This product provides basic background ideas for an adventure module but it still leaves much of the work up to the GM (aka referee). It reads more like an outline that was never fully fleshed out. If you're used to map-style play instead of theater-of-the-mind you will be disappointed. There are no encounter maps. Furthermore there are two glaring holes in the plot:
- Global communications systems are ignored. This seems rediculous given human nature and the ease of setting up orbital "Internet" in a sci-fi campaign. The players could easily make a few phone calls which would resolve the plot.
- Due process and other legal norms are ignored. Players who rightfully insist they did nothing wrong could easily just turn themselves in and again resolve the plot.
Forcing players to ingnore these glaring plot holes will take imagination on your part and might still feel quite contrived. Generating encounters will also take work and other suppliments.
Overall, I'd say this is the first draft of an adventure and not a completed product, but it's well worth it for $3 as a source of ideas alone. Just don't buy this thinking you'll get a ready to go module suitable for a new traveller 2300AD referee. Introductory adventures should really equip a new GM better then this. If anyone ever re-writes this adventure addressing the points above, including encounter maps, I'd happily pay $15 for the end result.
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