GDW's Traveller is justifably lauded for the wealth of tools it provided the referee in generating his own adventures, such as procedures for generating worlds, handling trade, and creating encounters, among many others. However, the company also published a large number of ready-made adventures, too, starting with The Kinunir in 1979 and I think they deserve to be better appreciated for how much they contributed to the success of the game. Though not all every Traveller adventure is a winner, many are classics.
One such classic is Death Station, one of two adventures published in 1981 as Double Adventure 3 (the other being Argon Gambit, about which I'll talk next week). Designed by Marc Miller, Death Station exemplifies many of the sensibilities of early roleplaying adventures by being compact and largely concerned with providing a referee with a location, a problem, and a handful of dangers with which to challenge the player characters rather than much in the way of background detail.
The scenario's premise is simple. The characters are hired by Lysani Laboratories to investigate a lab ship orbiting the world of Gadden after communication with it has been lost. Upon arrival, they discover that most of its crew is dead, while the station itself shows signs of damage. Further investigation reveals scattered clues pointing to psychochemical experiments intended to produce a new type of combat drug that heightened personal strength, dexterity, and endurance. The experiments were successful to a degree, but sabotage by a rival company resulted in the entire crew being exposed to an early version of the combat drugs that enhanced their physical abilities at the cost of their sanity. Now deranged, they pose a threat to anyone who boards the lab ship.
In a sense, Death Station offers what might be called a science fictional "dungeon,” complete with "monsters" in the form of the deranged crew. The lab ship is mapped and divided into keyed areas through which the player characters must move cautiously, examining laboratories, storage areas, and crew quarters. As in a fantasy dungeon, each location aboard ship offers the possibility of discovery, danger, or both. Logs, notes, and physical evidence gradually reveal what happened, while the deranged survivors and similarly deranged lab animals ensure that exploration is never safe.
The influence of movies like 1979's Alien is clear, I think, but, rather than resorting to an unknown extraterrestrial threat, Death Station opts instead for reckless science running afoul of corporate espionage, which fits well within Traveller's more sober approach to SF. Even so, the adventure has great atmosphere, which is a big part of why I count it among my Top 10 Classic Traveller adventures. The scenario relies less on direct exposition than on the gradual accumulation of clues. Some of that is a direct consequence of its sparseness of its descriptions and room keys, which is as much intentional as it is driven by the shortness of the page count.
Even so, Miller includes four pages of referee's notes that help provide not only a brief overview of what happened aboard the lab ship and why but also guidelines for how to run encounters with the deranged crew and experimental animals. This is useful, since part of the fun of Death Station is navigating its cramped rooms and corridors while its inhabitants also move about and stalk the characters. Also included in the notes is a discussion of the effects of the experimental combat drug, which is also helpful in handling encounters involving the crew who are affected by it.
Yay! More Classic Traveller content!
ReplyDeleteIt’s funny but, like with “Hiero’s Journey”, I thought you had written about this before.
Me too! However, I'd only ever mentioned it as one of my favorite adventures in a compilation post rather than focusing on it alone.
DeleteI plopped this one in the middle of my Traveller campaign recently when I felt the need to mix it up a little (we are currently running through the Traveller Adventure book). I agree with all your comments about its playability. Unfortunately my players are not as altruistic as yours and bailed pretty quickly once they got the gist of what was going on, leaving the lab ship crew to their own murderous devices. In truth, I was using the random encounter tables verbatim from the adventure which actually ends up being a pretty high and dangerous level of encounters with the escaped lab animals. A mob of those critters is quite deadly! Enough for my players to call it quits before finishing the entire job they signed up for. They ended up only meeting one lab ship crew member, who happened to be in a docile state. The referee in me regrets we never got to a point where the players were crawling around in the air ducts, but at the same time I did scare them enough to run away frightened... so I guess it worked!
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ReplyDelete> the wealth of tools it provided the referee in generating his own adventures, such as procedures for generating worlds, handling trade, and creating encounters, among many others.
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So, what specific products provided these tools to the referee ? What books, specifically ? I'm genuinely interested now.
I'm referring to the original Traveller rulebooks. All of the GDW editions included them.
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