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Hi all,

Our family has started playing Traveller CT each Tuesday night, none of us have ever played before, and we are having a few problems. I'm unsure if this game will last, my daughter wants to play Cluedo and my son wants Fantasy RPG. I recommended Traveller as it would be something "different".

So far we played through CT D01 Double 01a Annic Nova, and a room by room search of an abandoned ship, wasn't very exciting. No treasure, no monsters, no real resolution. I'm sure treating a spaceship as a dungeon is not how it's meant to be played.

It isn't all bad, we've had some funny moments, cunning plans and close escapes.

Part of the our problem is "What do we do now?"

What do you recommend? How do you engage your players? What is your pattern of play?
 
Have half a dozen ideas (at least) of where things might lead and add up pluses and minuses for each as the players play. Throw out hints for several, see what the players come up with, they'll often see a deeper or more insidious plot or concept than your original one. Stir up the ideas in your head as you play, and see what catches the players' attention.

Put a mental framework together, and then start throwing in more clues to different bits of it.

Then go that way.

And never play a single scenario straight. Add in pieces of at least one other. Have more than one thing going on at a time. Perhaps they're intercepting some in-system communications while they're exploring the ship, suggesting someone's in the area--leave why up to them and see what motivates them.

When you've had prior adventures, pick up on some of what's been discarded as red herrings before and bring them back to life. The odd chunk of rock they picked up that turned out to be nothing that's been abandoned in a sample locker--maybe it's starting to do something now that it's in a different environment than it was originally tested (different star system, near some alien tech, etc.)

Never have an adventure where the players feel like they have all the time in the world, or plenty of resources. They should always feel pressure to move on, to scamp some things they'd like to do. And let them come up with that pressure on their own based on hints you drop, don't try to force it yourself.

Good luck.

-Mark
 

Hello!

Our family has started playing Traveller CT each Tuesday night, none of us have ever played before, and we are having a few problems.

Excellent! Sounds like it could be a lot of fun!


So far we played through CT D01 Double 01a Annic Nova, and a room by room search of an abandoned ship, wasn't very exciting. No treasure, no monsters, no real resolution. I'm sure treating a spaceship as a dungeon is not how it's meant to be played.

You've got to remember that those old GDW modules were written under a different gaming philosophy.

Back in the day, when gaming was still relatively new, there were two camps. There was the camp that thought a publisher should provide every detail in a stock adventure so that all a GM had to do was read it and implement it to his group. D&D followed this camp with its mulititude of ready-made adventure modules.

Then, the other camp thought that a GM should be the ultimate source of creativity for a gaming group, creating everything for the group, customizing it for their particular tastes. This camp believed that the publisher should only produce bare bones, broad based adventure ideas that the GM can use as a base to work from. GDW followed this camp, and just about all of the original 12 Adventures and the 6 Double Adventures follow this camp.

Annic Nova can be a good adventure to put a group through--but it depends on the GM. It depends on what the GM does with the bare bones provided by GDW.

Just watched Alien and want to run an adventure like that? No problem, use the Animals generation rules in CT to come up with some nasty stuff to fight--that's what's aboard Annic Nova.

Just watched a cool Star Trek episode and want to turn Annic Nova into something like that? No problem. Use the Book 8: Robots, and stock the ship with an AI crew.

Want to do something more "in-universe" with Traveller? No problem, use the Zhodani character creation charts to create some Zho commandoes who are using the ship as a listening post and scout base as they stir up trouble on the rim of the Imperium.

The ideas are endless. The suggested ideas inside of Annic Nova aren't really meant to be played "as-is", like many GDW adventures. They're meant as a creative platform on which the GM builds some interesting story for the players to play through.

Back in the day, one could play in two different Traveller games, both running the Annic Nova adventure, and end up having two completely different experiences--both extremely fun, depending on the GM's creative and story-telling skills.

In a sense, GDW had it "right" by following the creative camp. I've seen some GMs take the bare bones GDW adventures and turn them into rpg masterpieces.

The downside, of course, is that this requires a lot of time on the GM's part. A GM from this camp should love (not just like) the creativity of prep time. Some GM's do. Some don't. And, some, like myself, love it but don't have the time for it.



The good news for you is that, today, there are plenty of more fleshed out adventures to chose from. There are several old CT magazines that feature adventures more akin to what you see with D&D (where everything is layed out for you in terms of monsters, NPCs, gizmos, etc.). DGP published some good fleshed out adventures in both their Traveller's Digest magazine and as straight adventures. Any Classic Traveller or even MegaTraveller adventure can be used, as-is, with CT. The Flaming Eye is one that comes to mind. It's excellent. Knightfall is another.

Avenger has published some adventures that you can download in pdf form, but I haven't read one of these yet. Somebody might chime in and speak to how easy they are to run from a GM's point of view.

I haven't seen it, but I suspect that the Mongoose Traveller adventure that is out, Type S, could easily be run using Classic Traveller rules.

Speaking of Mongoose, they publish a monthly magazine called Signs & Portents that you can download for free from their site. The last couple of issues have featured MGT adventures. I've scanned these, and they look extremely useable with CT rules.

But, for my money, I'd go with the four or so adventures that BITS published. You can still get them. These adventures are fantastic, especially Cold Dark Grave. Others they published include The Khiidkar Incident, Spacedogs, and Delta 3 Is Down. All great adventures to play (and these are easily used with CT rules).

You can even find some homebrew adventures on the net, if you search. Argonaut, Twilight Shadows, Deep Shadows, and Interdiction come to mind.

Judges Guild produced adventures in both camps--some bare bones, some fleshed out.

FASA published the famous Sky Raider trilogy.

Gamelords published adventures to go along with their environment supplements.

And there were some adventures published for T4 that could be easily used for a CT game. A Long Way Home, Gateway, and Annililik Run come to mind.



My best advice to you is to get one of the more fleshed out adventures and run that--as you would a D&D module. Later, you may find yourself delving into the creation of a superb adventure using the old GDW adventures as a base. But, for now, get something like what BITS offers. Run it, and enjoy Traveller in all its glory.
 
my vote, ACROSS THE BRIGHT FACE.

It's got time pressure, bad guys, limited air / options, searing heat, unforgiving stretches of sand and rock.


Regarding Traveller adventures in general:

The key is make it a TV show starring your family's characters.

The need interesting encounters with people deals made and broken, great loss and great reward.

I go with a basic plot, let's say explore planet X, or it could be settle or trade with.

They land at planet X and think they have some clues, but all is not as it seems and they meet the first hint of something amiss. Could be bad guys, could be a shady deal, could be animals on the horizon.

They work towards more information or a resolution...Bam.

Plot twist and it's a whole new deal. Now they are on the run, and or in hiding hoping it blows over but trouble comes for them, and they start losing.. gear, equipment, money, rep.

On the run and fleeing now, they hit a wall, either literally or legally or socially.

Now with no other options they re-assess and see a way out, but it's risky. nothing left to do but risk it all.

They think they are at the goal, but they find out no, they need to go for something totaly different more meaningful.

With a secret weapon, or tactics, or some formerly hidden knowledge thus armed they win by the skin of their teeth (but some might have died), and they win through, maybe sadder, but wiser.

More or less, that's the formula. Watch old episodes of Star Trek to see this.

That's how I do it, generally.
 
Thanks Guy's this is a great help.

It's not really the big picture/plot I'm having trouble with. As avid readers we all have a good grasp on twists and turns, push and pulls.

I think we have a reasonable grasp on the mechanics, 68A and various other dice rolling.

It's more the set scene's, which lead to the major plot points. Thinking of it over night that's what I'm searching for. The routine of Traveller life. Get up, check for emails, pop over to the broker, down to TAS... There must be more than a weekly hanging in bars trying to pick up Patrons.

On another level I've been a little overwhelmed with the OTU, but I've searched the CT PDFs for each of the surrounding systems (aren't computers great) and now know more of the details. I don't want to stomp on major events. But I think I'm hearing that the OTU isn't really a big part of the game, do it my way and let OTU look after it's self?
 
It's more the set scene's, which lead to the major plot points. Thinking of it over night that's what I'm searching for. The routine of Traveller life. Get up, check for emails, pop over to the broker, down to TAS... There must be more than a weekly hanging in bars trying to pick up Patrons.

Sounds like you need a good dose of Murphy's Law to provide sub plots:

You get up - what can go wrong?
You get up late? You are woken by the neighbours having a fight? You are woken by a hammering on your door?

You check your emails - what can go wrong?
The computer dies and needs a vital part? You read a ransom e-note and learn that one of your party has disappeared?

You pop over to the broker - what can go wrong?
You get stopped by the police on mistaken identity? The Broker has absconded with the goods you left in his care yesterday?

You're hanging out in a bar - what can go wrong?
I'm sure I don't have to list any examples for this one...

Think Indiana Jones. Any one of the above can launch your party into a desparate adventure that must be resolved before the deadline imposed by the main plot... :) :devil:

I don't want to stomp on major events. But I think I'm hearing that the OTU isn't really a big part of the game, do it my way and let OTU look after it's self?

Yep, that's about right. How much effect did you have on world politics today?
 
I think we have a reasonable grasp on the mechanics, 68A and various other dice rolling.

If you have access to the The Traveller Adventure (it's on the CD-ROM), there's an excellent section that should be in the core rule book that instructs a Classic Traveller GM on how to create and judge dice rolls. Worth the read if you've got that adventure.

I see you've read my 68A article. Plus, if you want a structured task system, I wrote the UGM specifically for Classic Traveller (and Mongoose uses a clone of it).

There's also the UTP--the task system used in MegaTraveller--that many Classic Traveller players use (in fact, the UTP was designed for Classic Traveller first, then ported over to MegaTraveller).

I prefer the free-form structureless mechanics of CT (68A), but there are other choices if you want a more structured set of mechanics.



On another level I've been a little overwhelmed with the OTU, but I've searched the CT PDFs for each of the surrounding systems (aren't computers great) and now know more of the details.

Use the program Heavy & Earth to give you an excellent break down and details on worlds that characters adventure on. When I play CT, I always run H&E and print out the results for every planet my players visit.

My advice, too, like any new game, is to start small. Start on one world. Make your play area no bigger than a subsector (a campaign could literally last years in just one subsector). Then, keep your scenario small and short, gradually expanding in scope as the campaign grows.

You may actually want to get and play The Traveller Adventure. It's very long, and it's a lot more detailed than Annic Nova or your typical GDW adventure (but not as detailed as a D&D adventure). It's not "small", going against my advice above, but it's really put together like a series of short, inter-linked adventures.

There's plenty of history about the OTU, and the entire campaign (The TA is a campaign--not just an adventure) is set in one subsector.

Plus, there's plenty of fan made material describing the worlds and scenarios contained in the TA. I'd start by checking Freelance Traveller.

It also covers what you're asking about: not only history, but the day-to-day duties of crewmembers and such.

From what you've said, I think it will be perfect for you.

If you want to start smaller, like I said above, Cold Dark Grave would be perfect for a new Traveller GM and players.
 
Hi all,

Our family has started playing Traveller CT each Tuesday night, none of us have ever played before, and we are having a few problems. I'm unsure if this game will last, my daughter wants to play Cluedo and my son wants Fantasy RPG. I recommended Traveller as it would be something "different".

So far we played through CT D01 Double 01a Annic Nova, and a room by room search of an abandoned ship, wasn't very exciting. No treasure, no monsters, no real resolution. I'm sure treating a spaceship as a dungeon is not how it's meant to be played.

It isn't all bad, we've had some funny moments, cunning plans and close escapes.

Part of the our problem is "What do we do now?"

What do you recommend? How do you engage your players? What is your pattern of play?

Run Double Adventure 5 -- Chamax Plague. It's an excellent bughunt (that predates Aliens by 4 years). And the other adventure, Horde, is an excellent extended adventure.
 
Hi all,

Our family has started playing Traveller CT each Tuesday night, none of us have ever played before, and we are having a few problems. I'm unsure if this game will last, my daughter wants to play Cluedo and my son wants Fantasy RPG. I recommended Traveller as it would be something "different".

So far we played through CT D01 Double 01a Annic Nova, and a room by room search of an abandoned ship, wasn't very exciting. No treasure, no monsters, no real resolution. I'm sure treating a spaceship as a dungeon is not how it's meant to be played.

It isn't all bad, we've had some funny moments, cunning plans and close escapes.

Part of the our problem is "What do we do now?"

What do you recommend? How do you engage your players? What is your pattern of play?

To satisfy the Cluedo Fan and the Fantasy Fan, you can adapt the AD&D module Expedition to Barrier Peaks, and add in a murder-mystery element to the module. SciFi/Fantasy/Murder fun for the whole gaming family! :D
 
It's more the set scene's, which lead to the major plot points. Thinking of it over night that's what I'm searching for. The routine of Traveller life. Get up, check for emails, pop over to the broker, down to TAS... There must be more than a weekly hanging in bars trying to pick up Patrons.

Of course. I figger it's just like our life, but involves travelling across the stars.

I still use groundcars and people smoke, they think about food and fashion.

"Picking up patrons" -- hmmm, not my style, usually the other way around. However the trouble with the "real world" is that most people won't depend on strangers to get something done.

So I often get around this, by using the setting features like slow travel and slow information; to manufacture something reliable for the patron.

Patrons will often approach the PCs in my games because they're desperate, due to time constraints or the guy they hired didn't show up (he was supposed to jump in yesterday and he's still not here...the clock is ticking). Misjumps (by the guy who isn't here) are a great way to force patron + pc together.

If the players do something right, such as take cargo from A to B without anything bad happening, I'll do things like forward this information from the patron to the JTAS, such that the PCs can build a reputation for themselves. Of course they'll pale in comparision to people who have been at it for years, but still. This is especially true of megacorps, who often need a small ship to help them do something important. A good job well done for a megacorp, gets the pcs + ship on the "A List" meaning these people are worth the risk. After all, it's a risk for everyone when you think about it.

Megacorp Patron on planet ______ needs a cargo or high passage, so he checks his company's A-List against the ships that are in port. Low and behold...

So very often the PCs are in the right place at the right time:

Playing poker to raise cash, the stories come out and the PCs tell one of their previous adventures, which coincides with what a patron (sitting nearby) needs to do.

Or the port NET runs a query, looking for ships and crews who have made a run to _______ system, something the PCs did a few months back.

Or the port customs guy while getting around to the player's ship, happens to know about _____ who needs someone who speaks ____ and can find their way around ______ city when he examines the PC's ship's nav logs and notices they've been to _______. Bribery doesn't have to mean "thievery", it can simply open a door, one-time only. This guy won't let you smuggle in illegal goods, but he does have information you'd find worthwhile.

Unless the PCs have a bona-fide talent for encounters on their own, I'll often save them the trouble, not so much to railroad them, but to get an adventure going.



>
 
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During the day I generated a set of NPCs and a general theme. Rather than worry about what the players were meant to roll for on leaving and entering a system. I would focus on a set of scenes and only roll dice in response to the characters attempting something.

After a late start, with an opening comment from my daughter "can we just play this for 1/2 an hour and then try something else", we began. I began by requesting that they spend the week in Jump to itemise what they had found onboard the ship. This involved everyone with writing a list and deciding on a rule of thumb value.

Coming out of Jump into the Shionthy system they had decided that there was going to be trouble! Law level 2, so they were armed and ansi as the chief engineer finally got the radio working. We're running the Annic Nova with very little control. First they encounter the standard Red Zone warning broadcast. Why is this a red zone? Marauders, Pirates, what-ever it is we want no part of it, lets jump out of here fast, they decide. Then another radio call comes in.
Time for role playing.
"This is Blythe Milkweed of the Shionthy mining base, calling the unknown merchant trader, you are a trader aren't you? You do have supplies for sale?" They don't, but decide the call sounds desperate and that they would sell them what they had.
Moving the game from cut scene to cut scene, the story unfolds.
Trying to keep it in role-playing mode. Meetings at the bar to sell the tobacco and booze. A short training mission in Vacc Suits. Finding abandoned mining claim to use as a "secret" storage facility. Damaging the Pinnace with anti-matter.

2 and 1/2 hours later, bedtime has come and gone, we Jump out of system with a mission, 2 pets, a light cargo which is being guarded by a merc, and a desperate plea to return with a full load of cargo.

And there are many many loose ends.

We ended with the teenagers arguing over what they wanted to do next and Mum grinning, "That was fun" (she loves reading SciFi)

So thanks to all who have answered here. I'm still a little uncertain as to the correct rolls and procedures that we should use for encounters and I'm totally at a loss on how combat works but it looks like we're going to be playing next week.
 
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An old chestnut I've used successfully over the decades in Traveller and a myriad of other genre is the "Secret Agent undercover as humble merchant hires players to provide transport and cover, then gets killed and players are left holding the bag" gambit. Works every time and gets things rolling quickly and provides ready made rationale for prodding by me to keep the slower players moving.

It can help you provide the players with valuable gear that you can then take away later (Government Property n' all) without remorse, get them involved in a plot they may never know the true details of so it's easy for you to keep things moving while working out what you think the campaign should become. The players can make important friends and enemies along the way that can turn into later nemesis' and patrons.

It's a good way to get younger hack n' slash types interested while giving the more thoughtful players something to chew on.
 
Damaging the Pinnace with anti-matter.

2 and 1/2 hours later, bedtime has come and gone, we Jump out of system with a mission, 2 pets, a light cargo which is being guarded by a merc, and a desperate plea to return with a full load of cargo.

Actually that sounds like a good time. You'll get better, just keep going. If you're looking for GMing Traveller Tips, then I suggest you invest in the JTAS CD-rom which has some great articles.

There's also a number of fan-based Traveller newsletters that might help fit the bill too. http://www.travellermap.com/thirdimperium/

It's a bit dated but still interesting.

BTW -- how did the pinnace get damaged ?


>
 
I'm still a little uncertain as to the correct rolls and procedures that we should use for encounters and I'm totally at a loss on how combat works but it looks like we're going to be playing next week.

Dude! That sounds like one successful session!

I think you're on the road to greatness.

Don't worry about mechanics. Make it up as you go until you're familiar with the rules. That's the beauty of Classic Traveller. The GM is the acknowledged complete boss.

I mean, D&D teaches people to look up rules (and there are so many of them). You make a rule, and sometimes you get players saying, "No, check this rule out in this fifth combat supplement I picked up...".

With CT, you can just have people roll higher dice totals until you are familiar with the combat system. "You roll 2d6, add your skill. I'll roll 3d6. If you beat my total, you hit him!"

You can easily make up a rule like that.

But, it's not that CT combat is that hard. I'm not sure which version you are using (Book 1, Traveller Book, Starter Traveller...). But, in each version, there's a combat check list--I think. (I haven't looked at all versions in a long time.)

Basically, you just roll 2d6, trying to achieve 8+, for a hit.

Modifiers to the roll--
Skill
Weapon DEX bonus or penalty
Range to target
Armor of target

That's it.





A quickie example...

You're Merchant Captain Alexander Jamison, Age 38
779C99

SMG-1
Body Pistol-1
Dagger-1
Cutlass-1
Vacc Suit-1
Pilot-2
Electronics-3

You're on watch. As you are captain, you like to keep someone aboard your ship--your livelihood--at all times. The crew is off exploring startown. It was your turn on the rouster to stay with the ship, even though you're docked at Regina's highport.

You're halfway asleep on the darkened bridge when an alert flashes on your board. "How the heck..." The starport engineers have limited access for re-fueling and re-stocking procedures, but it's not supposed to happen with the chief engineer away.

This isn't your first picnic, though. You've been traveling the stars for almost two decades now (5 terms). You know that one of a ship's weakest moments is when its in dock with limited access given to strangers. Starports are supposed to be secure, and all that. But, you're not about to risk your life's biggest investment. That's why you always insist on somebody staying behind, even when the ship is in port.

Instantly, you switch on the hatch pick-ups. Yep, there they are. Three of them. You use the zoom control to check the hull access box. Yep. Wired. Jacked. These three are starjackers--highjackers. They've come for you're ship!

In a moment, you're at the ship's locker, just behind the bridge. There, you pick up the submachinegun and slap in a clip. You like the SMG because it's deadly, pours out a lot of lead, but of a small callibur that is unlikely to penetrate many of the ship's systems.

Down the corridor, you run, to the starboard hatch. You wished to hell you'd thought about sending a distress signal to starport control, but you were so ramped up about someone trying to steal your ship, all you could think about was to get there and stop them.

Up ahead, you hear a noise, and you know they've breached the lock. Crap, what about the ship's antihijack programming? It's disabled for the starport engineers!

The only thing between you and the three hijackers is your SMG and the inner airlock iris valve.

Sparks flash from the center of the valve. All sections slide quickly into the walls. The inner lock is open.

And, in steps a man. He's holding something. What is it? You can't tell. Maybe an entry torch. Maybe highjacking equipment.

Maybe a gun.

The corridor--the whole ship--is on muted lighting. You had planned to get some shut eye on the bridge during your "watch". That's all that usually required. Just somebody to stay aboard. Being awake is not required. Any intrustion, and the ship's systems would alert you.

And, they did.

Sweat rolls down your face. The man sees you! He jerks up whatever it is in his hands--in your direction--pointing it at you...

You hold the trigger on your SMG and attempt to put a burst into the guy.



Mechanically, this is simple. You need to roll 2d6, plus/minus modifiers, to achieve a total of 8+. If your roll 8+, you hit him and do damage. If you roll 7-, then you miss, and the SMG tears up your pretty ship.

Modifiers
+1 for skill SMG-1
+0 for DEX bonus
+3 for Short Range
-3 for intruder's cloth armor
---
+1

You throw 2d6 +1, trying to achive 8+ for a hit. And, because this is a fully automatic weapon, you get to roll two attack throws.

So, you roll 2d6 +1 twice. If either or both hit, you'll do damage of 3D for any hit.

Combat in CT is as simple as that.
 
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Hi all,

Our family has started playing Traveller CT each Tuesday night, none of us have ever played before, and we are having a few problems. I'm unsure if this game will last, my daughter wants to play Cluedo and my son wants Fantasy RPG. I recommended Traveller as it would be something "different".
Kewl...I cannot wait until I play with my son & daughter. Adapt a mystery to a fantasy type adventure that your son might want to play.
So far we played through CT D01 Double 01a Annic Nova, and a room by room search of an abandoned ship, wasn't very exciting. No treasure, no monsters, no real resolution. I'm sure treating a spaceship as a dungeon is not how it's meant to be played.
It is part but it is not the best adventure to do the crawl. I would rather steer you toward Twilight's Peak.
It isn't all bad, we've had some funny moments, cunning plans and close escapes.
That's the spirit...first adventures when they accomplish that are showing signs that role playing has commenced rather than roll playing. Build upon those stories into the next adventure.
Part of the our problem is "What do we do now?"

What do you recommend? How do you engage your players? What is your pattern of play?
Use music, audio visual props. I rather let younger players find their own way. When it comes to role playing remember there are no real rules just imagination...this is most certainly true of the youngest players when they want to learn more...then gradually introduce them to the rules. If they want to play meat eating K'kree pirates - let them. Gradually, you will rope them in with a good story. The music and props will also help bring another worldly flavour...providing you choose the right music and visuals.
 
As for the "what do we do now?" part...that's up to both you and them. While I always have a story to play out when I start a campaign (and campaigns are when Traveller really shines, IMHO, one -off's are too limiting), I always just ask the players what they want to be and do. That way I can tailor some of the side adventures and red herrings to wards their interests while I subtly steer them in the direction of the story I really wanted them to be part of.

So for example: my current campaign involves a group of players and their old characters from a campaign I ran in the early 80's. The guys wanted to run the old characters in my own Trav universe after pushing the date forward 20 years.

OK, so I did the update, and decided to pick up on a few loose threads from before. I wrote up a really nice (I think) exploration type campaign that's kind of "race for the poles" to find and secure trade routes and good exploitable worlds and markets in totally unknown territory. A couple of old enemies will be working for the competition so that will give the players chances to even old scores and someone to shake their fists at.

But.....the players wanted to become privateers. Something they never wanted to do before. OK, so I added in a trade war involving the megacorp that was going to send them exploring over the edge of the unknown. If they can save the company, they will go exploring (but they don't know that yet)....the same old archenemies are now hired on as mercs working for the competing companies.

While the players are dogding lasers, missiles, and chasing down rumors of ship movements, etc., they have also made some contacts that will be activated later as good candidates for the HMS Challenger when they get to explore. They have also captured an enemy 400 ton commerce raider that they are refitting to use for expanding on a little flotilla they want to use to sweep the skies clean of the opposition and win the trade war.

Since they are generating their own adventures most of the time, since hunting pirates, privateers, and hassling unarmed merchants is no work at all for me, I've had plenty of time to expand and develop the "real" campaign.
 
Speaking of Mongoose, they publish a monthly magazine called Signs & Portents that you can download for free from their site. The last couple of issues have featured MGT adventures. I've scanned these, and they look extremely useable with CT rules.
Specifically, The Rescue can be found in Signs & Portents 55, parts 1 & 2 of Starchild can be found in S&P 57 and S&P 58, and Fair Game can be found in S&P 59.

They're all pretty decent scenarios, and while written for the Mongoose version of Traveller, are easily adaptable to Classic Traveller with a minimum amount of fuss.
 
Also, in the Bear's Grove or the Midnight Lair podcast or possibly both had some great advice about introducing younger players to "The Game".
 
One suggestion now that you are up and running

Keep a note book of what, where and who the group/individual characters have been in contact with and a brief of what took place.

This is very helpful when either they or you want to look up an old contact
or the contact looks them up.

It could also be a friend of a friend mentioned that you might be able to help them.

Dave Chase
 
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