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Starter Traveller

Originally posted by Renard Ruche:
Hey Ron:

I own a few different versions of Traveller, but Starter is probably my favorite for CT. If the Starter Traveller is listed as GDW #251, and has the art seen above, you should be pleased...this is the Deluxe Starter Traveller. A complete Deluxe Starter Traveller boxed set should include the two rule/table books, Introduction to Traveller, the adventure: The Imperial Fringe and....a map of the Spinward Marches!

Hope the helps!

RR
Thanks Renard,

Now I know what I should be looking for the Deluxe Starter edition. According to the Illustrated Traveller Biography, the cover art is the traditional black one, without the cool illustration by David Deitrick. Well, I should have know that one cannot have everything.
 
Originally posted by Renard Ruche:
Hey Ron:

I own a few different versions of Traveller, but Starter is probably my favorite for CT. If the Starter Traveller is listed as GDW #251, and has the art seen above, you should be pleased...this is the Deluxe Starter Traveller. A complete Deluxe Starter Traveller boxed set should include the two rule/table books, Introduction to Traveller, the adventure: The Imperial Fringe and....a map of the Spinward Marches!

Hope the helps!

RR
Thanks Renard,

Now I know what I should be looking for the Deluxe Starter edition. According to the Illustrated Traveller Biography, the cover art is the traditional black one, without the cool illustration by David Deitrick. Well, I should have know that one cannot have everything.
 
Originally posted by WJP:
</font><blockquote>quote:</font><hr />Originally posted by Ron:
As a matter of fact, your description of the range based space combat was one of the reasons why I am considering purchasing Starter Traveller -- the other being the tables booklet, which I think may be very useful during gameplay.
You'll dig it. It's a good set of rules for Traveller.

But, also remember that 99% of what you see in Starter Traveller is also available in the LBBs and the TB. I'm sure you've got some version of CT rules, and if you do, expect most of it to be duplicated with Starter Traveller.
</font>[/QUOTE]Yes, I use the TB and the guys who play with me use the LBB. Still, it wouldn't hurt to have another copy of the rules, especially with some cool extra features.

Originally posted by WJP:
</font><blockquote>quote:</font><hr />Still, as I understand, the box set do not includes the Spinward Marches map. Too bad to me...
There's a bunch of maps on the net--not just the Spinward Marches.

Ever thought of downloading the one you want and taking it to Kinko's, having them print it out on one of those nice, big, pretty color laser printers?

Then, you could get it laminated as well.

It shouldn't cost you too much to do that, and you'd end up with a very nice map.</font>[/QUOTE]


Yes, I did consider doing that and, although it may seem silly, the problem is that it will not be the same thing.

Originally posted by WJP:
Also, have you considered the Heaven & Earth program? That's a great piece of fan-written Traveller software. I use it all the time.

It includes several canocal sector maps, include the Spinward Marches--complete with canocal UWPs.


I am aware of H&E and it is definitely a great piece of software.

Originally posted by WJP:
Plus, it will detail an entire system, or world, using DGP's World Builder's Handbook (the absolute best world building supplement ever released for Traveller).
Too complicated to my tastes. I have a pretty solid grasp of astronomy. Whenever I want to introduce some anomaly from the Book 3 charts, I just do it without the need of checking for any reference. But, still, it is a good book for those looking for such kind of information.
 
Originally posted by WJP:
</font><blockquote>quote:</font><hr />Originally posted by Ron:
As a matter of fact, your description of the range based space combat was one of the reasons why I am considering purchasing Starter Traveller -- the other being the tables booklet, which I think may be very useful during gameplay.
You'll dig it. It's a good set of rules for Traveller.

But, also remember that 99% of what you see in Starter Traveller is also available in the LBBs and the TB. I'm sure you've got some version of CT rules, and if you do, expect most of it to be duplicated with Starter Traveller.
</font>[/QUOTE]Yes, I use the TB and the guys who play with me use the LBB. Still, it wouldn't hurt to have another copy of the rules, especially with some cool extra features.

Originally posted by WJP:
</font><blockquote>quote:</font><hr />Still, as I understand, the box set do not includes the Spinward Marches map. Too bad to me...
There's a bunch of maps on the net--not just the Spinward Marches.

Ever thought of downloading the one you want and taking it to Kinko's, having them print it out on one of those nice, big, pretty color laser printers?

Then, you could get it laminated as well.

It shouldn't cost you too much to do that, and you'd end up with a very nice map.</font>[/QUOTE]


Yes, I did consider doing that and, although it may seem silly, the problem is that it will not be the same thing.

Originally posted by WJP:
Also, have you considered the Heaven & Earth program? That's a great piece of fan-written Traveller software. I use it all the time.

It includes several canocal sector maps, include the Spinward Marches--complete with canocal UWPs.


I am aware of H&E and it is definitely a great piece of software.

Originally posted by WJP:
Plus, it will detail an entire system, or world, using DGP's World Builder's Handbook (the absolute best world building supplement ever released for Traveller).
Too complicated to my tastes. I have a pretty solid grasp of astronomy. Whenever I want to introduce some anomaly from the Book 3 charts, I just do it without the need of checking for any reference. But, still, it is a good book for those looking for such kind of information.
 
If you had a starter edition of T20, what sort of adventure would you include with it? I think a good Starter Edition would have an adventure fully worked out and ready for the GM to use as is. It would have ready-to-play Archtype characters such as one of each of the Traveller classes fully worked out as a character sheet. everything should be done, so that play can begin immediately. All the GM has to do is read and memorize the introductory Adventure. The goal of the adventure should be rather simply and obvious for the newbie players and rather basic too. The classic "Imperial Fringe" adventure wold not work too well I think, it is too short, and leaves too much work for the novice GM. We need a fully worked out adventure for the novice GM to sink his teeth into, and perhaps an adventure suitable for players age 10 and up, just like the starter editions of D&D. I think we should get em while they are young. To familiarize them with the combat system, the adventure should include combat and opponents to fight. The more complex "role playing" adventures should come later, the intial adventure should concentrate on defeating a number of opponents in a bunch of encounters and have the characters advance a level or two as the adventure progresses. You start out simple in otherwords. Any ideas on specifics?
 
If you had a starter edition of T20, what sort of adventure would you include with it? I think a good Starter Edition would have an adventure fully worked out and ready for the GM to use as is. It would have ready-to-play Archtype characters such as one of each of the Traveller classes fully worked out as a character sheet. everything should be done, so that play can begin immediately. All the GM has to do is read and memorize the introductory Adventure. The goal of the adventure should be rather simply and obvious for the newbie players and rather basic too. The classic "Imperial Fringe" adventure wold not work too well I think, it is too short, and leaves too much work for the novice GM. We need a fully worked out adventure for the novice GM to sink his teeth into, and perhaps an adventure suitable for players age 10 and up, just like the starter editions of D&D. I think we should get em while they are young. To familiarize them with the combat system, the adventure should include combat and opponents to fight. The more complex "role playing" adventures should come later, the intial adventure should concentrate on defeating a number of opponents in a bunch of encounters and have the characters advance a level or two as the adventure progresses. You start out simple in otherwords. Any ideas on specifics?
 
Originally posted by Laryssa:
If you had a starter edition of T20, what sort of adventure would you include with it? I think a good Starter Edition would have an adventure fully worked out and ready for the GM to use as is. It would have ready-to-play Archtype characters such as one of each of the Traveller classes fully worked out as a character sheet. everything should be done, so that play can begin immediately. All the GM has to do is read and memorize the introductory Adventure. The goal of the adventure should be rather simply and obvious for the newbie players and rather basic too. The classic "Imperial Fringe" adventure wold not work too well I think, it is too short, and leaves too much work for the novice GM. We need a fully worked out adventure for the novice GM to sink his teeth into, and perhaps an adventure suitable for players age 10 and up, just like the starter editions of D&D. I think we should get em while they are young. To familiarize them with the combat system, the adventure should include combat and opponents to fight. The more complex "role playing" adventures should come later, the intial adventure should concentrate on defeating a number of opponents in a bunch of encounters and have the characters advance a level or two as the adventure progresses. You start out simple in otherwords. Any ideas on specifics?
Well I forgot were dealing with classic Traveller here and there are no levels, but the same principle applies here too. I think the Imperial Fringe was not sufficient for an introductory adventure, it involves only one bar room brawl, and the opponents stats aren't listed, it really is something as a joke for newbies. Its easy for the GM to say, "You start out with a spaceship, here is your mission, now where to you go?" The players say, "we go to planet X."
The GM rolls his dice and looks up a table and says, "Oh pirate encounter! Some pirates attack your ship enroute to the Jump point!"
"What kind of ship do the pirates have?"
The GM scratches his head, "Um, the pirates have um, another scout ship, yeah that's the ticket!"
"Ok, my character has gunnery skill, he run's to the defense station and man's the weapon station. Hey I don't see the weapons listed on our ship's stats!"
"Um, I hate to break this to you," as the GM madly flips through the book, "but the Aurorae doesn't come with weapons, the planet Regina does not sell or install them, they are a peaceful planet after all."
"Oh great what a stupid adventure this is. Lets break out the D&D books guys, I've had enough of this dumb role playing game!"

You see, the initial adventure makes all the difference, and as far as I'm concerned the Imperial Fringe does not cut the mustard, it assumes the GM is experiences and has already worked something out for the players, and he may just be learning. A good intro adventure assumes none of this, it makes everything real easy for the GM so he can get his practise, and so the players can get their practise.
 
Originally posted by Laryssa:
If you had a starter edition of T20, what sort of adventure would you include with it? I think a good Starter Edition would have an adventure fully worked out and ready for the GM to use as is. It would have ready-to-play Archtype characters such as one of each of the Traveller classes fully worked out as a character sheet. everything should be done, so that play can begin immediately. All the GM has to do is read and memorize the introductory Adventure. The goal of the adventure should be rather simply and obvious for the newbie players and rather basic too. The classic "Imperial Fringe" adventure wold not work too well I think, it is too short, and leaves too much work for the novice GM. We need a fully worked out adventure for the novice GM to sink his teeth into, and perhaps an adventure suitable for players age 10 and up, just like the starter editions of D&D. I think we should get em while they are young. To familiarize them with the combat system, the adventure should include combat and opponents to fight. The more complex "role playing" adventures should come later, the intial adventure should concentrate on defeating a number of opponents in a bunch of encounters and have the characters advance a level or two as the adventure progresses. You start out simple in otherwords. Any ideas on specifics?
Well I forgot were dealing with classic Traveller here and there are no levels, but the same principle applies here too. I think the Imperial Fringe was not sufficient for an introductory adventure, it involves only one bar room brawl, and the opponents stats aren't listed, it really is something as a joke for newbies. Its easy for the GM to say, "You start out with a spaceship, here is your mission, now where to you go?" The players say, "we go to planet X."
The GM rolls his dice and looks up a table and says, "Oh pirate encounter! Some pirates attack your ship enroute to the Jump point!"
"What kind of ship do the pirates have?"
The GM scratches his head, "Um, the pirates have um, another scout ship, yeah that's the ticket!"
"Ok, my character has gunnery skill, he run's to the defense station and man's the weapon station. Hey I don't see the weapons listed on our ship's stats!"
"Um, I hate to break this to you," as the GM madly flips through the book, "but the Aurorae doesn't come with weapons, the planet Regina does not sell or install them, they are a peaceful planet after all."
"Oh great what a stupid adventure this is. Lets break out the D&D books guys, I've had enough of this dumb role playing game!"

You see, the initial adventure makes all the difference, and as far as I'm concerned the Imperial Fringe does not cut the mustard, it assumes the GM is experiences and has already worked something out for the players, and he may just be learning. A good intro adventure assumes none of this, it makes everything real easy for the GM so he can get his practise, and so the players can get their practise.
 
Laryssa, I agree with you completely about the uselessness of the Imperial Fringe as an introductory adventure.
Which is probably why Shadows and Mission on Mithril were included with Starter Traveller (Shadows was also included in The Traveller Book - along with some sample NPCs and animal encounter tables).
I personally would have used Death Station as the introductory dungeon crawl adventure because it's not as boring as Shadows IMHO.
 
Laryssa, I agree with you completely about the uselessness of the Imperial Fringe as an introductory adventure.
Which is probably why Shadows and Mission on Mithril were included with Starter Traveller (Shadows was also included in The Traveller Book - along with some sample NPCs and animal encounter tables).
I personally would have used Death Station as the introductory dungeon crawl adventure because it's not as boring as Shadows IMHO.
 
When I first played, something like the above happened. The biggest obstacle was the fact that you could arm the Scout courier while in the Regina System, that means the Aurora hand to move out to 100 diameters without being attacks, jump to another system whose law level was low enough so that the PCs could arm the scout ship, and then they could be attacked by pirates. The pirates had to be patient though, they couldn't attack a helpless unarmed scout ship leaving Regina, now could they? It requires in fact that the opponents follow a code of chivalry, that they do not attack an unarmed opponent. now contrast that with The Keep on the Borderlands in D&D. The Keep puts the PCs right in the thick of things, they have a place that will sell them weapons where they can go armed. In Regina, right after the brawl in the bar, they say, what attack you? You've got to be kidding! Regina is a peaceful planet, your scout ship is on a peaceful mission to catalogue all the nearby planets, no one would attack you, we're all civilized you know, its just a routine boring patrol. If The GM plays it that way, its just a routine survey where the GM recites UWP to the players from the list that was so helpfully included with the adventure and the players write them down. I though ANNIC NOVA was a good dungeon, if only they would put something in it.
 
When I first played, something like the above happened. The biggest obstacle was the fact that you could arm the Scout courier while in the Regina System, that means the Aurora hand to move out to 100 diameters without being attacks, jump to another system whose law level was low enough so that the PCs could arm the scout ship, and then they could be attacked by pirates. The pirates had to be patient though, they couldn't attack a helpless unarmed scout ship leaving Regina, now could they? It requires in fact that the opponents follow a code of chivalry, that they do not attack an unarmed opponent. now contrast that with The Keep on the Borderlands in D&D. The Keep puts the PCs right in the thick of things, they have a place that will sell them weapons where they can go armed. In Regina, right after the brawl in the bar, they say, what attack you? You've got to be kidding! Regina is a peaceful planet, your scout ship is on a peaceful mission to catalogue all the nearby planets, no one would attack you, we're all civilized you know, its just a routine boring patrol. If The GM plays it that way, its just a routine survey where the GM recites UWP to the players from the list that was so helpfully included with the adventure and the players write them down. I though ANNIC NOVA was a good dungeon, if only they would put something in it.
 
Originally posted by Aramis:
Some printings included an 8x11 shadows/(some other DA but NOT annic nova).
Comes with the double adventure made up by "Shadows" and "Mission On Mithril", in 8.5 x 11 format. Includes a nice, card-stock, two-sided, 8.5 x 11 map for use with those two adventures.

That's the version I purchased, from Walden Book, way back in 1982.
 
Originally posted by Aramis:
Some printings included an 8x11 shadows/(some other DA but NOT annic nova).
Comes with the double adventure made up by "Shadows" and "Mission On Mithril", in 8.5 x 11 format. Includes a nice, card-stock, two-sided, 8.5 x 11 map for use with those two adventures.

That's the version I purchased, from Walden Book, way back in 1982.
 
Originally posted by Ron:
</font><blockquote>quote:</font><hr />Originally posted by WJP:
</font><blockquote>quote:</font><hr />Still, as I understand, the box set do not includes the Spinward Marches map. Too bad to me...
There's a bunch of maps on the net--not just the Spinward Marches.

Ever thought of downloading the one you want and taking it to Kinko's, having them print it out on one of those nice, big, pretty color laser printers?

Then, you could get it laminated as well.

It shouldn't cost you too much to do that, and you'd end up with a very nice map.</font>[/QUOTE]


Yes, I did consider doing that and, although it may seem silly, the problem is that it will not be the same thing.
</font>[/QUOTE]I've seen some damn nice maps of the Spinward Marches on the internet. Some of them look exactly like the official map (I got my map of the SM in the MT boxed set--not Starter Traveller. My ST came with the double adventure Shadows/Mission on Mithirl).

You wouldn't be going wrong paying a couple of bucks to print out one of these on some nice, good quality paper, and then laminating it.

It's probably be better than the official map.
 
Originally posted by Ron:
</font><blockquote>quote:</font><hr />Originally posted by WJP:
</font><blockquote>quote:</font><hr />Still, as I understand, the box set do not includes the Spinward Marches map. Too bad to me...
There's a bunch of maps on the net--not just the Spinward Marches.

Ever thought of downloading the one you want and taking it to Kinko's, having them print it out on one of those nice, big, pretty color laser printers?

Then, you could get it laminated as well.

It shouldn't cost you too much to do that, and you'd end up with a very nice map.</font>[/QUOTE]


Yes, I did consider doing that and, although it may seem silly, the problem is that it will not be the same thing.
</font>[/QUOTE]I've seen some damn nice maps of the Spinward Marches on the internet. Some of them look exactly like the official map (I got my map of the SM in the MT boxed set--not Starter Traveller. My ST came with the double adventure Shadows/Mission on Mithirl).

You wouldn't be going wrong paying a couple of bucks to print out one of these on some nice, good quality paper, and then laminating it.

It's probably be better than the official map.
 
Originally posted by Ron:
</font><blockquote>quote:</font><hr />Originally posted by WJP:
Plus, it will detail an entire system, or world, using DGP's World Builder's Handbook (the absolute best world building supplement ever released for Traveller).
Too complicated to my tastes. I have a pretty solid grasp of astronomy. Whenever I want to introduce some anomaly from the Book 3 charts, I just do it without the need of checking for any reference. But, still, it is a good book for those looking for such kind of information. </font>[/QUOTE]Well, DGP never intented for every star system that a group of players ventured to be detailed on every level. It says right in the introduction of the book that a GM shouldn't even bother with the book until there was a specific aspect of a planet or system that needed more detail--and then only that detail should be generated.

And, if H&E is going to do all the work (that a person used to have to do using dice and the World Builder's Handbook), why not let H&E spit out some detail you may need in a few moments?

For example, while my players are in the Patinir system, I just printed off the two versions of maps of the system. It took about a minute, using H&E.

So, I can lay these out in front of my players, at the game, and say, "OK, you jumped in here".

If they decide to go somewhere I wasn't thinking they'd go, it's easy to handle because everything is right there in front of me.

If you think your PCs might venture to a planet during the game, why not spend a moment using H&E to print out a map of that world. "This is what scanners are showing as your orbit. Here's the major starport, but why over here is where your drop-off point is. Your contact will meet you there. Library computer says the locals call it the "outback"."

Player looks at the map. "Looks dense with jungle."

"Yep," says the GM, as he looks in his GM's notebook where he had previously printed out the temperature worksheet from H&E, "And, it's about 102 degrees F. You guys ready for some tropical work?"

Right now, in my campaign, I know my players are going to end up on Aramanx. So, I simply used H&E to print off all kinds of info about Aramanx--probably more stuff about the world than I need.

But, in a pinch, I've got it. That kind of detail helps keep my off-the-cuff gaming in-line. And, if the players "go off the reservation" so to speak, then I'm prepared.

If H&E didn't do all the details that DGP's World Builder's Handbook creates in a flash, using the computer, I definitely wouldn't use DGP's book as much. But, since H&E makes it so easy, and I can have pretty much any detail I want about a planet in a moment or so, printed out, using the computer, why not use it?

Heck, you can even print out things like cargo lots that are waiting to be shipped to other worlds, NPCs that characters may encounter (including stats), government officials (from lowly clerks to the "president of the world").

You can check a world's typical feeling about off-worlders. Are they xenophobic? You can quickly see if the local populace wheres strange clothing or has strange customs.

There's so much that H&E will do for you, usig the DGP WBH rules, in a flash of a moment using the computer.

H&E is a highly useful tool to me as a GM.

I highly recommened.

And, with the free download, you can't beat the price (have you seen the prices on eBay for the print version of DGP's WBH?).
 
Originally posted by Ron:
</font><blockquote>quote:</font><hr />Originally posted by WJP:
Plus, it will detail an entire system, or world, using DGP's World Builder's Handbook (the absolute best world building supplement ever released for Traveller).
Too complicated to my tastes. I have a pretty solid grasp of astronomy. Whenever I want to introduce some anomaly from the Book 3 charts, I just do it without the need of checking for any reference. But, still, it is a good book for those looking for such kind of information. </font>[/QUOTE]Well, DGP never intented for every star system that a group of players ventured to be detailed on every level. It says right in the introduction of the book that a GM shouldn't even bother with the book until there was a specific aspect of a planet or system that needed more detail--and then only that detail should be generated.

And, if H&E is going to do all the work (that a person used to have to do using dice and the World Builder's Handbook), why not let H&E spit out some detail you may need in a few moments?

For example, while my players are in the Patinir system, I just printed off the two versions of maps of the system. It took about a minute, using H&E.

So, I can lay these out in front of my players, at the game, and say, "OK, you jumped in here".

If they decide to go somewhere I wasn't thinking they'd go, it's easy to handle because everything is right there in front of me.

If you think your PCs might venture to a planet during the game, why not spend a moment using H&E to print out a map of that world. "This is what scanners are showing as your orbit. Here's the major starport, but why over here is where your drop-off point is. Your contact will meet you there. Library computer says the locals call it the "outback"."

Player looks at the map. "Looks dense with jungle."

"Yep," says the GM, as he looks in his GM's notebook where he had previously printed out the temperature worksheet from H&E, "And, it's about 102 degrees F. You guys ready for some tropical work?"

Right now, in my campaign, I know my players are going to end up on Aramanx. So, I simply used H&E to print off all kinds of info about Aramanx--probably more stuff about the world than I need.

But, in a pinch, I've got it. That kind of detail helps keep my off-the-cuff gaming in-line. And, if the players "go off the reservation" so to speak, then I'm prepared.

If H&E didn't do all the details that DGP's World Builder's Handbook creates in a flash, using the computer, I definitely wouldn't use DGP's book as much. But, since H&E makes it so easy, and I can have pretty much any detail I want about a planet in a moment or so, printed out, using the computer, why not use it?

Heck, you can even print out things like cargo lots that are waiting to be shipped to other worlds, NPCs that characters may encounter (including stats), government officials (from lowly clerks to the "president of the world").

You can check a world's typical feeling about off-worlders. Are they xenophobic? You can quickly see if the local populace wheres strange clothing or has strange customs.

There's so much that H&E will do for you, usig the DGP WBH rules, in a flash of a moment using the computer.

H&E is a highly useful tool to me as a GM.

I highly recommened.

And, with the free download, you can't beat the price (have you seen the prices on eBay for the print version of DGP's WBH?).
 
Originally posted by Sigg Oddra:
Laryssa, I agree with you completely about the uselessness of the Imperial Fringe as an introductory adventure.
I've had a long-standing gripe about Traveller adventuresf or decades.

For the most part, most Traveller adventures aren't really adventures at all. They're what other game companies call "adventure seeds".

They're just "ideas" of adventures, "bare bones" adventure ideas that include few details.

Compare a typical Traveller adventure to a game module you'd find while playing D&D, WEG's Star Wars game, FASA's Star Trek game....and so many others it's too numerous to mention.

Traveller adventures have always required so much GM involvement, it's ridiculous.

Even now, as I play through the mamomth TRAVELLER ADVENTURE campaign, I'm bringing in maps and details from other games, using software to roll up NPC's, creating vessels, using H&E to spit out world maps...

You don't have to do this type of thing, for example, if you are playing Star Wars or Gamma World.

My biggest wish, for years, has been that Traveller publishers would start publishing detailed adventures.

If I didn't like the game so much, I would have stopped playing it years ago.

Heck, I remember when Fading Suns came out. I'm a big DUNE fan, and when I saw Fading Suns, I saw DUNE.

But, they never published any adventures...and I wasn't about to purchase another game where I had to put all that work into it. So, I never even bought the rules set.

I know that adventures don't sell as well as rule supplements in the gaming industry. But, it just seems to me, that adventures are the necessary evil that keeps gamers coming back, buying those rules supplements.

If I were in charge, I'd devote a few pages of every rule book I put out to a detailed adventure. Then, I'd publish a few stand alone adventures and a couple mega-campaigns. Even if they didn't make money (or enough money), I'd consider them loss leaders that sold my rule supplements.

I've always had this bias. A thin adventure idea (a la Traveller) requires the GM to put a shit load of work into a game before the players sit down to play.

But, a detailed adventure (a la D&D), can be run fairly quickly, with minimal prep by the GM, if desired....AND the GM has the option of changing the detailed adventure around.

Out of all the game systems I've enjoyed over the years, Traveller is the only one that I've consistently played that requires so much work.

And, it's not because I've enjoyed all those hours I've put into pre-game prep work, either.
 
Originally posted by Sigg Oddra:
Laryssa, I agree with you completely about the uselessness of the Imperial Fringe as an introductory adventure.
I've had a long-standing gripe about Traveller adventuresf or decades.

For the most part, most Traveller adventures aren't really adventures at all. They're what other game companies call "adventure seeds".

They're just "ideas" of adventures, "bare bones" adventure ideas that include few details.

Compare a typical Traveller adventure to a game module you'd find while playing D&D, WEG's Star Wars game, FASA's Star Trek game....and so many others it's too numerous to mention.

Traveller adventures have always required so much GM involvement, it's ridiculous.

Even now, as I play through the mamomth TRAVELLER ADVENTURE campaign, I'm bringing in maps and details from other games, using software to roll up NPC's, creating vessels, using H&E to spit out world maps...

You don't have to do this type of thing, for example, if you are playing Star Wars or Gamma World.

My biggest wish, for years, has been that Traveller publishers would start publishing detailed adventures.

If I didn't like the game so much, I would have stopped playing it years ago.

Heck, I remember when Fading Suns came out. I'm a big DUNE fan, and when I saw Fading Suns, I saw DUNE.

But, they never published any adventures...and I wasn't about to purchase another game where I had to put all that work into it. So, I never even bought the rules set.

I know that adventures don't sell as well as rule supplements in the gaming industry. But, it just seems to me, that adventures are the necessary evil that keeps gamers coming back, buying those rules supplements.

If I were in charge, I'd devote a few pages of every rule book I put out to a detailed adventure. Then, I'd publish a few stand alone adventures and a couple mega-campaigns. Even if they didn't make money (or enough money), I'd consider them loss leaders that sold my rule supplements.

I've always had this bias. A thin adventure idea (a la Traveller) requires the GM to put a shit load of work into a game before the players sit down to play.

But, a detailed adventure (a la D&D), can be run fairly quickly, with minimal prep by the GM, if desired....AND the GM has the option of changing the detailed adventure around.

Out of all the game systems I've enjoyed over the years, Traveller is the only one that I've consistently played that requires so much work.

And, it's not because I've enjoyed all those hours I've put into pre-game prep work, either.
 
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