Rapidshare Traveller Rpg Adventures
Traveller Adventures from Official Sources (as of May 30 1987) Title Date Source Start Location AZ: Rescue on Ruie 183-1105 Journal 1 Ruie/Regina/Spinward Marches. The game can be played almost any time in the Traveller history. The players are put into a situation their very survival depends on finding a solution to a genetically modified virus set out in the population. “Good adventure but quite busy for an Amber Zone.” Dylan. This Amber Zone could be a spring-board to an entire campaign.
It's tough to plan a Traveller campaign concept ahead of time. Character creation isn't completely random, but it's close enough that any given idea might easily run aground on an ill-fate dice roll. Luckily, that same character creation will usually give you more than enough ideas to hang a campaign on. Mine's been largely shaped by the one player who stuck a 12 in Social Status and then went on to get three boosts to the attribute when he mustered out of Noble. My original ideas about them being an unruly crew of rogue's and scoundrels quickly moved over in favor of this Duke Marlow Burrin's political aspirations, and the campaign's been better for it.
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The Voyager Knock-Off: Mis-jumps are a hazard in any game, and if you want a short-ish campaign with a set end point, a really bad mis-jump makes a good option. Stranded in an unknown part of space, all the characters want to do is get home, but they're broke. Adventure (and hilarity) ensues.
You might work with each player to come up with a specific reason why everyone wants to get home now (Mary Jane will marry another man! The family farm will be repossessed!) or you can leave open the idea that they'll decide this part of space isn't so bad, and settle down into a comfortable existence as traders or freelancers. (And, simultaneously, a more long-term campaign.) The best part of a game like this is it gives you an excuse to throw in a lot of really strange stuff, to keep up the idea that the gang is far from home. Space Ship Rockstar: This works just as well in space as it does with The crew is a band (famous or not) 'on tour,' hopping from planet to planet and holding concerts as they go. There's a couple of different approaches that would make this adventure-worthy.
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Traveller Rpg Map
The band could be the Scooby Doo type, always getting involved in trouble on the way to, from, and at the venue. Or the game could focus on the trouble they go through to get paid: all those backwoods planets always have something that's got to get fixed before they'll have the promised cash on hand. Perhaps the most promising option is that the band is cover for another activity, whether it's bounty hunting, trouble-shooting, or smuggling. Home, Sweet Home: There's no reason your players have to be the itinerant wanderers with a spaceship. Instead, they could be in charge of a space station themselves.