I'm sharing referee duties in our game, which we are running using nothing but the various random encounter tables and the books 76 Patrons, Startown Liberty, Wanted: Adventurers, Lee's Guide to Interstellar Adventure, 101 Patrons, and 101 Plots. I guarantee we have not lacked for adventure!Originally posted by The Shaman:
</font><blockquote>quote:</font><hr />Originally posted by SgtHulka:
You can spend a lot of game sessions doing nothing but transporting cargo from system to system and getting entangled in various random situations.
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JTAS reprints from FFE also contain a whopping pile of amber zones and casual encounters that can lead to excellent games.
I've run the classic scenario whose name escapes me (Mayday?) where a scout courier is being seized and you end up being the ones boarding it to discover the situation several times.
Marooned is fun. So is Across the Bright Face. Research Station Gamma was also a fair bit of fun.
Bascially, the set of adventures you'd want depend on if your game is mercenary oriented, trade oriented, scout/discovery oriented, or oriented around crime (like about 50% of the Traveller amber zones for some reason...). Some adventures will suit some types of game better or worse.
This is why 76 Patrons, 101 Cargos, Startown Liberty, Adventurer's Wanted, Lee's Guide, etc. all get a high rating from me - they let you slot them into existing campaigns fairly easily and they can act as filler between custom or standard more highly formatted adventures. They also are more easy to reposition than some other classic modules.
Gamelords does boot GDW. Tis true. And I do have to agree that I wouldn't rush to get Annic Nova, Shadows, Kinuniur or even Broadsword. They're sort of like showcases for technology without the full meat of a proper adventure book.
Happy Travelling!