Wednesday, September 10, 2025

Retrospective: Mutiny on the Eleanor Moraes

When TSR released Star Frontiers in 1982, I imagine the company intended it to be the “science fiction Dungeons & Dragons” in the sense of being very broad in its scope and inspirations. To that end, the original boxed set presented a fairly straightforward system that emphasized accessibility and pulpy space opera-style adventures. Traveller it was not, nor, do I think, it was intended to be. TSR supported the game with the excellent Knight Hawks boxed set, as well as a handful of adventures, the best remembered of which are probably the Volturnus trilogy, a series of modules that functioned much like the The Keep on the Borderlands for D&D – an extended introduction to both the game and its setting.

By 1984, however, TSR seemed unsure of what to do with Star Frontiers. The game had never been as profitable for them as had D&D and the company was already turning its attention to licensed properties like Marvel Super Heroes and The Adventures of Indiana Jones, both released that same year. Star Frontiers would limp along for a few more years – even getting a pair of licensed modules of its own – but its line of support soon started to shrink. Into this environment appeared Mutiny on the Eleanor Moraes, the first part of the "Beyond the Frontier" trilogy.

Perhaps unsurprisingly, considering that it was written by Ken Rolston, Mutiny on the Eleanor Moraes is an excellent adventure. The player characters are part of the crew of the titular Eleanor Moraes, a small scout ship operating on the fringes of the Frontier. Their mission is to chart an uninhabited world designated Mahg Mar for potential colonization by the United Planetary Federation. While the characters are away from the ship conducting a planetary survey, the first officer seizes control in an unexplained mutiny, leaving the vessel in his control. Now out of contact with the Eleanor Moraes and thrown on their own resources, the characters must make their way back to the ship to discover what has happened.

From that point onward, the module shifts into a hybrid of a survival scenario and an open-ended exploration one. The characters must find food and shelter, contend with hostile alien fauna, scavenge and repair damaged technology, and even contend with robots reprogrammed by the mutineer to attack them, before eventually devising a way to retake the Eleanor Moraes. Because the mutiny occurs "offscreen," so to speak, the characters have no chance to prevent it, but once it has happened, they enjoy a great deal of freedom of action. The referee is given tools for handling wilderness travel, encounters with alien creatures, and the steady progress of the mutineer's own plans, creating a situation where time and resource management matter just as much as combat prowess.

What distinguishes Mutiny on the Eleanor Moraes from previous Star Frontiers modules is its tone. Where the Volturnus trilogy presented the pulpy and highly implausible world of Volturnus, this module feels closer to a science fiction survival tale, like Robert Heinlein's Tunnel in the Sky. It asks players not simply to blast their way out of trouble but to endure, improvise, and outthink their obstacles with only limited means at their disposal. It's a great set-up for an adventure in my opinion, which is why I've long held it in pretty high regard.

This approach was something of a throwback to an earlier era. D&D modules of that time were increasingly plot-driven, often built around a central antagonist. While Mutiny on the Eleanor Moraes does have one unavoidable story element (the mutiny) it thereafter opens into something much more freeform and sandbox-like. Its survival elements invite genuine creativity, since the characters’ success depends on how they use the limited tools and knowledge available to them. Couple that with a ticking clock – the characters must reach and regain control of the ship before the mutineer attempts to leave the planet without them – and you've got a remarkably engaging scenario.

As I noted at the start of this Retrospective, this module is the first in a new trilogy of adventures, suggesting that, despite whatever confusion TSR had about the game's place within its stable, it was still willing to commit some resources to it. Indeed, the next two modules in the series point toward Big Events in the setting about whose ultimate outcome I was genuinely curious. Unfortunately, nothing lasting came of it, as TSR overhauled the entire game and then completely abandoned it.

This context gives Mutiny on the Eleanor Moraes a bittersweet quality in hindsight. It demonstrates that Star Frontiers could have become a much more serious contender in its competition with other well-established SF RPGs had TSR pursued a more diverse range of scenarios instead. Its mixture of betrayal, survival, and wilderness exploration is genuinely engaging in my opinion and, from what I have gathered online, many referees have repurposed it for other systems precisely because the situation it describes is so adaptable.

Looking back four decades later, Mutiny on the Eleanor Moraes stands out for offering players a wide-open field for ingenuity and problem-solving. In doing so, it bridges two eras of TSR design – the freewheeling sandbox of the early days and the more scripted scenarios of the Silver Age. For anyone interested in science fiction roleplaying of the early 1980s or simply in how TSR approached a genre outside of fantasy, Mutiny on the Eleanor Moraes is a fascinating artifact. It's also a glimpse of the potential Star Frontiers possessed had it received stronger and more consistent support from the company.

6 comments:

  1. I could be wrong, but I believe this was the only module for which David Trampier was the sole artist. It is beautiful and cohesive to look at, yet without rails.

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    1. Tramp did indeed do the art in this module and, I believe, in the others that followed. I did a post about it a couple of years ago, I believe.

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  2. One of the very wonderful things about abandoned projects like Star Frontiers is that others can now fairly easily collect an omnibus of its artifacts, and build a playable sandbox campaign from the parts. You cannot "complete" D&D, but theoretically, you could do so for Star Frontiers. It would be kind of madcap considering the uneven blend of gonzo modules and hard(ish) science fiction. Still, it appeals to the completist in me.

    I loved playing through all of the Sorcery! series as a magic user, especially since the player himself had to literally memorize all 50 spells to be able to have a chance of casting them, but if that series had been more successful and produced more books in the series, I think it would have bogged down.

    Sometimes, great games are the ones that do not survive the wilderness.

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  3. I'm glad you mentioned Tunnel in the Sky, as that's exactly what mind went to as you described the setup.

    SciFi games are tough to position, because there's such a large number of mutually-exclusive components. High Fantasy has the advantage of being able to say "anything that can happen in a world where swords are still relevant will work". Fantasy can be setting-agnostic in a way scifi really can't.

    Honestly, the Buck Rogers in the XXV Century setting ticks off most of the boxes: political intrigue, interplanetary travel, modern+ weapons, domed cities inexplicably next to irradiated wastelands of survivors. Plus it was an IP tie-in that was current at the time with the NBC show, when Star Trek and Srar Wars were already taken. Lorraine Williams deserves a lot of the flack she gets, but she was at least right that the only thing the only cash cow they have in the long run, in the face of competition from younger, cheaper game companies, are their settings/creative.

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    1. Didn't TSR have Buck Rogers at the same time, to tie in with the TV show? There's no way I would have played both, so I wonder if that would have further fragmented their own stable in the SF market. Of course, Star Frontiers was young and unsupported at the worst time: the era of the game crash.

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    2. The Buck Rogers RPG came out in 1990, after both the TV series and Star Frontiers.

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