I don't know about you, but I am getting really, really tired of the Regina Imperial Out-processing Station and the "Help Wanted" boards in the Transition Office.
Cliches aren't always bad, in fact embracing some cliches results in a lot of fun times. However, "you all meet in a bar" is pretty old.
Before character generation begins, as a GM, I give the players players a general outline of the kind of game I want to run, the kind of resources the players will have, and so on. I give them a list of skills and positions that must be fulfilled (usually in regards to ship operations).
Within that framework, after discussing the kind of game we want to play, I put a lot of the burden on the players for a change:
* They must make characters that "play well together" - no merchants who'd sell the rest of the party out for a few credits, no secretive spec-ops lone wolves who never socialize and sit in their cabin all day long polishing their sniper rifle, and usually no flamboyant noble debutantes with nothing but 'face' skills designed to hog all the RP moments while sleeping through any confrontations. This "no cliches" thing runs both ways.
* They must be able to fulfill the skills and/or positions requisite for the game. Usually this is a pretty minimal list, but sometimes it can be pretty exacting (especially if the next game is going to be a military-based game or something).
* They must have an explanation of why they're all together before the game begins. They don't need to be long-time BFFs since childhood (they can be if they want, though), but they must have met prior to the game starting (even if it's just a few weeks or months) and feel reasonably comfortable around each other and willing to make an effort to pull together.
Using this method here's what one group of players came up with:
- A youngish Free Merchant without a ship of his own is offered a ship from his uncle. The ship is not really space-worthy at the moment, having been used as a kind of mobile home for an invalid friend of his from the Frontier Wars. Said friend drifted off / passed away, and the starport is now saying that the uncle needs to do something about that derelict or it'll be sold for scrap. So the uncle offers the ship ("it's a real fixer upper") to the merchant.
- The merchant has a childhood friend who joined the Imperial Marines who's recently left the Marines but isn't really interested in doing a conventional career, so is willing to pitch in money to be a partner in the ship.
- The Imperial Marine has a friend he made aboard the troopship his unit was assigned to a lot, a guy who worked in the engine room of the transport and helped operated the ship's illicit still. The guy's good around machines and the Marine is willing to vouch for him, so gets hired on as the engineer.
- A safari guide lives aboard a safari vessel in the lot right next door to the merchant's new ship. He was hired on by a noble to act as a guide and so on and in return was allowed to live on the safari vessel. As the noble actually inherited his father's position, he's had less and less time to go on safaris. The guide as a result has a lot of free time and basically hung around the merchant ship out of boredom, struck up a friendship with the crew, and started helping the merchant and his friends out. The safari guide is well aware the noble only allows the situation out of a sense of noblesse oblige and feels like a fifth wheel, discussing the situation with the noble, the noble was more than willing to front a few tens of thousands of credits to help buy replacement parts for the merchantman to secure a place for the safari guide as a partner in the ship and to secure the fellow a future job - meanwhile the noble could sell the safari ship he no longer has the time to do anything with, and due to changing tastes as he grows older, no longer any interest in.
The game begins as the ship ... well it's not really in top condition yet. There's tremendous amounts of work that still needs to be done. However, it is at least in a condition where it passes certification to be flown. Well okay, it passes the infamously lax inspection of Federation which allows the ship to do business in the Imperium for a year before it must be certified to comply with Imperial inspection codes (which are much more strictly enforced). This kind of "dodging" is common in this area but it gives the players a years to raise further capital to allow them to actually get the ship pass inspection the Imperium (their immediate goal).