Got Tripwire

... or at least I hope to. :)

I phoned up Fan Boy 3 today. Hopefully, they've now put aside a copy of Tripwire for me. It looks as if they've got the latest White Wolf game, too, so I'll probably be looking for that one as well. Either that, or the Aslan alien module.

So if you're anywhere near Fan Boy 3 tomorrow, just drop on in. I'm usually there just after it opens.

And hopefully later tomorrow I'll let you know what I find.
 
Picked mine up last weekend from Waylands Forge in Birmingham. I've not had chance to read through it properly yet but what I've looked at so far is good. 8)
 
It is a fantastically detailed module, and I have to give serious triple-thumbs up to the author Simon Beal !
 
Oh, I could see how this could be played with a hint of "North by Northwest," or should that be "Coreward by Spinward / Coreward"? :D

I also got the Aslan book, just for the Trojan Reaches.

Florians.

Binary.

And then I went back to Tripwire.

As an ancient Ancient fan, I am wild with excitement. :)

The odd thing is, I kind of am already aware of the Florians. There's this weird sense of deja vu about them. I know I've read about them before, but where in the hell I did so, I have no idea.

Anyways, back to the books. I've got some stuff to do this afternoon, and later this evening it's a choice between NCIS repeats, or these books.

I guess the TV stays off tonight, then ...
 
IanBruntlett said:
I'd be getting Tripwire (and others) tomorrow but Forbidden Planet (Newcastle) still haven't got a copy :(

FP Bristol have been lax in getting my stuff in as well recently.

Apparently it's the guy at head office not bothering to put in orders, even after specific customer requests, or so I've been told.

LBH
 
May I suggest GamesLore.com who do excellent discounts on everything and reasonable postage.

[Edited to correct the URL]
 
Stainless said:
May I suggest GamesLore.co.uk who do excellent discounts on everything and reasonable postage.
I think you've got the address wrong. A quick Google revealed : http://gameslore.com/
 
This has got me interested...

This book is more than just a campaign; it serves as a useful guide to the Jewell subsector, detailing each world with a brief history, local laws and places of interest. Tripwire also includes a timeline of Jewell subsector, random encounters, new equipment and spacecraft.

I hope they do this with other subsectors... it adds a lot of value beyond the adventures :)
 
I just changed the title of this thread. It made sense to, or otherwise it looked as if I was always on the verge of going to get Tripwire but never quite managing to get up off my backside to do so ...

The next bit is slightly spoilery.

I like that a part of the adventure takes place on Esalin. Particularly the supplementary bit of intrigue after the main story. And this gives rise to this thought.

We could do with more information in future supplements of locations of interest in various towns, and of course the various towns themselves. They don't have to be used specifically in the adventures themselves - but it would be cool to flesh them out slightly, and leave them for Referees to set other stories in. Kind of like sandbox style settings.
 
Stainless said:
May I suggest GamesLore.com who do excellent discounts on everything and reasonable postage.

[Edited to correct the URL]

Might point out that it's reasonable to UK ;-) Hardly reasonable to Finland :( 10£ for single book? Yikes! 2 more and 35£??? AAARGH! Pretty much all savings I get from £ to € conversion goes to postage.

Urgh. Wish I could find something similar to maelstromgames.co.uk for RPG's(or that maelstrom would sell RPG books). £ prices, 10% discount(though not the real killer in savings) and free postage worldwide for orders of 10£ or higher. Makes miniature purchaces lot cheaper. Handy when you are on limited budget. Compared to € prices I can get effectively 30-40% discount from there...
 
Having just received Tripwire and started reading it I'm a little disappointed.

Firstly there's the universal Mongoose typos that any proofreader with eyes should have spotted.

But secondly, my GM sensibilities were slapped in the face when pretty much the second scene in the campaign (page 10) can so easily end the campaign there and then. True, the book explicitly warns about the possibilities and even quite brazenly states, almost as a quip, "which could bring a rather abrupt end to the campaign".

Having spent many years GMing and designing my own adventures/campaigns, I know one can never anticipate what players will get up to and that an unexpected player action can throw a big spanner into your carefully planned campaign, no matter how many contingencies you've tried to plan for. But c'mon, I would never in a million years design a scenario with such a vulnerability let alone one at the very start of an anticipated campaign. Nor would I have kept it there, explicitly acknowledged it and then sold it as a professional games product. The author and/or the editor should have nipped this one in the bud in an instant. It leaves me wondering what there roleplaying experience is....

I shall have to redesign this part of the campaign and will read the rest of Tripwire with trepidation.
 
Well having not gotten my copy yet, I will be most intent on reading it and especially page 10! Now as to the typo's, well I can easly glaze over them ande forgive/forget them. Now as to the campaign plot ending so easily, well I always just glen ideas and plot lines from any product anyway. I neve use a product as is, and always do alot of modifications and add lots more to it anyway, so the bad design hole I would plug anyway.

Penn
 
Bygoneyrs said:
Well having not gotten my copy yet, I will be most intent on reading it and especially page 10! Now as to the typo's, well I can easly glaze over them ande forgive/forget them. Now as to the campaign plot ending so easily, well I always just glen ideas and plot lines from any product anyway. I neve use a product as is, and always do alot of modifications and add lots more to it anyway, so the bad design hole I would plug anyway.

Penn

Yep, true enough, but I buy adventures (rarely) fully with the intend of bolting other things to them and never intend to slavishly follow the printed word, but I don't expect to have to plug an obvious hole. If I find I have to plug holes, I simply won't buy any more adventures from the company/author.
 
Stainless said:
Having just received Tripwire and started reading it I'm a little disappointed.

Firstly there's the universal Mongoose typos that any proofreader with eyes should have spotted.

But secondly, my GM sensibilities were slapped in the face when pretty much the second scene in the campaign (page 10) can so easily end the campaign there and then. True, the book explicitly warns about the possibilities and even quite brazenly states, almost as a quip, "which could bring a rather abrupt end to the campaign".

Having spent many years GMing and designing my own adventures/campaigns, I know one can never anticipate what players will get up to and that an unexpected player action can throw a big spanner into your carefully planned campaign, no matter how many contingencies you've tried to plan for. But c'mon, I would never in a million years design a scenario with such a vulnerability let alone one at the very start of an anticipated campaign. Nor would I have kept it there, explicitly acknowledged it and then sold it as a professional games product. The author and/or the editor should have nipped this one in the bud in an instant. It leaves me wondering what there roleplaying experience is....

I shall have to redesign this part of the campaign and will read the rest of Tripwire with trepidation.

Actually I am very disappointed with this. I would go so far as to say its unworkable for any experienced traveller player. The first section consists entirely of "meet someone on a world, get information on who to meet on next world". Then there are some tasks which are all too difficult or too easy. And why would characters care enough unless they were already ultra loyal Imperial agents? The push/pull/enigma stuff is badly realised. And a Zhodani goverened world full of mainly imperial citizens and lots of criminals???? etc etc.

Sorry, 'goose. After being burned by beltstrike, this was last chance saloon.
 
Stainless said:
But secondly, my GM sensibilities were slapped in the face when pretty much the second scene in the campaign (page 10) can so easily end the campaign there and then. True, the book explicitly warns about the possibilities and even quite brazenly states, almost as a quip, "which could bring a rather abrupt end to the campaign".

hirch_duckfinder said:
And why would characters care enough unless they were already ultra loyal Imperial agents?

Just to argue these points, the introduction does state that the players should have some loyalty to the Imperium - this is fairly essential to the storyline so the 'plot-hole' that has been raised should not really happen at all.

And a Zhodani goverened world full of mainly imperial citizens and lots of criminals????

There is no such world.
 
hirch_duckfinder said:
And a Zhodani goverened world full of mainly imperial citizens and lots of criminals???? etc etc.
Do you mean Esalin?

If I've read my Spinward Marches correctly, all incarnations of it, Esalin is not an Imperial world. It's a neutral world, belonging neither to the Zhodani Consulate nor to the Imperium - Esalin is its own political entity, taking neither side.

The fact that the Zhodani run the planet is simply a legacy - they're the most efficient government Esalin has, and this world is hardly likely to make trouble when all its citizens are naturally contented and, if I may say so, a little on the pudgy side since "nobody goes hungry on Esalin."

But the Esalinese are no more Imperial than the Sword Worlders, Darrians, Arden Feddies or the goddamn Hivers.
 
Mongoose Si said:
Just to argue these points, the introduction does state that the players should have some loyalty to the Imperium - this is fairly essential to the storyline so the 'plot-hole' that has been raised should not really happen at all.

The players being loyal to the Imperium was not the plot-hole I was worried about. Even being loyal, when placed in the situation as outlined in page 10 of Tripwire, it would be very easy for the players to shoot the campaign in the foot there and then. So easy that the author/editor thought it appropriate to explicitly point this out in the text!
 
Stainless said:
The players being loyal to the Imperium was not the plot-hole I was worried about. Even being loyal, when placed in the situation as outlined in page 10 of Tripwire, it would be very easy for the players to shoot the campaign in the foot there and then.

I have to disagree as loyalty would mean the players get involved and help to some degree. Even if they are reluctant, the NPC's action (as stated in that paragraph) will effectively set events in motion that will move the story on.

Sorry if that sounds a bit cryptic but trying to avoid giving away spoilers - if you read the relevant text though should understand what I mean.
 
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