, there were two schools of thought on running adventures: (A) The GM-makes it-all-up verson; and (B) The Everything-is-written-for-you version.

I remember some rpg'ers getting quite snobby if you were one of those GMs who used a "pre-packaged" module (like what TSR was putting out for AD&D). A TRUE role player only played adventures originated by his GM.

Apparently, GDW subscribed to this first idea. They'd give you the bare-bones of an adventure--basically an outline or what we'd call today an Adventure Hook--and it was up to the GM to take that basic idea, work on it, and turn it into something his players would like to play.

It took a lot of work on the GM's part, but that was viewed as a "benefit", because a GM's creativity IS part of the game (like rolling up characters, rolling encounters, rolling stats, creating starships, making deckplans, etc).

I've always been a Please-do-everything-you-can-for-me-and-I'll-change-it-if-I-need-to kind of GM (so, I've always preferred the TSR style of adventures rather than the adventure hooks that comprise most GDW adventures).

I find myself converting adventures from Space Opera and Gamma World (and other SciFi game) for use in my Traveller games.

Still, there are a few adventures out there, written for CT, that are more like TSR "do it all" adventures. Those are mostly by non-GDW publishers.

Although, The Traveller Adventure is certainly worth a look. It's not completely a "do-everything" type of adventure (campaign is more like it), but it is more "complete" than most GDW adventures.

-S4
 
Any of the FASA modules are great. With a little work pick up the Gamelords stuff. GDW modules all needed work, save, the Traveller Adventure which is a difficult one, if people have never played Traveller before as it makes certain assumptions. If you really want to roll up your sleeves and work - then the Spinward Marches Campaign is for you.

Although, it is MT, it can be easily adapted over to CT, I always liked Flaming Eye & Knightfall.

The thing about GDW is that they provided always the bare bones and expected the Referee to do the rest of the work. I think that is part of the appeal of Traveller but also its greatest drawback, it has failed to create a vibrant visual universe like TSR/Wizards does with D&D.

For the modules define the game systems enjoyment more than the different rulebooks...luckily PDF has filled a gap in between but I still await grand epics that will knock my socks off like - Temple of Elemental Evil, Return to the Tomb of Horrors, Nightspire Prison, to name but a few memorable adventures.
 
Any of the FASA modules are great. With a little work pick up the Gamelords stuff. GDW modules all needed work, save, the Traveller Adventure which is a difficult one, if people have never played Traveller before as it makes certain assumptions. If you really want to roll up your sleeves and work - then the Spinward Marches Campaign is for you.

Although, it is MT, it can be easily adapted over to CT, I always liked Flaming Eye & Knightfall.

The thing about GDW is that they provided always the bare bones and expected the Referee to do the rest of the work. I think that is part of the appeal of Traveller but also its greatest drawback, it has failed to create a vibrant visual universe like TSR/Wizards does with D&D.

For the modules define the game systems enjoyment more than the different rulebooks...luckily PDF has filled a gap in between but I still await grand epics that will knock my socks off like - Temple of Elemental Evil, Return to the Tomb of Horrors, Nightspire Prison, to name but a few memorable adventures.
 
Agreed the Traveller Adventure is the best of the bunch and is the only CT product to properly detail a whole subsector.

Still needs a lot of work though, with several enormous plot holes that are better discovered before you play.

The Spinward Marches Campaign on the other hand is shoddily produced and unplayable as written.

The various Keith Brothers supplements produced for FASA and Gamelords generally knock the GDW equivalents into a cocked hat if you can get hold of them.

For example they generally make the effort to stat and properly describe NPCs while even in the Traveller Adventure GDW rarely gives you more than a name (and often not even that).

The BITS adventure supplements are also pretty good value.
 
Agreed the Traveller Adventure is the best of the bunch and is the only CT product to properly detail a whole subsector.

Still needs a lot of work though, with several enormous plot holes that are better discovered before you play.

The Spinward Marches Campaign on the other hand is shoddily produced and unplayable as written.

The various Keith Brothers supplements produced for FASA and Gamelords generally knock the GDW equivalents into a cocked hat if you can get hold of them.

For example they generally make the effort to stat and properly describe NPCs while even in the Traveller Adventure GDW rarely gives you more than a name (and often not even that).

The BITS adventure supplements are also pretty good value.
 
Prison Planet is a must-have, because at some point just about every adventuring group is going to end up there! ;)
 
Prison Planet is a must-have, because at some point just about every adventuring group is going to end up there! ;)
 
Originally posted by kafka47:
For the modules define the game systems enjoyment more than the different rulebooks...luckily PDF has filled a gap in between but I still await grand epics that will knock my socks off like - Temple of Elemental Evil, Return to the Tomb of Horrors, Nightspire Prison, to name but a few memorable adventures.
AMEN, BROTHER!!

Yeah, what he said.

I'd love to see the Traveller equivalent of Temple of Elemental Evil or Tomb of Horrors...or White Plume Mountain, Against the Giants, Keep On The Borderlands.

Or, what about the grand epic 15 module run of the original Dragonlance?

Man...that would be something...it were Traveller.

-S4
 
Originally posted by kafka47:
For the modules define the game systems enjoyment more than the different rulebooks...luckily PDF has filled a gap in between but I still await grand epics that will knock my socks off like - Temple of Elemental Evil, Return to the Tomb of Horrors, Nightspire Prison, to name but a few memorable adventures.
AMEN, BROTHER!!

Yeah, what he said.

I'd love to see the Traveller equivalent of Temple of Elemental Evil or Tomb of Horrors...or White Plume Mountain, Against the Giants, Keep On The Borderlands.

Or, what about the grand epic 15 module run of the original Dragonlance?

Man...that would be something...it were Traveller.

-S4
 
Originally posted by weasel fierce:
I've grabbed Kinunir and Marooned off ebay, and I rather enjoy the framework nature.

So, what old school Traveller modules can you recommend and why ?

Whats your favourites ?
My favorite is "Stranded on Arden" originally published in the Dragon I think it came out again under T4 and was called "Exit Visa." A quick internet search seems to indicate it can be purchased in the various Traveller compilations floating about.

I found this adventure a great example of a non-combat adenture (well you can always spice it up in the end a bit) that shows nicely how to use the skill based system.
 
Originally posted by weasel fierce:
I've grabbed Kinunir and Marooned off ebay, and I rather enjoy the framework nature.

So, what old school Traveller modules can you recommend and why ?

Whats your favourites ?
My favorite is "Stranded on Arden" originally published in the Dragon I think it came out again under T4 and was called "Exit Visa." A quick internet search seems to indicate it can be purchased in the various Traveller compilations floating about.

I found this adventure a great example of a non-combat adenture (well you can always spice it up in the end a bit) that shows nicely how to use the skill based system.
 
Originally posted by Ptah:
My favorite is "Stranded on Arden" originally published in the Dragon I think it came out again under T4 and was called "Exit Visa."
I think that it was originally published in JTAS.

There's a similar adventure (same structure) in The Traveller Adventure.

-S4
 
Originally posted by Ptah:
My favorite is "Stranded on Arden" originally published in the Dragon I think it came out again under T4 and was called "Exit Visa."
I think that it was originally published in JTAS.

There's a similar adventure (same structure) in The Traveller Adventure.

-S4
 
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