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This is an excellent tool for new players to reference while playing the game live. I appreciated the choice to use a one-page spread for the key game rules, followed by a second page that dives into combat. Both pages present information in a logical order, progressing from broad and important concepts to more specific details, and mirroring the natural flow of in-game actions.
Overall, this is a fantastic resource for anyone new to Traveller—it gets players having fun at light speed! Highly recommended. Trust me, I have a SOC score of 15 :)
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This booklet, along with other Traveller booklets from this studio, represents some of the least visually appealing RPG material I have encountered. While I understand that AI-generated art was utilized, the primary issue lies not with the art itself but with the distracting and unnecessary background images that significantly hinder readability. Even if the official TAS layout cannot be used due to commercial restrictions, an alternative clean and light design could have been employed to enhance the reading experience rather than detract from it.
The content volume is relatively modest, and the author attempts to compensate for this with an excessively large font size. Additionally, portions of the content appear overly generic or superficial, with a limited number of provided items and a noticeable absence of elements such as robots and vehicles.
Given the amount of content, the price seems disproportionately high. I would recommend considering a more judicious allocation of your budget if you are contemplating purchasing this booklet.
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Some good details to (optionally) be added to the core game. As of the date of this post, I have not found any of the content in this journal incorporated into the core or supplemental books except the Jump Boats, so at least as far as I can tell, this is still unique content.
This volume includes very useful details relating to salvage, which helped me expand that aspect of the game significantly. Some of these details may need to be adjusted for your game, but I found that selectively applying them to suit my needs resulted in a new aspect of Traveller activity.
I also liked the Damage Control details and have implemented them almost to the letter with good effect. The new rules are logical and add realism to space combat scenarios. I particularly like the rules relating to critical hits and how they can create chain reactions. If you are taking some heavy damage it stands to reason that more complex outcomes would happen than just stepping up the critical hit chart by one notch.
The Jump boat specifics are included in other core books, but it represents such a small portion of information, and the other content presented here expands on how they can be incorporated, so I still think this section has good value. There are also several other new ships that do not appear in other books, which I found worthwhile. There are several takes on the ship's boat style that could be useful, and a large tender ship that definitely could be used to good effect.
I have not tried the new race or the adventure yet, but the IISS section is not bad if you don't have the Central Supply Catalog. Most items presented here are done better in the Supply Catalog.
Not mentioned in the description is a nice section that goes into great detail on local system security forces which I find very helpful, if for no other reason that it is great for ideas, although what is presented here is useful straight out of the package. There is also some good content related to black markets and related activities that might gain the attention of said local security forces that adds to the value of this section.
Scattered throughout are several new creatures and a decent selection of vehicles that could come in handy. None of these are in any of the source books that I've seen, so that's an added bonus.
Overall, I'm very happy with this volume and will be looking at other issues for new and/or optional rules. 4 to 4.5 out of 5 stars.
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Just finished playing through this, and I found it well done and engaging. If you have the Pirates of Drinax books, this is a valuable mini-campaign that folds neatly into the main campaign. It can also be run stand-alone, although I played it as part of the greater Drinax campaign.
Plenty of detail is provided for the areas Travellers pass through, fleshing out these systems nicely with details of the planets, their history, and other useful information to make these sectors more interesting.
The encounters work well if the Travellers are flying the Harrier, but you could easily fly any ship. Pirate activity on the part of the Travellers is scalable from none to full-on Jolly Roger. Whatever they choose should work fine the way this is written.
A wide variety of skills in the Traveller team is needed, so try to get a good mix of everything to take full advantage of the various aspects of this adventure: trading, diplomacy, combat, etc. There is also good replayability given the sandbox nature of the Drinax campaign.
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Widowed |
by Ernest [Verified Purchaser]
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Date Added: 05/16/2025 14:01:21 |
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This is an excellent, fast-paced novella which would be an excellent Traveller adventure with a little adaptation.
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For gamers wanting a great way to produce realistic Systems this book sucks, unless you have hours and hours to spend, and a degree in maths or astrophysics would help too!
The text is long and arduously detailed. The steps are not obvious, by being buried in the text, and there are no flow charts, or step guides or bullet point summaries to follow.
If you manage to create a system it does seem reasonable, However from a gaming point of view most of the effort put into this system will be wasted. I have never known a player ask how old is the system!
For people who have way too much spare time, and are happy to spend a lot of brain power working out how the system works, it will deliver. For the majority of players and referees this is just too much like hard work when it will probably only add a small amount of extra detail to game play. Traveller has flourished, with just the simpler world building rules, since 1977 so is this extra work really worth it? And the price for this headache of a book is way too much in my opinion for the benefit it gives.
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This is simply repackaged AI art. In my opinion it's unacceptable to be on here charging money for this.
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Creator Reply: |
Thank you for your feedback. The base artwork is AI generated, however the items are individually retouched, enhanced and formatted for VTTs. In the future I will disclose the origin is initially AI generated |
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This is simply repackaged AI art. In my opinion it's unacceptable to be on here charging money for this.
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Creator Reply: |
Thank you for your feedback. The art is initially AI generated, then enhanced, retouched and formatted for VTTs. I think the price is fair given my time and effort to create these items. I will disclose in the future that the graphics are initially based in AI generated content.
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Now that there was a merger, has mongoose greenlit plans for Roll20 integration?
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Probably the most in depth PC sheet for Traveller out there. Thank you sir.
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The Windermann Incident has sixteen pages of maps, from which one might infer that the maps are pretty important. One of them is good quality and the others look like were converted to minimum-size JPEG...? Blurry lines and nearly illegible text abound. :(
For all the other adventures the graphics are fine but if you're pumped about Windermann, maybe see if you can find it someplace else.
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This makes it easy for someone who knows character creation, teach someone who doesn't. The way you track the different terms, while creating a character, is simple and effective.
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There are very few Hiver ships in Traveller books, and what there are look just like human ships. The Hiver Explorer Type HX actually looks and feels alien. It uses a lot of rounded shapes both on the exterior illustrations and on the interior maps. The description is brief, outlining what is on the decks, and there are Traveller ship specs. At the back of the book there are some NPC crew cards. The core of this article are the maps. There is a selection of labelled, unlabelled, empty and cluttered versions of the deck plans. There are also detail plans and specs for a Hiver G-carrier, which is also nicely organic looking. I quite liked this ship. My only feedback is that I would have liked more detail on possible missions for the ship and where it could be encountered, but that is also completely up to the user.
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I really enjoyed the exploration component of this book. It includes a lot of base locations in some detail, but also plenty of unexplored areas that players can be the first to uncover. I liked the ships that were included, they will be useful in other locations around the Solomani Confederation as well. I was very happy with this purchase.
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I ran Stealth Train and it was the hardest I've laughed playing an RPG maybe ever. We were all rolling
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