I know it was. I have both. I specified Aramis because they'd already produced a new version, but it doesn't change the adventures much at all. The first adventure is definitely a very old school 'you are in this situation because you are' With D&D that happened a lot because most adventures started life as tournament games. No such excuse for this one as far as I know.It was originally THE Classic Traveller adventure
The first scenario needs a complete re-write as the premise, execution and outcome are all utterly ridiculous.
And I want to be able to get the deckplans they produced for it again
I'm with you. I primarily get the adventures for inspiration and other background materiel, but I do not ever expect to GM an adventure as written.I may be in the minority here, but I prefer toolkit books. Things like High Guard, Robot Handbook, Vehicle Handbook, Field Catalogue, and World Builder's Handbook. Books that enable creation within the framework of the mechanics rather than adventures or a list of new bits.
This would be a very sensible move Companion 2 is not set for release as yet but it is very much on the cards at some point.One of the issues with the second edition of Mongoose Traveller is rule sprawl - there are dozens of very useful rules scattered across various supplements. I'm talking about stuff like the exploration rules, scientific research rules, etc. Perhaps these could form the basis of a Traveller Companion 2 at some point? About a year or so after release, most of the bugs get ironed out by the community. Would there be a market for a new book consolidating and expanding these new subsystems?