<BLOCKQUOTE>quote:</font><HR>Originally posted by lucasdigital:
All depends on the ingredients of the pie.
COACC, which I think was the first Megatraveller module was a good sourcebook, well written and illustrated.
I never used it, never read it fully, would have preferred one of countless alternate publication ideas which would have met actually game needs.
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I would actually count the COACC as a rule book, for it had endless tables and charts. And while it did inspire, much as FF&S does, it falls flat in terms of detailing out a particular milieu.
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However therr are two sourcebooks which stand out. The Digest Groups Starships manual which I consider required reading for every traveller player. Not only was it a joy to read it could really bring shipboard activity to life.
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Agreed that Starships manual was a fine read. But what made so, for me as that the charts and rules were delegated to a distant second rank, if I am not mistaken largely at the back.
I am a big propoient that we ought to describe more fully the Traveller universe. I love the work that Gearheads do and come up with, but I think it leaves the new player feeling that this is a bit dry. If you like a RPG is usually its ability to tell you the story unless it the starting game, like D&D.
For more story background, I would direct you to many Fading Suns or Blue Planet Sourcebooks, which put the story first. Traveller does not have to duplicate this style entirely, but, I think we have a great storyline, it is sad that it gets lost amidst endless tables and charts.
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The TNE Path Of Tears Sourcebook, It had more adventure hooks and useful stuff than any other traveller module I bought.
It simply covered every base, Stellar maps, system and world guides. Potential allies and oponents, Procedural and background 'colour', equipment,starships, minor alien races..
Been a while since I looked at it. But was that the one with the endless maps?
Give me something which holds together as a consistant work but also has lots of easily recycled material in.
Mk
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