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Posted: Mon Oct 25, 2010 8:51 pm
by E.D.Quibell
Agreed, A Cold Dark Grave is one of the best ones.

It's a tornament, one off, adventure though.

Best regards,

Ewan

Posted: Tue Oct 26, 2010 5:55 pm
by hirch_duckfinder
Ah - I thought we were restricted to CT GDW publications. If you include BITS then Spacedogs, Cold Dark Grave, and the forthcoming epic "In Search Of Angels" are absolutely top line.
Also some I like some MJD stuff very much. The linkworlds was probably my favourite campaign.

Posted: Tue Oct 26, 2010 9:16 pm
by Supplement Four
hirch_duckfinder wrote:Ah - I thought we were restricted to CT GDW publications. If you include BITS then Spacedogs, Cold Dark Grave, and the forthcoming epic "In Search Of Angels" are absolutely top line.
All of the BITS adventures are worth getting. And, they're written using the BITS generic task system that makes them useful no matter which version of the game you're using.

Posted: Wed Oct 27, 2010 4:44 pm
by PrinceYyrkoon
Twilight's Peak, Research Station Gama, Chamax Plague/Horde, Shadows/Annic Nova, Divine Intervention/Night of Conquest, Death Station and Nomads of the World Ocean all get my vote. :)

Re: Traveller Adventures - Best and Worst?

Posted: Fri May 05, 2017 5:31 pm
by paltrysum
I ran the entire "Knightfall" and "Hard Times" campaigns back to back during the MegaTraveller era and we had a great time. The two campaigns fit nicely together. We had no idea at the time that the New Era was coming, so it was a little disappointing to think that all their efforts were in vain. :)

For CT, my favorites are definitely Nomads of the World Ocean and Divine Intervention. I wish I had run Prison Planet, but it always seemed a little too...punitive...to come up with a reason to run it.

Re: Traveller Adventures - Best and Worst?

Posted: Sun May 07, 2017 9:11 am
by mancerbear
Not CT, but I'm currently running Tripwire and it's very good.

Re: Traveller Adventures - Best and Worst?

Posted: Sun May 07, 2017 2:08 pm
by Reynard
Chamax Plague/Horde, The Kinunir and The Prison Planet were my choices when I ran adventures. I used them as foundations for modified adventures. For Chamax it was slight modifications to background features. I gave it the feel of an old time 1950's space monster movie. I used the Kinunir adventure, The Lost Ship as the player crew vs. an insane experimental AI and its robotic minions in the bowels of dark, creepy derelict - scifi horror.

The Prison Planet was modified as a starting adventure for a group of player characters as a way to explain how they came together and how they gain their ship.

Re: Traveller Adventures - Best and Worst?

Posted: Sun May 07, 2017 3:31 pm
by paltrysum
Reynard wrote:
Sun May 07, 2017 2:08 pm
Chamax Plague/Horde, The Kinunir and The Prison Planet were my choices when I ran adventures.
You might have seen that Mongoose revived the Chamax in their "Garden Worlds" supplement. I really have to use those in a future story. Great "world saving" opportunity for a group of travellers who can somehow prevent them from annihilating a planet.

Re: Traveller Adventures - Best and Worst?

Posted: Mon May 08, 2017 1:49 am
by Reynard
The garden World writeup for the Chamax is a good revival of the iconic Traveller horror monster.

Re: Traveller Adventures - Best and Worst?

Posted: Mon May 08, 2017 10:48 pm
by Condottiere
Amber to Red.

Re: Traveller Adventures - Best and Worst?

Posted: Sun May 28, 2017 3:03 pm
by steve98052
I would have enjoyed running The Kinunir more with players who were more interested in solving mysteries, but my players had a video game attitude that if shooting is not involved, it's just filler until there's something to shoot.

I ran Research Station Gamma twice. The first time was at a convention with a large group. Most were really into it, but there was an adolescent who also had the "wake me up when I can shoot something" attitude. Yes, there are opportunities for shooting, but he was disruptive between combats. The second time I ran it was with a group of story gamers, using Risus rules. That worked really well, except that the adventure was too large for the time we had.

Re: Traveller Adventures - Best and Worst?

Posted: Mon May 29, 2017 7:03 am
by paltrysum
steve98052 wrote:
Sun May 28, 2017 3:03 pm
I would have enjoyed running The Kinunir more with players who were more interested in solving mysteries, but my players had a video game attitude that if shooting is not involved, it's just filler until there's something to shoot.
Speaking of which, my fellow referees, what methods do you use (if any) to encourage non-violent resolution to problems?

Re: Traveller Adventures - Best and Worst?

Posted: Mon May 29, 2017 2:02 pm
by IanBruntlett
paltrysum wrote:
Mon May 29, 2017 7:03 am
Speaking of which, my fellow referees, what methods do you use (if any) to encourage non-violent resolution to problems?
Still working on that. Also trying to understand how the typical Traveller adventure (flying around, trading a bit, generally acting like the A-Team) can make economic sense.

Re: Traveller Adventures - Best and Worst?

Posted: Mon May 29, 2017 3:28 pm
by paltrysum
IanBruntlett wrote:
Mon May 29, 2017 2:02 pm
paltrysum wrote:
Mon May 29, 2017 7:03 am
Speaking of which, my fellow referees, what methods do you use (if any) to encourage non-violent resolution to problems?
Still working on that. Also trying to understand how the typical Traveller adventure (flying around, trading a bit, generally acting like the A-Team) can make economic sense.
Have you employed the trade rules yet? Trade, coupled with jobs from patrons seems to pay the bills pretty well.

Re: Traveller Adventures - Best and Worst?

Posted: Mon May 29, 2017 6:13 pm
by steve98052
paltrysum wrote:
Mon May 29, 2017 7:03 am
Speaking of which, my fellow referees, what methods do you use (if any) to encourage non-violent resolution to problems?
The combat system is pretty deadly, so that should be a deterrent to players who understand that there are a lot of weapons that will kill them with a single shot. If one player gets taking down -- even by a non-lethal weapon -- before they get a hit, they'll have a different attitude when they get out of the local police infirmary. Someone who spends six months in medical low passage while their shot-off leg is clone-grown will hesitate to resort to violence, with a reminder every monthly payment for their medical debt.

If players can learn from others' mistakes, make their first interesting encounter be a guy who has a very hairy, pale right forearm, but is otherwise light brown and not so hairy. That's likely to draw a question. "I got into a brawl a few years ago, and it spilled out into the street. No one had any weapons until the police arrived with their shiny titanium broadswords. Someone kicked me from behind and the cops thought I was rushing them. Nearly chopped my arm off. I got good first aid, but they couldn't save the arm. The police gave me apology money, but this was still the best re-grow job I could afford, and it still took me two years to pay off."

Sometimes the situation just doesn't show an obvious violent solution. In The Kinunir, there is an encounter where the easiest way to get necessary information is to sweet talk or bribe a bored receptionist. Just describing the encounter like trying to get a favor from someone at a high-security office generally hints the violence is not likely to help.

Re: Traveller Adventures - Best and Worst?

Posted: Mon May 29, 2017 8:08 pm
by IanBruntlett
paltrysum wrote:
Mon May 29, 2017 3:28 pm
Have you employed the trade rules yet? Trade, coupled with jobs from patrons seems to pay the bills pretty well.
Not yet. Currently reading CRB 2e. Thanks for the tip.

Re: Traveller Adventures - Best and Worst?

Posted: Mon May 29, 2017 8:48 pm
by h1ro
A quick detour OT...
paltrysum wrote:
Mon May 29, 2017 7:03 am
Speaking of which, my fellow referees, what methods do you use (if any) to encourage non-violent resolution to problems?
The trouble here is that some players just want to use violence. I've tried having out of game conversations with people but they've generally not been productive. It would be nice to be able to say: "find new players" but I don't think that's helpful or productive advice.

The challenge for me to to be able to write something that engages the players on a level that provokes thinking about the problem rather than blowing it up. I'd like to be able to write as well as my favourite SF authors but haven't gotten there yet.

If you can get your players to put a greater value on their characters and not be willing to risk being wounded or killed it may prompt them to deal with situations differently. Having players write detailed character descriptions in an attempt to invest more into the characters is also good. I prefer this to be an ongoing thing rather than a chargen thing, reason being is I like to see characters develop in game. I find that PbP lends itself to this more so than being sat around a table playing so maybe incorporate a PbP page for the game. Use it to store info or post between game info.

I also subscribe to the notion that if you find yourself in a fair fight, your tactics suck and it's been mentioned in another current thread that Traveller combat is deadly. This works from both sides - if I have armed opposition for the players, they will be armed to the point where they stand a good chance of defeating the PCs. I don't do red shirts. The plot needs to write options and ways out for the PCs. If the PCs are aware that they are about to be spanked, they can look for alternatives to violence. Depending on where you stage the violence can also determine whether it's a viable option for players. If you rob a bank in downtown LA, you can expect the robbery squad to turn up armed/armoured to the teeth. Getting away is difficult, if the players want to fight, make them fight in places that weigh the odds against them.