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Mongoose Traveller 2e: Opening Game

Started by Vic99, February 21, 2017, 02:50:46 PM

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Vic99

Getting ready for early March to begin Traveller for first time. Very exciting, but a bit overwhelming.  I like this type of challenge, though.

Campaign Background Stuff: Will probably use Imperium; no confirmed alien life on par with or more advanced than human (yet); will use more primitive alien life - more like microbes up to invertebrates; will use uplifted animals - some will be more intelligent than earth's animal life.  Campaign is going to be on firnges of Imperium, far from Earth.

Players have indicated they want an explorer type campaign (maybe even a search for a creator) with maybe some freighter work.

I have the core rules, but so do the players, so I want to mine elsewhere for begining adventures.  Does anyone have High and Dry

https://www.amazon.com/Traveller-High-MGP40001-Mongoose-Publishing/dp/1908460539/ref=pd_sim_14_4?_encoding=UTF8&pd_rd_i=1908460539&pd_rd_r=2F83K3PSGQ711E5EEAGJ&pd_rd_w=J1RBt&pd_rd_wg=fgwqG&psc=1&refRID=2F83K3PSGQ711E5EEAGJ

or any other first adventure type scenarios?  What's good and not?  My intention is to use elements, but not run as is from a book.  Free stuff is welcome, but I'll spend a little money.  Thanks.

Pyromancer

Quote from: Vic99;946884Does anyone have High and Dry

https://www.amazon.com/Traveller-High-MGP40001-Mongoose-Publishing/dp/1908460539/ref=pd_sim_14_4?_encoding=UTF8&pd_rd_i=1908460539&pd_rd_r=2F83K3PSGQ711E5EEAGJ&pd_rd_w=J1RBt&pd_rd_wg=fgwqG&psc=1&refRID=2F83K3PSGQ711E5EEAGJ

or any other first adventure type scenarios?  What's good and not?  My intention is to use elements, but not run as is from a book.  Free stuff is welcome, but I'll spend a little money.  Thanks.

I have Type-S, which is the exact same adventure as High and Dry, but with a different title. As written, it is not very good, and it lacks substance that is salvageable.
"From a strange, hostile sky you return home to the world of humans. But you were already gone for so long, and so far away, and so you don\'t even know if your return pleases or pains you."

Shawn Driscoll

Quote from: Vic99;946884Getting ready for early March to begin Traveller for first time. Very exciting, but a bit overwhelming.  I like this type of challenge, though.

Campaign Background Stuff: Will probably use Imperium; no confirmed alien life on par with or more advanced than human (yet); will use more primitive alien life - more like microbes up to invertebrates; will use uplifted animals - some will be more intelligent than earth's animal life.  Campaign is going to be on firnges of Imperium, far from Earth.

Players have indicated they want an explorer type campaign (maybe even a search for a creator) with maybe some freighter work.

I have the core rules, but so do the players, so I want to mine elsewhere for begining adventures.  Does anyone have High and Dry

https://www.amazon.com/Traveller-High-MGP40001-Mongoose-Publishing/dp/1908460539/ref=pd_sim_14_4?_encoding=UTF8&pd_rd_i=1908460539&pd_rd_r=2F83K3PSGQ711E5EEAGJ&pd_rd_w=J1RBt&pd_rd_wg=fgwqG&psc=1&refRID=2F83K3PSGQ711E5EEAGJ

or any other first adventure type scenarios?  What's good and not?  My intention is to use elements, but not run as is from a book.  Free stuff is welcome, but I'll spend a little money.  Thanks.

The newer M J Dougherty books tend to be for beginner adventure players. Not enough meat in them. I prefer Mongoose 1st edition's blue-titled books. Some of their stuff is included now in the 2nd edition core book though (about 15% of the material). I borrow a lot of story/hook ideas from novels. I mostly just do hooks, and don't do full-on campaigns. Someone here probably knows of good books with campaigns that will work with Mongoose Traveller.

Spike

Speaking of MongTrav 1, I've got Prison Planet and Belt Strike, as well as the PDFs for Secrets of the Ancients and Pirates of Drinax, along with the Compendiums (most of them, anyway).

Prison Planet is fine, but it sort of takes you out of the normal Traveller for some time. Could be an interesting adventure to start a whole campaign, but if people are expecting Spacey-ships, PP isn't a good jumping in point.

Secrets and Pirates are pretty much entire campaigns, but Pirates is a lot more open ended, and both seem designed to allow starting games in, but maybe not 'new' players? I can't really evaluate them on that axis myself.

Beltstrike is good. Its a pocket setting, no need to worry about jump drives and all that, but still giving plenty of room to get started.  Some of the set up (taking months to spin up a mining platform) actually seem more like GM learning curve issues, and you can easily move from Belt-strike into the mainstream Traveller setting at any point.

The Compendiums (orange titled books) are full of mostly one-shot adventures. ON that note, a vast majority of Traveller adventures I've seen seem to assume the players will need a starship, and getting one is half the set-up for the adventure itself.  My only problem with that is that it sort of renders Ship-Shares a moot point, and makes using said adventures for an established group (or even one on their second or third adventure if you just use pre-printed adventures).... interesting.  Yet another distant uncle has left me a starship with engine troubles on a distant world you say? Curious, but I think I'll pass. I've already got four starships as it is!
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