Great Rift Adventures 1-5 - On Pre-Order & PDF!

MongooseMatt

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Great Rift Adventures 1-5 is out now on PDF and Pre-Order! Board a derelict exploration vessel, explore an ancient research facility, and come face to face with a Vargr doomsday cult as you unravel the mysteries of the Great Rift.

You can grab your own copy right here: https://www.mongoosepublishing.com/products/great-rift-adventures-1-5

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Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Portside rumours speak of giant creatures capable of interstellar flight, and of starship wrecks belonging to no known race. Great Rift Adventures 1–5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe, while showcasing the Great Rift and some of the worlds within.


Inside you will find:


Islands in the Rift: The Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage – it is in fact on an entirely different world and not in a flyable condition...

Deepnight Endeavour: The Travellers board a derelict exploration vessel to locate fuel. With no way to get home, they discover there are survivors, and that the ship has taken aboard a malevolent entity seeking to reach an inhabited planet. The Travellers might simply try to escape or they could attempt to destroy the entity, but they will face opposition from the original crew as well as the entity itself.

Flatlined: The Travellers wake up from cold sleep after nearly flatlining, and find themselves in a sinking ship on an unknown world. They must escape their predicament, make their way to safety and hopefully find their way off the forlorn planet.

The Lost Garden: The Travellers visit Garden, an out-of-the way world that was once the homeworld of the Salika. The Travellers will have to delve into an ancient research facility to find the artefact their patron seeks and try not to bring the entire compound crumbling down upon themselves in the process.

The Undying: The Travellers journey to Rraerrgdzakaek in the Great Rift, and into the arms of a Vargr doomsday cult who are hellbent on not letting them leave the world. The Travellers will need to work out a way to get off the world alive, avoiding the dangerous wildlife and the roving groups of cultists.
 
Good stuff! I'm liking the two new adventures; they make good use of some of the more interesting established lore in the Rift. Salika and doomsday Vargr.
 
Awesome. Already picked up. I hope you do the same for the Core Adventures. More fodder for my Singularity campaign.
 
Maybe you can answer a couple of questions Terry if you don't mind.

Is there enough new stuff in the three old adventures to make it worth spending £40 on two new adventures?

How does the new layout and artwork look?
 
Maybe you can answer a couple of questions Terry if you don't mind.

Is there enough new stuff in the three old adventures to make it worth spending £40 on two new adventures?

How does the new layout and artwork look?
I've only glanced at it, but I would have to say no. I like it well enough, but the two additional adventures don't say buy me enough. I'm a completionist, so I went for it. Not sure that is true for most others, though. The artwork seems okay but not screaming hot. I'm not familiar with the three existing adventures enough to know what is new.

EDIT: I just skimmed it and looked at the artwork more closely. I have to say it fills me with meh. In many cases, fuzzy and not to my taste. Your milage may vary.
 
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I quite liked all the Vargr artwork; the religious dress, the various ranked costumes and insignia, the consistent aesthetic on various Vargr characters.

And I never say no to colour artwork of the various species, so seeing a Salika depicted was nice.
 
I quite liked all the Vargr artwork; the religious dress, the various ranked costumes and insignia, the consistent aesthetic on various Vargr characters.

And I never say no to colour artwork of the various species, so seeing a Salika depicted was nice.
That's why I said it was my taste. Your milage may vary.
 
Maybe you can answer a couple of questions Terry if you don't mind.

Is there enough new stuff in the three old adventures to make it worth spending £40 on two new adventures?

How does the new layout and artwork look?
There's a lot more background material for Islands in the Rift. More useful discussion of how to use the setback rules. A bit more meat on the bones of various situations. Lots more decent art. Nothing that made me go "oh wow!" but I wouldn't call it 'meh'. It's definitely much improved presentation of the material. Nothing that materially changes how the scenario plays. But this version would be much easier to run from an organizational perspective and there's more flavor to the storyline description.

I haven't had a chance to look at the others yet.

I would certainly rather have this version than the original published version. Whether that's worth it financially for someone else really isn't something I can judge.

For example, this is a major improvement over the original version:

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There's a lot more background material for Islands in the Rift. More useful discussion of how to use the setback rules. A bit more meat on the bones of various situations. Lots more decent art. Nothing that made me go "oh wow!" but I wouldn't call it 'meh'. It's definitely much improved presentation of the material. Nothing that materially changes how the scenario plays. But this version would be much easier to run from an organizational perspective and there's more flavor to the storyline description.

I haven't had a chance to look at the others yet.

I would certainly rather have this version than the original published version. Whether that's worth it financially for someone else really isn't something I can judge.

For example, this is a major improvement over the original version:

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Don't take my taste as anything more than my taste. Glad you have a countervailing opinion and more details.
 
I think it needs to be told, though. Despite the fact that I did buy it because I want a complete collection, Mongoose people need to know that I'm very not OK with the fact to have to pay twice for adventures I already have to get new ones. You lost a significant chunk of credibility with me.
 
I get that sentiment, but did you actually spend that? Most Mongoose adventures seem to sell for $11.99 on DTRPG these days in pdf (some older ones are only $8.99). So it seems likely that it would have been $24 for two adventures separately vs $30 for the 5 adventure set. YMMV, but I definitely think the revisions to the adventures are worth $6. I would definitely agree with you if the 3 revisions were adding anything close to their individual price to the set.

The option to buy the two adventures individually would be good, but I have to admit that the single most annoying thing about Mongoose selling to me is the way PoD has individual adventures, bundled adventures, and boxed sets that all overlap, making it annoying to be sure what you do and don't have without careful cross checking. Obviously this wouldn't be that annoying. But, *to me*, the revisions in Marches 1-5 and Great Rift 1-5 were value added that's I'd rather not give up.

If selling 4 & 5 individually and selling the 1-5 bundle is a financially viable option for Mongoose, that would certainly address feelings like yours. I don't know how that would break down, though. But if selling 4 & 5 individually meant that revising 1-3 wasn't economic, I'd consider that a loss, personally.
 
I buy them in print, the others were 15€, so two of those would have been around 30€ instead of 48€. But that's not even the biggest deal. What am I supposed to do with my old copies? Should I throw them to the bin? It really doesn't feel good to take books as consumables, there are already enough sources of wastes like that.
 
I buy them in print, the others were 15€, so two of those would have been around 30€ instead of 48€. But that's not even the biggest deal. What am I supposed to do with my old copies? Should I throw them to the bin? It really doesn't feel good to take books as consumables, there are already enough sources of wastes like that.
Donate to someone and inspire another Traveller player?
 
Donate to someone and inspire another Traveller player?
Yeah, great. Because there's nothing better to discover a RPG than having an adventure without a core rulebook. Or maybe I should buy an other corebook to be able to give that as well? Maybe I should buy a hundred core rulebooks, that way I will always have some to offer. I think I'm going to stop buying Traveller books here. None of this is OK.
 
Depends on what I'm getting for my forty pounds sterling.

It's like when I arrived at a local self described flea market, really just a yuppie and tourist trap, with locally produced arts and crafts, and overpriced food, and asked what I'm getting for my money from a New York Hamburger griller, and his somewhat lovely companion.
 
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Ordered and now I've been looking through the PDF.

Question: Flatlined: the deckplan: what happened to the Low Births? They are now marked on the plan like they were in the original.
 
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