From publisher blurb:
This adventure uses the EPIC adventure system created by Marc Miller. The EPIC system is a way around one of the commonest problems with many RPG adventures; the fact that they are very ‘linear’ in design. In far too many adventures, encounter one typically leads to encounter two, which inevitably leads to encounter three, ad-nauseum. This has several problems. Firstly, the players may not notice a critical fact and thus be left in limbo with no clue how to find the next plot element. Railroading them is sometimes the only solution, and in general railroading is a common feature of this kind of linear adventure. This can lead to player frustration, since there is little worse than not being captain of your own fate.
Reducing the amount of leading-by-the-nose is fine until one of those gaming groups comes along, who insist on doing everything in the wrong order and generally do violence to the plot of an otherwise great adventure.
The Epic Adventure System provides a new way to design and organize adventures, incorporating enough flexibility that the player characters have the ‘freedom to roam’ without causing the Referee nightmares. Asides, delays and additional adventures can easily be slotted into an Epic Adventure.
The Traveller Epics adventure series includes material set in the various major eras and settings of the Official Traveller Universe. While any of them can be tweaked to fit another region, era or even a totally different setting, each Epic sits best in its ‘home’ setting. To allow the home setting of any given book to be quickly determined, a color code is used for the cover-edge and central stripes. Books are coded as follows:
- 993-1000 period: Blue
- 1107-1116 period: Red
- New Era (1248) period: Orange
- Generic or one-off: Green