Pick it up on a sale, as I think USD $50 was a bit much, but it's still a great campaign. It's flexible enough to run solo as a Referee, and with a group it's great fun - no two campaigns are going to play out the same way at the endgame or in between. Consider the adventures more 'guidelines' than firm things that MUST happen before the Finale. The Drinaxian Companion is also I would say recommended as it fleshes out things more fully. The Harrier Class commerce raider is a very interesting ship to give a group of new players, as it has just enough cargo space to tempt them to trade, and not enough that raiding isn't typically a better option. I'd like some more concrete rules on simulating pirate activity in a sector in a future supplement, but this is an excellent way to do it.
I would warn first time referees that this is a campaign that requires a LOT of backend work from them. Spreadsheets are useful, and High Guard is a practical necessity too. Converting captured merchant ships into viable pirate vessels is not cheap either, but laundering ships captured from opposing pirates into 'legitimate traders' is an interesting way to make some steady credits to fund just about anything - an S-Class scout converted to being a passenger and cargo transport can cover the cost of running the Harrier for players in the background. Use maps (Travellermap) to help them plot out decisions and draw trade routes to help them visualize what the best places to target are... and where the heat will come down on them if they stick around too long. You know you're doing things right when they're going off on long adventures from vague promptings of world descriptions you've given them. The Reach Adventures series of books has ideas to take from, especially players who see a major pirate base in Oghma nearby to Drinax and want to deal with them. Makergod was a good investment for my group. Shadows of Sindal is also a good way to make a mini-arc for them to follow and includes some fun toys and NPC ideas to play with for you as a Referee.
For a new game master wanting to get into Traveller, I would give this a 4/5. It certainly gives you a bunch of ideas to play with and encourages you to get into other material. With High Guard and the core rulebook, you can do tons of things. For the experienced Referee, if you don't have this already it's a 5/5.
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