Hi all - new member here. Long-time Traveller fan from the LBB days but I'm recently getting back into it with the new edition and I'm looking to create a fresh campaign.
I'm always looking for insight and ideas, so I'd like to ask the question: What do you look for in a Traveller campaign, and why? Is it the exploration? Is it the trading? The espionage and political upheavals? Do you just like the combat, or the social conflict, or do you like to mix it up with everything to keep the players/referee on their toes?
I've always been a fan of both exploring and the political side of things, the idea that as the Imperium expands it becomes even more fragile, with new star systems creating new dominions, which in turn creates new power struggles that need to be handled and/or quashed. I used to enjoy getting the players stuck in with the marvels of new discoveries coupled with the threat of new problems and discoveries.
Later to the party... I was actually doing research of my own. The bespoke setting was mentioned and I think that is the true center of any game. How I did it back in the dark ages still is the best way to build a Traveller Series*. The things that I think are most important are setting, style, and starships.
The setting...
Don't overthink it. The setting is preferably as small as 25 hexes square. Whether you use basic Traveller style hexes or some other idea is dependent on the setting as well. The interstellar government, if there is one, is up to the Referee. I have always preferred to randomly develop the setting with a little "English" when things seem to stretch credibility. So if that is a Third Imperium series someplace out on the fringes then you have to put it somewhere. Now Traveller has mapped the stars to death, but that doesn't matter. Put it where you as a group want it, and feel free to eschew 'canon'. One of the most important decisions a referee can make is what equipment is available to the players. I have never liked players starting out heavily armed and armored because it discourages roleplaying.
The style...
Style is some generalizations about the setting. Is it pulpy, gritty, optimistic, or dystopia? one up with a half dozen words or concepts the make it interesting to you as the Referee. My previous series was based on some of the ideas from Hard Times and H. Beam Piper about crumbling society. So my series was Dystopian, political, roguish, non-military series. I even actually asked the players to try to ignore Military Careers except for Scouts. The broad parameters of the setting are the purview of the Referee.
The starships...
Traveller is known for the incredible diversity of the ships presented. From the tiny wedge-shaped Scout Courier to buffered planetoids and pristine spheres. Ships available to the players are generally very small and exceedingly cramped. Crew rules and technical assumptions are vastly larger than that of other Starships in film and fiction. The Referee has complete freedom to change the nature of star-travel, technology, crew, and conflict. Although many of these changes might make the Third Imperium unplayable as you setting, and of course there is nothing wrong with that. Having a set of design and technological tropes for your setting can very much define it.
There's a couple of other things that might come from the referee...
Every series needs a MacGuffin. The Maltese Falcon or the Loc-Nar, or maybe even the Letters of Transit. the MacGuffin keeps the story moving. The villain can be an idea, a shadowy conspiracy, or a non player character. Many games need a villain to keep things tense.
Everything else comes from the players. The connections they generate in character generation, Allies and Enemies, theme, arc, and story come from the characters and not the referee. Too much I think in RPGs the referee develops a huge complex series that completely ignores the characters that the players create. Are they pirates, or are they just desperate? Are the exploring, or are they running away? These are things the players should decide and the Referee and the players
develop the series together.
*As an aside, I dislike the term "Campaign". It is a holdover from the War Game roots of RPGs. I prefer the term
series, referencing the anime idea that each season is a discrete thing. It has a beginning, middle, and an end. After all you might get cancelled after one season, or you might have multiple seasons.
One man's opinion, your mileage my vary...