2 of 2 people found the following review helpful
An interesting idea, but not one of Steve Jackson's best gamebooks.,
This review is from: Starship Traveller: 22 (Fighting Fantasy) (Paperback)
As captain of the STARSHIP TRAVELLER, you find your ship sucked through a black hole at the start of this adventure, and your mission is to get back home.
The second book by Steve Jackson was a departure from the usual swords and sorcery gamebook fare. For one thing, you had your spaceship, which could be involved in ship to ship battles; and you have a choice of six other crew members (each with individual Skill and Stamina scores) from which to select as backup when beaming onto planets.
With more than a passing nod to STAR TREK, this gamebook (fourth in the original series) is also one of the shortest, with 343 paragraphs as opposed to the standard Fighting Fantasy norm of 400. But for all that, it is also one of the most difficult of the early gamebooks. You have to collect time and location coordinates for a suitable black hole to get you back home, and there are plenty of wrong bits of information to find, red herrings to throw you off track, and lead your ship to its doom.
STARSHIP TRAVELLER is a good Fighting Fantasy gamebook, but not one of the great ones. Two dice, an eraser and a pencil are all that are needed to play, and full rules are printed in the book.