So, on the past couple of days that I've helped my girlfriend at the dog grooming salon she works at, I've been running an off the cuff traveller game in my own TU (hence the name I'm using for it on tml). And you can blame her for the character name. The basic setting is the Clydean Empire, a massive, barely there, interstellar government. Other empires are barely known to the common person (aka, I haven't created them yet). Nobles are insular and backstabbing, yet rich to the point that they can't be PCs (thus, soc is capped at 10, rolled with 2d-2). There are no xboats - at least, not ones available to the public. Taking a page from the 3I, the Empire doesn't care what your planet does, except for not rebelling, paying your taxes, not preventing your citizens from enlisting in the Imperial Services (Army, Navy, Marines, and Scouts), and not owning weapons of mass destruction. Oh, and not really messing with nobles: they can carry just about any weapon you've banned (except nuclear), can maintain an escort armed to the same standards, can raise personal military units, can't be charged with a crime unless a higher ranked noble backs the charges, etc. Oh, and their non-inheriting children gain a title one rank lower, continuing down the line. So there's a lot. Add in the money they typically have, and you have a government that resembles a protection racket more than anything like effective leadership. About the only thing that actually holds the entire thing together is the Navy and the Scouts (which date back, in various forms that all have the same symbol,s ship design, and ideals, to the first interstellar human government). And the merchants, but with how long that can take... Character creation was done with a freely modified form of Mongoose 1e. Subsectors are also using the hard science modifiers, with the trade route tables and rules from Ct77. So, Cassandra is a Ship's Doctor (Scholar-Physcian used as base, secondary survival, advancement, and secondary skill tables [8+ to get a second skill, no DMs] from Merchant-Free Trader), 5 terms. Her home world is a medically focused world that bans naturally sourced drugs, and is TL14 in the drug production and medical cloning areas (monkeys are not related enough for proper drug testing. We'll use cloned organs instead). One of her primary events was the result of the player gaming through a rolled free trader event (my choice of which event type every term): being asked to smuggle something onto a world. Faced with sort of loosely gaming it out, Katie got a faceful of my refereeing style - yes, but there's problems... So when Cassandra was asked to smuggle highly addictive, psychoactive, but very effective, brain cancer treatment drugs, she instead managed to figure out a replacement: a cocktail of fairly common drugs, fairly easily adjustable to the patient, slightly more effective (my decision), and with none of the black market value. Just don't mix with talcum cut space cocaine and snort - your brain has a good chance of melting our your nose as the structure dissolves. This, plus publication, got her some knowledge of the underworld, two bonus benefit rolls, two enemies, and many pissed off nobles who made a lot of money off the black market. That she just crashed. And the black market, if it has a legitimate cover for the product, will fight to keep the supply lines open... Oh, and she's not precisely welcome back home, since they were, you know, one of the main producers of the drug she just upstaged. Then she hit a mishap, having to flee a local war that really disrupted the trade routes, dragging along a crewmate, a bad luck but really good pilot/navigator, Paige (pirate-arrested. Scout-stranded. Free trader - two terms! With benefits! Astrogation 3, Pilot space craft 2). They were joined by a friend of Paige - Mike, their engineer/steward (Civilian-worker, 7 terms. Worked as the in-house instrument tech for a flying concert venue after some years of tooling around with some random vehicles) and Cassandra's childhood friend, Elianda (Marine-Star Marine 5 terms), who joined mostly to play security and tourist in one job. They have a ship, a rather cheap free trader, with expenses low enough that a good run will pay a months worth. If I let them have a good run. Cassandra is player by the one player, while I have control over the other three members in personality terms. In regards to deciding what they roll or did, Katy took point. Everything was run fairly improvised, with exceedingly minimal prep and plenty of random rolls. First adventure was a basic walkthrough of feeling her way into the basic system, no combat. A Marine officer, Eliandra's former co, requested their help with helping a NavInt op planned to break up a noble conspiracy to secede from the Empire. Their goal? Get a data chip from a yacht, plan and supplies already to go. Dressed as Customs Inspectors, they used faked alarms to gain access to the private landing bays, walked up to the yacht, and tried to get access with their faked credentials. No luck, but Katy used Mike's engineering skills to find and bypass a bypass on the security override system. This was better than the usual customs response of "we have a seizure cart full of explosives. You have enough money to buy a new airlock, right?". Fully acting the part, with Cassandra and Paige pulling upon years of experience with customs inspectors to bluff their way through. None of the four crew were willing to fight, only having been hired on a few jumps ago. The scary marine probably influenced that decision. With four cooperative spacers, they had to do an actual inspection to cover the search - copying every data chip they could in the main suite, taking a supposedly hyper secure lockbox from said suite, finding out that the ships boat had been gone for longer than the crew had been hired, the junior steward had a lockbox of the same style as the noble, everybody had petty amounts of relatively minor drugs, and all their scanners were screaming radiation alarms. That's right, the noble was smuggling military grade nuclear material. It wasn't there. But that was enough to get NavInt a reason to deploy on the ship. At the same time the noble returned. As the group fled through the service tunnels, they paid no attention to what was going on, pausing long enough to hand over the evidence. During the hand over, they accidentally cc'd the entire report to the starport. Oops... The lockboxes were popped while they discussed possible future work, and thanks to a psionically powerful marine being the one to pop them(technically illegal, thanks to the attitudes about psions caused by ancient Psion causing the last major interstellar disaster), Cassandra rolled double twelves - she got Psionics. Also, they saw that the second box had the plans for... No prizes for guessing "really powerful nuclear warheads, designed by the navy". Getting off world with 60k, the crew still decided to try and pick up cargo and passengers. Thanks to them having a Generate program (to allow them to run their own jump plots, with a higher error rate), they could go anywhere. And with them wanting to get far enough away, a young broker came up. He had goods that he felt would sell well on a world that the trade routes didn't go to, or would take too long to get to via commercial routes. Hey, it was a job...