Adventures in the Traveller Universe

Utgardloki

Mongoose
I am looking for a good science fiction campaign. I have lots of ideas, but one thing that is missing is good science fiction adventures.

So, are there any good Traveller adventures that are published. I realize that one of my hobbies is thinking of ways to convert The Witchfire Trilogy to every setting, but I could really use a good science fiction adventure that does not need to be converted.
 
If you go to http://www.farfuture.net and you can order CD-ROMs full of the PDF versions of like, everything GDW put out for Classic Traveller, MegaTraveller, all 24 issues of JTAS. (they are working on TNE and FASA stuff).

Then there is the British Isles Traveller Service (BITS) has good stuff, so does Quicklink Interactive (http://www.travellerrpg.com). Quicklink puts out the d20 Traveller (T20) and on their forums (Citizens of The Imperium or CotI) they have an area for adventures.

I hope that helps.
 
A lot of the ones published by Avenger are good, though they're mostly for the 1248 era.

Of the old CT ones, the only good ones IMO were the Chamax Plague ones, which are basically Traveller's equivalent of Aliens (as in the movie) - nasty chittery bugs that eat/kill/destroy all in their path.
 
Actually, there are a few other GDW adventures that were ok and can be made better with minimum effort; Signal GK, Murder on Arcturus Station, Death Station, and of course The Traveller Adventure. Some of the others...well...Shadows is very boring, IMO.

Would be interesting to get suggestions on how to liven these babies up a bit...

Allen
 
Allensh said:
Actually, there are a few other GDW adventures that were ok and can be made better with minimum effort; Signal GK, Murder on Arcturus Station, Death Station, and of course The Traveller Adventure. Some of the others...well...Shadows is very boring, IMO.

Would be interesting to get suggestions on how to liven these babies up a bit...

Allen

I've never had a problem with shadows. It runs well, and it's what I call a "Montessori Adventure"... the environment is there, with hazards, and a goal, and (courtesy of the corrosive atm) a time limit; how the players react determines the flow. Easy way to motivate them:

Traffic control routed you out, due to weather, via a side valley, and you saw a pyramid. It's shooting some form of beam...

The beam from the pyramid is damping your powerplant... at this rate, the powerplant will be unable to sustain fusion in 5 minutes, and already you are using reserve power for the M-Drive just to not crash. Routine Pilot roll to land.

You've landed... but the beam has shut down your reactor. Everything checks in the green, except that the drive dampers are being overcome by the beam's damping effect, and can't adjust enough to maintain fusion.


Side note: IMTU, TL10+ fusion plants work by use of Damper tech to make fusion easier. Likewise, TL10+ fission use damper tech to cause the u235 to be fissile. Safer fuel, but requires startup power.
 
I agree with the choice of Shadows. The adventure is a straightforward Sci fi progression, and suitable for any stage of character development.

I had an old GM that used Shadows as the Great Mystery of the whole campaign. The Pyramids were on many worlds. I think Red Zones were ones with functioning weapons and multiple pyramids. It was very cool.
 
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