Morte asked: I was wondering about getting/running TTA, since it seems to be the nearest thing to a "campaign in a box" for traveller.
Morte,
It is a 'campaign in a box'. It is also much more. I've ran it through three times and have used pieces of it several times.
- How long would it last?
It will depend. If you stick to the main plot alone with no side trips, about ~12 to 20 sessions. There are a LOT of side trips. The book has three sections of 'amber zones', those old CT thumbnail adventure seeds with six options.
- How finished is it? Does the GM have to provide maps, NPCs, filler adventures, entire world descriptions? Or is it all there?
The main plot adventures are quite detailed with NPCs, a selection of maps, building and ship plans, local color, and other bits of chrome. The much more numerous 'amber zones' are bare bones.
That depends on how 'fast' in game time you want to run it. The players can be involved in lots of side trips.
- Does it involve much psionics?
Not as such. Psionics is part of one main scenario in the book, but the write-up presumes that either no one in the party is psionic or they haven't yet been trained. It's designed so you can either use this adventure to drop psionics into the campaign or ignore psionics altogether.
- What sort of PCs does it suit: greedy, heroic, etc?
The PCs start off trying to make as much money as possible during the short amount of time they can use their subsidized merchant 'off' the subsudizer's 'clock'. There's your greed. The main plot begins when they help a Vargr burgle a museum. There's your illicit or stupid. They also help out a family business, rescue lots of people, uncover fraud, engage in a trade war, and defeat the enemies of the Imperium among many other things. Believe me, TTA covers it ALL.
- Do you need guns, diplomacy, both, or either?
Both in the main plot. Either or both in the many amber zones depending on how you run them.
Yes. Many scenarios can involve ship combat. One, the trade war, even demands it.
- Would it be practical for a small group (2-3) of unusually powerful characters, or does it fundamentally need PCs in numbers?
That's a tough question. The PCs are operating a Type R subsidized merchant so they'll need a crew larger then three. I did run TTA once with 4 players and sometimes only three could show up. However, in that campaign I also let my more experienced players run a NPC too. I'd 4 to 6 is a good number.
As for unusually powerful characters, I don't know how to answer. I never really allowed any unusually powerful characters in my campaigns. No psionic ninjas, no super pilots, no always successful merchants, no Annie Oakleys, nothing like that. I never liked seeing any CT skill get to 4 or above - unless that skill belonged to a particularily nasty NPC I used as the GM.
Is it good -- fun story, nasty dilemmas, balanced challenges, etc?
Yes. There is a real mystery the PCs must figure out, a threat they must thwart, very different challenges ranging from a trade war to being chased on foot across a mountain range to dealing with a vast bureaucracy to saving the girl to infiltrating the bad guy's lair. There are funny bits, scary bits, tense bits, and your PCs can even play at being lumberjacks - lumberjacks with primercord that is!
Have fun,
Bill