——– Original Message ——–
|From:||Stan Shinn <firstname.lastname@example.org>|
Traveller ShinnCon Campaign
Traveller Double Adventure 5a: The Chamax Plague (LBB)
Double Adventure 1a: Shadows (ANCIENTS)
Traveller Double Adventure 5b: Horde (LBB)
76 Patrons: The Lady in White (LBB)
Traveller Adventure 7: Memory Alpha (Notebook)
Adventure 2: Research Station Gamma (ANCIENTS)
Adventure 3: Twilight’s Peak (ANCIENTS)
Adventure 12: Secret of the Ancients (ANCIENTS)
Double Adventure 3b: Death Station (LBB)
Double Adventure 6b: Night of Conquest (LBB)
Adventure 6: Expedition to Zhodane
Double Adventure 1b: Annic Nova (customized with Aliens)
Darthanon Queen (Notebook, alien fight)
JTAS & 76 Patrons
Reviews on Traveller Adventures:
Beltstrike (Mongoose Version)– Just . . . awesome! Lots of background/setting material but the best part for me was the campaign provided in the 2nd half of the book. The different chapters contain some really cool mysteries that eventually link together and propel the story. However, if your group is the “we kick the door in with guns blazing” type of group then this is probably not for them.
The Traveller Adventure
It’s very well designed and written. The end goal is presented in the first session, get Object A to Point B and into the hands of Person C. This goal acquires some additional details as play progresses, but the core is there in session one. There are clear intermediate steps to the end goal. Each step concludes with a sense of accomplishment before the next step is revealed. The end goal does not require the characters to head straight for it with no variation. Side trips are possible and encouraged. Some of the side quests have sequels.
There are a few encounters the characters must go through, but these are rare and not obnoxious. For example, the characters must upgrade their ship at one point to continue the quest, but what players don’t want to trick out their ride? The bulk of the plot is driven by the motivations of various NPCs. If the players miss an encounter, the motivation for that encounter remains unsatisfied, and the NPC involved remains to try again a different way. The big bad is not chasing the characters directly. He has henchmen for that. But should the characters manage to kill the big bad before the main plot is resolved, he has an organization and lieutenants. The motivation behind the main plot is vested in the organization and the story will go on with someone filling the big bad’s boots.
In fighting the big bad, the characters will inadvertently befriend a powerful patron who is fighting the big bad for his own reasons. The characters can either sign on with this patron or remain acquaintances with a mutual enemy. The patron’s write-up details his long term actions in either event. There are opportunities to weave the main plot and subplots together, but they don’t have to be. There is a lot of detail the characters won’t encounter. Some groups will have certain experiences running through the main plot. Other will have others. When the main plot is concluded the characters will be surrounded by a richly detailed and experienced setting with a bunch of plot hooks dangling from their previous adventures, or just lots of colour to use when they return to Planet X or Y and run across old friends or enemies.
The referee’s main stick for keeping things on track is the bank. The characters’ starting ship is a subsidized merchant. If the characters fail to make their regular bank payments or fail to service certain routes within certain timeframes, they are in big trouble with the bank. Most players can understand having a bank after you is not good. Depending on events in play, the characters may finish the main plot still under subsidy contract, as employees of the powerful patron, as traders associated with the powerful patron, or as full owners of their ship.
Getting Object A to Point B and in the hands of Person C involves chases, espionage, puzzle solving, gunfights, derring do, trading, space battles, and crime. It’s a hoot.
Beltstrike (boxed set)
‘Sundown on Starmist’ 6-9 hours to run http://www.starfrontiers.us/node/8218
‘Classic Traveller – Origonal Edition.
In a dark and dangerous Startown Bar there she is…..the mysterious “Lady in White – she has in her hands a mysterious book – will she lead the party to fabulous riches or a painful and penniless death….find out in this classic RPG adventure – Traveller is the most award winning RPG published in the 70s written by Mark Miller and first published in the early 70s..Classic Traveller – the best and oldest SF Role playing game comes alive in this adventure. Ran by Mike Kelly – a Traveller author. Characters provided, beginners welcome and prizes for good role playing.
Classic Traveller – Origonal Edition.
In the cold darkness of space a mysterious abandoned ship is discovered. The salvage rights alone are worth million of CR – will this wrak bring riches to the players or will they find something terrifying out in space. Find out in this – the oldest and most award winning SF RPG adveture ever published – Traveller is the most award winning RPG published in the 70s written by Mark Miller and first published in the early 70s..Classic Traveller – the best and oldest SF Role playing game comes alive in this adventure. Ran by Mike Kelly – a Traveller author. Characters provided, beginners welcome and prizes for good role playing.
Classic Traveller – Mike Kelly finally caught on this year that Classic Traveller is more likely to get people to sign up and play vs GURPS Traveller. Mike ran 2 session this year and both were full. Mike said he will run Classic Traveller from now on at the Con. So not that anyone else can’t run it, but it should also be a mainstay from year to year.
Rogue Comet, LLC