Need advice choosing a CT adventure

zanwot

Mongoose
I am about to get 3 friends started with Mongoose Trav, i a little over a week. I intend to probably get them into the TripWire adventure when it comes out this summer, looks like my kind of stuff.

But right now I need to get them on a short adventure to get them into the feel fast.

The thing is the players are into nobles and diplomacy, very much more roleplay than rollplay, very keen on complexe intrigues, and will not have the initiative needed to go adventuring themselves. They have not made their characters yet, but I will need to get them playing straight after characters so I cannot react to their characters yet. So I need to get them on a small adventure right away, one where they are reasonably guided but not too linear or too combat orientated, and especially not one where they need to go planet exploring (they explicitly said they did not want that). I need the adventure to take place in the Spinward Marches.

I have the CT CD, but don't know the contents well, so I was wondering if someone could advise me on an appropriate adventure from the CD, or something else available online?

Typically Chamax plague won't do, to much planet exploring, combat, and not enough space travel. The published Mongoose adventures to date (Prison planet and Beltstrike) won't do either.

So, any advice?

(Question also asked on the citizens of Imperium forum)
 
The Argon Gambit could be what you are after, if you have access to that short adventure. I cannot recall whether or not it takes place in the Marches, but like Prison Planet it can be adapted.

Another one is Divine Intervention, a Mission Impossible - type story set on the world of Pavabid. The characters' mission, should they choose to accept it, is to somehow persuade the despotic religious leader of the Pavabidians from siding with Trexalon, and instead choosing a consortium with strong connections to Collace.
 
If the Traveller Adventure is on the CD use the Aramis Subsector as a starting point? Then add in Adventure 3, Twilight's Peak. To get them to the Regina subsector and when Tripwire comes out move them sinward to the Jewell Subsector.
 
In the DGP materials, should you have them, look at "The Gold of Zurrian".

If the older JTAS issues are on that CD, look for "Aces and Eights" or "The Lockbox". If they develop a hankering for other investigation and have any Medical skills, look at "The Day of the Glow". If they get a ship and start in Regina, look up "Foodrunner" as a way to get embroiled with a bureaucracy.
 
If they aren't the Irklan, they're close.

Sadly, the Irklan pointed up one of CT's weaknesses. Most editions of Traveller are lacking coherent hand-to-hand rules when, as pretty much any action movie will show, a good meal of knuckle sandwich is on the menu quite a lot, and not everyone who serves it is a "brawler". The problem extends to melee weapons, as well.
 
Murder on Arcturus Station isn't bad - you can pretty much set it anywhere.

Another good one, but short, if it's on the CD is "Exit Visa".
 
Where can one get this CT CD you speak of?

For my part, I just switched my 3 man crew to MT from another 'verse, and used Divine Intervention. It went well, opportunity to do a little of everything.
Although, I did and a Starship combat encounter at the end to make that possible.
 
Guardnacho said:
Where can one get this CT CD you speak of?

For my part, I just switched my 3 man crew to MT from another 'verse, and used Divine Intervention. It went well, opportunity to do a little of everything.
Although, I did and a Starship combat encounter at the end to make that possible.

http://www.farfuture.net/


Marc Miller's website. You can find it and other Traveller things there.

Dave Chase
 
I like to wing it, at least at first.

My favourite beginning is an "In Medias Res" opening, where the characters are locked in a dingy hotel room together, unarmed, with no memory of who they are, where they are or how or why they got here, and something heavy is beating down the door to get in.

They quickly learn some essential mechanics of the game, it's a good, high octane beginning that gets them going from the off, and as they escape from the encounter I begin feeding them information about their setting, starting with who they are, where they are ... and why they came to that sticky pass in the first place.

Little things keep them interested, such as the characters finding a personal comm number written on the back of their hand along with the name "Kirursh"; when they call the number, they hear sobbing on the end of the line, that turns out to be Kirursh's wife.

Well, Kirursh's fresh widow.

The players are likely to inquire further, and at this point I tell them that Kirursh was their Patron until he fell foul of a bullet to the back of the head. Somebody wanted the characters out of the way, and Kirursh dead, for some reason. The question is, why ... and, more importantly, who.

At that point, the adventure should begin proper. Any astute player will smell the scent of adventure in the air and dutifully begin following the trail. That trail could lead them anywhere: Arcturus Station, the Ducal court on Regina, some vacuum moon in Sword Worlds subsector ... wherever you want, really. It's all just how to lead them in that matters. The players do all the rest themselves.
 
Thanks for all the replies.

I am looking into the Argon Gambit, but not yet decided. I should check out the Arcturus station everybody mentions.
An "In Media Res" could actually be a good option, as my players don't know much about Traveller, so I could play it like 9 princes in Amber (a favorite of my players), the thing is I don't like pregenerated characters and think my players should experience a Traveller character creation (I am getting an idea actually of creating their characters as they recover memory... If I can get it to work it could be very cool...).

For those interested, someone over at the Citizen's Imperium forum suggested "Missions of State", a T4 grouping of several adventures around nobles. They are very variable (one is a dongeon in space!!!), but worth mentionning.
 
Gaidheal said:
Has anyone the CD? If so, is it worth the purchase (and how much is it, actually, I couldn't see a price)?
Definitly worth the price if you are interested in old Traveller stuff: It contains everything, except JTAS (basic books, adventures, supplements, aliens, etc etc). Not everything is scanned with good quality, but it is there. I seem to remeber it is 15$ or so, no?

EDIT: No, it is 35$ (click on add to cart). Not cheap, but still worth it I woumld say if you have an interest in it.
 
zanwot said:
Gaidheal said:
Has anyone the CD? If so, is it worth the purchase (and how much is it, actually, I couldn't see a price)?
Definitly worth the price if you are interested in old Traveller stuff: It contains everything, except JTAS (basic books, adventures, supplements, aliens, etc etc). Not everything is scanned with good quality, but it is there. I seem to remeber it is 15$ or so, no?

EDIT: No, it is 35$ (click on add to cart). Not cheap, but still worth it I woumld say if you have an interest in it.

The CT CD has all CT materail and JTAS books.

I love it because:
I don't have to crack open my old books any more unless I really want to.
The search ability with PDF's saves lots of time
You can copy and past from it to make your own cheat sheets or handouts for your players in your game.
You can zoom in easily, versus just putting to book closer to your face :lol:
And it is nice to have more than one copy of CT.

I am looking forward to Marc's goal to put all out of print Traveller versions to CD.

Yes, to me the $35 was well worth it.

Dave Chase
 
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