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Monday, December 20, 2021

My top 10 classic traveller adventures (part i).

Never let it be said that I don't give the audience what they want. That's why the latest in my year end Top 10 lists covers the adventures of Traveller. Like my previous lists, this one comes with a couple of notable caveats. The first is that this list only considers adventures published during the era of classic Traveller , which is to say, 1977–1986. The second is that the adventures in question must have been published as stand-alone products rather than as, say, articles in the pages of The Journal of the Travellers' Aid Society. The cuts down on the number of possible candidates, it's true, but there are still many possibilities to consider, especially since I'm taking into account licensees like FASA, Gamelords, and Judges Guild (spoiler alert: there are no JG adventures on this list).

I should also remind readers that, like previous lists of this sort, I have deliberately limited it to adventures I've personally refereed or played. That eliminates a handful of worthy contenders for inclusion, to be sure, but not so many that I think it undermines the utility of a list like this one. Still, if in your opinion there's an obvious omission, there's a good chance it's because I don't have any direct experience with the adventure in question. 

traveller rpg adventure

Twilight's Peak is the third adventure ever published for Traveller  and it's a very good one. Indeed, I hesitated to place it so low on the list, because, in some respects, it's a near perfect example of the kind of sober, serious science fiction that Traveller represented (especially in contrast to most other SF RPGs at the time). Unfortunately, the adventure depends heavily on the learning of certain information via rumors in order to proceed from world to world across the Spinward Marches . Even then, these rumors often only lead to the search for yet more information, potentially leading to a long and tedious investigation into matters whose ultimate import is not clear. Admittedly, the final payoff is worth it and the scenario includes a number of interesting stops along the way, but, unlike The Traveller Adventure  – which is not included on this list, by virtue of its having been included elsewhere – I found it to lack forward momentum at times. Still, it's well-done and, as I said, a solid example of the kind of restrained science fiction Traveller does better than most SF RPGs before or since.

traveller rpg adventure

This is the immediate predecessor to Twilight's Peak in terms of publication and deals with many of the same general concepts and themes, most specifically the mysterious, extinct alien species known only as the Ancients. Unlike Adventure 3, Research Station Gamma is more straightforward and therefore easier to use. On the downside, some of that straightforwardness comes in the form of being what is effectively a "dungeon crawl in space" – a common flaw in some of GDW's early Traveller adventures. The fact that much of the opposition in the scenario takes the form of alien animals held inside the titular research station only further contributes to this feeling. On the other hand, the "dungeon" in question is an interesting one, with an unusual architecture that many old Traveller hands look on with some fondness. The adventure is also notable for being one of the few GDW publications to mention, let alone describe, robots, an element of science fiction Traveller  largely glossed over.

traveller rpg adventure

Published by Gamelords and written by William H. Keith, Duneraiders is a companion piece to the supplement, The Desert Environment  (what a surprise!). The scenario itself deals with corporate warfare on the world of Tashrakaar, a mineral-rich planet located outside the borders of the Third Imperium. Tashrakaar has a native population, the so-called Duneraiders, who don't take kindly to the presence of offworlders and with whom the player characters must eventually ally – first simply to survive and later to thwart the machinations of the nefarious Dakaar Minerals corporation. If this all sounds more than a little inspired by Frank Herbert's famous novel series, you're not wrong. Fortunately, William H. Keith is a good adventure designer and he introduces enough new elements into the mix to ensure Tashrakaar isn't just a clone of Arrakis. I must confess to a lot of personal fondness for this adventure, because it's one of the few I first experienced as a player rather than as a referee. I had a lot of fun with it and that plays a role in its inclusion here.

traveller rpg adventure

In addition to its other adventures, GDW published a series of "double adventures," consisting of two shorter scenarios published back to back – and upside down – in imitation of the Ace Doubles released throughout the 1950s and '60s. Double Adventure 1  included an adventure entitled Shadows  that is a favorite of mine, due in no small part that it was included in The Traveller Book as one of its sample scenarios (which is where I first encountered it). The adventure focuses on the discovery and exploration of a series of ancient alien pyramids on an inhospitable world. Though another example of a "dungeon crawl in space," Shadows pulls this off exceptionally well, with lots of interesting details and plenty of scope for characters to get into trouble. The pyramids are also a potential source of some remarkable information about their past – nothing earthshattering, mind you, but historically valuable. It's a great scenario with which to introduce newcomers to Traveller and its particular take on science fiction adventure.

traveller rpg adventure

Yet another double adventure and yet another "dungeon in space." Death Station involves the player characters being hired to travel to an orbital laboratory ship with whom their patron has lost communications contact. While he suspects that the problem behind the loss of communications is merely technical in nature, it's possible that it's something more, which is why he outfits the characters appropriately. As presented, Death Station is fairly bare bones, focusing primarily on describing the lab ship in great detail, complete with maps and aids for the referee. However, the true nature of the problem – a psychochemical drug experiment gone wrong – opens up lots of possibilities for a frightening situation. Insane crewmen, escaped lab animals, and lots of hidden ducts and crawlspaces present the perfect environment for a tense handful of sessions. I used Death Station in my Riphaeus Sector campaign a few years ago to good effect. 

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23 comments:

traveller rpg adventure

Trivia: William H Keith is not only a prolific author (both in gaming and in literary circles under various pen names) he also did a lot of the early artwork for GDW, FASA, and FGU. He's also a Reiki master and knows (or at least knew) one of my former dorm mates at Penn State, but that was decades ago now. The one time I met him in person I didn't register that he was *that* William Keith or he'd have been autographing RPG books all night. :)

I will give my top marks to Death Station, solely on the grounds that it is the only Traveller adventure I have experienced as both a player and GM. The amusing fact is, in both cases, frying bacon played a pivotal role in solving the mystery.

Seth Skorkowsky recently did a review/play report on the Mongoose version of Death Station, with his usual suggestions for how to improve the gameplay. Like most of his videos it's worth the time (a half hour in this case) to listen to: https://www.youtube.com/watch?v=AH1oyUjjUj4

traveller rpg adventure

I listen too his reviews when I'm on walks. Never watch them purely audio but you don't miss much. They are fun.

Yeah, most of my youtube "viewing" is audio-only while I'm painting or sculpting stuff. Although with Seth you do miss out on some fairly hilarious costumes once in a while. The whole conceit of him dressing up as Jack the NPC and the various members of his gaming group doesn't really need eyesight to work, but the screwball ones like the Vargr mask in Traveller and the one gal who was slowly turning into a snake person in Pulp Call of Cthulhu are worth pausing for a glance. :)

I am unsurprised that no JG Traveller adventures made it onto the list :). Looking forward to the top 5.

Good choices all. "Duneraiders" always gave me more of a Lawrence of Arabia vibe than a Dune vibe. The sole time I ran it straight, as opposed to plundering portions of it, the campaign quickly morphed into a wargame with few RPG touches. My players were wargamers primarily so the change in emphasis wasn't an issue. I cannot begin to count the number of times I've run "Death Station" whether straight, disguised, repurposed, or whatnot. Something about it clicks with me, allowing me to easily tailor it to the needs of the moment. It's been a comedy, a cosmic horror, a diplomatic incident, and an exercise in small unit tactics among many other thing. "Shadows" features one of my favorite GM mechanics; the ticking clock. The certainty that their vacc suits will eventually fail thanks to the insidious atmosphere always spur the players to action. Whether it's healing potions, torches, or ammo, resource management is an aspect to RPGs that many GMs often overlook in their games.

traveller rpg adventure

Re: Duneraiders I think that Uragyad'n of the Seven Pillars , also by William Keith, is perhaps a closer analog to Lawrence of Arabia , but I see your point nonetheless.

You are, of course, correct. I routinely mix up the two adventures and did so again when typing my post!

I found Death Station a little week in its actual execution, but the Lab Ship map design was striking and well done, and I reused it for a number of other adventures (e.g., a research station orbiting a pulsar that was then raided by alien pirates).

@Dave Pulver I think the opportunity to get (and reuse) new ships was a large part of the appeal of several LBB adventures. The Kinunir, the Leviathan, the Safari Ship and Broadsword mercenary cruiser all saw plenty of use outside their first module appearances in my games.

I really liked the way Twilight's Peak was integrated into GDW's Fifth Frontier War board game. The scenario provided a rare opportunity for PCs to have a strategic impact on the course of the titular war.

I wish I'd played more Traveller back in the day, and acquired more of these adventures.

They are all available on the Far Future Enterprises Classic Traveller CD-ROM: https://www.farfuture.net/

Off topic, but given the knowledge of yourself and your readers, is there a high quality blog which writes about Traveller from the bottom up?

Not directly, but if you google search for "traveller rpg blog" sites like feedly will cough up a slew of popular ones to sample. If you leave out teh "rpg" part it will insist on giving you a billion travel blogs instead. :)

Tales to Astound is a great one. There are several other really good ones. I have an index page on my website covering a bunch of Traveller blogs and other stuff: https://ffilz.github.io/Gaming/traveller-reading.html

Here's hoping I get gift cards for Xmas, 'cuz DriveThruRPG is about to make BANK.

I've GMed most of the GDW and FASA adventures. The ones that worked out the best in actual play were: #1. Leviathan. The ability to command a large starship to do actual exploration of unknown systems was great. Excellent ship design and use of different player/GM map. Having the PCs interview a crew of NPCs to hire on was also neat. Made a huge list of possible crew. Had fun replacing most of the slightly low-key Traveller encounters with more exciting stuff (crashed berserker starships, planet of vampires, new alien races). #2. Twilight's Peak. A genuinely epic adventure from star to finish. Great stuff and introduced the Droyne. Objectively a better adventure than Leviathan; we just had more fun modding Leviathan. #3. Expedition to Zhodane. Really cool opening with player handout "help wanted" adds and a decent followup espionage and travel plot. I recall one situation where the PCs, after acquiring some guass rifles, managed to ambush a local TL7 Zhodani militia that had poor body armor and they wracked up a huge body count, it was like an Arnold movie... #4. The Traveller Adventure. Some good stuff and neat aliens and tradewar, though a bit of a letdown if you've already played things like Twilight's Peak. #5. Secret of the Ancients. Not quite as exciting in actual play as Twilight, but great lore, some neat gadgets (shimmersuits) and a real sense of wonder plot; the descent into the gas giant was very cinematic. #6. Divine Intervention. Nice mission impossible mission, a cute gadget (the stun carbine). The idea that you have to keep the violence down and clean up all the evidence made this for a nice change of pace. Players enjoyed it. #7. Shadows. A memorable if somewhat low-key "dungeon crawl" . Most notable for "worst destruction of a PC's body" who slipped and fell, cracking open their vacc suit helmet in an insidious acidic atmosphere, then had the mostly dead body tossed to slow down pursuit of a swarm of alien rat things, than had another PC open fire on the pile up of the rat-things eating the corpse with automatic weapons. We didn't have a more totalled PC until a few years later when some poor fool was standing outside on the hull of a starship when another starship rammed it. #8. Chamax Plague. "Bugs mister rico, zillions of them!" A nice "aliens" adventure that genuinely scared my players. #9. The Kinunir. Good deck plans and a nice subsector spanning series of adventure vignettes, but really took a fair bit of effort by the GM to make fun. I rate this high mostly because of the Regina subsector and Imperium lore it introduced and some fun actions we had (e.g., hunting tree krakens for their anagathic properties). #10. Azhanti High Lightning. Yeah, it's a boardgame, but I converted the scenarios to adventures. "Haunting Thunder" actually used in play, especially the one with the salvage of the fighters in the ship in the gas giant and alien blobs (Haunting Thunder, was it). That played very well... Several of the other ones were useful as source material, e.g., Prison Planet has a great list of Vilani character names, Research Station Gamma had good maps, Nomads of the World Ocean and most of the Keith FASA ones were entertaining reads for the detailed world building (though my players never seemed to enjoy them as much in actual play, preferring the more free-form and anarchic GDW adventures). The biggest problem with the GDW adventures were that most of them (save Twilight and Secret) as written were designed for quite low-powered book 1 style parties - not the sort of Mercenary/High Guard designed psi-trained battledress and FGMP-15/X-ray laser armed folks the players had accumulated after Twilight and Leviathan. (We did reboot with some new guys to run Zhodane and again tried it with some of the FASA adventures, but by then everyone was a little jaded, so reverted back to the regular doses of high-powered space opera and ripping of SF-novel plots...

traveller rpg adventure

Nice. I ran the Mongoose (2008) version of Death Station in my solo play last year. Ended up being two rather long blogposts. http://travellersandbox.blogspot.com/2020/10/death-station-part-i.html http://travellersandbox.blogspot.com/2020/11/death-station-part-ii.html

Enjoyed the blog posts and dialogue. Looked like fun!

“ The biggest problem with the GDW adventures were that most of them (save Twilight and Secret) as written were designed for quite low-powered book 1 style parties - not the sort of Mercenary/High Guard designed psi-trained battledress and FGMP-15/X-ray laser armed folks the players had accumulated after Twilight and Leviathan. (We did reboot with some new guys to run Zhodane and again tried it with some of the FASA adventures, but by then everyone was a little jaded, so reverted back to the regular doses of high-powered space opera and ripping of SF-novel plots...” Pretty much our experience as well. We tried to play it in a D&Desque manner like the published adventures seemed to suggest, but the power curve just doesn’t work for that style of play. We ended up using it, along with some Top Secret and James Bond 007, as an occasional palate cleanser between our regular D&D sessions.

traveller rpg adventure

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Classic Traveller’s Greatest Hits: The 10 Best Adventures

  • Post author: Terry Herc
  • Post published: January 7, 2024
  • Post category: Uncategorized
  • Post comments: 0 Comments

Classic Traveller cover

Welcome to the world of Traveller, a realm where the vastness of space and the depth of your imagination converge. Since its inception, Traveller has been a sci-fi RPG touchstone. With its intricate design and rich lore, Traveller has left an indelible mark on the RPG world. Its impact stems from the ability of Classic Traveller adventures to blend science fiction with intricate world-building, creating a sandbox of endless possibilities for adventurers. From navigating political intrigue in distant star systems to exploring ancient ruins on forgotten worlds, Traveller has set the benchmark for space-faring role-playing games.

In this article, we delve into the heart of Traveller’s legacy by highlighting its most iconic and influential adventures from the late 70s and early 80s. These are the pillars in Traveller’s rich history and have defined its legacy as one of the most influential sci-fi RPGs. Whether you are a seasoned explorer of the Traveller universe or a newcomer eager to embark on your first voyage, this list of iconic RPG modules is your indispensable guide to the adventures that have shaped this legendary game.

The Legacy of Traveller

Traveller is a pioneer of the early RPG scene. Launched in 1977, the original Traveller, now known as Classic Traveller , stood out as one of the first science fiction RPGs. It was a genre that, until then, was largely unexplored and its arrival heralded a new era, offering a fresh and expansive universe set against the backdrop of the stars.

What sets Traveller apart is its unique approach to storytelling, character creation, and setting. Traveller embraced the vastness and complexity of space exploration, and its setting, sprawling across galaxies and star systems, offered a playground of endless possibilities. From negotiating with alien civilizations to engaging in high-stakes space combat, Traveller provided a multifaceted experience that was as challenging as it was thrilling.

A key feature of Classic Traveller’s gameplay is its emphasis on skill-based character progression over level-based systems. This innovative approach allowed players to develop their characters organically, with skills evolving through their actions and experiences rather than arbitrary level advancements. This system added a layer of realism and flexibility, enabling players to tailor their characters to fit their playing style and the narrative’s demands.

Beyond its gameplay and setting, Classic Traveller’s enduring popularity can be attributed to its vibrant community. For decades, this game has brought together players from around the globe, fostering a shared passion for space exploration and adventure. The Traveller community has been instrumental in expanding the game’s universe, contributing countless homebrew campaigns, fan-made modules, and discussions that have enriched the Traveller experience. The game’s impact extends beyond its immediate community; Classic Traveller has influenced numerous other RPGs and sci-fi narratives .

Top 10 Essential Classic Traveller Adventures

Exploring the Traveller universe is akin to charting a course through the stars, where each adventure is a new world to explore. With a myriad of adventures available, choosing where to begin or what to explore next can be as daunting as navigating a meteor field.

To guide you on this interstellar journey, we’ve curated a list of the top 10 essential Classic Traveller adventures. These adventures have been selected for their iconic status, their ability to capture the essence of Classic Traveller, and their enduring popularity. From the depths of uncharted space to the intrigues of alien civilizations, each adventure on this list promises to deliver a captivating and memorable experience, whether you’re a seasoned explorer of the galaxy or a rookie Traveller gearing up for your first expedition.

So, prepare your starship, gather your crew, and set your coordinates; here are the top 10 Classic Traveller adventures that every player and Game Master should have.

1. Twilight’s Peak (1980)

”Twilight’s Peak” is a classic adventure module that stands out in the Classic Traveller series for its compelling mix of exploration and mystery. Set against the backdrop of ancient alien civilizations, this adventure takes players on a thrilling quest to uncover long-lost secrets and technologies. Known for its engaging storyline and deep lore, “Twilight’s Peak” offers a perfect blend of science fiction and adventure elements.

This module is particularly noted for its well-structured narrative that guides players through a series of discoveries and encounters, each adding to the unfolding mystery. The adventure is ideal for players who enjoy a mix of investigative gameplay and exploration. As one of the most highly-regarded modules in the Classic Traveller series, “Twilight’s Peak” is essential for fans looking to experience the depth and richness of the game’s universe.

2. The Traveller Adventure (1983)

“The Traveller Adventure” is an extensive campaign that truly encapsulates the diversity and depth of the Traveller universe. Released in 1983, this campaign is renowned for its wide array of scenarios, offering everything from intricate diplomacy to thrilling space combat. Players can expect a dynamic and immersive experience that showcases the versatility of Traveller gameplay.

This module is ideal for both new and seasoned players, providing a comprehensive tour of the Traveller universe. It stands out for its ability to seamlessly weave together different scenarios and challenges, ensuring that each gaming session is unique and engaging. “The Traveller Adventure” is a must-play for those looking to fully experience the range of possibilities that Classic Traveller offers.

3. The Spinward Marches Campaign (1985)

Set in a frontier sector of space, “The Spinward Marches Campaign” has been a foundational setting for many Classic Traveller adventures since its release in 1985. This campaign offers a detailed and vibrant backdrop that has captivated fans for decades. It’s known for its rich setting, filled with political intrigue, interstellar conflict, and exploration opportunities.

Players are drawn into the complexities of frontier life, navigating the challenges and opportunities that arise in this less charted part of the Traveller universe. The campaign is particularly loved for its ability to create a sense of adventure and discovery, as players explore new worlds and encounter diverse characters and cultures. “The Spinward Marches Campaign” remains a fan favourite for its enduring ability to inspire and engage.

4. Secret of the Ancients (1984)

“Secret of the Ancients” , released in 1984, takes players on an intriguing journey into the depths of the Traveller universe’s history. This campaign is centred around the exploration of an ancient and extinct race, offering a rich narrative that delves into the mysteries and lore of a long-gone civilization. It’s an adventure that combines archaeological exploration with a deep dive into the game’s mythology.

This campaign is particularly appealing for those who enjoy deciphering ancient mysteries and piecing together the history of lost civilizations. It stands out for its well-crafted storyline that seamlessly integrates the background lore of the Traveller universe into an engaging, playable adventure. “Secret of the Ancients” is a must-play for lore enthusiasts and those looking to explore the deeper mysteries of the Traveller world.

5. Annic Nova (1980)

“Annic Nova” , first published in 1980, is a standout adventure that has captured the imagination of many Traveller players. The module revolves around a derelict ship, the Annic Nova, and the intriguing mysteries that lie within it. This adventure is known for its focus on exploration and discovery, as players investigate the abandoned vessel and uncover its secrets.

The appeal of “Annic Nova” lies in its atmosphere of mystery and the unknown. Players are drawn into the story as they navigate through the eerie, abandoned ship, piecing together clues and unravelling the narrative behind its abandonment. This module is perfect for those who enjoy a blend of exploration, mystery-solving, and the thrill of discovering hidden stories.

6. Trillion Credit Squadron (1981)

In “Trillion Credit Squadron” , released in 1981, players experience the expanded scope of space combat in Classic Traveller. This module is notable for introducing large fleet battles, offering an epic scale of space conflict that has remained a favourite among players who relish grand, strategic warfare. It allows players to build and command massive fleets, engaging in battles that can determine the fate of entire star systems. This module is ideal for those who enjoy the tactical aspects of space warfare and the thrill of commanding large-scale fleet operations.

7. The Kinunir (1979)

“The Kinunir” , dating back to 1979, is one of the earliest adventures in the Classic Traveller series and has significantly influenced subsequent modules. The adventure revolves around the mystery of a lost battleship, The Kinunir, and sets a precedent for future stories with its engaging blend of mystery and exploration. Players are drawn into a suspenseful narrative as they investigate the disappearance of the battleship, encountering various challenges and unravelling the intrigue behind its fate. The adventure’s mix of investigative gameplay and space action makes it a timeless classic for Travellers.

8. Nomads of the World-Ocean (1983)

“Nomads of the World-Ocean” , released in 1983, takes Classic Traveller players to a captivating water world. This adventure is unique in its exploration of a planetary environment dominated by vast oceans, where players interact with native nomadic tribes. The module stands out for its rich cultural and environmental storytelling, immersing players in the lives and struggles of these nomadic communities. It’s an excellent choice for those looking to experience a different kind of planetary adventure in the Traveller universe.

9. Prison Planet (1980)

“Prison Planet” is a thrilling module from 1980 that casts players in the role of inmates on a harsh prison planet. This adventure offers a unique setup where players must devise and execute a daring escape plan. The module is versatile, accommodating various playstyles, from stealth and strategy to outright rebellion. This scenario provides an intense and gripping experience, perfect for groups looking for a storyline that deviates from traditional space exploration themes.

10. Research Station Gamma (1979)

Set in the icy confines of an arctic research station, “Research Station Gamma” , released in 1979, offers a suspenseful and atmospheric adventure. The module presents a mystery involving missing personnel, enigmatic ancient ruins, and the looming threat of alien encounters. It stands out for its tense and immersive setting, providing a backdrop that adds depth and intrigue to the investigative gameplay. This adventure is a must-play for those who enjoy a blend of mystery and science fiction in a chilling, remote environment.

Honourable Mentions

While the top 10 list captures some of the most iconic Classic Traveller adventures, there are two additional modules that deserve an honourable mention for their unique contributions to the Traveller universe:

Striker (1981)

“Striker” , released in 1981, diverges from the typical Traveller format by being a miniatures combat game. Set within the Traveller universe, it offers an in-depth look into ground combat scenarios, adding a new dimension to the conventional space exploration theme. Its focus on tactical warfare and miniature gameplay makes it an essential mention for those who enjoy detailed combat simulations. “Striker” is notable for its ability to expand the Traveller experience, providing a different perspective on conflicts within the game’s universe.

Safari Ship (1984)

“Safari Ship” , a unique adventure from 1984, offers players the chance to embark on a big-game hunting expedition on a distant planet. This module stands out for introducing a completely different flavour to Traveller’s typical spacefaring narrative. Players face the challenges and dangers of hunting exotic alien creatures, making it a thrilling and distinct experience. “Safari Ship” adds variety to the Traveller campaign options, appealing to those looking for an adventure that combines exploration with the excitement of a hunting expedition.

These honourable mentions, while not making the top 10 list, are significant in their own right. They offer unique experiences that broaden the scope of gameplay and storytelling within the Traveller universe.

The Art of Choosing a Classic Traveller Adventure

Selecting the perfect Classic Traveller adventure for your gaming group is an art form in itself. With the game’s extensive library of modules and campaigns, each offering unique experiences, the choice can be both exciting and daunting. Here are some key factors to consider and tips to help you seamlessly integrate these adventures into your ongoing campaigns:

Factors to Consider

  • Theme and Setting: Classic Traveller adventures span a vast array of themes, from political intrigue and space exploration to ancient mysteries and interstellar warfare. Consider the interests and preferences of your players. Are they drawn to diplomatic missions, or do they thrive in combat scenarios? Selecting a theme that resonates with your group will ensure a more engaging and enjoyable experience.
  • Complexity and Length: The adventures in Classic Traveller vary greatly in terms of complexity and length. Some modules are designed for a quick play, while others offer long-term campaigns. Assess the commitment level of your group. If you have a dedicated team ready for a lengthy journey, dive into one of the more complex campaigns. For shorter sessions or less frequent meetings, a simpler, more concise adventure might be more suitable.
  • Player Preferences and Playstyles: Every group has its unique dynamics and playstyles. Some players may enjoy the strategic aspects of space travel and resource management, while others might prefer immersive role-playing and character development. Choose an adventure that caters to the strengths and interests of your players to keep everyone actively engaged.

Tips for Integration

  • Tailoring to Your Campaign: Don’t be afraid to modify aspects of the adventure to better fit your existing campaign narrative. Adjusting plot points, characters, or settings to align with your story can make the integration more seamless and personalized.
  • Creating Smooth Transitions: Introduce elements from the chosen adventure in your current campaign gradually. You can start weaving in hints or subplots that lead to the main adventure. This approach builds anticipation and provides a natural progression into the new storyline.
  • Balancing Continuity and Freshness: While integrating a new adventure, maintain some continuity in terms of characters, themes, or unresolved plot lines from your current campaign. At the same time, introduce fresh challenges and twists to reinvigorate the player’s interest and keep the narrative dynamic.
  • Encouraging Player Agency: Allow your players to influence the direction of the adventure. Their decisions and actions should have a meaningful impact on how the story unfolds. This sense of agency can greatly enhance the overall gaming experience.

By considering these factors and employing these integration tips, you can select and introduce a Classic Traveller adventure that not only compliments your ongoing campaign but also elevates it to new heights of excitement and engagement.

The Impact of Adventures on Campaigns

Adventures in Classic Traveller are more than just isolated narratives; they are catalysts that can significantly shape and enhance your campaign. Each adventure introduces unique elements, challenges, and opportunities that can transform the way players interact with the Traveller universe. Here’s a closer look at how these adventures can impact your campaigns:

Shaping the Narrative

Every Classic Traveller adventure brings with it a distinct storyline, rich with its own characters, conflicts, and worlds. Integrating these stories into your campaign can add layers of complexity and depth. For instance, a campaign that predominantly focuses on space combat could be enriched by an adventure that introduces political intrigue, providing a new dimension to the narrative and allowing players to explore different aspects of their characters.

Enhancing Character Development

Adventures offer excellent opportunities for character growth and development. Players can face new challenges, make tough decisions, and experience personal growth. These experiences contribute to more rounded and dynamic characters, making the role-playing experience more fulfilling. For example, a character who has primarily dealt with combat situations might develop diplomatic skills when confronted with a scenario that requires negotiation and tact.

Creating a Dynamic Universe

Introducing new adventures can keep the Traveller universe dynamic and unpredictable. As players encounter various scenarios and settings, they get a sense of a living, evolving universe. This dynamism keeps the campaign fresh and exciting, encouraging players to stay engaged and invested in the storyline.

Combining Elements for Unique Experiences

One of the exciting aspects of incorporating these adventures into your Classic Traveller campaign is the possibility of combining elements from different adventures. This approach allows Game Masters to craft a unique experience tailored to their group’s interests. For example, you could merge the exploration elements of one adventure with the political intrigue of another, creating a hybrid scenario that offers both exploration and diplomacy. This method of mixing and matching elements can lead to innovative and unexpected narrative paths, making each gaming session unique and memorable.

Building a Cohesive Storyline

While integrating various adventures, it’s important to maintain a sense of cohesion within your campaign. Each adventure should feel like a part of a larger narrative, contributing to the overarching storyline. By carefully selecting and blending adventures, you can create a campaign that is rich in variety yet coherent and compelling.

Incorporating Classic Traveller adventures into your campaign offers endless possibilities for enhancing the gaming experience. Whether you’re looking to deepen the narrative, develop characters, or create a dynamic and unique universe, these adventures provide the tools and inspiration to take your Traveller campaign to new heights.

Final Thoughts on Classic Traveller Adventures

The adventures we’ve highlighted are integral parts of the Traveller universe, each contributing to its rich tapestry. From uncovering ancient alien secrets to navigating the intrigues of distant star systems, these adventures offer a universe of possibilities, inviting players to explore, strategize, and create their own epic narratives.

As you embark on these interstellar adventures, remember that each campaign is a gateway to new experiences and memories. Traveller has an enduring legacy in the hearts of those who traverse its universe and we encourage you to explore these adventures further. Whether you’re a seasoned Traveller or gearing up for your first voyage, these adventures await to take you on journeys beyond imagination.

Now it’s your turn to share your starbound tales! What have been your most memorable moments in your Traveller campaigns? Which of these adventures have you embarked on, and how did they shape your journey through the cosmos? Your experiences, tips, and stories are not just valued; they are the essence of what makes the Traveller community so unique and vibrant.

Feel free to leave your comments below. Share your adventures, the challenges you faced, the triumphs you celebrated, and any creative twists you added to these classic scenarios. Your insights could inspire fellow Travellers and Game Masters to chart new courses in their own campaigns.

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Game Spotlights

Published: January 20, 2022

Traveller RPG & Adventures in Space

Sci-fi adventuring with traveller.

traveller rpg 2nd edition second

Currently in its 2nd edition from Mongoose Publishing , The Traveller RPG dates to 1977. Marc Miller wrote the first edition which was published by Game Designers’ Workshop (GDW) along with some subsequent editions. Traveller has also been licensed to various game companies and game systems such as GURPS Traveller . The current version— Traveller Core Rulebook Update 2022 —has many additional books which include rules covering new gear and starships, and setting support including aliens, adventures, and more!

In the Traveller RPG universe, jump engines move ships one or more parsecs at lightspeed. Each hex on the map represents one parsec. While not instant, courier ships deliver system-to-system communications. Contact has been made with several alien species and some are willing to work alongside humans although conflicts flare up as well.

Campaigns & Settings

traveller third imperium crowded hours

Campaigns can be based on trade (like Firefly ), military ( Starship Troopers or Aliens ), exploration (original Star Trek ), or a little bit of everything. Many campaigns focus on trade, and an entire chapter devotes itself to small scale trading, planet-to-planet. These mercantile endeavors spawn adventures and the Travellers often get pulled into a variety of challenging scenarios.

Originally, Traveller had no setting and referees generated semi-random star systems in a build-as-you-go fashion. Mongoose has embraced The Third Imperium example setting by incorporating it into most source books. An emperor rules The Third Imperium—a vast human empire—and supports nobles across more than 11,000 worlds. However, random star systems can still be generated using the rulebook. So referees can still build-as-they-go if they want to, and choose which elements to add from other rulebooks and supplements.

Mongoose Traveller Second Edition 2022

mongoose publishing companion second edition 2nd

The current Mongoose Publishing Traveller—second edition—is the Core Rulebook Update 2022 . These rules are basically identical to the 2016 second edition . The example Sindal subsector has been dropped and starship creation rules have been added. A long-standing tradition in other Traveller versions is having starship creation in the core rulebook. The second edition works well with Mongoose Traveller first edition adventure supplements and many other older Traveller RPG products. This article goes in-depth to describe what the Mongoose Traveller second edition offers.

Gear expansion & additional options

vehicle handbook mongoose

There are three additional books to the core rulebook to expand gear:

  • High Guard (starships)

Vehicle Handbook

  • Central Supply Catalogue (personal gear)

Additionally, the Traveller Companion book is loaded with optional rules that change character creation, combat and more!

What’s In the Core Rulebook?

Resolving tasks in Traveller involves rolling 2 6-sided die, to which you add your characteristic modifier and skill level in order to meet or beat a number—usually 8. Character creation is a lifeplay system and a sort of mini-game. The game refers to characters as Travellers. Random dice rolls decide a Traveller’s characteristics. Then the Traveller goes through a series of careers, rolling to try to get into a career and to advance through it. A Traveller picks from a handful of lists that include characteristics or skill improvements, but the exact increase is based on a random d6 roll on the picked table.

Character Creation and Careers Paths

traveller creation character mongoose publishing 2nd second edition

Your Traveller may be injured, fired, or even imprisoned during character creation. Each career takes four years to complete and the Traveller or the referee determines when to stop. Travellers choose skills based on their background and the type of campaign being played.

Using the Mongoose Traveller 2nd Edition as an example; I want the second term of my Traveller to be Scout (Explorer) while keeping everything from my first term. To qualify, I need to roll INT 5+. I roll 2d6 and add my Dice Modifier (DM) from Intelligence and subtract a DM -1 for having one previous career. I roll a 7 and the Dice Modifiers cancel out. The Scout service accepts my Traveller as an Explorer.  I pick a skill table to roll on from Personal Development, Service Skills, or Explorer. But I can’t pick Advanced Education because I need an Education of 8 and my Traveller only has a 6. I choose Personal Development and roll a d6 getting a 3. My Endurance increases +1 which increases the chance I’ll make a successful Survival roll as an Explorer. And character creation continues.

Rewards & Races

traveller equipment toolkit second 2nd edition

The Traveller RPG does not use experience points and Travellers do not get any mechanical character benefits from adventuring. Instead, gear plays a big role as a reward. Additionally, Travellers can train during downtime to increase skills.

Travellers are normally human, but two alien races are options in the core rulebook as well. The Aslan, honor-bound and territory-driven, evolved from a swift mammal predator ancestor. The uplifted, canine Vargr have a reputation for larceny and piracy. Aliens of Charted Space rulebooks include additional rules and more aliens that players can pick from.

Combat & Travel

universe creation traveller 2nd second edition

Combat is dangerous, with damage reducing physical characteristics. It covers interesting tactical options, but doesn’t get bogged down with too many rules.  The Core Rulebook also has rules for skills, equipment, vehicles, spacecraft operations and combat, trade, and even psionics. The book includes sample spacecraft and the 2022 Update includes spacecraft creation rules.

Referees also have a World and Universe Creation chapter in the 2022 Core Rulebook . Subsectors are an area of space 8×10 parsecs (1 hex = 1 parsec). Creating a subsector involves star and planet mapping. Worlds have a variety of tables to roll or pick from including details like Starports, Law Level, Tech Level, and Trade Codes. A referee can combine 16 subsectors into a massive sector map which is large enough to support an entire Traveller campaign. The maps do not include a third dimension which seems odd but is easy enough to ignore in practice.

More Options, Adventures, and Setting Supplements

traveller rpg second edition 2nd mongoose art

For referees who want to make changes to the core rules and are looking for inspiration there is the Traveller Companion . Options range from minor to major. A point-buy method replaces the lifepath character generation method. Referees can add experience points to the game. The random roll during character creation for picking skills can be replaced with choosing skills. Combat and various environmental hazards receive dozens of new options. Vehicles, starships, starports, space combat, and space travel all get optional rules. Referees get additional advice as well.

Supplement Options

traveller great rift adventure islands mongoose

In addition to the four core books and the Companion, Traveller also offers additional setting supplements and quite a few adventures. The recently released Core adventures, Great Rift Adventure 1 – Islands in the Rift , Marches Adventure 1 – High and Dry , Naval Adventure 1 – Shakedown Cruise , and Reach Adventure 1 – Marooned on Marduk all offer different types of adventures in different parts of the Third Imperium and beyond. Each of these adventures kicks off a whole series of adventures with similar themes set in the same region of space. For example, Great Rift adventures are heavily exploration-based, Naval adventures are military in nature, and Marches and Reach adventures are a mix of challenges.

journal traveller aid society vol 1

Supplements like The Journal of the Travellers’ Aid Society – Vol. 1 and The Journal of the Travellers’ Aid Society – Vol. 3 (currently in six volumes with more on the way) offer new content from aliens to ships to planets to adventures and more. Supplements like Behind the Claw details the Deneb and Spinward Marches sectors. The Marches adventures like Marches Adventure 2 – Mission to Mithril are set in the Spinward Marches, and Deneb is bordered by the Vargr Extents and the Great Rift.

Pre-Generated Adventures & Box Sets

great rift boxed set mongoose

For referees pressed for time, the Traveller RPG offers several large adventures in slipcase or boxed set form along with additional books offering even more options. The Great Rift Box Set offers Travellers the chance to explore a vast mysterious area bordering the Third Imperium. It ties in with Great Rift adventures . That adventure can also serve to springboard Travellers towards the Deepnight Revelation adventures.

Deepnight Revelation is about a 20-year mission exploring alien space across the Great Rift and beyond. Players take this journey aboard a heavy cruiser converted for exploration. Travellers may choose to be command crew or serve another function, but the players drive the mission and the route. It has several additional adventures including Riftsedge Transit , The Near Side of Yonder , The Crossing , Voidshore , and a supplement: Expeditions .

Other Adventures

pirates drinax traveller mongoose

Skandersvik is a series of adventures taking place in the Sword Worlds (2nd Edition) . The Sword Worlds lie just beyond the Imperial border, a distinct cultural region settled long ago by refugees from a civil war.

The Pirates of Drinax was originally offered as much smaller PDFs for first edition. Collected and greatly expanded, it supports privateers and pirates in space. It is expanded even more with the Shadows of Sindal and the Drinaxian Companion .

Traveller 2300 AD takes place in a completely different universe with stutterdrives instead of jump drives. It also evolved in various editions.

Still A Great Sci-Fi roleplaying experience

The Traveller RPG is to traditional science fiction space adventure as Dungeons & Dragons is to fantasy adventure. If the multiple editions are confusing, the most current version of the Traveller Core Rulebook 2022 is well-supported and has more optional support in additional rulebooks than one referee could ever easily use in one campaign. This RPG is worth diving into, especially if you enjoy space sci-fi adventures like Firefly, Original Star Trek, Aliens, and Starship Troopers.

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Written by Charles Dunwoody

Charles discovered a nexus point where various dimensions that break the laws of science can be observed. He built a castle there and writes night and day of the awesome wonders he sees.

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Traveller

Welcome to the Far Future.

The latest edition of Traveller is based on the original classic but tweaked, finessed and updated for the 21st Century! Every Traveller book is now printed in full colour and all core rulebooks and supplements are gorgeous hardbacks, packed with everything you have come to expect from your favourite science-fiction RPG.

Traveller contains everything needed to play any science-fiction campaign, from desperate battles across the stars against evil empires, through free traders operating on both sides of the law, to mercenary companies desperate to find their next ticket or face bankruptcy - Traveller gives you the tools to explore the universe in a way that suits you.

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The Traveller RPG Adventure Stranded is Available for Free from Mongoose Publishing

Traveller: Stranded (Mongoose Publishing)

About the adventure:

Stranded is a remastering of a classic Traveller adventure, reimagined by Martin Dougherty. 

Forced to eject from a crippled starship, the Travellers find themselves on a glacier with nothing more than the contents of their survival kits. The only settlement on-planet is 250 km away through rugged terrain, and it appears rescue is not coming.

In Stranded, the Travellers are forced to rely on their own resources. Deprived of advanced technology, they must solve the problems they encounter on the long march to safety. Food, warmth, and a dry place to sleep are suddenly luxuries to be earned the hard way.

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  • Lee's Guide to Interstellar Adventure

Lee's Guide to Interstellar Adventure is a Gamelords product.

  • It is an adventure source book written for Classic Traveller .
  • 1.1 Table of Contents
  • 1.2 Library Data Entries (Public)
  • 1.3 Library Data Entries (Automated)
  • 2.1 Pilot's Guide Series
  • 2.2 Credits (Primary Sources)
  • 2.3 External Link/s
  • 3 References & Contributions (Sources)

Description ( Specifications ) [ edit ]

The journals of the noted galactic wanderer Aramais P. Lee have now been converted into a referee 's aid suitable for use in any Traveller campaign. Lee's Guide to Interstellar Adventure Vol. 1 provides full planetary specifications and detailed plot outlines for ten worlds in which the situations taking place on the planet form the base for a varied range of adventure opportunities, suitable for both small parties and large groups. Each world is also keyed for use with Game Designers' Workshop 's Spinward Marches and Solomani Rim sectors. As an additional bonus, this volume also presents a series of adventures centered around the X-Boat system, the Imperium's primary communications network.

Whether you're new to Traveller, or an experienced referee looking for exciting new challenges, this book will provide months of planet-busting adventure.

Table of Contents [ edit ]

Library data entries (public) [ edit ].

  • Communications Route
  • Trade Route

Library Data Entries (Automated) [ edit ]

Meta-history & background ( dossier ) [ edit ].

Lee's Guide to Interstellar Adventure was an early Classic Traveller adventure.

Pilot's Guide Series [ edit ]

Several early Classic Traveller publications featured neat astrography , planetology , and adventures:

  • Pilot's Guide to the Caledon Subsector
  • Pilot's Guide to the Drexilthar Subsector

Credits (Primary Sources) [ edit ]

External link/s [ edit ].

Commentary & Data articles:

  • EXTERNAL LINK: TBD

Other Articles:

  • EXTERNAL LINK: Different Worlds Publications

References & Contributions ( Sources ) [ edit ]

  • Traveller Wiki Editorial Team
  • Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science
  • Classic Traveller Books
  • Gamelords Books
  • Published 1982
  • Articles at intermediate completion state
  • Pages using DynamicPageList3 parser function

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traveller rpg adventure

Moscow Metro and Swan Lake

A few days ago, I went with Elena and Becky on a trip around the Moscow metro, the second most heavily used metro system in the world. I didn’t know much about it before, but it’s an architectural marvel in and of itself, a gorgeous relic from Moscow’s Soviet past and Stalinist architecture in particular. We rode around the central brown line, a circle of 12 stations that Stalin oversaw the creation/renovation of in the 1930s and 40s. All are ornately decorated with different themes (sports, French palatial architecture, Lenin portraits, etc), in a way that was intended to remind the average rider of all the ways their government was giving back to them for their hard work. Apparently, they all have an emphasis on “verticality”, essentially meaning that either the ceilings are very lavish, or the art on the walls is dimensioned to draw the eye upwards, reminding metro-goers of the place of Stalin in their lives. Below are pictures of my favorite stations.

traveller rpg adventure

All of the stations are fairly deep underground, hence scarily steep escalators.

traveller rpg adventure

Series of mosaics depicting key moments in the formation of the Soviet Union. If I get more time later I’ll dig up the names of these stations…

traveller rpg adventure

Bolsheviks unite!

traveller rpg adventure

From a station dedicated to different sports.

traveller rpg adventure

These gates are meant to emulate a temple, in a departure from pre-WWII atheistic style.

traveller rpg adventure

Becky, Elena, and Mother Russia

traveller rpg adventure

From a station dedicated to unnamed soldiers: this one is of an infantryman.

Station of Unnamed Soldiers

Station of Unnamed Soldiers

traveller rpg adventure

Station with fancy French ornamentation and ceiling paintings.

traveller rpg adventure

I was surprised by the amount of Greco-Roman inspired decoration.

traveller rpg adventure

And finally, my favorite: a series of geometrical stained glass windows.

To top off our time in Moscow, last night we managed to get student rush tickets (for 100 roubles, or $3!) to closing night of Swan Lake at the Bolshoi Theater. The seats were terrible (it’s hard to explain how bad, but we had to stand for most of the show) but the ballet was incredible. We found out about the existence of student rush tickets/the process to get them very randomly, and as I haven’t found the process documented anywhere else, here’s a quick description: if you go to the Bolshoi at any given day starting at 6 am, you can put your name (and your group’s names) on a list for tickets to the day’s performance (it hosts ballet and opera performances on alternating days). A queue starts forming outside the theater at 2 pm, roughly based on the order of your name on the list, and tickets are handed out at 5:30 pm. Although this rushing system applies to all students, the ticket attendees might give you a hard time by refusing any non-Russian IDs (this actually happened to me, and I was only able to go as Elena’s boyfriend Luke kindly gave his up his ticket for me).

Fun fact: the Bolshoi is featured on the 100 Rouble note, and the insignia in front of the theater on the bill displays a hammer and sickle. Although hammers and sickles are still common sights around the city, the Bolshoi happens to have since switched its insignia to the logo of the modern Russian Federation, the double-headed eagle. Credit to Becky for noticing.

traveller rpg adventure

Seating in the Bolshoi: the big box on the right is known as Stalin’s Box. Apparently he fancied himself a connoisseur.

Exterior of the Bolshoi at Night

Exterior of the Bolshoi at Night

Random photo of the day: a small bakery at which we bought a jam bun and a small bag of glazed wheat rolls. Tiny bakeries like this are all over the place (including in the metro stations, with fully functioning mini-ovens!), and make me feel perpetually hungry as I walk around.

traveller rpg adventure

Bkycho (Delicious)!

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IMAGES

  1. Traveller RPG & Adventures in Space

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  2. Traveller RPG: Great Rift Adventure 3

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  3. Traveller RPG & Adventures in Space

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  4. Traveller RPG: Marches Adventure 2

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  5. Traveller RPG: Core Adventure 3

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  6. Exodus (Traveller RPG Reach Adventure 6)

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  2. TRAVELLER: WILDHEL 4D Roleplay Live Session

  3. All Ones Traveller Actual Play Ep 10: Airlock Polka

  4. 𝗖𝗘𝗡𝗧𝗔𝗨𝗥𝗜 TRAVELLER One Shot RPG Session Conclusion

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COMMENTS

  1. The Classic Adventures

    The conclusion of the data and clues in Adventures 1, 2, and 3. Adventure 13. Signal GK. GK is the Imperial equivalent of SOS. Classic Traveller Adventures . The Kinunir (Adventure 1 [306]) Research Station Gamma (Adventure 2 [311]) Twilight's Peak (book) (Adventure 3 [314]) Leviathan (Adventure 4 [316]) Trillion Credit Squadron (Adventure 5 [319])

  2. Freelance Traveller Home Page

    Welcome to Freelance Traveller! This web site is intended to be a resource where you can find information on all aspects of the Traveller science-fiction role-playing adventure system. We hope that you will find this site interesting and useful. Download Freelance Traveller Magazine.

  3. Top Rated Traveller Adventures

    Clark Timmins. @ctimmins. This includes Divine Intervention (the really good one) and Night of Conquest (the good one). Both always rank high. Added Dec 29, 2015. 7.3. 7. Adventure 04: Leviathan.

  4. Adventures

    Adventures. If you are looking for a ready-to-go adventure to entertain your players, Traveller has you covered. With many adventures set in specific areas of space (such as the Spinward Marches, Trojan Reach or Great Rift), you can quickly pick an adventure that slots right into your existing campaign. 26 products.

  5. My Top 10 Classic Traveller Adventures (Part I)

    8. Duneraiders. Published by Gamelords and written by William H. Keith, Duneraiders is a companion piece to the supplement, The Desert Environment (what a surprise!). The scenario itself deals with corporate warfare on the world of Tashrakaar, a mineral-rich planet located outside the borders of the Third Imperium.

  6. Classic Traveller's Greatest Hits: The 10 Best Adventures

    "The Traveller Adventure" is a must-play for those looking to fully experience the range of possibilities that Classic Traveller offers. 3. The Spinward Marches Campaign (1985) Set in a frontier sector of space, "The Spinward Marches Campaign" has been a foundational setting for many Classic Traveller adventures since its release in ...

  7. Recommend me a intro-beginner short adventure : r/traveller

    Recommend me a intro-beginner short adventure. So, I'm new to Traveller, having been exposed to it via some YouTube videos detailing the Mongoose 2e system. The group has played D&D 3/3.5e and still play Palladium-Rifts-Ninjas-Mystic China and AD&D 2e - along with various other systems for short periods. So, this would be a foray into a skill ...

  8. What are the best published modules for Traveller? : r/traveller

    Aramis: The Traveller Adventure is probably the exemplar of the published Traveller material. It dates back to Classic Traveller, and touches on almost every aspect of the game system, and is a good introduction to the Spinward Marches/Deneb region. It was published for Mongoose Traveller 1e, but can be run using Mongoose 2e, with virtually no ...

  9. Traveller: Science Fiction Adventure in the Far Future

    A subreddit for the discussion of the Traveller RPG! Please post links to resources, adventures, your gaming group, and all things Traveller! This subreddit is a work in progress, and we need your help! Useful Resources. Traveller RPG Discord Server. Traveller Map. The Imperial Encyclopedia (i.e. Traveller Wiki) Traveller Subreddit Wiki

  10. Traveller (role-playing game)

    Traveller is a science fiction role-playing game first published in 1977 by Game Designers' Workshop. Marc Miller designed Traveller with help from Frank Chadwick, John Harshman, and Loren Wiseman. Editions were published for GURPS, d20, and other role-playing game systems.From its origin and in the currently published systems, the game relied upon six-sided dice for random elements.

  11. Traveller RPG & Adventures in Space

    The Traveller RPG is to traditional science fiction space adventure as Dungeons & Dragons is to fantasy adventure. If the multiple editions are confusing, the most current version of the Traveller Core Rulebook 2022 is well-supported and has more optional support in additional rulebooks than one referee could ever easily use in one campaign.

  12. Traveller

    Every Traveller book is now printed in full colour and all core rulebooks and supplements are gorgeous hardbacks, packed with everything you have come to expect from your favourite science-fiction RPG. Traveller contains everything needed to play any science-fiction campaign, from desperate battles across the stars against evil empires, through ...

  13. The Kinunir

    The Kinunir was the first Traveller adventure and many of the later Traveller tropes were not yet established as of this 1979 CE adventure. Ebook: The Fate of the Kinunir was a successor story written in response to this adventure. Fate of the Kinunir: A Story of the Spinward Marches, a novelization of this adventure is now available.

  14. The Traveller Adventure

    The crew and their Vargr companion need every skill at their disposal to discover the true secret of the ornament . The Traveller Adventure takes readers on an excursion into the universe of the far future. The scene is set with the introduction of the ship and its crew; included are complete descriptions of their skills and abilities.

  15. Which Traveller adventure(s) to start with? : r/traveller

    I've gone back to looking at old Classic Traveller adventures and '76 Patrons' type stuff for inspiration. ... subreddit is a place for Articles, Advice, Articulations and Atrocities associated with Savage Worlds: the pinnacle of RPG game systems, published coincidentally by Pinnacle Entertainment group. Come and join us - we (try to ...

  16. The Traveller RPG Adventure Stranded is Available for Free from

    Mongoose Publishing has released a revamped classic adventure for Traveller and it's available for free in PDF. In Stranded, the player characters find themselves in a desolate and frozen wasteland with only their survival kits.The 32 page adventure can be had at DriveThruRPG without spending a dime. About the adventure: Stranded is a remastering of a classic Traveller adventure, reimagined ...

  17. Elektrostal

    In 1938, it was granted town status. [citation needed]Administrative and municipal status. Within the framework of administrative divisions, it is incorporated as Elektrostal City Under Oblast Jurisdiction—an administrative unit with the status equal to that of the districts. As a municipal division, Elektrostal City Under Oblast Jurisdiction is incorporated as Elektrostal Urban Okrug.

  18. Lee's Guide to Interstellar Adventure

    Description (Specifications) []The journals of the noted galactic wanderer Aramais P. Lee have now been converted into a referee's aid suitable for use in any Traveller campaign. Lee's Guide to Interstellar Adventure Vol. 1 provides full planetary specifications and detailed plot outlines for ten worlds in which the situations taking place on the planet form the base for a varied range of ...

  19. Moscow Metro and Swan Lake

    adventures in eurasia. Moscow Metro and Swan Lake. Posted on June 17, 2012 by pwillemann. A few days ago, I went with Elena and Becky on a trip around the Moscow metro, the second most heavily used metro system in the world. I didn't know much about it before, but it's an architectural marvel in and of itself, a gorgeous relic from Moscow ...

  20. Moscow to Elektrostal

    Central Air Force Museum The Central Air Force Museum, housed at Monino Airfield, 40 km east of Moscow, Russia, is one of the world's largest aviation museums, and the largest for Russian aircraft. 173 aircraft and 127 aircraft engines are on display, and the museum also features collections of weapons, instruments, uniforms (including captured U2 pilot Gary Powers' uniform), other Cold War ...

  21. Map of all the adventures in the Trojan Reach [updated]

    A subreddit for the discussion of the Traveller Role Playing Game! ... Map of all the adventures in the Trojan Reach [updated] This is a map that I built to show all the published adventures in the Trojan Reach. Very handy for PoD referees! ... Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. The games are ...

  22. Solo Traveller adventures : r/traveller

    In general, RPGs (which Traveller is) are games that are designed to immerse the players in the roles, capabilities, and adventures of their characters. This is why characters in RPGs have stats and skills, why the referee describes your senses, and why the referee asks "[character's name]: what do you do?" during choice moments in a session.