PoD is a complex sandbox campaign with advance gameplay woven throughout it is not a campaign for new Referee. You want a campaign for beginners, run the ancient campaign that has a solid setup by step format and actually has advice for beginner referees. The last thing PoD should be is for new players and referees in fact a sandbox campaign is probably the worse starting point for new referees and not much better for new players. This campaign requires setting lore and concepts that new players will not have access to. There are so many different things in this campaign, like how and what to do about upgrading the harrier, added to those the fact that the campaign easily expands far beyond what available in the campaign and core rule book. A new referee is not going to understand the ramifications of the players deciding to strike at the Glorious Empire or what to do if the players manage to keep the Starguard station secret how does that effect the game and what are the stats on such a station. This is a complex campaign that has a opened scope and connect to and interweaves with so many products outside of the campaign and the CRB, just off the top of my head the campaign easily expands to Glorious Empire, Borderland, Clans of the Empire, Aliens 1, Mercenary, and Bounty Hunter and none of these choices are up to the referee. So either the Referee is great at pulling shit out of their ass and recording it to keep things consistent or they have a vast tool box and a lot of prep and are still good at creating stuff on the spot neither are things the average beginner referee is going to be able to do.
No Pirates of Drinax is an advance campaign designed to give experience players and referees a vast playground with open ended options to let them explore and change the setting, it is not a Beginner starter campaign.
I don't own Secrets of the Ancients and know only Seth Skorkowskis review / game diary. Yes it seems to be more linear and easier to referee.
I agree with you that there are certainly easier adventures and campaigns than Pirates of Drinax, but once bought, the dice have been cast and an anniversary edition will certainly garner attention. Better to put your best foot forward.
The premise of Pirates of Drinax is in my opinion easier to sell to players than Secrets of the Ancients.
Better usability of the product will be helpful to both sides, new and experienced.
Excluding people because they are not experienced enough for a product is not my view on the hobby, but to each their own.
Pirates of Drinax functions
best as a sandbox campaign, but as far as i see it, it
can also work as an adventure of the week campaign.
The adventures are insular enough to support this. This is how a new referee might be able to pull this off.
You have a point on the sandbox that can spiral out of control and bloat. That is always a part of any sandbox.
The product can cover only so much. It can adress key escalation / spiral points in the adventures as they are written. More is simply not possible.
In a phrase: Make the skeleton as good as you can.
Adressing the spiral points in the adventures is a good idea.
Treasure Ship -> Capturing the Treasure ship is covered, capturing the Pocket Warship is not. The firepower of that ship can tip the scales of future adventures a great deal.
Treasure of Sindal -> That treasure is one hell of a spiral point. Here an aftermath section on who could become guardian of these treasures would be nice. Also the possibility of a hidden station for the pirates.
Game of Sun and Shadow -> "The pirate travellers cannot take on warships." These words can never reach the ears of travellers, they will prove you wrong. That can spiral if the travellers capture imperial naval vessels. An escalation table would be nice.
Especially what can happen if travellers actually capture the heavy cruiser or the Megafreighter and the Ritchey Class Escort...
Advanced gameplay:
There are some harder to run sections, that is true, but it does not seem insurmountable to me. I am somewhat new to traveller, but not a fresh DM.
These sections stood out to me at a glance, but if there are others i would like to hear them:
- Treasure ship:
A multi-starship fight can be hard for a fist time referee, especially if the travellers did split up.
-> Game report section from plays / reviews might help here. How did other referees handle this problem?
- Treasure of Sindal:
Multi-starship fights. Travellers need to have the needed ships already or have to capture them.
- Game of Sun and Shadow:
This one will be hard to run. Multiple deployments of the navy, 2 seperate traveller groups, multiple facets of information gathering and misinformation sowing... Probably the hardest adventure in this campaign to run by the book.
-> Clearly cutting it in two for pirates / navy could help. I do not know if the addition of the navy traveller group is helping the campaign. I will certainly cut that part and use those parts in a way for the pirates to discover the conspiracy etc..
The real headaches are in my opinion based on self-written adventures and less on what Mongoose has published. I know of no adventure where the travellers would attack the Glorious Empire. If you make a mess on your own, you are on your own. If the mess is in Mongooses campaign you share the blame.
Maps for Adventures
A curated map of the reach and where the adventures play would be a nice bonus.
There is one, but is seems linking it is not possible...
Also adding the adventures in a section under the system in the book might be a good idea.
Falls squarely under advertisement, but there are several adventure that fit nicely.
Recommended:
I would add the Drinax Companion, Shadows of Sindal and the Borderland book as recommended. These books flesh the campaign out the best as far as i can tell.