The Marines and the scout from my last session ended playing out their second terms in combat and decided to leave for space. Due to the scout having a ship at his command after leaving his service, the group was given a ride to the Davandie Cluster (my newly generated sub-sector); a sparsely colonized sub-sector outside of their known region of space.
I had just recently received my copy of MgT, and noticed that they had quite the array of "careers". My group was short on time last night and wanted a quick session. I came up with the idea that since they were given their mustering out benefits from their Marine/Scout service that they could attend some sort of Technical or Traditional schooling at the major hub of the new subsector. Or possibly enter a trade for a few years.
I allowed them to enter new career training paths as long as it was not a branch of the military/scouts (I allowed "Agent" due to the fact that many former servicemen enter a law enforcement field.) There were many handshakes, and the characters went their separate ways. The scout decided he would enter the Merchant Marine and picked up a few brokering skills, one Marine had always loved playing the guitar and decided to entertain professionally with a local band. He never made it big, but made a few good connections on that particular world. Another Marine decided to become a local policewoman, as the overpopulated democracy needed someone to look after them. One more became a pirate and was killed by a rival gang (the player was moving away, and I used "Iron Man" rules due to his career choice. He was okay with it
). The last Marine decided to become a field researcher, further complimenting an ambitious young scientist that he decided he fell in love with.
I felt that IRL a lot of people leave the service and continue to pursue careers afterwards, and since we had a short session I would let them pursue one more term in another field before they would decide to travel the galaxy. I gave them each a benefit roll on the cash table after leaving.
I am completely new at GMing, so I go real "off the cuff" on a lot of this stuff, but I feel pretty comfortable with most of it. I think it helps that my group hasn't played that much and trusts me completely. I'm not sure if that is necessarily a good thing or not, yet.
I had just recently received my copy of MgT, and noticed that they had quite the array of "careers". My group was short on time last night and wanted a quick session. I came up with the idea that since they were given their mustering out benefits from their Marine/Scout service that they could attend some sort of Technical or Traditional schooling at the major hub of the new subsector. Or possibly enter a trade for a few years.
I allowed them to enter new career training paths as long as it was not a branch of the military/scouts (I allowed "Agent" due to the fact that many former servicemen enter a law enforcement field.) There were many handshakes, and the characters went their separate ways. The scout decided he would enter the Merchant Marine and picked up a few brokering skills, one Marine had always loved playing the guitar and decided to entertain professionally with a local band. He never made it big, but made a few good connections on that particular world. Another Marine decided to become a local policewoman, as the overpopulated democracy needed someone to look after them. One more became a pirate and was killed by a rival gang (the player was moving away, and I used "Iron Man" rules due to his career choice. He was okay with it

I felt that IRL a lot of people leave the service and continue to pursue careers afterwards, and since we had a short session I would let them pursue one more term in another field before they would decide to travel the galaxy. I gave them each a benefit roll on the cash table after leaving.
I am completely new at GMing, so I go real "off the cuff" on a lot of this stuff, but I feel pretty comfortable with most of it. I think it helps that my group hasn't played that much and trusts me completely. I'm not sure if that is necessarily a good thing or not, yet.