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Which adventures might be worth collecting?

Cymew

SOC-12
I came across a stack of old Imperium Games books. All seems to agree that Pocket Empires and Psionic Institutes are good. I have the former, and agree.

But, which of the adventures are "good", salvageable and which are totally unworkable?

Should I try to pick up some and use the maps, plots, stats or whatever?
 
I came across a stack of old Imperium Games books. All seems to agree that Pocket Empires and Psionic Institutes are good. I have the former, and agree.

But, which of the adventures are "good", salvageable and which are totally unworkable?

Should I try to pick up some and use the maps, plots, stats or whatever?
 
I rather like The Long Way Home but parts of Gateway would need a significant rewrite. The Annik Run was terrible simply because it deviated from everything that made Traveller run. The Long Way Home is probably the best port over to any milieu. But, if you are looking for a T4/TNE/1248 crossover, then Anomalies does a good job if you are to set in the CT era, you would have go outside of the Imperium to make it work.
 
I rather like The Long Way Home but parts of Gateway would need a significant rewrite. The Annik Run was terrible simply because it deviated from everything that made Traveller run. The Long Way Home is probably the best port over to any milieu. But, if you are looking for a T4/TNE/1248 crossover, then Anomalies does a good job if you are to set in the CT era, you would have go outside of the Imperium to make it work.
 
"Which adventures might be worth collecting?"

Short Answer: ALL of them!

Long Answer: Any that have detailed deck plans, building blueprints, outdoor maps, subterranean diagrams, equipment descriptions, and character sheets.

I've used "Shadows" several times over -- change the UWP, the creatures, and/or the purpose of the pyramids, and you have a relatively new adventure.

("Wait ... doesn't this look like those pyramids on ... there's gotta be a connection!")
 
"Which adventures might be worth collecting?"

Short Answer: ALL of them!

Long Answer: Any that have detailed deck plans, building blueprints, outdoor maps, subterranean diagrams, equipment descriptions, and character sheets.

I've used "Shadows" several times over -- change the UWP, the creatures, and/or the purpose of the pyramids, and you have a relatively new adventure.

("Wait ... doesn't this look like those pyramids on ... there's gotta be a connection!")
 
Hey Keklas, he's referring to T4 material.

I slowly got rid of every T4 book except the main rulebook and the Central Supply Catalog. I just didn't use the rest at all after, say, 1998.
 
Hey Keklas, he's referring to T4 material.

I slowly got rid of every T4 book except the main rulebook and the Central Supply Catalog. I just didn't use the rest at all after, say, 1998.
 
Yep. T4, thus this part of the forum.

Otherwise I guess I already knew the answer, and I don't agree with it.
 
Originally posted by robject:
Hey Keklas, he's referring to T4 material.
My bad.

Still, something may be useful from just about any Traveller-related resource. I've even used Judges Guild "Portals of Torsh" for the city layout!
 
Yep. T4, thus this part of the forum.

Otherwise I guess I already knew the answer, and I don't agree with it.
 
Originally posted by robject:
Hey Keklas, he's referring to T4 material.
My bad.

Still, something may be useful from just about any Traveller-related resource. I've even used Judges Guild "Portals of Torsh" for the city layout!
 
Funny, I was thinking of getting Long Way Home today, myself.

I have no experience with T4. How setting-specific is LWH / how portable is it to the golden age? What's "Gateway," kafka--is that part of LWH and what's wrong with it?

On that note, Milieu 0 sounds, well, not totally uncool. In order to run a campaign using CT or MT rules, would it be enough to get LWH and the Milieu 0 book?
 
Funny, I was thinking of getting Long Way Home today, myself.

I have no experience with T4. How setting-specific is LWH / how portable is it to the golden age? What's "Gateway," kafka--is that part of LWH and what's wrong with it?

On that note, Milieu 0 sounds, well, not totally uncool. In order to run a campaign using CT or MT rules, would it be enough to get LWH and the Milieu 0 book?
 
Gateway is the sequel, the ending sours but there is no reason why you should use the ending. Just have the adventures limp their way home. These adventures are not terribly portable into the GA unless you have new players, seasoned Travellers might wonder why so many hostile & unknown races exist in Charted Space, but, if you take them out of that...the adventure does not show its age.
 
Gateway is the sequel, the ending sours but there is no reason why you should use the ending. Just have the adventures limp their way home. These adventures are not terribly portable into the GA unless you have new players, seasoned Travellers might wonder why so many hostile & unknown races exist in Charted Space, but, if you take them out of that...the adventure does not show its age.
 
Originally posted by Rhialto the Marvelous:
On that note, Milieu 0 sounds, well, not totally uncool.
There are some interesting possibilities that you don't get in other milieus. I've written a campaign setting and co-written and adventure (with Kurt Brown) for Milieu 0, and I've a few more on my back burners.

Check out

http://jtas.sjgames.com/login/article.cgi?116

and

http://jtas.sjgames.com/login/article.cgi?33

if you have a subscription to JTAS Online.

In order to run a campaign using CT or MT rules, would it be enough to get LWH and the Milieu 0 book?
What's LWH?

Milieu 0 gives you the broad strokes of the setting. You'll need to do considerable work on campaign details. IIRC there's absolutely nothing rules-specific in M0, so you shouldn't have any problem using whatever rules you want.


Hans
 
Originally posted by Rhialto the Marvelous:
On that note, Milieu 0 sounds, well, not totally uncool.
There are some interesting possibilities that you don't get in other milieus. I've written a campaign setting and co-written and adventure (with Kurt Brown) for Milieu 0, and I've a few more on my back burners.

Check out

http://jtas.sjgames.com/login/article.cgi?116

and

http://jtas.sjgames.com/login/article.cgi?33

if you have a subscription to JTAS Online.

In order to run a campaign using CT or MT rules, would it be enough to get LWH and the Milieu 0 book?
What's LWH?

Milieu 0 gives you the broad strokes of the setting. You'll need to do considerable work on campaign details. IIRC there's absolutely nothing rules-specific in M0, so you shouldn't have any problem using whatever rules you want.


Hans
 
I totally agree with Hans; M0 is a promising milieu and has room to grow. The published adventures, including LWH (Long Way Home), had great concepts but didn't seem to tie in with the milieu enough to make me keep them. I do remember the key concepts, and still think they can make great adventures.

LWH assumes you'll be stuck in the wild wreckage of the Rule of Man; endless groups of backwater reverted Ziru Sirka castaway worlds. Each has its own problems and challenges, each has twisted its legendary history a different way.

It resembles Leviathan and The New Era a bit, and also reminds me of the Odyssey.


The other adventure which ought to have rocked was Anililik Run, which struck me as being an excellent "scary wilderness" run. It concerned a silk-road-style trade route between the young Third Imperium/Sylean Federation and whatever civilized worlds were left in the Vland sector. Only the lucky or insane attempted to take that route.


The main difference I see in the two adventures was that, in LWH, the players were thrust into an overall sink-or-swim situation by fiat, whereas in AR the players themselves chose to rush headlong into peril and the unknown. I prefer the latter.
 
I totally agree with Hans; M0 is a promising milieu and has room to grow. The published adventures, including LWH (Long Way Home), had great concepts but didn't seem to tie in with the milieu enough to make me keep them. I do remember the key concepts, and still think they can make great adventures.

LWH assumes you'll be stuck in the wild wreckage of the Rule of Man; endless groups of backwater reverted Ziru Sirka castaway worlds. Each has its own problems and challenges, each has twisted its legendary history a different way.

It resembles Leviathan and The New Era a bit, and also reminds me of the Odyssey.


The other adventure which ought to have rocked was Anililik Run, which struck me as being an excellent "scary wilderness" run. It concerned a silk-road-style trade route between the young Third Imperium/Sylean Federation and whatever civilized worlds were left in the Vland sector. Only the lucky or insane attempted to take that route.


The main difference I see in the two adventures was that, in LWH, the players were thrust into an overall sink-or-swim situation by fiat, whereas in AR the players themselves chose to rush headlong into peril and the unknown. I prefer the latter.
 
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