Continuing my look at Gypsy Knights Games and Traveller supplements, 21 Organizations is a strong outing into an area where Traveller has always excelled. It's not without some areas where it could be improved, but it's an excellent supplement nonetheless.
First, the downsides. No bookmarks of any kind. Very few adventure hooks or means by which a typical group of Traveller characters would get involved with the 21 organizations that are described.
But overall, the book is very detailed. From a colonial service to a crime syndicate gone (semi-)legit, the world of Traveller comes to life in a way that is fun and exciting. The clear implication of the work is that in the lawless space frontier, fortunes are made, then used to various purposes to consolidate its own power - the libertarian ethos of Traveller is thoroughly on display in these organizations.
Perhaps the strongest point of the book are the career paths for each organization. Various editions of Traveller have used these career paths in different ways, but the most important thing about them is that they show what characters in the setting - whether NPCs or PCs - experience, the types of mishaps and positive experiences they have while pursuing the organizations' goals.
If I wanted to improve the book, I could certainly put in a "current events" section detailing what specific thing each organization was pursuing and how the PCs could be employed for or against that goal. But overall, the career paths give a uniquely "Traveller" feel to how the 21 Organizations will fit into your setting and game.
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