Great Rift Adventures 1-5 Errata

Geir

Emperor Mongoose
There's some commentary in the main forum about this book, but it's not really errata (and neither are the two things I'm about to mention, really, but more suggestions).

p. 5: Since the full background of the Islands aren't really spelled out in the adventure, it would be useful to use the blank allegiance column to actually include the allegiance (ownership/control/whatever) of systems with regard to the major powers.

p.14: Deck plans. The text mentions that the front section of the cargo deck still has the fore cargo doors, which help with the first 40 ton chunk, but unless those iris valves in the little vestibules between are as wide as the passage, getting stuff in and out of the next four modules seems... challenging. Maybe make the valves stretch the whole way, or depict them like cargo airlocks on the Empress Marva plans? Or put in side doors for each section?

Edit: And an actual 'bug' I think previously mentioned:

p.97 and p. 102: The new deck plans on p. 97 does not correspond to the described location for the low berths on 0. 102. By referencing the old adventure I would guess this would be in the starboard small cargo bay (#9) - I was going to say in the aft section of it, but the door splits it in the middle... so.... Originally this was supposed to be two 4 ton modules on either side of the ship, one of which was loaded with low berths. Yes, this might be a modified version of the hauler , but since it is the one relevant to the adventure it should be... relevant to the adventure. I'd like to see the location on the deck plan as in the earlier version, but if not, the text should describe it in a way the corresponds to the location of the start of the adventure.
 
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p.47,48: 'Observatroy' should be 'Observatory'

Surface maps in general: most lack scale (absolutely crucial) and compass rose (always welcome)

Deck plans in general: in addition to giving the volume of a grid, it would be nice to also state the size of a grid square in meters

Long numbers in general: What in the world is the objection to breaking up long numbers with commas? Do you want me to ruin what remains of my eyesight by squinting? if this is a style guide thing, change the style guide.
 
p.47,48: 'Observatroy' should be 'Observatory'

Surface maps in general: most lack scale (absolutely crucial) and compass rose (always welcome)

Deck plans in general: in addition to giving the volume of a grid, it would be nice to also state the size of a grid square in meters

Long numbers in general: What in the world is the objection to breaking up long numbers with commas? Do you want me to ruin what remains of my eyesight by squinting? if this is a style guide thing, change the style guide.
Time for KCr to make an appearance! And, yes, use commas. Seriously? How hard is this to grasp? We can't read long numbers without a seperator.
 
No, it is time for kCr. 🐙

The kelvin credit is not recognised as Imperial currency. 🛑

Blah, blah, you're a science pedant blah, blah - guilty. 🫥
 
Okay, this is way too late since I have a hardback copy in my hands, but I final got around to looking at Adventure 4: The Lost Garden... and I just have to stop and scratch my head.
I mean we have a lone Droyne with no particular caste who does not behave in any Droyne-like way, with a ship that can't land or refuel - because it's a dispersed hull with no subcraft. It doesn't need to jump twice to get from Hope to Garden (only 3 parsecs) and couldn't land once it got there (dispersed)... and I just can't get past all that. Am I missing something? Has this been addressed in some other thread? I realize this is just the setup, and I should ignore it and do my own, but...
 
Okay, this is way too late since I have a hardback copy in my hands, but I final got around to looking at Adventure 4: The Lost Garden... and I just have to stop and scratch my head.
I mean we have a lone Droyne with no particular caste who does not behave in any Droyne-like way, with a ship that can't land or refuel - because it's a dispersed hull with no subcraft. It doesn't need to jump twice to get from Hope to Garden (only 3 parsecs) and couldn't land once it got there (dispersed)... and I just can't get past all that. Am I missing something? Has this been addressed in some other thread? I realize this is just the setup, and I should ignore it and do my own, but...
Hm... is there some way I can start checking if this is just a really badly written sim...? I mean, not one of Nallir's - he wouldn't fumble a roll like that - but maybe an Imperial Prison programmer...?
 
We know he is male, old, and served in the navy and then as a merchant. So he could be any caste other than drone, his dedication to hunting down Ancient artifacts giving him reason to continue living a solo life - by Droyne standards he is quite insane.

There are lifters in Traveller now, they are not in the CRB, or HG2022, but they are in the setting. Lifters allow any ship regardless of configuration to land.

Then Naalir woke up and got someone who has read the rules and setting to re-draft the adventure to fix these basic errors. 🐙 🫥
 
Okay, this is way too late since I have a hardback copy in my hands, but I final got around to looking at Adventure 4: The Lost Garden... and I just have to stop and scratch my head.
I mean we have a lone Droyne with no particular caste who does not behave in any Droyne-like way, with a ship that can't land or refuel - because it's a dispersed hull with no subcraft. It doesn't need to jump twice to get from Hope to Garden (only 3 parsecs) and couldn't land once it got there (dispersed)... and I just can't get past all that. Am I missing something? Has this been addressed in some other thread? I realize this is just the setup, and I should ignore it and do my own, but...

Yikes. I'd been on the fence with this one and you probably knocked me off of it, confirming my unspoken trepidations.

Could cross file the underlying thoughts over to the 'How to make Traveller more popular' thread.

Mongoose might be well served in recognizing the need for, and finding and recruiting good adventure writers. A very different writing and creative style than writing sourcebooks for sure. Sure Traveller is the ultimate sandbox DYO game but if you want to expand the game's reach to other (younger) players, I don't think it is a stretch to say modern, younger, players want good fun well written challenging adventures which sort of could be seen as the glue that binds a community of any RPG. It is the miscalculation TSR made before seeing the error of its ways. Thinking the DYO/random encounters in a geomorphic dungeon game is what players want, when it is the adventures that players thirst for. That can be, are are with many they did, still talking about many decades later. With interesting plots, great villains/opposition, and a challenge to complete or 'win'.

I've seen the point raised in several Traveller review video I've watched. The lack of truly good, classic adventures for the game that provide a shared common experience for players and a community. Pretty much every RPG of note and any history has one. Hard to name one for Traveller.
 
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