Shadows of Sindal kinda side-railed my campaign so much it ended a few months later. It takes attention away from Drinax and introduces a lot of poorly detailed plots that can send the PC's on a wild goose chase. I wouldn't recommend it.
Hivers are interesting to play/write about :)
https://soren-boye-petersen.itch.io/scout-mishap
https://soren-boye-petersen.itch.io/tales-from-the-morrigan-shifty-the-hiver
https://soren-boye-petersen.itch.io/the-gourmet-disaster-of-deck-7
I don't care if they use flipping hieroglyphs. Just give me something to differentiate between 1000000 and 100000!
Also, nearly all (if not all) of the Traveller products I have use British spelling (armour etc.)
The entire section on computers and software needs to be torn down, stomped on, and rewritten from scratch. We need clear unambiguous rules and lots of examples. As it is, it's mostly gibberish.
I can kind of figure out where they were trying to go with the rules but there are so many things...
More on selling and repairing ships. An fully detailed starship combat example would be highly useful! Explain missiles and critical hits better. And range bands.
Yes, I did this for my OTU. Need to fiddle the time line a bit and OFC replace stutterwarp with regular jump drives, but the setting and 2300AD aliens are just too good to ignore.
The bomb example is fun to read, but something about it bothers me. When the ex-marine suddenly doesn't need Explosives skill because it makes for a better story, I start wondering why we bother with skills at all. It feels like we're edging toward "the rule of cool," which isn't necessarily...
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