Howdy,
Well, maybe not so much 'must haves' as 'it sure helps's'
The Alien Modules.
Now that DPG has left the new alien modules for good, the old ones are sorely
needed. Probably the best of the missing ones is the Zhodani. After that
Droyne and maybe Darrians. DPG has covered the Vargr, Aslan, and Solomani of
the old series. (Though I prefer the advanced character generations of the
old editions) After that, K'kree and Hiver. These last two are interesting
but not very useable. I have never even heard of anyone using either 2 of the
modules except to provide a Hiver NPC. IMHO, the two races are unplayable as
characters.
Book 8: Robots and 101 Robots.
You want robots? This is the only place you can get them. 101 robots is less
crucial than Book 8, but the added design rules in there are helpful.
These two rank far above K'kree and Hiver.
With these and the MegaTrav stuff, I'd say you can get by pretty well. Every
thing else is nice to have, but little of it is crucial.
*I* like Supp 9 fighting ships and Stiker, but that's because I'm a confirmed
VDN (Vehicle Design Nut). But Fighting ships is not in MegaTrav format. And
Stiker has very little in it that MegaTrav doesn't.
I *LIKE* the old Traveller Adventure. That is probably one of the best
adventures they put out. I wouldn't say it is a "Must have" but it certainly
is a "Damn! This is GOOD!"
I would say that just about everything in classic trav helps a bit. But I
don't think that it is *necessary* to have them.
What do you guys think?
Scott Kellogg