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Mongoose Traveller: Compendium 3

Compendium 3

This, the third collection of Traveller-related articles, concentrates more on additions to game mechanics and background materials than on new adventures. It is divided into different sections, which makes it fairly easy to track down whatever you are after... provided that you know it's there!

The first section is Rules. It starts with a piece on martial arts, presenting different 'styles' which characters may choose to train in by selecting one whenever they have the chance to gain Melee (unarmed) or Melee (any) during character creation. There are notes on a cestus as new equipment, adventure ideas based around martial arts tournaments and sample martial artist NPCs to fight. The next article is called On Assignment, and gives a glimpse of how things work in Mongoose Publishing office games during character creation, looking at how (if) characters can switch between assignments in a given career.

The next section is Starports. Here several are described in considerable detail, complete with plans and all manner of information that could easily lead to the odd side-adventure whilst visiting. The descriptions make it easy for you to describe what is there, and the plans are of good quality, crisp and clear. Whilst they are designated as being the starport in a specific place, it will be relatively easy to transplant them elsewhere as necessary to suit the needs of your game.

Next up, the Third Imperium. Here there is an article on Aslan Dynasties, showing how to create an Aslan clan and develop its history. It also takes a look at the many ways in which Aslan war amongst themselves. Another article tells of the Irklan, a human religious sect from a desert world with a tradition of survival and hand-to-hand combat training. There are a few formatting errors here, irksome rather than making the text unreadable, but it's a well-developed cult especially if you have characters who fancy being - or fighting - ninjas and similar martial artists. Notes provide for characters having a career as an Irklan or - possibly more likely - receiving training as an initiate once they have discovered the cult. And then there is a pirate vessel, the Resplendent Fury... if in the Gvurrdon sector, you'd better keep a wary eye out for them. Their base and notable personalities are included, as well as plot hooks.

This is followed by a section called Other Worlds. Here there is a vast selection of patrons for use in the 2300AD setting, and an article called Mutant Menace that describes two types of mutant, the phage and the shifter. Next comes a section on Vehicles, a collection of unusual vehicles that you might wish to add to your game - even a submarine or two and a 'tactical supression platform' used to quell riots. This is followed by a section on Aliens, which presents three alien races that might be encountered.

Then we get on to Adventures. Pride and Plasma Guns embroils the party in a noble's schemes, searching a starport for some fugitives and providing some memorable individuals who may play a recurring role in your game. The Price of Milk sees the party hired by another noble, annoyed that the day's shipment of milk had been stolen and so he'd had to drink his coffee black! If you have played Spinward Encounters, you might be interested in Further Adventures on 876-574 which is a collection of adventure hooks based on this backwoods planet. Derelict involves the party in investigating a derelict ship in a decaying orbit somewhere outsystem, while Mercy to the Fallen involves a member of the minor race Luriani, a performer who is in need of protection for a forthcoming tour... but wants to hire people who can play and form her band as well as look after her! The Ball Identity concerns someone who has lost his memory and wants the party to help him find out who he is.

The next section is called For Referees. This contains all manner of useful bits and pieces for referees including an extensive article on Jump Space, some words of wisdom on undercover missions and a rather dodgy piece called Where No Woman Has Gone Before, which trots out tired sexist comments about women in the role-playing hobby. Fortunately it's only a page long. There's also a scenario called The Star Dragon which provides an exotic new threat to present to your characters. There are Patrons at Court, handy if you move in such rarified circles, and Sealed Orders, an adventure for the senior crew of a small warship during the Fifth Frontier War. And, should there not be enough in this book to keep your campaign running for a while, there's an Adventure Generator which is rather fun to play with!

Finally, The Shipyard presents several new vessels, complete with plans (nice clear ones) and plenty of information to help you incorporate them into your game. There's a good range to add variety to encounters in the black or at a starport.

Another useful collection of items to enhance your game.

Return to Compendium 3 page.

Reviewed: 18 June 2015