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OLD GDW Adventures

secretagent asked:

"Have you thought of becoming a movie producer? ;) "


Mr. Agent,

Yes and was on the Hollywood career fast track until they found out I walked upright, didn't breathe through my mouth, could think independently, and still had a single shred of decency. Yet another career down the tubes...


Anyone out there hiring? I can make a strong cup of coffee and rarely read other peoples' mail, although rolling drunks is my one real vice.


Sincerely,
Larsen
 
secretagent asked:

"Have you thought of becoming a movie producer? ;) "


Mr. Agent,

Yes and was on the Hollywood career fast track until they found out I walked upright, didn't breathe through my mouth, could think independently, and still had a single shred of decency. Yet another career down the tubes...


Anyone out there hiring? I can make a strong cup of coffee and rarely read other peoples' mail, although rolling drunks is my one real vice.


Sincerely,
Larsen
 
far-trader wrote:

"Well I would but LEW beat me to it and added a couple I'd forgotten, thanks Larsen old bean :D "


Dan,

You're very welcome.

You know, we're going to bash this thing together and get it posted somewhere, when the first person who wasn't involved in the project will look at it and say "Hey, where's the frommitz? Didn't you think adding a frommitz would be nice?" We'll then look at each other and say frommitz!?! D'oh! Why didn't we think of that!?!

It is always thus...


Sincerely,
Larsen
 
far-trader wrote:

"Well I would but LEW beat me to it and added a couple I'd forgotten, thanks Larsen old bean :D "


Dan,

You're very welcome.

You know, we're going to bash this thing together and get it posted somewhere, when the first person who wasn't involved in the project will look at it and say "Hey, where's the frommitz? Didn't you think adding a frommitz would be nice?" We'll then look at each other and say frommitz!?! D'oh! Why didn't we think of that!?!

It is always thus...


Sincerely,
Larsen
 
I used the Broadsword adventure in conjunction with the Veedback mini-scenario out of a TAS. The players were on a Broadsword that had been converted to a travelling rock show, and a revolution/invasion started in the middle of a concert. A good adventure, and Veedback became a standard patron after that. Adventure played out to the strands of "Satisfaction" "Stairway to Heaven", and other classic rock sounds.

Double Adventure 5, we had just seen Alien and it was changed into a creepy horror adventure.

Safari ship, threw out the advent, used the ship as a patron (sort of).

Double 6- Another excellent starter adventure seed.

All need work, but are great.
 
I used the Broadsword adventure in conjunction with the Veedback mini-scenario out of a TAS. The players were on a Broadsword that had been converted to a travelling rock show, and a revolution/invasion started in the middle of a concert. A good adventure, and Veedback became a standard patron after that. Adventure played out to the strands of "Satisfaction" "Stairway to Heaven", and other classic rock sounds.

Double Adventure 5, we had just seen Alien and it was changed into a creepy horror adventure.

Safari ship, threw out the advent, used the ship as a patron (sort of).

Double 6- Another excellent starter adventure seed.

All need work, but are great.
 
Originally posted by T. Foster:
A product info database like you guys have described would be an absolutely invaluable resource for this site. By setting up check-box categories it could even be automated like the OddJobs page: list a title, check the appropriate boxes, write a paragraph plot/theme summary, and submit. Better to split the work up like this than to expect one person to do all of it (and if one person WANTS to do all of it under this system he still could). Does anybody else agree or is this idea as unpopular as my suggestion for a 'product reviews' section (which is essentially the same suggestion in different clothes)?
I think that isn't a bad idea, but I still think V1.0 can be a single HTML page, maybe linked to the bibliography pages and short descriptions. Once we've got something solidly in place, we can bounce the idea off of the PTB (aka Hunter and MJD) and see what they think of it.

I'll see what I can whack together this weekend. Then I'll submit a link and you, agent, LEW, etc. can snipe (err, recomend ammendments...) at it.
 
Originally posted by T. Foster:
A product info database like you guys have described would be an absolutely invaluable resource for this site. By setting up check-box categories it could even be automated like the OddJobs page: list a title, check the appropriate boxes, write a paragraph plot/theme summary, and submit. Better to split the work up like this than to expect one person to do all of it (and if one person WANTS to do all of it under this system he still could). Does anybody else agree or is this idea as unpopular as my suggestion for a 'product reviews' section (which is essentially the same suggestion in different clothes)?
I think that isn't a bad idea, but I still think V1.0 can be a single HTML page, maybe linked to the bibliography pages and short descriptions. Once we've got something solidly in place, we can bounce the idea off of the PTB (aka Hunter and MJD) and see what they think of it.

I'll see what I can whack together this weekend. Then I'll submit a link and you, agent, LEW, etc. can snipe (err, recomend ammendments...) at it.
 
kaladorn wrote:

"I'll see what I can whack together this weekend. Then I'll submit a link and you, agent, LEW, etc. can snipe (err, recomend ammendments...) at it."


Tom,

Snipe? Moi? ;)

Let's see, did you like the Chamax Plague plot paragraph I posted previously? If so, let me start churning out some others this weekend.


Sincerely,
Larsen
 
kaladorn wrote:

"I'll see what I can whack together this weekend. Then I'll submit a link and you, agent, LEW, etc. can snipe (err, recomend ammendments...) at it."


Tom,

Snipe? Moi? ;)

Let's see, did you like the Chamax Plague plot paragraph I posted previously? If so, let me start churning out some others this weekend.


Sincerely,
Larsen
 
Cymew asked some time ago:

"Since we got such an excellent summary of those adventures, how about the same treatment for Adventure 0-5 ?"


Cymew,

My apologies, sir. I completely overlooked your post! D'oh!

Well, here's my 0.02 CrImps worth...

Adventure 1: Kinunir - The first CT adventure and an award winner from the early 80s, IIRC. The GM gets at nicely detailed set of ship plans; how does stats and skills for EACH crewman sound?, information about a snake-bit class of 'colonial battle cruisers', and a series of 'large' Amber Zones or 'small' adventures that involve those craft in some manner or another.

The AZs are a nice mix; industrial sabotage, hunting party, prison break, and so forth, culminating in a 2001/D&D dungeon crawl of sorts. There is no real campaign and the AZs are only linked because Kinunir vessels are involved in some manner.

Our Olde Hobby has wrestled with the implications of some of the material presented in 'Kinunir' for years as the adventure was written well before the 3I was even partially sketched out.


Adventure 2: Research Station Gamma - More of an actual adventure than 'Kinunir' with linked scenes leading to a denoument. You get nifty 'deck' plans of an Imperial research station, more robots than you'll really ever use (although no rules to build your own), a nice look at a backwater world, stats for a diesel(!) sub, and Traveller's first real look at Chirpers and Coyns.

The adventure is essentially linear; one scene leading to the next with little chance of the PCs' straying. There are also some troubling loose ends, especially the ones concerning the inhabitants of one of the Station's spheres.


Adventure 3: Twilight's Peak - Usually dismissed as D&D meets Traveller, TP does it's good points.

First, TP is a campaign. It's scenarios can easily be run separately as the PCs deal with TP's central mystery when time allows. Next, the various scenes provide a good mixture of styles; it's not just all gun play although gun play does occur.

The GM will get info on a few worlds, some Marches history, a stellar map of a portion of the Marches, and a nifty and nefarious plot the PCs can foil.

TP also provides us with our first look at the Droyne, complete with a chargen - much like the Vargr data in TTA. The Chirper-Droyne connection is revealed and the soon-to-be-overused Ancients make their first real appearence.


Adventure 4: Leviathan - The only CT adventure not penned by GDW and it shows. Leviathan involves an exploration and merchant campaign set on a vessel of the same name.

Leviathan is lovingly detailed, complete with delightfully different deckplans, HG2 stats, and crew requirements. Information regarding the ship's class is also provided with the names of other vessels, the companies that own them, and even the shipyards where they were built. (IIRC, Bilstein Yards in Glisten makes its first appearence here.)

Somewhat like 'Kinunir', 'Leviathan' is a set of linked 'large' Amber Zones involving exploration, trade, and various mysteries. Again like 'Kinunir', some of the information given in the adventure have caused Our Olde Hobby fits over the years; especially the only appearence of sub-100dT jump capable craft until TNE's RSB and the idea that a subsector next door to Glisten is utterly 'terra incognita' to the Imperium.

The GM does also get HG2 stats and an illustration of wildly odd Zhodani Shiva-class patrol frigate, easily the Traveller design hardest to create deck plans for!


Adventure 5: Trillion Credit Squadron - Not an adventure at all but a set of rules for a paper and pencil, strategic level wargame.

TCS is set in the Islands Cluster, two settled subsectors 'deep' in the Great Rift. Settled by ESA STL craft launched before the Terrans and Vilani met, they have (unaccountably) been left alone untile relatively recently. A misjumped IN cruiser and a follow-on IISS mission hand out jump drive and a situation very much like pre-WW1 Europe quickly develops, albeit without any mention of alliances.

The GM gets maps of the two subsectors, UWPs for the worlds there, additional design and combat rules for HG2, and rules for the TCS strategic wargame itself. Some (myself included) feel that the game is unbalanced, but that never stopped my gaming group (made up of primarily wargamers) from wearing out our copies of TCS. The 'mapless' nature of it was perfect for our shipboard existence.

Recently, some of the information in TCS has been 'decanonized' for use in the 3I by Mr. Miller. This applies primairly to the tax rates and ship construction rates. During the MT era, DGP further detailed the cluster primarily by adding PBG data and increasing the 'gap' between the cluster and the Imperium from 6 parsecs to 7 and 8 parsecs. Sadly, the new DGP information added further imbalances to the TCS wargame which TNE carried forward.

The 'isolated' nature of the Cluster and TCS itself made the Islands one of Our Olde Game's favorite 'IMTU' regions. I'd guess more non-3I campaigns have been set there than any other locale. Because of this, DGP's additions turned many people off. TNE's depiction of the Cluster as post-Viral Afghanistan with the various remaining worlds still more interested in killing each other than long term survival further exacerbated the problem.


That's my take on the First Five. Of course, YM may and should V.


Sincerely,
Larsen
 
Cymew asked some time ago:

"Since we got such an excellent summary of those adventures, how about the same treatment for Adventure 0-5 ?"


Cymew,

My apologies, sir. I completely overlooked your post! D'oh!

Well, here's my 0.02 CrImps worth...

Adventure 1: Kinunir - The first CT adventure and an award winner from the early 80s, IIRC. The GM gets at nicely detailed set of ship plans; how does stats and skills for EACH crewman sound?, information about a snake-bit class of 'colonial battle cruisers', and a series of 'large' Amber Zones or 'small' adventures that involve those craft in some manner or another.

The AZs are a nice mix; industrial sabotage, hunting party, prison break, and so forth, culminating in a 2001/D&D dungeon crawl of sorts. There is no real campaign and the AZs are only linked because Kinunir vessels are involved in some manner.

Our Olde Hobby has wrestled with the implications of some of the material presented in 'Kinunir' for years as the adventure was written well before the 3I was even partially sketched out.


Adventure 2: Research Station Gamma - More of an actual adventure than 'Kinunir' with linked scenes leading to a denoument. You get nifty 'deck' plans of an Imperial research station, more robots than you'll really ever use (although no rules to build your own), a nice look at a backwater world, stats for a diesel(!) sub, and Traveller's first real look at Chirpers and Coyns.

The adventure is essentially linear; one scene leading to the next with little chance of the PCs' straying. There are also some troubling loose ends, especially the ones concerning the inhabitants of one of the Station's spheres.


Adventure 3: Twilight's Peak - Usually dismissed as D&D meets Traveller, TP does it's good points.

First, TP is a campaign. It's scenarios can easily be run separately as the PCs deal with TP's central mystery when time allows. Next, the various scenes provide a good mixture of styles; it's not just all gun play although gun play does occur.

The GM will get info on a few worlds, some Marches history, a stellar map of a portion of the Marches, and a nifty and nefarious plot the PCs can foil.

TP also provides us with our first look at the Droyne, complete with a chargen - much like the Vargr data in TTA. The Chirper-Droyne connection is revealed and the soon-to-be-overused Ancients make their first real appearence.


Adventure 4: Leviathan - The only CT adventure not penned by GDW and it shows. Leviathan involves an exploration and merchant campaign set on a vessel of the same name.

Leviathan is lovingly detailed, complete with delightfully different deckplans, HG2 stats, and crew requirements. Information regarding the ship's class is also provided with the names of other vessels, the companies that own them, and even the shipyards where they were built. (IIRC, Bilstein Yards in Glisten makes its first appearence here.)

Somewhat like 'Kinunir', 'Leviathan' is a set of linked 'large' Amber Zones involving exploration, trade, and various mysteries. Again like 'Kinunir', some of the information given in the adventure have caused Our Olde Hobby fits over the years; especially the only appearence of sub-100dT jump capable craft until TNE's RSB and the idea that a subsector next door to Glisten is utterly 'terra incognita' to the Imperium.

The GM does also get HG2 stats and an illustration of wildly odd Zhodani Shiva-class patrol frigate, easily the Traveller design hardest to create deck plans for!


Adventure 5: Trillion Credit Squadron - Not an adventure at all but a set of rules for a paper and pencil, strategic level wargame.

TCS is set in the Islands Cluster, two settled subsectors 'deep' in the Great Rift. Settled by ESA STL craft launched before the Terrans and Vilani met, they have (unaccountably) been left alone untile relatively recently. A misjumped IN cruiser and a follow-on IISS mission hand out jump drive and a situation very much like pre-WW1 Europe quickly develops, albeit without any mention of alliances.

The GM gets maps of the two subsectors, UWPs for the worlds there, additional design and combat rules for HG2, and rules for the TCS strategic wargame itself. Some (myself included) feel that the game is unbalanced, but that never stopped my gaming group (made up of primarily wargamers) from wearing out our copies of TCS. The 'mapless' nature of it was perfect for our shipboard existence.

Recently, some of the information in TCS has been 'decanonized' for use in the 3I by Mr. Miller. This applies primairly to the tax rates and ship construction rates. During the MT era, DGP further detailed the cluster primarily by adding PBG data and increasing the 'gap' between the cluster and the Imperium from 6 parsecs to 7 and 8 parsecs. Sadly, the new DGP information added further imbalances to the TCS wargame which TNE carried forward.

The 'isolated' nature of the Cluster and TCS itself made the Islands one of Our Olde Game's favorite 'IMTU' regions. I'd guess more non-3I campaigns have been set there than any other locale. Because of this, DGP's additions turned many people off. TNE's depiction of the Cluster as post-Viral Afghanistan with the various remaining worlds still more interested in killing each other than long term survival further exacerbated the problem.


That's my take on the First Five. Of course, YM may and should V.


Sincerely,
Larsen
 
Originally posted by Larsen E. Whipsnade:
Adventure 1: Kinunir - The first CT adventure and an award winner from the early 80s, IIRC. The GM gets at nicely detailed set of ship plans; how does stats and skills for EACH crewman sound?,
The problem with this is, a lot like CotI suppliment, these guys look pretty feeble stacked up against characters generated in the expanded system or in the classic system with special duty rolls added.

Our Olde Hobby has wrestled with the implications of some of the material presented in 'Kinunir' for years as the adventure was written well before the 3I was even partially sketched out.
For my benefit, what parts particularly are you referring to?

Adventure 4: Leviathan - The only CT adventure not penned by GDW and it shows. Leviathan involves an exploration and merchant campaign set on a vessel of the same name.
? I always thought it was written by the same folks. ?

the years; especially the only appearence of sub-100dT jump capable craft until TNE's RSB and the idea that a subsector next door to Glisten is utterly 'terra incognita' to the Imperium.
I've owned the module and I never noticed the craft you are speaking of.... have to go look. That would be ... disturbing.

As to the other astrographic aspect, you can shift the campaign over a bit and you will hit the Imperial Fringe....

The GM does also get HG2 stats and an illustration of wildly odd Zhodani Shiva-class patrol frigate, easily the Traveller design hardest to create deck plans for!
Have to disagree.... have you not seen some of the Ihaeti ships? Those are just nasty....

Adventure 5: Trillion Credit Squadron - Not an

The 'isolated' nature of the Cluster and TCS itself made the Islands one of Our Olde Game's favorite 'IMTU' regions. I'd guess more non-3I campaigns have been set there than any other locale.
Objection: Calls for a conclusion!



I think the Solomani Rim or the Gateway Sector may both have good claims here too, and there are a surpising number of folks who have a Vargr Extents interest.
 
Originally posted by Larsen E. Whipsnade:
Adventure 1: Kinunir - The first CT adventure and an award winner from the early 80s, IIRC. The GM gets at nicely detailed set of ship plans; how does stats and skills for EACH crewman sound?,
The problem with this is, a lot like CotI suppliment, these guys look pretty feeble stacked up against characters generated in the expanded system or in the classic system with special duty rolls added.

Our Olde Hobby has wrestled with the implications of some of the material presented in 'Kinunir' for years as the adventure was written well before the 3I was even partially sketched out.
For my benefit, what parts particularly are you referring to?

Adventure 4: Leviathan - The only CT adventure not penned by GDW and it shows. Leviathan involves an exploration and merchant campaign set on a vessel of the same name.
? I always thought it was written by the same folks. ?

the years; especially the only appearence of sub-100dT jump capable craft until TNE's RSB and the idea that a subsector next door to Glisten is utterly 'terra incognita' to the Imperium.
I've owned the module and I never noticed the craft you are speaking of.... have to go look. That would be ... disturbing.

As to the other astrographic aspect, you can shift the campaign over a bit and you will hit the Imperial Fringe....

The GM does also get HG2 stats and an illustration of wildly odd Zhodani Shiva-class patrol frigate, easily the Traveller design hardest to create deck plans for!
Have to disagree.... have you not seen some of the Ihaeti ships? Those are just nasty....

Adventure 5: Trillion Credit Squadron - Not an

The 'isolated' nature of the Cluster and TCS itself made the Islands one of Our Olde Game's favorite 'IMTU' regions. I'd guess more non-3I campaigns have been set there than any other locale.
Objection: Calls for a conclusion!



I think the Solomani Rim or the Gateway Sector may both have good claims here too, and there are a surpising number of folks who have a Vargr Extents interest.
 
kaladorn generously expanded on my threadbare post:

"The problem with this is, a lot like CotI suppliment, these guys (Kinunir crew - LEW) look pretty feeble stacked up against characters generated in the expanded system or in the classic system with special duty rolls added."


Tom,

Yes, I should have pointed that out. The Marine and IN types were all generated from LBB:1 and not from Mercs or HG2. They are pretty thin.

"For my benefit, what parts particularly are you referring to?"

The biggest are the quotes referring to four Kinunirs 'protecting' the Regina subsector from the Zhos, a Kuninir built in the Marches being given to the Vegans on the Solomani Rim, and the Imperial Warrant found aboard Kinunir herself.

Like her crew, Kinunir may be a large pre-HG2 vessel but she is little more than a runt with a gimmick; the black globe, post-HG2. For a short period, she might be able to withstand the damage a post-HG2 capital ship can dish out, but she would be nearly completely unable to seriously damage that ship in return.

The idea that a Kinunir built in the Marches would be shipped all the way to the Rim just to be handed over to the Vegans as a patroller boggles the mind.

The Warrant creates many problems. It is later implied to be the one used by Norris during the 5th FW, even though that is an impossibility (check out Hans Rancke-Madsen's masterful investigation of this). Also the idea that so powerful a document could be blithely lost is mind boggling. *Anyone* finding the Warrant could do *anything* in the Emperor's name until the news traveled to Capital and back.

"I always thought it (Leviathan - LEW) was written by the same folks?"

It was written by a UK Traveller fan group.

"I've owned the module and I never noticed the craft you are speaking of.... have to go look. That would be ... disturbing."

Look for jump message torpedoes (shudder).

"As to the other astrographic aspect, you can shift the campaign over a bit and you will hit the Imperial Fringe...."

And yet the same worlds, UWPs, names, and locations later appear in MT's canonical maps of the region. (blecch)

"Have to disagree.... have you not seen some of the Ihaeti ships? Those are just nasty...."

Check out Jesse DeGraff's illos, finest kind!

"Objection: Calls for a conclusion!
"

Well... it was a guess! ;)


Sincerely,
Larsen
 
kaladorn generously expanded on my threadbare post:

"The problem with this is, a lot like CotI suppliment, these guys (Kinunir crew - LEW) look pretty feeble stacked up against characters generated in the expanded system or in the classic system with special duty rolls added."


Tom,

Yes, I should have pointed that out. The Marine and IN types were all generated from LBB:1 and not from Mercs or HG2. They are pretty thin.

"For my benefit, what parts particularly are you referring to?"

The biggest are the quotes referring to four Kinunirs 'protecting' the Regina subsector from the Zhos, a Kuninir built in the Marches being given to the Vegans on the Solomani Rim, and the Imperial Warrant found aboard Kinunir herself.

Like her crew, Kinunir may be a large pre-HG2 vessel but she is little more than a runt with a gimmick; the black globe, post-HG2. For a short period, she might be able to withstand the damage a post-HG2 capital ship can dish out, but she would be nearly completely unable to seriously damage that ship in return.

The idea that a Kinunir built in the Marches would be shipped all the way to the Rim just to be handed over to the Vegans as a patroller boggles the mind.

The Warrant creates many problems. It is later implied to be the one used by Norris during the 5th FW, even though that is an impossibility (check out Hans Rancke-Madsen's masterful investigation of this). Also the idea that so powerful a document could be blithely lost is mind boggling. *Anyone* finding the Warrant could do *anything* in the Emperor's name until the news traveled to Capital and back.

"I always thought it (Leviathan - LEW) was written by the same folks?"

It was written by a UK Traveller fan group.

"I've owned the module and I never noticed the craft you are speaking of.... have to go look. That would be ... disturbing."

Look for jump message torpedoes (shudder).

"As to the other astrographic aspect, you can shift the campaign over a bit and you will hit the Imperial Fringe...."

And yet the same worlds, UWPs, names, and locations later appear in MT's canonical maps of the region. (blecch)

"Have to disagree.... have you not seen some of the Ihaeti ships? Those are just nasty...."

Check out Jesse DeGraff's illos, finest kind!

"Objection: Calls for a conclusion!
"

Well... it was a guess! ;)


Sincerely,
Larsen
 
Originally posted by Larsen E. Whipsnade:
The idea that a Kinunir built in the Marches would be shipped all the way to the Rim just to be handed over to the Vegans as a patroller boggles the mind.
Or, prompts said mind to cook up an ulterior motive behind the shipment. Any takers?
 
Originally posted by Larsen E. Whipsnade:
The idea that a Kinunir built in the Marches would be shipped all the way to the Rim just to be handed over to the Vegans as a patroller boggles the mind.
Or, prompts said mind to cook up an ulterior motive behind the shipment. Any takers?
 
Originally posted by FlightCommanderSolitude:
</font><blockquote>quote:</font><hr />Originally posted by Larsen E. Whipsnade:
The idea that a Kinunir built in the Marches would be shipped all the way to the Rim just to be handed over to the Vegans as a patroller boggles the mind.
Or, prompts said mind to cook up an ulterior motive behind the shipment. Any takers? </font>[/QUOTE]Misjump 6 x 6 x 6 ?


Captain of the Fateful Ship:"Nav, where in the blazes are we?"
Nav-O: "Solomani Rim sir."
Captain: "Oh Lord."
Local System Control: "Hailing unidentified military vessel showing Imperial Transponder codes.... Identify yourself by order of Admiral Jervis, Imperial 876th Strike Fleet..."
Captain <thinking quickly>: "Admiral Jervis, this is Captain Steubing of the Starlost, we're a Kinunuir Class Destroyer.... recently assigned as an ad hoc extension to your force...."
 
Originally posted by FlightCommanderSolitude:
</font><blockquote>quote:</font><hr />Originally posted by Larsen E. Whipsnade:
The idea that a Kinunir built in the Marches would be shipped all the way to the Rim just to be handed over to the Vegans as a patroller boggles the mind.
Or, prompts said mind to cook up an ulterior motive behind the shipment. Any takers? </font>[/QUOTE]Misjump 6 x 6 x 6 ?


Captain of the Fateful Ship:"Nav, where in the blazes are we?"
Nav-O: "Solomani Rim sir."
Captain: "Oh Lord."
Local System Control: "Hailing unidentified military vessel showing Imperial Transponder codes.... Identify yourself by order of Admiral Jervis, Imperial 876th Strike Fleet..."
Captain <thinking quickly>: "Admiral Jervis, this is Captain Steubing of the Starlost, we're a Kinunuir Class Destroyer.... recently assigned as an ad hoc extension to your force...."
 
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