Did they sell well?
I have half of them, I think. The mercenary one and the spaceports one were pretty good, albeit short. But that was part of the design.
Is it within the Referee's briefing topic to include Game mastering advice? The Companion contained a few pages, but a lot can be written here, of course, tailored for Traveller.
Some interesting topics:
- Lethality - meta explanation on Referees how to gauge lethality of the encounters, so they (and their players) are not surprised.
- Threat - ways to manipulate the threat level of an encounter, sans firepower/armament - ambushes, manipulation of authorities, intelligence levels, tactics, terrain, preparation, creating and taking value, etc...
- Pace - in a film the director can direct the pace. In a game, it's not predictable. Yet, there are ways to get a hold on the pace. Examples of pace from storytelling.
- Progress - advice on how to slow or increase the perceived progress of a campaign. Dangers of giving too much or too little, and how that might affect the experience of the game.
- Hooks - types of methods many writers use in order to hook the players - for those moments where the players need a poke, or a kick, in order to reboot the momentum.
- Ref Shield - the Referee is only one. Players are many. It's only natural for them to discover plotholes and exploits. Methods to protect from exploits, so it won't appear cheesy or hinder the suspension of disbelief. And ways to avoid that in advance.
- Expectations set - minor advice on how to prep the game, so neither players or the Ref has their expectations unmet (to a realistic degree).
- Tips and tricks - minor things on how to streamline the game, combat, ship management, space combat, etc, i.e. things which will help track things, and release the Ref from some of the overhead.
- Mistakes - everyone makes mistakes during their Referring. Some common ones, and how to avoid them, or - how to repair them. (Giving too much money, too powerful item, favouring one player too much, etc)
- (edit: the most important one) - going with the flow - experience tells most attempts of leading the Travellers will result in resistance, thus failing to comply. Ways to embrace the unknown and go with the flow. I.e. steering the plot, and not driving it.
This is solely advice based on experience. An experienced GM would have faced those or similar situations, and most likely is having some sort of resolution, yet this advice would be appreciated, especially by new Refs.