Woof. That's a lot of work you've taken on. I hope your players pay you well.
You yourself were touting the power of the spreadsheet. All I really do is jot down, for each jump:
- the length of the jump
- tons of freight hauled
- number of high, middle, and low passengers.
Then, at the end of the game, my spreadsheet translates that into credits, and I bounce it against the cost during that period (also on the spreadsheet.)
The only adding I do is adding up the credit figures for the jumps (and generally, again, I let excel do the math by punching it in manually, though if I spent the time I could probably automate that as well.) And I don't do any divvying up or personal equipment purchases; that's up to them.
My spreadsheet does automate all available cargoes, freights, and passengers, so no sweat there. What it doesn't do (because it was proving to be to much of a forumula-composing task) is look up the appropriate modifiers for the current world. But I have some ideas how that could work if I put my mind to it.
(EDIT: I should hasten to mention that this is what I do NOW; when I ran the game that prompted this gripe, I was less "forewarned and forearmed" than I am now. I DID have the spreadsheet then, but the philosophy of how to address the players regarding accounting wasn't there.)
I think the Referee's job is to ensure that the game is fair and organized.
Sure. But I would include in "fair" the principle it's unfair to allow the minority to consume mutual table time on tasks that aren't pressing and only serves to appease a nit of one or two players. But then, you've given a good example how to deal with this; I'm not really saying anything different here.
Fun is up to the individual player. If they aren't capable of driving their own fun, then they have deeper problems than a tabletop RPG can fix. That said, you can't make someone else happy. You just can't. It comes from within them. Fun is the same way. Making yourself responsible for others having fun will drive you crazy. You can cook the food and set the table, but you can't make them eat.
You can cook something you know they all like.
And to relate this back to the topic at hand: I've run con games for a few years, using a variety of systems. It's my experience that you can strive to fill the time with activities that most players are going to derive some enjoyment from, and have the opportunity to contribute to.
Perhaps more so than home games (which might have more frequent opportunities for socializing, waiting for lagging players, dinner breaks, etc., and which you can usually continue next week), there's a pressure to make the session time count. In the course of such games, I'm found a few activities that prove to be time wasters and are best to minimize or put off entirely:
- character generation
- shopping/gear aquisition
- trade/accounting
I've been a little drug off the topic by a little GMing style dispute, but what I was sort of alluding to briefly above is simply this: the classic free trader campaign is my preferred home game model, as it lends itself to a lot of variety, and has the classic "moneymaking" carrot to keep the players going. However, the traveller universe is big enough, and there are plenty of other valid adventure models that can happen in the OTU: mercenary games, espionage games, fleet action, scout explorations, etc. Given that I repeatedly find the presence of trade to be a disruption, if it might be best to save the free trader style game for the home game.