Traveller: Drinaxian Companion Review

I’ve previously written about the The Pirates of Drinax, and I believe that it’s for good reason. It is one of my favorite published campaigns, and I would argue that it is the best I have ever seen in terms of being a true sandbox. It begins with a promise that the players are being brought in to take a miniscule star nation operating between two behemoths, and to make it an Empire in its own right and not only is it possible, it offers a chance to have the players take an active stance in the government that is formed. The campaign is not only flexible enough that it offers the ideas that players might want to spurn their patron and carve out a kingdom of their own, but it actively sets rules for how to go about it. There is a story seed for virtually every planet, for which there are multiple populating each of dozens of subsectors. You could likely make an entire campaign about dealing with the Pirate Lords of Theev, a group of politically insulated pirates that operate out of a planet is a surprisingly open secret. All of this is on top of a ten module progression of the campaign as players take a single ship and try to form a pirate flotilla.

And as much as I love it, I do not think I will ever run another session using the rules as written. So, it was with a bit of hesitation that I picked up the Drinaxian Companion. Yet, as a result, I have found my interest rekindled.

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