Additional 'Pirates of Drinax' Related Publications? Worth It?

DeHammer

Banded Mongoose
So I was cruising DriveThruRPG and noticed that there's a bunch of smaller PDF publications for the various 'missions' mentioned in the PoD books. For instance, there's a separate 'Friends In Dry Places' publication you can pick up. There's also another book with apparently more info on the Harrier Class ship.

So I'm guessing that the large three book volume of PoD doesn't include all of this info? These expand on what's in PoD in some way? Are they worth picking up in addition to PoD?

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So I was cruising DriveThruRPG and noticed that there's a bunch of smaller PDF publications for the various 'missions' mentioned in the PoD books. For instance, there's a separate 'Friends In Dry Places' publication you can pick up. There's also another book with apparently more info on the Harrier Class ship.

So I'm guessing that the large three book volume of PoD doesn't include all of this info? These expand on what's in PoD in some way? Are they worth picking up in addition to PoD?

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No.

Just get the Drinaxian Companion, which is well worth it and contains those extra adventures (and more).

Edit: it also contains some very MJDish subsystems like the base construction rules, which in true MJD fashion are clearly untested and dodgy at best. But his add-on adventures like Revolution on Acrid and the Cordan Conflict are great.
 
I also advise not running pod as your first game as a gm.
Its like learning to juggle via learning to unicycle. Its just making it more complicated for no real gain.

Also for whats it worth PoD got really popular. So it got more books. Nothing in the other books is really dire. They're just nice to have.
I really like the flavor of the Sindal Officer sword.
The base building rules, are functional, though I really do love that equipment functions as a manhour multiplier. I think thats a really worthwhile way to handle it. Even though it does imply you can dig out a base on a astroid with shovel.
 
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Power Shovel.

Also, just because a shovel is a work multiplier for moving soil, doesn't mean it's one for moving regolith. Use the appropriate equipment for the task at hand.

PICK and shovel, on the other hand...
 
I also advise not running pod as your first game as a gm.
Its like learning to juggle via learning to unicycle. Its just making it more complicated for no real gain.

Also for whats it worth PoD got really popular. So it got more books. Nothing in the other books is really dire. They're just nice to have.
I really like the flavor of the Sindal Officer sword.
The base building rules, are functional, though I really do love that equipment functions as a manhour multiplier. I think thats a really worthwhile way to handle it. Even though it does imply you can dig out a base on a astroid with shovel.
People always say that about not running PoD first. I'd not run or played anything in Traveller since 1986 when I kicked off my first PoD campaign and it worked amazingly (now I'm running two more Traveller campaigns, one of which is PoD and the other of which will be, since the players have heard of it and are keen). Admittedly, I was a very experienced GM in multiple other systems (my D&D campaign has been running since 1986, so happy fortieth to it...).

A couple of weeks of really good background reading and starting with Marooned on Marduk or the like and you're golden. On the other hand, one of my mates (highly experienced Traveller GM) tried to run PoD last year and it lasted two sessions: he'd not done the reading and he didn't have a spreadsheet. If you don't want a massive spreadsheet (or similar, structured electronic aid) then don't run PoD: it's pretty vital. If that appalls you then don't do it!
 
On the base building system, I say it is dodgy and untested because it clearly hasn't been read through, let alone played.

The first example given is the landing field. 400 tons of construction but what are the dimensions? Is it road-construction depth meaning it's 20m by 40m (tiny)? What volume of ship will it support? It says tons but it must mean dtons. Anyway: 40,000 person work hours for 400 tons of construction. Remember that figure for a minute.

More egregiously, the second example given is to bury and connect a couple of pre-existing fuel tanks for fueling a starship. It says 100 tons but lets again be generous and say that it means dtons, instead. 50,000 hours of work for a man with a shovel: 250 days. OK, that's fine: it's a little on the long side but moving all that dirt with a shovel and a wheelbarrow then moving it back is going to take time.

But that's 25% longer to move 100 tons of volume out the way, stick some fuel tanks in and then cover them than to build a landing pad, which is 400 tons: four times the volume moved plus pouring concrete etc (and a lot more if you look at the art for the example!)

That's literally just the first two in the list and they really don't make sense. Others are worse.

And yes, I know what happens on this forum: people try to make up outlandish reasons why digging a hole and filling it back in is harder than moving four times as much material and manually mixing and pouring the cement to fill it (I have had to mix cement in a wheelbarrow a couple of times, when my mixer was bust, and it is brutal work). But you have to work comically hard to make those figures work.

Edit: for those about to do the Bike Shed thing and chime in without having read it: these figures are all the basic ones for one man with a shovel. Machinery is covered as a multiplier.
 
Poeple say it, because there a none zero number of new to traveller, with new to traveller player that want this to be the first merry go round.
Its just making it harder then it needs to be.
 
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