Thursday, December 19, 2024

Solitaire

On page 2 of Book 1: Characters and Combat of the original 1977 edition of Traveller, there's a section entitled "Playing the Game." This section discusses the "three basic configurations" in which the game may be played. Two of them are obvious and should be familiar to most people who play RPGs today – the scenario and the campaign. The first of these is a simple "one-time affair" that "ends when the evening of play is over or the goal is achieved." The second is a series of "continuing, linked adventures in a consistent universe." While the scenario "is like a science fiction novel, the campaign is like a continuing S-F series." As I said, there's nothing here that wouldn't be familiar to most contemporary gamers.

The third "configuration" of Traveller is solitaire and is described in this way:
One player undertakes some journey or adventure alone. He handles the effects of the rules himself. Solitaire is ideal for the player who is alone due to situation or geography.

I started playing Traveller in 1983, around the time that The Traveller Book was released – more than four decades ago now. In all the years I've played the game, I've never known anyone to play the game solitaire as described here. In fact, until the last few years, I don't think I recalled that solitaire was even mentioned as a possible way to play the game. That's not to say that Traveller isn't suitable for some degree of solitaire "play." The Traveller Book, in its section on "Basic Traveller Activities," notes that "many of the subordinate game systems lend themselves to solitaire ... play." This is absolutely true in my experience. 

Traveller's character generation system is, in my opinion, one of the best ever devised, beautifully blending randomness with choice while also evoking the thrill of gambling. The system is so good that it's probably worthy of several posts about it, but, for now, what's important is that generating characters in Traveller is fun. You never quite know what you're going to wind up with, thanks to the unpredictability of the dice rolls. But no matter how things unfold, you (generally) wind up with a character who has a rough history of what he was doing between the age of 18 and when he enters the campaign after some period of time in service to one or another interstellar career, usually military.

Indeed, character generation is so fun that, to this day, I sometimes still generate a character or two as a way to pass the time. I used to have a nice little computer program that helped with this. It was called "TravGen" or something similar, but I lost it when I got a new computer and have never been able to find a functional version of it on the Internet since. Even without the program to speed things up, generating characters for Traveller is enjoyable as an activity in its own right – the kind of solitaire play I associate with the game.

Another form of solitaire play in which I still regularly engage is generating subsectors. This is a bit more involved than generating characters, but it's still a lot of fun. The last time I did this in earnest, I wound up creating an entire sector and starting up a non-Third Imperium Traveller campaign that I refereed for three years. That's the "danger" of generating subsectors: after a while, ideas about the various worlds you create, their inhabitants, and their relationships to one another start to percolate and the next thing you know, you're imagining an entire setting for a campaign. None of this is bad, of course – far from it! – but it is dangerous, in the sense that it can very easily feed gamer attention deficit disorder, something to which I was once very prone.

A third potential source of solitaire play within Traveller is trade and commerce. Choose a starship, pick a starting world in a subsector (whether published or one of your own creation), get some cargo and/or passengers, and then set off to try and turn a profit as you direct your ship from world to world. This is a great way to learn the speculative trade system in Traveller, as well as to better understand the economic ties that connect the worlds of one region of space. I have a vague recollection that GDW itself released a computer program in the 1980s that handled trade and commerce, but perhaps my aged brain imagined it. Regardless, trade is another fun way to play Traveller by oneself.

Compared to OD&D, which was released just three years prior, Traveller is a design of considerable elegance. All of its rules systems work well with one another and support and encourage its intended gameplay styles. Many of these systems, like the three I mentioned above, are enjoyable in themselves as separate "min-games" that can be "played" between sessions and that generate additional content for use in an ongoing campaign. It's absolutely brilliant design work and a big reason why I keep coming back to Traveller.

Wednesday, December 18, 2024

The Lord Weird Slough Feg

No discussion of Traveller is complete without mentioning the 2003 album of the same name by the heavy metal album band, The Lord Weird Slough Feg. 


I'm no aficionado of metal (or indeed any other kind of popular music), but I own a copy of this and enjoy it. The album's especially fun for all the references to aspects of the Third Imperium setting. 

If you visit the band's website, you'll see what looks like an announcement of their next music endeavor, to be released in 2025:

Retrospective: Leviathan

When I first shifted the focus of my Retrospective posts toward classic Traveller, I hadn't consciously decided to look at those adventures included in my Top 10 Classic Traveller Adventures about which I'd not previously written separate posts, but, after last week's post on Duneraiders, I realized that's exactly what I'd been doing. Rather than fight it, I've decided to lean into it, which is why I'm turning my gaze to Adventure 4: Leviathan, which I placed at the lofty rank of number 2 out of 10.

Leviathan is a very unusual adventure for a number of reasons. First published in 1980, it was written by Bob McWilliams a name many of you might recognize from the pages of White Dwarf, where McWilliams had a regular column called "Starbase" devoted to Traveller. "Starbase" was a favorite – or should I say favourite? – feature of mine and one of the primary reasons I read White Dwarf in my youth. Unlike Dragon, where Traveller (and science fiction more generally) was mostly an afterthought until the advent of the Ares Section in April 1984, White Dwarf gave pride of place to Traveller, making it very appealing to a young sci-fi nerd like myself. 

In many ways, Leviathan is as much a product of Games Workshop as it is of Game Designers' Workshop (GDW). In addition to McWilliams, the adventure credits Albie Fiore (another WD stalwart), Ian Livingstone (nuff said), and Andy Slack (ditto) as having edited it. Furthermore, the book includes illustrations by Fiore and the incomparable Russ Nicholson. Strengthening the overall Britishness of Leviathan is its use of UK spellings throughout the text, which is perhaps unintentionally appropriate, given the game's use of the double-l orthography for Traveller (whose origin, Marc Miller told me at Gamehole Con, lies with E.C. Tubb's Dumarest of Terra series). 

Traveller's default playstyle could probably be described as a "hexcrawl in space," quite literally, given what the game's interstellar star charts look like. Leviathan takes this a step further, with the characters hired by the large multi-system trading cartel, Baraccai Technum, to participate in the exploration of a region of space known as the Outrim Void. The Void lies to rimward of the Spinward Marches sector and gets its name not from its emptiness but from its relative lack of civilization, at least compared to the Imperium. The terms of the characters' contract require them to sign on as crew for the exploratory merchant ship Leviathan on a voyage of about six months.

This is a very interesting and unusual set-up for a Traveller adventure, one that's been relatively rarely used in the game's history. One would think, given the history of popular science fiction, that interstellar exploration of an unknown area of space would be a fairly common subject for scenarios. That's generally not been the case with Traveller, at least not within the official Third Imperium setting. A big reason for that, as that setting evolved over the years, it's been extensively – even exhaustively – mapped, with literally thousands of worlds placed, named, provided with stats, and often more. That's been a blessing and a curse for referees over the decades and remains so today. 

But, at the time Leviathan was written, that wasn't the case. The Third Imperium was then a very loose framework individual referees could shape to their own preferences and needs and the presentation of the Outrim Void demonstrates this. The worlds of the region are only briefly described and precisely what the characters will find as they explore them is largely left to the referee to fill in. Much like the Imperium itself, the Void is a loose framework for adventure, making it usable for all manner of encounters and scenarios. That's a big part of its appeal: it's a great tool for referees who want to do their own thing without having to invent an entire universe from whole cloth. 

Interestingly, Leviathan spends almost half of its 44 pages to information on the titular 1800-ton Leviathan-class merchant cruiser. We get not only keyed deckplans, but also game stats for the ship and its entire 56-man crew (not counting the player characters). Equally useful are 26 rumo(u)rs about the Outrim Void to entice the characters, as they explore. The five pages of library data serve a similar purpose. This is not an "adventure module" in the sense players of Dungeons & Dragons or other RPGs would recognize. Instead, it's a collection of aids to the referee to aid him in building a wide variety of situations that might arise as the characters travel from world to world throughout the Outtim Void. 

Leviathan is thus a reminder of an earlier period of the hobby, before gamers expected companies, in the words of OD&D's afterward, to do the imagining for them. Like The World of Greyhawk, Adventure 4 provides referees with an outline to which they are expected to add whatever details they needed or desired. And those details could vary widely from referee to referee and campaign to campaign rather than being bound up in a rigid canon, a concept that was, if not completely unknown, at least highly unusual in those days. By today's standards, then, Leviathan is something of a throwback and why I rate it so highly. 

Tuesday, December 17, 2024

Done with Dungeons & Dragons?

As I alluded to yesterday, I increasingly feel as if I don't have anything interesting left to say about Dungeons & Dragons. On some level, that's understandable. There are nearly 4500 posts on this blog and, though I haven't done an inventory of just how many of them are specifically about D&D, I think it's safe to wager that more than half of them – that's over 2000 posts – pertain to the game in some fashion. With that much virtual ink spilled over a single roleplaying game, even if it is the single most popular and successful one, what more is there for me to say?

Part of the problem, though a small one, is that it's been some time since I actually played any version of Dungeons & Dragons. I kicked the then-current edition of D&D to the curb in 2007, right before I began my OD&D journey and started this blog. I never played either 4e or 5e, as I was perfectly happy, when I wanted to play Dungeons & Dragons, to make use of one of the TSR editions of the game, whether the Little Brown Books, AD&D, or B/X – except that I rarely did so. It's ironic that this should be the case, since Grognardia began in large part as an exploration of the history of D&D and, by extension, the larger RPG hobby. 

Of course, one might reasonably ask, "But weren't you playing Labyrinth Lord and Swords & Wizardry and Lamentations of the Flame Princess and [insert your favorite retro-clone here]? Aren't they just D&D with the serial numbers filed off? Indeed, wasn't that the whole point in their creation?" Similarly, "Haven't spent the last decade playing Empire of the Petal Throne, whose rules are basically OD&D with some changes added?" For that matter, "Isn't Secrets of sha-Arthan, your personal science fantasy game, just like EPT, another variant on good ol' D&D? How can you say you haven't been playing Dungeons & Dragons?" 

These are all fair questions, but, as I noted, my not playing D&D is only a small part of the problem. A much bigger one is simply that, for whatever reason, I don't think I've had any genuinely original insights into the game in a very long time. Sure, I can – and do – mine old Dragon articles or TSR era products for little tidbits of trivia, but it's rare that any of this is insightful. They're mostly exercises in pure nostalgia, exactly the kind of thing detractors of the Old School Renaissance have been criticizing for years. I don't think there's anything inherently wrong in indulging in nostalgia from time to time, especially when your readership is made up overwhelmingly of middle-aged men who remember the glory days of our hobby. However, I don't want that to be the only thing this blog is known for.

2024 is the 50th anniversary of the publication of Dungeons & Dragons. My intention was to devote a lot of time to looking at OD&D and its rules and history. Here we are, almost at the end of the year, and I've done very little of that. I've started and deleted more posts about OD&D and D&D generally than I have about any other game or topic. In almost every case, I either discovered I'd already written about the topic before or that what I wanted to say was rather trite. In a moment supreme irony, even the topic of this post is one I broached only a couple of months ago. It really does seem as if, when it comes to D&D at least, I've done it all – or at least all that I find interesting enough to devote the time to write about.

This is why I'm now looking to spend more time writing about Traveller in the new year. It's a game I've played almost as long as Dungeons & Dragons and about which I am still very passionate. More than that, it's a game about which there's still a lot more I could say. The well of Traveller commentary is far from dry, whether I'm writing about its rules, its history, the Third Imperium setting, or my own involvement in the game's fandom or publications. I feel as if I could write about Traveller for a very long time and not repeat myself than I often do with D&D.

As always, I wrestle with the issue of just how interesting non-D&D topics are with many readers. My most popular posts continue to be those that touch on Dungeons & Dragons in some way, while those that stray farthest from it aren't nearly as well liked. It's a frustrating conundrum. Ultimately, though, I've concluded that, if I'm to continue writing the blog, I need to write primarily for myself, which probably means I'm going to dial down the number of D&D-centric posts – not eliminate, mind you, just reduce. To a very great extent, Dungeons & Dragons is the hobby, so there's no way I could remove coverage of the game entirely, even if I wanted to do so (which I don't). However, I do want to get back into writing insightfully about older games that interest me, hence the increase in Traveller content.

I assure you: I'll write about more than Traveller. As much as I adore the game, I don't think I could make it the subject of every post. Plus, Grognardia began as and remains a broader blog than any one game. The shift I'm making now and into next year is simply a rebalancing of focus rather than the wholesale rejection or closing off of other options. 2025 will certainly bring changes around here, but being "done with Dungeons & Dragons" in a definitive way is not one of them.

Crypt of the Undead

Did anyone own this game? I ask, because I very vividly remember the advertisements for it, like this one that appeared in issue #69 of Dragon (January 1983). Epyx was a very prolific publisher of early computer games, some of which I did actually played, but Crypt of the Undead was not one of them. From what I've been able to gather from online sources, it wasn't all that good. If so, that's disappointing, given how evocative this ad is. I'd much rather learn that it's a forgotten gem, so, if you owned or played it, I'd like to know more.

REPOST: The Articles of Dragon: "Charting the Classes"

One of the characteristics of what I call the Silver Age of D&D is an obsession with mathematics, using it for a wide variety of purposes, from determining the best way to model falling damage to proving if one's dice "be ill-wrought." In issue #69 (January 1983) of Dragon, Roger E. Moore offered up yet another new field for mathematical analysis: class "balance." Many old school gamers think worrying about such matters is a peculiarly modern notion, but it's not. For almost as long as I've played the game, I've known players who fretted over whether this class or that class was "overpowered" or "underpowered" compared to the others. It's a concern I've never really worried about myself, partially because I think all but the most egregious mechanical differences take a backseat to what actually happens at the table. Nitpicker and hair splitter I may be about many topics relating to D&D but this isn't one of them.

However, I'm hardly representative of anyone but myself and I expect that, when Moore wrote this article he was speaking on behalf a sizable number of gamers who had a sneaking suspicion that some AD&D character classes were better (or worse) than others -- and he was going to prove it. Moore's analysis hinges on comparing the classes according to accumulated experience points, not level. His thesis is that, by examining the relative strengths and weaknesses of each class at certain XP benchmarks, he might get a sense of which classes are more (or less) potent than others. In doing this, Moore discovers that, for the most part, AD&D's classes are reasonably balanced against one another, with two significant exceptions, along with a third point of discussion.

The first anomaly concerns druids, which Moore says are unusually tough compared to other classes. Compared to clerics, they advance very quickly and, more importantly, they continue to gain full hit dice all the way to 14th level, which also nets them more Constitution bonuses as well. Druids thus wind up being comparable to fighters at mid-levels and even surpassing them at higher levels. Consequently, he recommends increasing the druid's XP requirements to compensate. The second anomaly concerns monks, which Moore says are too weak in terms of hit points for a class that is supposed to fight hand-to-hand. He recommends that they have D6 hit points. Finally, Moore says -- along with nearly every AD&D player I knew back in the day -- that bard, as presented in the Players Handbook, needs to go. He recommends Jeff Goelz's bard as a replacement.

In the end, "Charting the Classes" is actually a very modest and limited analysis of AD&D's character classes and Moore's suggestions are all quite reasonable. I believe I even adopted his recommendation regarding druids, as I know from experience that they were more potent than they had any right to be. Still, I largely find the idea of "balance" between the classes a Quixotic obsession that's played a lot of mischief with D&D in its later incarnations. But it is, unfortunately, a long and deeply held concern of many gamers and I don't expect it to ever go away.

Monday, December 16, 2024

A Random Demon

Being a big fan of the humorous illustrations of Wil McLean, I thought I'd share this fun little comic from issue #20 of Dragon (November 1978). 

Starting with Classic Traveller

Toward the end of last month, I mentioned that Mongoose Publishing, the new owners of Traveller, had released a few 72-page Starter Pack for the game in PDF form. It's a good introduction to the current version of Traveller, giving newcomers a taste of both the rules and the kinds of adventure scenarios with which they can be used. 

However, not everyone's interested in Mongoose's edition of Traveller. Many people would prefer their introduction to the venerable science fiction roleplaying game be through the "classic" version published by Games Designers' Workshop between 1977 and 1986. In fact, since I got back from Gamehole Con, I've received several emails from people asking me my opinion about the best introduction to Traveller, specifically which edition of the rules and what supplements and adventures I'd recommend. Since this is a common question I'm asked, I thought it might be useful to write a post devoted to this topic.

My standard response to this question is to direct people toward The Traveller Book, which I've previously called the perfect RPG book. I stand by that assessment for all the reasons I mentioned in my original post, but one of the biggest is that it's still in print and available for only $20 from DriveThruRPG. For a 160-page hardcover book, that's an incredible bargain, all the more so, because it includes everything you'd ever need to play Traveller under one cover – rules, encounters, patrons, adventures, and an overview of the Third Imperium and the Spinward Marches sector. Truly, this is still probably the best way to familiarize yourself with Traveller.

That said, there are another couple of options worth considering. The first is Starter Traveller, originally released as a boxed set in 1983. This version of the game includes the same rules as The Traveller Book, but formatted as a 64-page book, The reason it's shorter is that all of the relevant charts relating to gameplay have been removed and placed in their own separate 24-page book. Also included with the set are two adventures, Mission on Mithril and Shadows, both of which had been previously released. 

Another possibility is the Classic Traveller Facsimile Edition, which presents the three little black books of classic Traveller as a single digest-size 160-page book. Like The Traveller Book, the Facsimile Edition is available in print from DriveThruRPG and it's even less expensive – $9! This version has the advantage of preserving the original layout of the 1981 edition, while the other two options have been updated and improved in various ways. This is the edition you'll want to buy if your interest in primarily in getting a sense of what the game like in its early days. (To clarify: this is not the original 1977 version, though it's very close).

Each of the three options above has its advantages and disadvantages, depending on what you're looking for. Overall, I continue to favor The Traveller Book as the best all-around intro to the classic game, but I have an affection for Starter Traveller, because it was the first edition I owned. And, as I've already said, the Facsimile Edition is best for those hoping to get a sense of what the game was like in its earliest stages, before the Third Imperium setting had begun to take over the line and become not merely an example of a setting but the setting for the game.

On the question of what to buy after obtaining the rules, I'd recommend avoiding any of the volumes with "Book" in the title, like Book 4: Mercenary or Book 5: High Guard – not because they're bad supplements but because they're very specific and unnecessary to all but the most dedicated players. Newcomers have no need of them. Instead, I'd recommend focusing on adventures, especially those I've included on my Top 10 lists of the same. All of them are still available in PDF form through DriveThruRPG and are good options if you want to get a sense of what classic Traveller is all about.

As I've noted several now in recent weeks, I'll be talking a lot more about Traveller here, since it's a game and a topic about which I remain quite passionate and about which I feel I still have interesting things to say – unlike Dungeons & Dragons, but that's a topic for an upcoming post ...

Friday, December 13, 2024

Questions and Answers

With the end of my House of Worms Empire of the Petal Throne campaign in sight after nearly a decade of regular play, I've started thinking about not just its conclusion but what happens after the conclusion. Since nearly all of the players have agreed they'd like me to referee a new game, it's clear that our little circle of gamers will continue to meet each week after the final curtain falls on this particular campaign. And while the question of precisely what game we'll play next is an interesting one – I may post about that later – what I want to talk about now is something quite different.

House of Worms began in early March 2015. When I started it, I simply wanted to give Empire of the Petal Throne another whirl. I'd refereed the game a couple of time prior, but neither of those campaigns lasted very long. Considering how rich and compelling the world of Tékumel is, I felt I owed it to myself to give EPT another shot. I was quite fortunate that, this time, in the words of Col. John "Hannibal" Smith, it all came together and remarkably so. We're now just shy of the ten-year mark, which makes House of Worms the single longest continuous RPG campaign I've ever refereed by a wide margin.

At the start, though, I had no idea how long the campaign would last. Based on my past experiences with Tékumel, I had no expectation that House of Worms would last even a single year, let alone ten. As a result, I didn't plan too far ahead. I had some basic ideas of how to kick off the campaign and where it might go after that, but most of my ideas were pretty sketchy and that's being generous. I relied pretty heavily on player decisions to guide where the campaign went and what I developed for it. I tried to stay a few steps ahead of the players at all times, but, even then, I regularly created and discarded ideas at a fairly quick pace, responding in equal parts to what the players did and my own changing interests.

In my campaigns, I try to give the impression that the end results are what I'd had in mind all along. Of course, it's a parlor trick, misdirection in which I get the players to focus on what worked rather than what didn't. In the past, I've described my campaigns as being a lot like that scene in the movie Ghostbusters, where Bill Murray's Peter Venkman attempts to pull the tablecloth out from under the place settings on a table in the dining room. He fails utterly but is undeterred, boasting, "And the flowers are still standing!" even as everything else falls to the floor. That's what I do much of the time.

Despite that, I still do have ideas I purposefully introduce into the campaign and that prove important. It's not entirely an illusion. Some of these ideas bear fruit and some do not, while others morph into something I'd not originally intended. I imagine that's not a phenomenon unique to me. Any long running campaign is likely to include plenty examples of all of the above. In fact, I have a hard time imagining how a roleplaying campaign could go for more than a few weeks before it starts to diverge from what any of its participants consciously had in mind. That's one of the main joys of this form of entertainment: you never know where's going to wind up.

So, when House of Worms finally does end, I'm going to devote the next session to a wrap-up in which I'll encourage the players to ask my anything about the campaign and how it developed. What ideas did I originally have and how did they change? What was going on with some character or plot that was left dangling at the end? How much did their choices to zig when I expected them to zag derail what I might have had in mind? And so on. I greatly value transparency in most things, including RPGs. Letting the players see "behind the curtain," so to speak, is important, especially in a campaign as long-running as House of Worms. 

Needless to say, I'll do a post or two about the players' questions and my answers to them. I feel the process of refereeing is often too opaque and writing about what I did and why over the course of the last decade will undoubtedly be useful to other referees (and probably players as well). The end of House of Worms is a major event for all involved. Expect to see quite a few posts devoted to it in the weeks and months to come.

Wednesday, December 11, 2024

Retrospective: Duneraiders

My look at classic Traveller adventures and supplements continues this week with 1984's Duneraiders, a scenario I ranked as number 8 on my list of the top 10 scenarios published for the game. Like last week's Nomads of the World-Ocean, Duneraiders was written and illustrated by the Keith Brothers (with William H. Keith credited as its primary creator) for Gamelords. That's not the only similarity between the two adventures, as I'll soon explain. 

Before getting to that, I'd like to take a moment to talk briefly about Gamelords and its place in the history of both roleplaying and the hobby. Headquartered in Gaithersburg, Maryland (a suburb of Washington, DC), the company is probably best known today for Thieves' Guild fantasy products. For me, though, it was their many excellent Traveller releases that most captured my attention. 

Along with pre-Battletech, pre-Shadowrun FASA, Gamelords was a GDW-approved licensee, given a region of the Third Imperium setting to develop through their scenarios. This region included the Reavers' Deep sector, a frontier bounded by the Imperium, the Aslan Hierate, and the Solomani Confederation. The Deep features mostly independent worlds, some of them joined together into about a half-dozen small interstellar states that contend with one another and the aforementioned larger powers. It's a great setting for Traveller campaign, especially the particular style of Traveller campaign in which the player characters work primarily as mercenaries and agents provocateur.

In the case of Duneraiders, the characters find themselves on the backwater world of Tashrakaar, a desert planet in the Drexilthar subsector. While hanging out at its primitive, class-D starport, they witness a firefight on the loading dock. Duneraiders – human inhabitants of the open desert – are attacking a massive orecrawler with the obvious intention of destroying or at least severely damaging it. This is noted by bystanders as unusual behavior. Though the Duneraiders have no love for the mining companies that extract minerals from "the Flats" region of Tashrakaar for sale offworld, nearly all of their attacks are against the companies' operations, not permanent settlements. 

The adventure assumes the characters will inevitably intervene against the Duneraiders. In doing so, they also rescue a young woman, Arlana Jeric, whose father, Gill, is the owner and operator of Jericorp Mining, a small resource extraction business. It doesn't take long to realize that the "Duneraiders" are, in fact, goons in the employ of Jericorp's bigger and better capitalized rival, Dakaar Minerals, who are attempting to mask their involvement by disguising themselves as the desert dwellers. Unfortunately, the goons are successful in damaging the orecrawler, which was one of several owned by Jericorp. Without it operating, Jericorp may be unable to prove its claim on a stretch of the Flats believed to hold a motherlode of minerals.

That's when Arlana suggests that perhaps the characters would be willing to hire on as freelance troubleshooters for Jericorp, providing security for another orecrawler as its crew desperately attempts to locate the rich veins of ore they suspect are there. If the characters agree, this is where the adventure proper truly begins. The bulk of Duneraiders' 60 pages are devoted to describing the Orecrawler (with deckplans) and its 12-man crew, Tashrakaar and its ecology, and, of course, the titular Duneraiders and their culture. It's a very impressive package, providing the referee with everything he needs to run many sessions on this single planet of the Reavers' Deep sector.

If this sounds familiar, it is, because, in broad outlines, Duneraiders is another example of a very common classic Traveller scenario: the characters involve themselves in coprorate shenanigans on a backwater planet whose environment and native inhabitants are equal parts challenges and assets – just as we saw in Nomads of the World-Ocean. There's nothing wrong with this; it's a very fun set-up for an extended adventure. Furthermore, the Keith Brothers are very imaginative and each of the worlds presented in their work is genuinely unique. However, I suspect that a Traveller referee would be wise to avoid using too many of these scenarios in his campaign, lest they seem overdone. 

Duneraiders is a very good adventure about which I have fond memories playing rather than refereeing. That partly explains why I think so highly of it. The other is that there's something inherently compelling about the characters fighting against an exploitative corporation, aided by locals who better understand the hostile environment in which the battle must be fought. Unsurprisingly, Frank Herbert's Dune series was probably a major inspiration for this adventure, but I also expect the 1962 film Lawrence of Arabia also influenced the Keiths in imagining Tashrakaar and its inhabitants. Though not quite as good as Nomads of the World-Ocean, Duneraiders is a fine example of classic Traveller adventure design and well worth a look.