PROLOGUE TO THE TRAVELLER ADVENTURE
Here's what I'm thinking.
1. REF HOMEWORK. Ref needs to detail Reacher and L'ouel d'Dieu using the info provided in TTA and using the rules in Book 3 Worlds And Adventures and/or Book 6 Scouts. Personally, I might use Grand Census and Grand Survey, too.
2. REF HOMEWORK. Detail further the systems of Natoko and Aramis--stuff that is not in TTA. The ref should know local gravity, average temperature, and atmospheric notes. Plus, a detailed star system would help the Ref make his universe more "real". Consider the types of cargoes that would be exported and imported between worlds. Does the system star(s) mask jumping at points in the system?
3. REF HOMEWORK. From a roleplaying and universe-building standpoint, decide what the people are like on each world. Reacher has an Amber Zone slapped on it because the locals have been attacking off-worlders. Why? My guess is because of the economic stress on the world. It has recently lost two major importers (Aramis and Patinir), and that has crushed the local economy. Describe the crowds protesting and chanting outside the starport when the players go there for the first time. Maybe allow them to hear through the news or the word of a fellow free trader that the crowd broke in and destroyed hangers C and D. The Traveller's Aid Society has not petitioned that the Imperial Starport Authority construct a highport above the world as the groundport is too dangerous for off-world shippers.
4. REF HOMEWORK. Besides the main world, what other stations and installations exist in the four systems? Is there activity in the belts? Consider also the section on the March Harrier in TTA. The operating and shadow budget. Does the Marquis of Aramis hold the subsidy on the vessel? Look at the Transport Companies of Aramis chapter in TTA and get familiar, among the four worlds, where the various stations are location and which of the four worlds are trafficked by which major transport companies.
5. GAME SESSION ONE - HOMEWORLDS. Once the Ref is prepped and ready to go on the four worlds, decide which worlds are available as homeworlds for PCs. As Ref, I'd rule that all PCs will come from Aramis. It's the subsector capital, seat of the Marquis of Aramis, and has the highest tech level in the subsector accompanies by a Class A starport, Naval Base, and Scout Base. It's got everything the players will want for their characters for multiple parsecs. But, you can also allow players to pick their homeworld or even random roll (or weighted roll) a world.
6. GAME SESSION ONE - CHARGEN. You need the players to populate the crew of the March Harrier. That means that you need a Pilot and a Navigator. A Medic. A Gunner (the Harrier only has one dual turret at this point in the game). An Engineer. And a Steward, if you want to carry passengers (the PCs will desperately need the income).
Who is the ship's captain? Who is the subsidy holder? How many ship shares does each character have? Is the ship's owner a player character? Or is the ship owned by someone (or a corporation) on Aramis who has just hired the crew?
When creating characters, players will need to look at careers where they can get the skills needed to operate the ship. I suggest using only Basic Careers for all charcters, but the Advanced Generation Method shown in Books 4, 5, 6 and 7 can be used, if you like. Decide how to apply mustering out benefits to the ship (for example, if a ship is rolled--is that person the Captain/Owner?).
Characters that die in chargen, or characters that must be discarded because they do not gain the skills needed to fill a crew position should be kept by the Ref. These are ready made NPCs that can be pulled at a moment's notice during a game.
The
Harrier has a launch. Who is the primary ship's boat pilot, if other than the main
Harrier pilot? The Harrier also has an ATV. Who is the main driver in charge of that piece of equipment?
The ship's Steward is in charge of the passengers--their safety, their luggage, their care and well-being, their entertainment, and is in charge of boarding and de-boarding operations. Who is in charge of the cargo deck? Typically, the Gunner is also a deckhand. The Medic and Engineer is also often charged with the hold--loading and unloading cargo. Different ships have different personnel configurations.
Who serves as the ship's broker and trader? Who makes the deals? Who is typically the main contact between the ship and the starport and/or world administrations?
Which player will keep the cargo manifest? Which player is in charge of the operating fund? The shadow fund?
Who is in charge of the ship's locker?
Every character aboard the ship has a main duty (Pilot, Navigator, Steward, etc) and one or more sub-duties, like Communications Officer, Computer Specialist, Ship's Trader, Deck Hand, Cargo Hand, Ship's Electrician, Mechanics Specialist.
Players with characters more useful characters should be able to negotiate more ship shares (where higher skill in their main duty will net them higher monthly salary, as per the rules) because they are more useful to the ship (and therefore take on more responsibility).
The Ref can use pregens, of course, but I think it is much more interesting for players to use the rules and create their own characters.
Take the path and hints and facts developed through character generation to create the relationships between the characters on the ship. Players should be able to tell the order at which the characters came to be hired on the ship (and maybe they all started on day one, or maybe this is an old, on-going subsidy).
I like the idea of all the PC being from just the one world, Aramis, because I like the players to experience discovery during the game. It's easy and fun to say that the PCs know Aramis and the other three worlds, and that's it. The rest, they will have to discover.
Allow the players to roll up aliens, especially a Vargr, but also think about how this changes the dynamics among the crew. Vargr need seats that accommodate their tails. Hair may be all over the place (I know what my car looks like after I take my dog to the vet--and that's just one ride!). Aliens in Traveller are not humans wearing strange masks. They are real beings that totally are not human. Different instincts. Different ways of thinking. Different ways of looking at the universe. Different mannerisms and ways of behavior. Don't take on an alien lightly.