Across the Bright Face is a very good adventure.
The big key with Traveller is, no combat should be set up to "Wade In". It's near as deadly as a real gun battle, so there is something to be said for disrection.
It works very good as an episodic TV show style, not nearly so much hack and slash as D&D.
Space battles are also deadly.
So, when you get set up to write your own adventures down the road, make any sort of combat a critical choice, and don't force combat, if at all possible, as you'll end up with a lot of dead PCs, typically.
I'd suggest lots of skills challenges, mysteries, and plot twists.
Also stay away from merchant trade die rolls as story. I'm not saying don't have spec cargo, or passengers, but as another poster said generate the details. Otherwise it breaks the story to say "Okay, you pick up 3 lots of 2d6 tons of cargo."
And finally, oft quoted "Don't let it grow too fast."
Map out what you need, maybe sketch out a half dozen worlds, detail one or two of them to some depth.
No need for more than a subsector, really unless your scope is lots of travel, visit a place and leave it.
I've never personally needed any more than about 15-20 worlds for the average campaign.
The big key with Traveller is, no combat should be set up to "Wade In". It's near as deadly as a real gun battle, so there is something to be said for disrection.
It works very good as an episodic TV show style, not nearly so much hack and slash as D&D.
Space battles are also deadly.
So, when you get set up to write your own adventures down the road, make any sort of combat a critical choice, and don't force combat, if at all possible, as you'll end up with a lot of dead PCs, typically.
I'd suggest lots of skills challenges, mysteries, and plot twists.
Also stay away from merchant trade die rolls as story. I'm not saying don't have spec cargo, or passengers, but as another poster said generate the details. Otherwise it breaks the story to say "Okay, you pick up 3 lots of 2d6 tons of cargo."
And finally, oft quoted "Don't let it grow too fast."
Map out what you need, maybe sketch out a half dozen worlds, detail one or two of them to some depth.
No need for more than a subsector, really unless your scope is lots of travel, visit a place and leave it.
I've never personally needed any more than about 15-20 worlds for the average campaign.