I have just started Refereeing Deepnight Revelation.
My players are into crunchy rules and they were delighted that the Deepnight Revelation has an org chart (All of my players are managers IRL. Two are senior project managers for large companies).
They started off small, focusing heavily on trade rather than the plot hooks. They are very averse to "idiot traps", even at the expense of just letting the mission go unsolved. I punished them for this when they refused to get anywhere near the Deepnight Endeavour. They took some scans, reported it back to the Navy, warned the Navy that the head scientist was acting weird, and then left it at that. Well, the Navy rescued the mission team, including the (infected) chief mission officer, because they wanted information about the cure.
The rescued officer then introduced The Entity to the billion-strong homeworld of one of our Travellers. It has now been red-zoned and any refugee ships jumping out of the system are being blown up. Anyone with their transponder off to hide where they came from is getting blown up. It's only a matter of time before a refugee ship successfully modifies its transponder with false information and spreads The Entity to another world in the subsector. The Navy will eventually go in and burn the whole planet.
They also encountered the Entity in the Deepnight Legacy adventure. They had to leave the subsector for a few months after murdering a "Legitimate Businessman" (read: psionic crime boss who had turned into a billionaire investor), went into the rift, and stumbled upon the disaster at Candling Station.
At this point, they were convinced that there was nothing that could be done to stop the infection from sweeping across the Imperium, and they wanted to just start jumping deep into the interior of the Imperium to put some distance. I gave them another alternative, and they were recruited to the Deepnight Revelation mission, as Chief Mission Officer, Chief Operations Officer, Power Plant Officer, and Mission Expert Officer.
So far, they are still in Charted Space. They started in the custom subsector I had in the Verge, looped up to the Islands in the Reft, where they will cross to Tobia and then head out of Charted Space. While in the Reft, they stopped at a resort where they ran into the Calixcuel incident. The planet needed a power plant engineer, and they were offering to resupply the Revelation for free in exchange for their Power Plant Engineer to take a look (which happened to be a PC).
Most of the crew is not aware of the Entity. Additionally, IMTU, psionics are largely believed to be superstition. The "mission expert" science team is comprised of people with experience with psionics as well as people with experience with the Entity. The rest of the crew (save some high-ranking officers) is just excited to explore further than any human has ever explored. The mission's true goal, as well as the truth about psionics, will be interesting conversations to have with the rest of the crew.