I have mixed feelings about this, mostly because I don’t generally find solo play very engaging. But if the adventures bring in settings or other resources I can mine for my campaign I’d find value in it.
One suggestion - you may want to make at least one solo adventure an “intro to Traveller” module, something my FLGS could circulate on RPG Day to draw in new players. Pair it with a short (15 - 60 min) adventure a local GM could run in the store as a demo and it might be a good way to build a larger Traveller community.
One suggestion - you may want to make at least one solo adventure an “intro to Traveller” module, something my FLGS could circulate on RPG Day to draw in new players. Pair it with a short (15 - 60 min) adventure a local GM could run in the store as a demo and it might be a good way to build a larger Traveller community.