Hope you guys don't mind wall-o-texts. If you do, just skip to the last few paragraphs. 
I think I may have converted our D&D group to a Traveller group. I'm sort of the stand-in DM for when our normal one hasn't had time to make up a campaign, etc. About a week or so ago he said he wasn't ready for our normal bi-weekly game. I'd been replaying some old Buck Rogers "Gold Box" games (Countdown to Doomsday if anyone cares), and thought it'd be an awesome time to get into Traveller somehow.
I didn't really have any access to any real material except what little I found easily find on the web, and some gurps 4th ed pdfs I managed to borrow from a friend (Who has been trying to get me to do gurps instead of AD&D forever now), and sort of put together a short run.
I'll admit, I had some problems, though. I was really uncertain on character generation, setting, technologies, etc. Admittedly, only 7 days to prepare something for a group of people using a system you don't really know is a feat in itself, but I think I got the important parts down. They flew around, did some menial fetch stuff, got attacked by pirates and nearly eviscerated (I accidentally gave the pirate captain a force sword - 8d+5 iirc, oops.)
I also omitted some things. I'm unclear if this is necessary normally, but I more or less removed money from the game. But, money was a motivator. Confusing, I know. But I just abstracted fuel/docking/maint costs, and their rewards were fairly nebulous 'credits'. In the end, they got a pirate ship that we haven't resolved, so there is that.
Afterwards, I talked to the players and they said they found it fun, but they didn't seem as enthusiastic as I'd hoped. The good part I suppose is that they want to try another session of it, so I've got two weeks to hopefully put something better together. They also really seemed to like the idea of having to play spreadsheet wars - ie, they want to keep track of their exact credits, fuel amounts, ship stats, food levels. And deal with docking fees, fuel costs, trading, etc. I was kind of surprised, really. We haven't done any of that in our D&D games, so when they seemed excited about it, I was shocked, really.
I'm really looking for a gritty universe ala buck rogers, and not really something like star trek or something where everything can be fixed with a tricorder and a plasmatorch. I want them to have to dig into systems, jury rig wiring panels, and hack computer systems. I'm also trying to figure out the mode of space travel. The last game we used a mix of warp/jump technology in that it was warp, but the fuel usage was 'so high' that they could only 'warp' to a system within a certain distance before having to dock up and refuel. So, similar to jumping. Not very conductive to long-range exploring that they probably are going to want to do. So I need to figure out how to address that.
So, where can I go from here? I used gurps space, the basic sets, and interstellar wars as the basis for this campaign. But if I wanted to make my own galaxy, and populate it with my own civs, planets, systems, etc where would I look to find things like that? How can I make the players more involved with the creation of their characters, vehicles, etc? I guess I need a good starting off point of materials to really invest into, and there being so many choices really seems overwhelming.
One of my problems is too many choices. If you had to choose one version and had $100 to spend on books (printed or pdf), what would be the most effective books to get rolling? It doesn't really matter if I have to order them through amazon or ebay because they're out of print. Where there's a will, there's a way, right?
Anyways, thanks for the help guys, and I apologise for the verbosity of my post. Future ones guaranteed to be shorter.

I think I may have converted our D&D group to a Traveller group. I'm sort of the stand-in DM for when our normal one hasn't had time to make up a campaign, etc. About a week or so ago he said he wasn't ready for our normal bi-weekly game. I'd been replaying some old Buck Rogers "Gold Box" games (Countdown to Doomsday if anyone cares), and thought it'd be an awesome time to get into Traveller somehow.
I didn't really have any access to any real material except what little I found easily find on the web, and some gurps 4th ed pdfs I managed to borrow from a friend (Who has been trying to get me to do gurps instead of AD&D forever now), and sort of put together a short run.
I'll admit, I had some problems, though. I was really uncertain on character generation, setting, technologies, etc. Admittedly, only 7 days to prepare something for a group of people using a system you don't really know is a feat in itself, but I think I got the important parts down. They flew around, did some menial fetch stuff, got attacked by pirates and nearly eviscerated (I accidentally gave the pirate captain a force sword - 8d+5 iirc, oops.)
I also omitted some things. I'm unclear if this is necessary normally, but I more or less removed money from the game. But, money was a motivator. Confusing, I know. But I just abstracted fuel/docking/maint costs, and their rewards were fairly nebulous 'credits'. In the end, they got a pirate ship that we haven't resolved, so there is that.
Afterwards, I talked to the players and they said they found it fun, but they didn't seem as enthusiastic as I'd hoped. The good part I suppose is that they want to try another session of it, so I've got two weeks to hopefully put something better together. They also really seemed to like the idea of having to play spreadsheet wars - ie, they want to keep track of their exact credits, fuel amounts, ship stats, food levels. And deal with docking fees, fuel costs, trading, etc. I was kind of surprised, really. We haven't done any of that in our D&D games, so when they seemed excited about it, I was shocked, really.
I'm really looking for a gritty universe ala buck rogers, and not really something like star trek or something where everything can be fixed with a tricorder and a plasmatorch. I want them to have to dig into systems, jury rig wiring panels, and hack computer systems. I'm also trying to figure out the mode of space travel. The last game we used a mix of warp/jump technology in that it was warp, but the fuel usage was 'so high' that they could only 'warp' to a system within a certain distance before having to dock up and refuel. So, similar to jumping. Not very conductive to long-range exploring that they probably are going to want to do. So I need to figure out how to address that.
So, where can I go from here? I used gurps space, the basic sets, and interstellar wars as the basis for this campaign. But if I wanted to make my own galaxy, and populate it with my own civs, planets, systems, etc where would I look to find things like that? How can I make the players more involved with the creation of their characters, vehicles, etc? I guess I need a good starting off point of materials to really invest into, and there being so many choices really seems overwhelming.
One of my problems is too many choices. If you had to choose one version and had $100 to spend on books (printed or pdf), what would be the most effective books to get rolling? It doesn't really matter if I have to order them through amazon or ebay because they're out of print. Where there's a will, there's a way, right?

Anyways, thanks for the help guys, and I apologise for the verbosity of my post. Future ones guaranteed to be shorter.
