The Classic Adventures

The Classic Adventures is an FFE compilation of the Classic Traveller core adventures published by GDW .

  • 1.1 Classic Traveller Adventures
  • 2.1 Credits (Primary Sources)
  • 2.2 External Link/s
  • 3 References & Contributions (Sources)

Description ( Specifications ) [ edit ]

The third volume in the Classic Traveller Reprints is The Classic Adventures 1-13. It includes:

  • Adventure 1. The Kinunir. Deck plans for an Imperial Colonial Cruiser, plus scenarios that visit a variety of different examples of the ship in the Spinward Marches.
  • Adventure 2. The Research Station Gamma. Into an Imperial Research Station.
  • Adventure 3. Twilight's Peak. A mysterious world and its ancient ruins.
  • Adventure 4. Leviathan. Adventures just beyond the Imperial border.
  • Adventure 5. Trillion Credit Squadron. Using High Guard rules to design fleets and test them in battle against other squadrons.
  • Adventure 6. Expedition to Zhodane. An asteroid ship and its journey deep into the Zhodani Consulate.
  • Adventure 7. Broadsword. Deck plans for a Mercenary Cruiser.
  • Adventure 8. Prison Planet. A prison world.
  • Adventure 9. Nomads of the World Ocean. A water world.
  • Adventure 10. Safari Ship. Deck plans for a Safari Ship, and reasons to use it.
  • Adventure 11. Murder on Arcturus Station. A murder mystery.
  • Adventure 12. Secret of the Ancients. 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 [ edit ]

  • 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])
  • Expedition to Zhodane (Adventure 6 [325])
  • Broadsword (Adventure 7 [326])
  • Prison Planet (Adventure 8 [330])
  • Nomads of the World Ocean (Adventure 9 [333])
  • Safari Ship (Adventure 10 [338])
  • Murder on Arcturus Station (Adventure 11 [339])
  • Secret of the Ancients (Adventure 12 [340])
  • Signal GK (Adventure 13 [341])

Meta-history & Background ( Dossier ) [ edit ]

No information yet available.

Credits (Primary Sources) [ edit ]

External link/s [ edit ].

Commentary & Data articles:

  • EXTERNAL LINK: TBD

Other articles:

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
  • Far Future Enterprises Books
  • Published 2000
  • Articles at intermediate completion state

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  • Advanced Grognardia
  • Open Game License (OGL)

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 adventures

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 adventures

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 adventures

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 adventures

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 adventures

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 adventures

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 adventures

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 adventures

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 adventures

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 adventures

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traveller rpg adventures

The Zhodani Base

Category archives: adventures.

Adventures and Scenarios.

Just for fun, more music. Play it when the PCs visit Porozlo or Rhylanor in the Spinward Marches in Traveller RPG. (Made with Suno)

Continue reading Rhylanor →

AI generated RPG adventure

100% AI generated RPG adventure. Is it a good or bad thing? I posted this AI generated adventure at the  Amber Zone.

AI generated RPG adventure

You will probably see lots of these (not mine) at DriveThruRPG very soon. I made this just for fun and as a proof of concept.

Zhodani Base Awards 2021

traveller rpg adventures

The first category is “ Best Cover “. The nominees are:

  • New World : from Michael Brown
  • Cosmos : from Horizons Games
  • Hostile Rules : from Zozer Games
  • The Wagner Incident : from Arcanic Fortress Publishing

The winner of the “Best Cover” category of the Zhodani Base Awards 2021 is: Hostile Rules  from Zozer Games .

There were lots of Traveller products with nice covers this year. I really like the Droyne on the cover of the Wagner Incident, but Hostile Rules is so green and stylish. Lots of love for all nice covers.

Next category is “ Best Fanzine or Online Magazine “. The nominees are:

  • Freelance Traveller
  • Frontier Explorer
  • Cepheus Journal

The winner of the “Best Fanzine/Online Magazine” category of the Zhodani Base Awards 2021 is: Freelance Traveller .

Freelance Traveller has once again proved that they are the best fanzine by publishing bimestrial issues with lots of good contents for free.

Freelance Traveller has won this category every year since 2011!

Next category is “ Best Adventure “. The nominees are:

  • It Came from the Scriptorium : from Stellagama Publishing
  • Deepnight Revelation : from Mongoose
  • Death Station : from Mongoose
  • Expedition to the Crystal Caverns : from Old School Role Playing

The winner of the “Best Adventure” category of the Zhodani Base Awards 2021 is:  Deepnight Revelation from Mongoose .

There were lots of fine Traveller Adventures for different settings published. I really liked the price of Death Station, but Deepnight Revelation is just amazing.

Next category is “ Best Ship or Deckplan “. The nominees are:

  • Atlanta-class Carrier : from Independence Games
  • Mainstay Class Freighter : from Moon Toad Publishing
  • Anubis Class Heavy Lifter : from Monachus Press
  • Rivington Class Medium Transport : from Moon Toad Publishing

The winner of the “Best Ship or Deckplan” category of the Zhodani Base Awards 2021 is: Rivington Class Medium Transport from Moon Toad Publishing . There were lots of fine ships for Traveller published this year. I like the idea of a Carrier, since then you can run Space: Above and Beyond games, but the coolest and most useful design was the Rivington Class Medium Transport.

Next category is “ Best ATU Product “. The nominees are:

  • Opus Magi : from Ordo Arcanorum
  • Cepheus Deluxe : from Stellagama Publishing

The winner of the “Best ATU Product” category of the Zhodani Base Awards 2021 is: Cepheus Deluxe from Stellagama Publishing .

This category always make me happy since you can always find so many cool ideas, settings, and useful books.

Next category is “ Best OTU Product “. The nominees are:

  • The Third Imperium : from Mongoose
  • Solomani Front : from Mongoose
  • Traveller: Explorer’s Edition : from Mongoose

The winner of the “Best OTU Product” category of the Zhodani Base Awards 2021 is: Traveller: Explorer’s Edition from Mongoose .

Mongoose continues to churn out good quality products for the OTU. What I really like about the winner is the price.

A final bonus category this year is “ Best Free or Pay What You Want Traveller Product “. The nominees are:

  • A Travellers’ Dozen : from Samuel Penn
  • Frontier Trading Post : from Old School Role Playing
  • Cosmos: Age of Sail Charted Space : from Horizons Games

The winner of the “Best Free or Pay What You Want Traveller Product” category of the Zhodani Base Awards 2021 is: Death Station from Mongoose .

There were a lot of great free products this year. In 2021, I am happy that a great adventure from Mongoose is free.

Now, go and download all of the free Traveller Products . Why? They are free!

The Winner of the 2021 Amber Zone Contest is…

The winner of the Amber Zone Contest 2021 (and of $102 at DriveThruRPG) is PoetrySue with the Amber Zone The Githiaskio Mystery .

The Winner Is (2021)

Links to all new Amber Zones have been added to the Amber Zone page.

Amber Zone Contest -2021

A new Amber Zone Contest has started.

This year’s first prize is a $102 Gift Certificate at DriveThruRPG.

Amber Zone Contest

Zhodani Base Awards 2020

2020 Zhobie

[divider style=”icon-center” border=”small” color=”#339933″ icon=”rocket”]

  • The Sword of Cepheus : from Stellagama Publishing
  • Colonial Freighter : from Zozer Games
  • Star Battles: Space Map Bundle : from Jon Brazer Enterprises
  • Cepheus Journal Issue #002 : from Cepheus Journal

The winner of the “Best Cover” category of the Zhodani Base Awards 2020 is: Star Battles: Space Map Bundle from Jon Brazer Enterprises.

There were lots of Traveller products with nice covers this year. Lots of love for all nice covers. An image with a starship and hexes was a perfect cover for a product like this.

  • Journal of the Travellers’ Aid Society (Mongoose)

The winner of the “Best Fanzine/Online Magazine” category of the Zhodani Base Awards 2020 is: Freelance Traveller .

  • Smuggler’s Doom : from Parts Per Million
  • The Zero Gravity Olympics : from Old School Role Playing
  • Skandersvik : from Mongoose
  • The Mystery of Woden’s Eye : from Jonesing 4 Games

The winner of the “Best Adventure” category of the Zhodani Base Awards 2020 is:  Skandersvik from Mongoose.

There were lots of fine Traveller Adventures for different settings published. This year, Skandersvik was the most interesting one.

  • Opportunity-class Light Trader : from Independence Games
  • Independence Armed Freighter : from Moon Toad Publishing
  • Kalevala Class Small Pickets : from Surreal Estate Games

The winner of the “Best Ship or Deckplan” category of the Zhodani Base Awards 2020 is: Colonial Freighter from Zozer Games. There were lots of fine ships for Traveller published this year. Colonial Freighter was the coolest and most inspiring design.

  • Modern War : from Zozer Games
  • Moon : from Felbrigg Herriot
  • Godstar : from Zozer Games

The winner of the “Best ATU Product” category of the Zhodani Base Awards 2020 is: The Sword of Cepheus from Stellagama Publishing.

This category always make me happy since you can always find so many cool ideas and useful books.

  • The Book of Small Craft : from Tim Price, Ian Stead
  • Generation X : from Timothy Collinson
  • Aliens of Charted Space Vol. 2 : from Mongoose

The winner of the “Best OTU Product” category of the Zhodani Base Awards 2020 is: Aliens of Charted Space Vol. 2 from Mongoose.

Mongoose continues to churn out good quality products for the OTU.

  • Modern War – Gun Conversion : from Zozer Games
  • Boarding Action : from Old School Role Playing
  • Apocalypse : from Old School Role Playing

The winner of the “Best Free or Pay What You Want Traveller Product” category of the Zhodani Base Awards 2020 is:  The Zero Gravity Olympics from Old School Role Playing.

There were a lot of great free products this year. In 2020, I have seen lots of questions about futuristic sports. This years winner may answer some of these questions.

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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

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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

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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.

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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

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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

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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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How to Write a Traveller RPG Adventure in Three Acts

How to Write a Traveller RPG Adventure in Three Acts

Every good story has a beginning, middle, and end. This article will show you how to use the three-act structure to write better Traveller RPG adventures for your players.

Writing a Traveller RPG Adventure In Three Acts

All GMs want to create memorable stories for their players to experience, but getting started can be difficult.

How do you write a compelling Traveller adventure that keeps the player's interest? 

In this article, I will explain my methods for designing RPG adventures using the Three-act Story Structure method.

What is a 3-act Story?

The 3-act story is one of the most common storytelling techniques among novelists and playwrights.  It is based on the notion that every good story has a beginning, middle, and end.

Why Use the Three-act Story Structure?

There are a few reasons writers choose to use the three-act structure:

  • It helps the writer develop the plot of the story by making sure to hit certain points along the way.
  • It ensures that every scene begins and ends with a certain purpose and clear direction that draws the reader along.
  • It's an easy way to get started with a story framework that you can flesh out with details later.

After you have used this method to create a few stories, storytelling will come more naturally to you, as you look for these plot point milestones in your stories.  Before long you will be able to come up with stories that check off all the required boxes and you’ll be able to do it more quickly than you imagined.

Who Created the Three-act Structure?

Popularized by Syd Field in 1979, and based on the notion that a good story has a good beginning, middle, and end, the three-act structure is a formalized way to break down stories into a way that flows naturally from one section to the next.

What Are the Three Acts?

The Three Acts are:

  • The Setup (Exposition, Inciting Incident, Plot Point One)
  • The Confrontation (Rising Action, Midpoint, Plot Point Two)
  • The Resolution (Pre-climax, Climax, Conclusion)

Each act is further divided into subsections, containing rising tension story points called “beats” that cause escalating conflict and resolution as the plot plays out, taking the reader on a rollercoaster ride through the story.

three act story structure diagram

Act 1 (The Setup)

This act usually lasts for about one-quarter of the total story and establishes the current situation the characters find themselves in at the beginning of the story.  It also gives the characters some sort of motivation to take on a journey to accomplish their goals.

Exposition- This part of the first act sets the stage for the story.  It introduces the characters and establishes their normal way of life and relationships with other characters.  We learn what is important to the main characters, what their life is like, and any challenges they might currently be experiencing.

In Star Wars, we see Luke’s boring life as a moisture farmer, frustrated that his friends are going off to join the space forces while he has to stay behind and tend to chores around the farm.

Inciting Incident- This is what sets the story in motion.  Without the inciting incident, life for the characters would continue without changing its current path.

In Star Wars, the inciting incident is when Luke returns to the moisture farm to find the place destroyed and the burning bodies of his aunt and uncle.

Plot Point One- This beat represents the character’s decision to take on the challenge established by the inciting incident.

In Star Wars, this is when Luke and Obi-Wan hire Han Solo to take them to Alderan to talk to the princess.

Act 2 (The Confrontation)-

This part usually takes up about half the story.  The character confronts the thing that has been crossing them all along; the source of their problems. 

Rising Action- The characters begin to learn about the journey ahead.  They meet other characters and overcome obstacles along the way.

In Star Wars, this is where they escape the starport on Mos Eisley under fire, Luke learns about using a lightsaber to whack a space piñata, and later Luke learns to let Wookies win at space chess.

Midpoint- This is where something goes wrong.  The character’s goals are directly threatened and they encounter a major setback.

In Star Wars, this is where the Millennium Falcon drops out of hyperspace to find Alderan blown to smithereens.

Plot Point Two- The protagonist thought they were getting ahead but now they have stalled or maybe even had to backtrack.  The characters are down on their luck, crestfallen from the seemingly insurmountable obstacle before them. 

Instead of being taken along on a ride, the characters must now take a more active role and be more aggressive about achieving their goals.  They may take some time to reflect on the problem at hand, or work on ways to get around the situation instead of tackling it head-on.

This is where Luke and Han figure out how to move around freely and manage to escape only to lose Obi-Wan in a fight against Vader – a HUGE setback. 

Act 3 (The Resolution)-

The last quarter of the story is Act 3; the resolution of the story.

Pre-Climax- The character has gathered his power and prepares to face off against the antagonist.

Luke joins the rebellion and participates in the final attack on the Death Star.

Climax- This beat represents the final victory of the protagonist over the antagonist.

This is where the rebels attack the death star and Luke uses The Force to drop the torpedo down the death star’s exhaust port.

Conclusion- Wrap up loose ends, answer any outstanding questions, and resolve any remaining tensions in the story.

This is where Vader is sent spinning off into space and Luke receives commendations from the Rebellion in a fancy ceremony.

How to Write a Traveller Adventure in Three Acts:

Following the three-act story structure can help GMs create compelling stories that flow from one action point to another in a way that gives the players a feeling of completeness and closure at the end. 

When the players reflect on the path they took from the beginning of the story to the end, it should all be coherent and make sense.  Going forward through the story, the players should be strung along by the story beats, facing seemingly insurmountable challenges, suffering setbacks, but ultimately achieving their goal.

Try these tips to help improve your Traveller game.

Act 1 (The Setup)-

The first act of your adventure lasts about one-quarter of the length of the story.  For a 4-hour RPG session, this should take up about an hour.

The First Act should provide the setting, establish the status quo, and provide motivation to take on the adventure.

Exposition- In this story beat, you establish the setting and starting state of your characters. 

  • Maybe they are just maintaining the ship?
  • Maybe they are just traveling to their next destination?
  • Maybe they are down on their luck again, eating canned mush and looking to scrounge up any crappy job that can pay the bills?
  • Maybe they work on a hydroponics farm?
  • Maybe they work as staff in a research facility?

Consider setting up situations where the PCs want to change their boring situation, but for whatever reason, they are being thwarted. 

  • Maybe they want to pay off their ship but never land enough high-paying jobs?
  • Maybe they want to go off and adventure but have a duty to family or business that keeps them from going?

We find out a little bit about the player characters and any supporting NPCs.  We also find out a little about their values and goals.

Inciting Incident- The story is set in motion.  Something happens to break the monotony of the PC’s regular lives.

  • Maybe a customs inspector has flagged their cargo?
  • Maybe their ship is attacked by space pirates?
  • Maybe the space-fascists come to town and start hassling everybody?
  • Maybe somebody has asked for their help in recovering an item or rescuing a hostage?
  • Maybe there is something malfunctioning on the ship?
  • Maybe there was an accident in the research facility?
  • Maybe something struck the space station and systems are failing?

The PCs are drawn into the story and faced with situations that give them no choice but to take up the journey laid out before them.

Plot Point One- The PCs decide to overcome the obstacles set up in the Inciting Incident.

Some ways to hook players:

  • Put the hero's way of life under threat.
  • Put the hero's loved ones under threat.
  • Put the hero's life under threat.
  • Put the hero's fortune/financial situation under threat.
  • Put the hero’s property under threat (their ship or other prized possessions).
  • Put the PC’s pride under threat.
  • Give the PCs a chance to get revenge, deliver justice, gain fame, or help others.
  • The PCs have been exiled and must prove themselves to return.

There are many ways to motivate the players into action without railroading them.  If you MUST railroad the players, just make it seem like it was THEIR idea; put them in a position where they want to voluntarily take on the adventure.  It shouldn’t take much; after all, we are here to play an adventure game.  The way ahead should be obvious; players will often follow the path of least resistance.

The Second Act is the longest of the three acts.  It usually takes up about half the length of the story.  For a 4-hour RPG session, this should be about 2 hours.

The heroes confront the dilemma presented in the Inciting Incident.  First, they must prepare and gather resources before tackling the problem.

Rising Action- The PCs begin to learn about the upcoming journey.  They meet interesting NPCs and overcome obstacles along the way.  They gather resources they can use to overcome the antagonist.

  • Maybe the protagonist needs to get training or learn lessons that will help them overcome the biggest obstacle in their path?
  • Maybe the protagonist needs to increase their wealth or social status to compete with the antagonist?
  • Maybe the protagonist needs a special item or special equipment to overcome the story’s main obstacle?

Midpoint- Something goes wrong.  There is a major upset or unexpected setback.  The PC’s goals are threatened and they receive a major blow.

  • Maybe a false start?
  • Maybe the antagonist pushes the conflict and the protagonist is not ready for it yet?
  • Maybe the antagonist is more powerful than the heroes thought? After all, he’s been gaining power, equipment, and expertise as well.

Plot Point Two- The PCs are demoralized. They thought they were getting ahead but now they have stalled.  The goal seems unreachable.  The heroes must regroup and come at the problem from a different angle.

  • Maybe a major ally has been removed from play?
  • Maybe a major resource has been depleted?
  • Maybe a major piece of equipment has been destroyed or captured?
  • Maybe the hero’s team has suffered major casualties?

Hope seems lost; the heroes must fall back and regroup.  Perhaps they might have to tend to their wounds.

The last quarter of the story is Act 3; the resolution of the story.  For an RPG, this is usually the last hour of a 4-hour session.  During this final act, the major obstacle is overcome, outstanding conflicts are resolved, loose ends are tied up, and the heroes get to reap their rewards.

Pre-Climax- Lessons are learned from the Midpoint failure that helps the heroes prepare for the final conflict.

  • Maybe the damaged equipment has been rebuilt and reinforced?
  • Maybe a major ally has returned or another major ally has been gained?
  • Maybe an abundance of a needed resource has been acquired?
  • Maybe the heroes have developed a secret weapon?

Climax- This beat represents the culmination of the journey and victory of the protagonist over the antagonist.

  • Maybe the enemy fleet has been destroyed?
  • Maybe the interdimensional gate is finally closed?
  • Maybe the Evil Overload’s Death Moon has been blown to bits?
  • Maybe the long-sought-after love interest has finally become interested?

Conclusion- This beat is where the hero reaps his rewards and returns to their normal life as a changed person.  They get what they always wanted at the beginning of the story; whatever their heart was longing for.

  • Maybe there is a big monetary reward?
  • Maybe the reward is a piece of valuable gear?
  • Maybe the reward is justice served?
  • Maybe the reward is altruistic (the orphanage is SAVED!)?
  • Maybe a change in social status is the reward?

If you have carefully followed the Three-act Structure, you should now have the framework for a fun adventure. 

Sometimes it is helpful to go back over the three acts and make sure you have all your bases covered in case players want to explore the story differently. 

Try It Yourself

Do you have a great idea knocking around in your head, begging to become an adventure story for your players?

Try using the three-act story structure and see how it can improve your story, make it more cohesive, and give it a beginning, middle, and end your players will enjoy and talk about for years to come.

What Do You Think?

Have you ever used the Three-Act Story structure for your adventures?  Do you think it helped you create a better story?  Why or why not?

Share your opinions in the Comments section - I'd love to hear about how 3-act stories helped you become a better GM and a better storyteller.

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How to Write a Three-Act Traveller Adventure

  • Thread starter CyborgPrime
  • Start date Jun 2, 2022

CyborgPrime

CyborgPrime

Cosmic mongoose.

  • Jun 2, 2022

How to Write a Traveller RPG Adventure in Three Acts ​

traveller rpg adventures

  • Jun 3, 2022

Act 1: Introduction. Act 2: The Story. Act 3: Everyone dies. Oh wait, that's either Shakespeare or Forbidden Planet.  

CordwainerFish

CordwainerFish

Emperor mongoose.

Forbidden Planet is Shakespeare.  

Sigtrygg

Or just about every early CT adventure/double adventure I ran. TPK - Kinunir, Research Station Gamma, Twilight's peak (at least 3 times, no group of player characters I have run this adventure for have ever survived), Shadows Survived first play through - Mission to Mithril, Across the Bright Face, Annic Nova, Death Station  

Condottiere

traveller rpg adventures

Rikki Tikki Traveller

CyborgPrime said: Interested in writing cool adventures for your players? Try this! https://www.cyborgprime.com/traveller-rpg-blog/how-to-write-a-traveller-rpg-adventure-in-three-acts Click to expand...
  • Jun 6, 2022
All GMs want to create memorable stories for their players to experience Click to expand...
Act 1 (The Setup) ... Click to expand...
Plot Point Two- The PCs are demoralized. They thought they were getting ahead but now they have stalled. The goal seems unreachable. The heroes must regroup and come at the problem from a different angle. Click to expand...

Saladman, I agree with you completely. The referee is there to set scenes and then let the players loose, and then adjudicate actions as necessary. Any referee that wants to 'tell a story' is going to railroad the players at every opportunity to keep them on track. I have experienced a referee/GM/DM who was so angry we 'went off script' he stormed out of the evening.  

MasterGwydion

Sigtrygg said: Saladman, I agree with you completely. The referee is there to set scenes and then let the players loose, and then adjudicate actions as necessary. Any referee that wants to 'tell a story' is going to railroad the players at every opportunity to keep them on track. I have experienced a referee/GM/DM who was so angry we 'went off script' he stormed out of the evening. Click to expand...
  • Aug 14, 2022

In my games, the GM lays out the scenario and the players take it where they want, but the story still has a beginning, a middle, and an end that contain most of the structures outlined in the article. At the end of the adventure, you can look back and identify the three acts and their components in the story that played out. If you lay it out as a bulleted list, you can check things off as the players get around to addressing them. They may not look in the proper places for clues, so as the GM you can dish them out other ways. You could even use this for the "seat of the pants" method in a sandbox - just make sure to hit all the beats. It's not the only method, and it's not for everyone, but so far no complaints from my players.  

Arkathan

  • Aug 16, 2022

I think people often get the terms "story" and "railroading" confused... Just because there is an underlying story structure to the adventure, doesn't mean there's ANY railroading.  

The story is whatever the player characters get up to, if you continually try to bring them back to experiencing what you consider to be really important "story critical points" then you are railroading, because you consider the story you are telling more important than the story the players are making. If, on the other hand, the player character actions accidentally bump into your story points then great. What is the difference between Twilight's Peak and the Traveller Adventure... both are similar is scope, but the Traveller Adventure gives you scripted plot after scripted plot, so much so it is a railroad with a minimum of side quest. In Twilight's peak you are given some rumours and what happens if the players ever work out what is going on. It is possible, in fact pretty likely, that you could run a Traveller campaign in and around the Regina subsector and the players never find their way to Twilight's peak.  

  • Aug 18, 2022

You don't "bring them back" to anything... you let them go the way they want and hit the beats along the way. That's why I listed an array of possibilities, rather than using an explicit example throughout the article. An adventure is a story where the players are the main characters, but there is still a scenario and (if you're good at storytelling) an underlying story structure. It's ok if you disagree - but the rest of the world - TV, movies, theater, novels - do it like this for a reason and it's been the established method for a looooong time. Hero's Journey method, has been around even longer.  

TV, movies and theatre - don't they all have one thing in common? A script - a railroad - that the actors perform/follow. Face to face rpg is closer to improv, but its roots are in wargames that are definitely unscripted. The scenario is outlined at the start and then played out with every outcome uncertain. If a referee is telling their story then railroading is required, if the players are free to do whatever they wish then no railroading, the referee may get the opportunity to insert their story elements in an organic manner, but there certainly will not be a bullet pointed hero's journey.  

  • Aug 20, 2022

You're basing this on the misconception that the GM is there for the pleasure of the players and what the GM's job is. This is a game of cooperative storytelling, not "The Player Show". Storytelling games have STORIES at their heart.  

There are three basic ways to play Traveller: solitaire, scenario, and campaign. Any of these three may be unsupervised (that is, without a referee; the players themselves administer the rules and manipulate the situation). Click to expand...

MyndkryM

Banded Mongoose

  • Aug 25, 2022

I've found this thread to be pretty interesting to read. I guess it all comes down to what experience the group is expecting. Now an observation about the current state of TTRPGs; D&D has had a huge impact as to what expect in a TTRPG...and in some ways that has NOT been a good thing. It's the 800lbs gorilla in the room. Even in this thread the wording used, namely a DM/GM vs. Referee, speaks volumes. Unfortunately, some of the greatest features that a game like Traveller has to offer, end up getting overlooked and not fully utilized because it doesn't fit the model that D&D has made popular. I see this a lot with people in places like Reddit commenting on the "lack of an experience point system" or "character progression." In my surfing of the internets, I came across this series of post by Sir Poley from 2020....and I do believe he hit the nail on the head. https://sirpoley.tumblr.com%2Fpost%2F623913566725193728 Now...is there anything wrong with someone wanting to spend the time and effort creating an awesome story arc? Absolutely not, and the post CyborgPrime provided a great read and ideas for Traveller Referees to chew on. But Sir Poley's web-post also correctly identifies that Traveller provides a wealth of history, resources, and tools for Referees to use that can create pretty cool and DIFFERENT gaming experiences. So during that session zero and character creation; Referees take the time to flesh out those Contacts, Allies, and Enemies that come up. Work with the players to fill out that back story. Random tables are a Referees BEST friend. Make notes as to which system(s) they frequent, so when they Jump in system....there maybe something needing the players attention.  

Yatima

  • Aug 26, 2022

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RBTH releases a special brochure – Moscow Traveller

Moscow Traveller

Moscow Traveller

The Russian capital has gone through countless changes since its founding in 1147. Today this bustling city is one of the world's great metropolises — full of exhibitions and performances, new art spaces, modern parks and expanded sports venues. In recent years, Moscow has attracted the best Russian and foreign architects and urban planners, who have made significant changes not only in the city's visible fabric but also in the patterns of urban life.

This largest city in Europe is managing its growth through the expansion of subway lines, launching new forms of public transportation and an expansion of bicycle lanes. New stadiums are being built for large-scale international sporting competitions and former factories are being turned into spaces for creative expression. People of any age and profession can find a way to fit into life here. Young artists can express themselves through street art; ambitious entrepreneurs can find support for social and ecological projects. New green spaces and farmers markets are helping people embrace a healthy lifestyle.

Moscow today is a city in transition, developing a new identity for the 21st century.

RBTH is taking a deep look onto all these angles of new Moscow in our special print edition – Moscow Traveller.

Click here to get a PDF version of our brochure.

Read more about Moscow at RBTH Travel section

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A History of Moscow in 13 Dishes

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IMAGES

  1. Traveller RPG: Naval Adventure 4

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  2. Traveller RPG: Secrets Of The Ancients

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  3. Traveller rpg adventures

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  4. Traveller Adventures Vol 1 Bundle for Fantasy Grounds

    traveller rpg adventures

  5. Traveller RPG: Marches Adventure 2

    traveller rpg adventures

  6. Traveller RPG: Journal of the Travellers' Aid Society

    traveller rpg adventures

VIDEO

  1. Traveller

  2. TRAVELLER: WILDHEL 4D Roleplay Live Session

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

  4. Traveller RPG: Two Core Adventures Released

  5. 𝗖𝗘𝗡𝗧𝗔𝗨𝗥𝗜 TRAVELLER One Shot RPG Session Conclusion

  6. Traveller

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. 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.

  3. Top Rated Traveller Adventures

    I've developed this list of the "best" Traveller adventures by combing through several major internet site discussions and polls, as well as looking at ratings in the RPGGeek database and considering a few awards sites. ... Random RPG Item RPG Items Designers Artists Genres Systems Settings Mechanics Podcasts Wiki Recent Additions .

  4. 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.

  5. Adventures

    The Mystery of Woden's Eye : from Jonesing 4 Games. The winner of the "Best Adventure" category of the Zhodani Base Awards 2020 is: Skandersvik from Mongoose. There were lots of fine Traveller Adventures for different settings published. This year, Skandersvik was the most interesting one.

  6. 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 ...

  7. Traveller RPG & Adventures in Space

    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.

  8. 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.

  9. How to Write a Traveller RPG Adventure in Three Acts

    The first act of your adventure lasts about one-quarter of the length of the story. For a 4-hour RPG session, this should take up about an hour. The First Act should provide the setting, establish the status quo, and provide motivation to take on the adventure. Exposition- In this story beat, you establish the setting and starting state of your ...

  10. 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! ... a sci-fi tabletop role-playing game designed by Kevin Crawford.

  11. Free Downloads

    Download (372 KB) 2D Deck Plans. All the Core Rulebook ships rendered as 2D Deck Plans. Download (932 KB) Subsector Map. A blank subsector map, ready for your own adventure. Download (4.04 MB) Sector Map. A whole sector map, completely blank, ready to be explored.

  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. How to Write a Three-Act Traveller Adventure

    Classic Traveller could easily be played by a group with no referee - in fact it says so. There are three basic ways to play Traveller: solitaire, scenario, and campaign. Any of these three may be unsupervised (that is, without a referee; the players themselves administer the rules and manipulate the situation).

  14. Amber Zone

    Short Science Fiction Adventures for the Traveller RPG. About Amber Zone. Everything you want to know about the Amber Zone website. Read more → ...

  15. 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 ...

  16. Freelance Traveller Home Page

    This page last updated on 05 March 2023 by Jeff Zeitlin.©1998-2023 Jeff Zeitlin Freelance Traveller is maintained by Jeff Zeitlin Freelance Traveller can be contacted via our Feedback page or at [email protected] ® Traveller is a registered trademark (1977-2023) of FarFuture Enterprises. Use of the trademark on this page is not intended to infringe upon or devalue the trademark.

  17. The Moscow Rules

    RPG Mechanic: Description Based (Narrative more so than Dice) Dice (Primarily d6) Roll and keep (4k2 means roll 4 and keep 2) Alternate Names: Fans: 0. Become a Fan. Corrections Clone Customize View. Subscribe . RSS Feed . Record a Play. ObjectID: 28926 Description Edit | History.

  18. RBTH releases a special brochure

    Moscow Traveller. RBTH Moscow today is a city on the move, undertaking major changes to its infrastructure and urban plans that are making life better for residents and visitors alike.

  19. 21 Things to Know Before You Go to Moscow

    1: Off-kilter genius at Delicatessen: Brain pâté with kefir butter and young radishes served mezze-style, and the caviar and tartare pizza. Head for Food City. You might think that calling Food City (Фуд Сити), an agriculture depot on the outskirts of Moscow, a "city" would be some kind of hyperbole. It is not.

  20. Lotte Hotel Moscow welcomes Richard Quest from CNN Business Traveller

    Lotte Hotel Moscow welcomes Richard Quest from CNN Business Traveller program at the Royal Suite, the biggest and the most expensive Suite in Moscow. www.lot...