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Traveller's Tales Vol. 1
by JOHN [Verified Purchaser] Date Added: 06/09/2024 13:51:09

A Must Read for Traveller players and GMs alike. This PDF contains 300 well-written and thoughtful snippets of in-game color, plot hooks, story ideas, and possible character background ideas. Some of the most insightful stories provide ethnic and cultural backgrounds on Alien races, making them out to be more than a human in a funny suit.



Rating:
[5 of 5 Stars!]
Traveller's Tales Vol. 1
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The Kumite Duello Challenge
by Chris [Verified Purchaser] Date Added: 06/04/2024 05:07:15

A useful resource for running a martial arts contest in Traveller/Cepheus etc, with the structure of the challenge clearly laid out. While it works as a stand-alone adventure, the rules, equipment and background can enhance any campaign setting.



Rating:
[5 of 5 Stars!]
The Kumite Duello Challenge
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Annic Nova - Evacuation
by Thomas [Verified Purchaser] Date Added: 06/04/2024 02:59:40

Warning: this is not the original Annic Nova module. It is an unrelated sequel.



Rating:
[3 of 5 Stars!]
Annic Nova - Evacuation
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Traveller's Tales Vol. 1
by Michael [Verified Purchaser] Date Added: 06/03/2024 16:27:49

Mr. Grant is a regular poster on several of the Traveller pages on Facebook. One of the highlights of my end of week are the 2 nuggets he posts. Always a facet of life in the 3rd Imperium. I had thought for a long time that he should concatenate them into a collection. At last it is here and it is FANTASTIC. The art is terrific. I have not been able to "put it down", even as a pdf. It is the best $2 A GM can spent for more ideas than you'll ever need or use. Bloody Well Done Good Sir! MikeJ



Rating:
[5 of 5 Stars!]
Traveller's Tales Vol. 1
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Traveller's Tales Vol. 1
by Andrew [Verified Purchaser] Date Added: 05/30/2024 14:20:18

Bought without hesitation. Neil Grant's vignettes are a genuine pleasure, his regular posting of them a real perk of being part of the Traveller RPG group on Facebook. The price is ridiculously low for such a wealth of creative ideas - NPCs, patrons, adventure set-ups and colour scenes in abundance. There's precious little waste in the book - 300 pieces of short fiction describing an aspect of Traveller's universe, usually followed by an author's note suggesting how to use it in a game. A typical vignette is around 150 words. Some are shorter, others may be twice as long. Grant has a succinct writing style, and packs an awful lot of colour and ideas into these short pieces. And the ideas are truly creative. Cool background technology, political systems, planetology, situations, people (including aliens), and more. There are no frills, either. Beyond the cover, this is text with only minimal formatting and the occasional image. The delight is in the content, not the presentation. A must-have for Traveller players of any edition.



Rating:
[5 of 5 Stars!]
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The Pirates of Drinax
by John [Verified Purchaser] Date Added: 05/14/2024 08:36:40

Pick it up on a sale, as I think USD $50 was a bit much, but it's still a great campaign. It's flexible enough to run solo as a Referee, and with a group it's great fun - no two campaigns are going to play out the same way at the endgame or in between. Consider the adventures more 'guidelines' than firm things that MUST happen before the Finale. The Drinaxian Companion is also I would say recommended as it fleshes out things more fully. The Harrier Class commerce raider is a very interesting ship to give a group of new players, as it has just enough cargo space to tempt them to trade, and not enough that raiding isn't typically a better option. I'd like some more concrete rules on simulating pirate activity in a sector in a future supplement, but this is an excellent way to do it.

I would warn first time referees that this is a campaign that requires a LOT of backend work from them. Spreadsheets are useful, and High Guard is a practical necessity too. Converting captured merchant ships into viable pirate vessels is not cheap either, but laundering ships captured from opposing pirates into 'legitimate traders' is an interesting way to make some steady credits to fund just about anything - an S-Class scout converted to being a passenger and cargo transport can cover the cost of running the Harrier for players in the background. Use maps (Travellermap) to help them plot out decisions and draw trade routes to help them visualize what the best places to target are... and where the heat will come down on them if they stick around too long. You know you're doing things right when they're going off on long adventures from vague promptings of world descriptions you've given them. The Reach Adventures series of books has ideas to take from, especially players who see a major pirate base in Oghma nearby to Drinax and want to deal with them. Makergod was a good investment for my group. Shadows of Sindal is also a good way to make a mini-arc for them to follow and includes some fun toys and NPC ideas to play with for you as a Referee.

For a new game master wanting to get into Traveller, I would give this a 4/5. It certainly gives you a bunch of ideas to play with and encourages you to get into other material. With High Guard and the core rulebook, you can do tons of things. For the experienced Referee, if you don't have this already it's a 5/5.



Rating:
[5 of 5 Stars!]
The Pirates of Drinax
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The Quintessential Drow
by Jonathan [Verified Purchaser] Date Added: 05/12/2024 22:01:09

There are some fair lore ideas for a particularly messed up drow society, if that is what you want. However, even a quick readthrough reveals editing issues with the mechanical portions. What is the reversion risk for systemic fleshcrafting? The section that should say is copy pasted from cosmetic fleshcrafting. What is the monthly upkeep that was mentioned on a gravebond, and how does gravebond rebellion work? It says "see below" but nothing is there.



Rating:
[2 of 5 Stars!]
The Quintessential Drow
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Traveller Core Rulebook Update 2022
by Robert [Verified Purchaser] Date Added: 04/23/2024 07:13:39

The right level of crunch to satisfy my inner gamer.



Rating:
[5 of 5 Stars!]
Traveller Core Rulebook Update 2022
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Night of the Dragon
by Jeffrey [Verified Purchaser] Date Added: 04/10/2024 19:57:33

This one falls short. The narrative doesn’t quite make a short story.



Rating:
[2 of 5 Stars!]
Night of the Dragon
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The Phoenix Initiative
by James [Verified Purchaser] Date Added: 03/23/2024 03:53:00

I have purchased and run through the start of this adventure so far. A good plot, and a patron that can be extended which is great. An easy to follow build up and opportunity to purchase equipment before a surface crawl then investigation of a research laboratory. Lots of possibilities to add your own flavour and leaves some good threads open for follow up with other adventures.



Rating:
[5 of 5 Stars!]
The Phoenix Initiative
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High Guard Update 2022
by Richard [Verified Purchaser] Date Added: 03/21/2024 15:47:01

I love this book. I love the rules, the ships, the exotic techs, the design process, and the descriptions of the crew roles.

HOWEVER … there are at least 13 illustrations missing. It’s obvious when a caption is present next to a 1/4 blank page.



Rating:
[4 of 5 Stars!]
High Guard Update 2022
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Adventure 1: Beltstrike
by Richard [Verified Purchaser] Date Added: 03/08/2024 20:12:46

There is a lot of good material here. HOWEVER, page 6 is unusable due to problems in formatting. Overlapping text, incomplete entries, and missing descriptions. This page is ESSENTIAL for mining in asteroid belts. So, this book in its current form is UNUSABLE for mining.

I have read CT Beltstrike and tried to piece together the missing information, but the two systems are incompatible.

Eventually I purchased “Uranium Fever.” It is well written, clear, and easy to follow. I’ll be using its mining rules.

The rest of “Beltstrike” is okay except for the usual typos. I have found numerous others on-line with the same complaints. Until there is a Mongoose version, or at least an errata, this book cannot be used for mining in Traveller.



Rating:
[2 of 5 Stars!]
Adventure 1: Beltstrike
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Traveller Core Rulebook Update 2022
by Morgan [Verified Purchaser] Date Added: 03/08/2024 12:56:00

I was one of the first folks to review T2 when it came out, and it was a harsh review; maybe unfairly so. Regardless, the T2:2022 update has dealt with all of my issues. The game isn't always perfect (mechanics in the campaigns are often bad, unfortunately) but the core encapsulated here is incredible. Well worth being your first experience with a vast world of SF adventure.



Rating:
[5 of 5 Stars!]
Traveller Core Rulebook Update 2022
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Shield Maidens Training Guide
by Len [Verified Purchaser] Date Added: 02/20/2024 01:15:09

As there is no current review on this game, I thought I’d submit a brief overview of my impressions of the books.

The Setting: This can be summarised as Cyberpunk marries a gender studies degree with a sprinkling of pseudo Norse mythology over the top. In this game players form a group of super powered (LGBTI) girl-bosses of various ethnic backgrounds who battle their way through hordes of white male mooks. These Shield Maidens are the only playable characters available. The main antagonists are a patriarchal government that damages the environment, discriminates against women, and oppresses the poor. It’s a very two-dimensional “goodies” versus “baddies” setting.

The System: A straightforward 2D6 system (although a D8 can also be required) where you roll 2D6, add them together, and succeed if you equal or exceed a target number. The result can be modified by abilities, skills and gear. Combat is decided by opposed roles with excess results adding to damage. Weapons and enemies do fixed damage to keep things simple. Overall, it’s a basic system that does the job adequately.

The Unique Aspect: The signature element of this game is the character’s shield. These shields have powers that are employable to boost your actions and can have significant side effects. You build this shield as you build your character and there is a wide variety of options for these shields. This gives each shield its own character.

The Presentation: Uncluttered and clear page setting that’s easy to read. Limited art work throughout the two books but the quality is quite nice. Nearly all weapons, gear and antagonists are illustrated. Interestingly, the game rules and resources are split over the two main books (Player’s Guide & GM Guide), so you need both books to play the game.

The Weird: This game seems to push the culture wars fairly overtly, and gets quite preachy about it. This is unfortunate as it distracts from the setting and atmosphere. It also includes a section on creating an inclusive game environment and some “tools” to facilitate this basic level of human interaction. Most game groups manage to achieve this organically, so I’m not sure what purpose this section really serves. Perhaps it’s the latest form of editorial disclaimer.

The Outcome: I’m not sure I’ll ever get a group that wants to play this game, so the purchase may end up being an expensive donation to the publisher ($90 AUS for the PDF!). You’d have to be into the single character archetype and the somewhat two-dimensional setting to want to play this. But if the idea of playing a super powered girl-boss versus an evil patriarchy with no redeeming features appeals to you, then give it a try. However, if you are looking for something more nuanced or varied, then you may want to save your money.



Rating:
[1 of 5 Stars!]
Shield Maidens Training Guide
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Specialist Forces
by Michael [Verified Purchaser] Date Added: 01/25/2024 10:01:08

A fair amount of missing character art... There are just white Sophont shaped voids. page 113 is one such instance.



Rating:
[3 of 5 Stars!]
Specialist Forces
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