Yeah, I imagine that more often than not the need to connect the dots in the grand tour superseded good writing. Knowing that the overall goal was to highlight interesting if far flung aspects of known space I can forgive a lot of the excessive travel times.
I was commenting more on the time spent
in adventures rather than the time spent
between them. Many of the adventures contain quite a bit of traveling within them and very little material regarding that traveling. The "murder by video game" adventure is a good example.
In it the characters have their own
Suleiman on loan from the IISS and they're carrying a low level Sollie ambassador back home. (Just how they got that job would have made for a good adventure.) The adventure has them pass through several named systems with little more than a few lines,
"You refuel at Arglebargle... You refuel at Bargleargle... You refuel at Shempistan...", and so on. The thing is that the world on which the adventure takes place isn't all that special, there's no real reason it had to occur on Spectrum except for the need to shuffle the characters along.
Now, of course, a good GM will fill in all the stops barely mentioned in the adventure just as he would fill in the completely unmentioned time between adventures, but why mention those "whistle stops" at all? All they did was take up space in the text.
The pirate adventure in Daibei works in much the same way. The characters are headed for a certain IISS base to turn in their scout/courier and the adventure plots most of the route with "empty" references to various worlds,
"You refuel at Arglebargle... You refuel at Bargleargle... You refuel at Shempistan...". Which system the pirate attack takes place isn't that important, so there's no need to railroad the characters to one specific system by a given date. Again, the characters "itinerary" just takes up space in the text.
As far as railroading is concerned, the adventure dealing with the Ancients sabotage robot has it in spades. The characters are aboard a lab ship, pick the robot up at one world, and then travel to the world where the robot will be studied. The robot activates, screws with the ship, causes a misjump, and - Ta Da! - the characters end up in Aslan space just in time for their adventure on Kusyu.
There's a lot of railroading in the DGP materials. First because a tightly scripted, published adventure sort of requires it and, second, because the nugget format makes it easy.
Anyway, the adventure featuring the Aslan clan war raid is the one which made me think of all this. Like the others, there's a lot of time within the adventure mentioned, nothing that fleshes that time out, and it's all there to get the characters to one system at a certain time when the raid could easily be set in many places. Rather than writing
"You're working aboard an Aslan trader and will visit these systems in this order", they simply should have stated the characters are aboard and begun the action right away.
As far as the occasional absurd plot points, well isn't that the bread and butter of a good space opera?
Very good point.
Thank you for your time and thoughts Whipsnade.
I was bored and it was fun to look over some magazines I haven't opened in years.
Your comment about time between adventures has me thinking. Each of the
Four Knights adventures has a starting day and year. I wonder if it's possible for the characters to be where they are when they are?
GDW goofed repeatedly on this issue, especially concerning
TNS news briefs. Very often the message could not have reached system where the brief was "published" from the system where the news occurred in the time stated.