The Campaign Guide is, in my opinion, a lot of fun – it offers a long series of tables and suggestions for how to create a campaign (or a scenario or some other shorter section of action) by rolling on as many tables as might be desired. So, one might roll for a life event, then a patron roll, then a space flight event, then a planetary roll, a return spaceflight event, a home planet event and so forth. In each case, the roll provides an option which can then be implemented by the referee according to the specific makeup of the party.
Of course, this will not suit everyone: some people do not want tables of this sort but would prefer to use their own ideas; others will complain if this or that table or this or that result is not quite what the people involved want them to be. This is normal enough – I myself thought some of the events were a little too cinematic for the experience I want to have (e.g. passengers on a ship turn out to be devil-worshippers who aim to capture and eat everyone; characters suddenly taken over by alien parasites and so forth) but in that case I would simply roll again or substitute results of my own.
The best way to use this guide, then, is probably to use it either as a spur to invention or else, as the Guide itself recommends, as a means of generating automatic or semi-automatic campaigns. In that context, referees can choose some or all of the tables to help define events. It is not as if we are unfamiliar with looking up things in tables when playing Traveller and then interpreting the results.
I did not find the mistakes and errors pointed out by a previous reviewer.
The Guide occupies a halfway position between normal play and the solo supplement that we have had dangled before our eyes by Mongoose schedule for release some time later this year. The experience of Traveller, especially for the solo player, involves pursuing a number of sub-systems and it should be quite possible to link these together in some sort of coherent way. Players with imagination and time can do this for themselves in any case; those lacking either or both would welcome some guidelines that would link (for example), character generation with the finding of a merc ticket and then resolving the military action involved. I remember a story from Baxter’s Xeelee sequence (if memory serves) in which generations of young people are born on a moon on which they are destined to be thrown into the war and almost certainly slaughtered in scenes reminiscent of the worst excesses of the First World War. That would be a setting that could be used to support solo play: as characters are generated, they are tested out for different parts of the military service (through participating in missions) and build up to the big one when they go over the top. That would provide several hours of entertainment and, for me, that would be practical and well worth playing.
[4 of 5 Stars!]