Supplement 8: Campaign Guide

AndrewW

Emperor Mongoose
Ever been caught short during a campaign? Your players all set to go, but you have not had time to prepare an adventure? Worry no longer, as the Campaign Guide has been written specifically for you!

Featuring a plethora of tables, encounters and adventure jump-off points, the Campaign Guide makes it possible to run a full-blown and detailed Traveller campaign with no preparation whatsoever. As soon as your players jump into a new system, a few quick rolls will determines exactly what ships are in the area (and what their intentions are), who can be found in the starport, whether the passengers you want to take on board have dark backgrounds, and where the best patrons can be found. Once the starport is left far behind, the Campaign Guide will generate encounters with pirates, dark stars, and celestial phenomena – any of which can lead to new adventures!

Supplement 8: Campaign Guide – don’t be caught without it!

Due March 2010
 
Cool. BTW I'm having difficulty integrating 760 Patrons with my existing game.

What kind of circumstances will the Supplement 8 Campaign Guide demand before it can be integrated into a game?
 
Hmmm, it sounds enticing, but I'll wait to see what it looks like. At the moment, it reads like, "random dungeon crawl in space"
 
Stainless said:
Hmmm, it sounds enticing, but I'll wait to see what it looks like. At the moment, it reads like, "random dungeon crawl in space"
You could run it like that, but I suspect it'll be more useful than that.
 
This is what I've been waiting for. I don't need career books, I need this. It sounds like 76 Patrons which I used over and over and over again, and even today I still reach for when creating scenarios set in Roman times ...

At last! :P
 
Well I wonder if it will have some sort of system for creating plot arcs that flow from one adventure to the next. If they could create something like that, and it worked, it would be a great product.
 
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