Hi,
Just to add to the CT adventure list, I have used the Divine Intervention
(double) scenario to teach players how to do a military infiltration job
_without_ blowing away everyone (if the bad guys know the players have been
there then the mission will fail). Also the Night of Conquest (I think that
was the name; might be the other half of the Divine Intervention booklet) is
the opposite: the players get caught between two TL5-6 warring nations and
probably HAVE to blow their way out.
I cannot rate highly enough a combination of 76 Patrons (CT) and the small
adventures from the original (A5-size) Travellers' Journal; in total a huge
number of adventures, all of which can be played as minor sidelines and
distractions or fleshed out into complete scenarios.
I agree with the FASA Scouts & Assassins comment: Tin Haemhorroid awards
are a favourite, and you get the extended Scout ship design and deckplans.
When mentioning supplements (CT), I would add 1001 Characters (pregenerated
NPC stats) although stats is all you get. Still useful for those '1d6 Thugs'
random encounter rolls.
Did anyone mention the Traveller Digest magazine? It's an extortionate price
over here but the material inside is good. :)
Our White Dwarf magazine used to have a few Traveller articles (good one
on starports) but that was years ago when it used to do AD&D; before it
became a flagship for Warhammer 40k and Space Crusade.
Andy Lilly
Commander, PITS Team (Political Intelligence Team, Scout)
"We are never out-gunned..."
Nothing I say or do here in anyway reflects the views of my very kind,
understanding and generally wonderful employers