Retrospective: Shadows

Late last year, I wrote a post in which I enumerated my top 10 classic Traveller adventures, divided into two parts. Both parts were very well received and generated a lot of excellent discussion in the comments, which pleased me. However, reading issue #71 of White Dwarf reminded me just how few of the adventures included in my top 10 have been the subjects of Retrospective posts (only two as it turns out). This post is the first of several intended to correct this oversight on my part.

Shadows is the first part of a "double adventure" released by GDW in 1980. Double adventures were 48-page books consisting of two scenarios printed in a tête-bêche format in imitation of the Ace Doubles published between 1953 and 1973. You can usually gauge a Traveller player's knowledge of the literary history of science fiction by his reaction to the peculiar formatting of the double adventures. Those who look back fondly on the Ace series immediately understood what GDW was doing here, while those without any experience of them were often baffled. 

In any case, the other scenario included in this double adventure is Annic Nova, which originally appeared in the first issue of The Journal of the Travellers' Aid Society. To call it a scenario at all is being generous. Even in its slightly expanded and rewritten format, Annic Nova is little more than the description of an odd starship with an accompanying set of deckplans and some unrelated library data. In all the years I've played Traveller, I've never made any use of Annic Nova, so that's all I say on it in this post.

Shadows, on the other hand, is a scenario I've used multiple times to good effect since I first encountered in 1982, as one of the sample adventures included in The Traveller Book. Like many early RPG adventures, Shadows had its origins in a convention tournament, in this case WinterWar 1980, held at the University of Illinois, Urbana-Champaign between January 18 and 20, 1980. Consequently, it includes eight pregenerated characters, as well as a list of available equipment from which to choose before the start of play. It's also largely self-contained in its content and assumptions and playable within a span of two to four hours, depending on the skill and interests of the players.

The basic premise is that, while in orbit around Yorbund, the sensors of the characters' starship detect a strange structure on the planet's surface. The structure appears to be artificial, consisting of three hollow pyramid-like structures. Since there is no record of these structures – Yorbund is largely unexplored, thanks to its insidious, corrosive atmosphere – the characters have an opportunity to be the first people to visit the structure and learn its secrets. When the characters decide to bring their ship in for a closer look, it is fired upon by an energy weapon from the largest pyramid. The ship's computer estimates that, should the ship attempt to leave the area without first disabling the weapon, there is a high likelihood it could be damaged and/or destroyed by subsequent attacks. The characters are thus left with no option but to land and explore the pyramids in hopes of shutting down the weapon.

The initial situation is a bit heavy-handed, but that's the nature of convention scenarios in my experience. At least the characters don't lose their equipment and can undertake their exploration of the pyramids on their own terms. The pyramids themselves are well imagined and described, with plenty of information about their appearance, atmosphere, and lighting, in addition to many maps to aid the referee in his deliberations. The whole place is mysterious and obviously alien. In addition to technological hazards, such as inoperable doors and inexplicable machinery, the place is now home to several species of animals whose presence might hamper progress within. Yorbund is also prone to seismism and unexpected tremors are a further complication with which the characters must deal.

Shadows is sometimes called a "science fiction dungeon" and, on many levels, it's hard to dispute this. Dungeons & Dragons not only invented the concept of roleplaying games, it established the template for RPGs scenarios, regardless of rules system or genre. Many early Traveller adventures are little more than locales without any "plot." The characters are expected to visit some place on an alien world, poke around, and deal with whatever happens as a result – very similar to many dungeons. Shadows is unquestionably in this tradition. Where it differs, in my opinion, is that, unlike many dungeons, there is both an immediate purpose to the characters' exploration – disabling the energy weapon – and a larger mystery to be resolved – the purpose of the structure and its origins. 

In my experience of refereeing Shadows, it can be a great deal of fun to play, provided the referee makes a point of emphasizing the creepiness of the environment and the lure of hidden knowledge within. That's why I prefer to call it a haunted house rather than a dungeon. Think the derelict spacecraft in Alien rather than the Caves of Chaos and you're closer to the proper perspective on the scenario, I think. That said, Shadows is still an early RPG adventure, with all that entails, including many details undescribed and left entirely to the referee's own imagination. Whether you see that as a feature or a bug will, I suspect, color your feelings about Shadows. Given that I consider it one of my favorite Traveller adventures, you already know where I stand on this question.

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Published on April 19, 2023 08:18
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