[Secrets of the Ancients] Additional reading?

lostzeppo

Mongoose
Hi folks, new to the forums, but I've GMed Mongoose Traveller before. Ran a short campaign in a homebrew setting a few years back.

Been feeling tempted to run Traveller again after breaking out the corebook to play with character generation lately, but if I do I'd prefer to run a pre-written campaign to ease myself back into running a campaign after finishing a recent Doctor Who: Adventures in Time and Space game.

Think I might give Secrets of the Ancients a go, but was wondering what (if any) other books I would require to run it. At the moment I have the corebook, and that's all.
 
Having run it the Spinward Marches book would help but isn't essential. Nothing else is needed.

I used the traveller map every single time I prepped and ran it..

http://travellermap.com/
 
tzunder said:
Having run it the Spinward Marches book would help but isn't essential. Nothing else is needed.

I used the traveller map every single time I prepped and ran it..

http://travellermap.com/

Thanks, the Spinward Marches book was the one I was considering, but it's good to know it's not essential. :)
 
Read the whole thing if you can. You may want to read up a little on the Droyne and the Ancients, but you might also want to be ready to drop or adapt bits as you go. I ran about 85% of it, but YMMV.

On the other hand, you may find that it's pretty epic and as a gentle way in you might be better with some of the shorter adventures like Project Steel or Crowded Hours?
 
tzunder said:
Read the whole thing if you can. You may want to read up a little on the Droyne and the Ancients, but you might also want to be ready to drop or adapt bits as you go. I ran about 85% of it, but YMMV.

On the other hand, you may find that it's pretty epic and as a gentle way in you might be better with some of the shorter adventures like Project Steel or Crowded Hours?

Yeah, I was considering starting things off small and running a few shorter adventures to ease everyone into the setting and system before diving into the campaign proper. Establish the setting before kicking off events that will potentially change it. Only problem with that - and running the campaign in general - is that I'd be running this at a university roleplaying society, so I have to work around the academic year which unfortunately limits my timescale to between October and late May 2015, with breaks in between.

To be honest, it might be too long a campaign to run for the university society, and it's still a bit of a toss-up whether I run this or the new Firefly RPG, but one way or the other I want to run this eventually - and I was planning to run Traveller again someday as well - so I'll probably still pick up the Spinward Marches book and maybe run a sandbox campaign if I don't run SotA.
 
I may end up running Secrets of the Ancients myself at some point, but before that some smaller pregen adventures would be cool... But of course I want to keep the PCs close by so they don't have to multi-Jump into me kicking off the campaign...

So, what pregen adventures would be recommended as opening adventures to keep things mainly local to build up to Secrets?
 
Back
Top