*sigh* Why is it difficult to understand that a campaign structure in which the players are the crew of a ship is not a no ship campaign? The players are bound to the ship. They are not free to just go climb Mount Anekthor for a month.
But, anyway, it's clear this isn't a topic anyone is actually interested in. I thought there might be something fun and interesting to talk about in terms of running campaigns where the ship doesn't feature as a centerpiece. But the only posts have been about how can actually do this or that with a ship or can't actually do something without a ship. So, I'll accept that this isn't a topic of interest and let it go.
My campaign was definitely no-ship to start with (actually it was no-career to start with so getting a ship wasn't an option).
The characters started on Tarsus aged 18 (Background and connection skills only) and did a prequel to the Resteff scenario to earn money to get them passage to Collace to look for better opportunities. They could have travelled Low, but made a contact during the Nobble Harvest that owned a scout ship and they managed to negotiate cheaper Basic Passage. This allowed them to solidify that contact.
Once in Collace they tried to enlist in their first careers and had 4 years out of game. Then the plan was they would come back to Tarsus for a few months leave (at which point they would enter the Resteff Scenario proper) rinse and repeat.
Unfortunately the game fell apart due to player availability and possibly because it wasn't D&D 5th edition and I expected players to think about how to use the few skills they had to solve problems rather than "Here are the monsters you need to kill to take it's treasure and level up, woo hoo".
I am trying again with daughter in a single player game. Her character is in the Navy, but as she is a crewmember she is effectively a passenger and all adventure so far have taken place off-ship. The first adventure took place while she was a cadet. Her first solo training mission was to take a ships boat to a remote naval monitoring station (in Tarsus) with supplies while the main ship went to the main planet to replenish. The scenario proper only started once she was aboard the remote station.
For the second adventure I made the mistake of using a pre-published adventure (Faldor) to "save time", but in reality it is harder to stick to someone else's plot (that is often buried in too much new background information) and written in CT terms than it was just make it up myself. We are both struggling as every new section requires extensive research to work out what is supposed to happen and transposing it to MGT2.
So whilst ships are involved in both cases, they are just scene changers in an attempt to show the scenario planet sits in a slightly larger world. I have no intention of straying beyond District 268. As Tarsus and Faldor have multiple story arcs and further adventures I am planning that she spends the majority of time in those two systems (with maybe a trip to Collace for some high-tech shopping).
In my solo campaign (using Cepheus Engine) I just populated the systems within 3 jumps of Collace with 8 random characters that had washed out of the Merchants after basic training. Two failed their survival rolls but managed to keep their benefits (6 on mishap table). That gave them seed capital that they shared equally with their friends who washed out in the same term. Their task was to buy and sell goods on their home planet and when possible shipping exports by carrier to their nearest neighbour(s). Each member of the syndicate would use the sale of whatever cargo they had received to fund their living costs and the purchase and shipping of export goods and no cash would move between members of the syndicate until a quarterly group meet up in Collace where the total cash funds would be re-distributed to ensure any trade imbalance was corrected. I used Zozer Solo to manage their weekly activity and sometimes that threw up additional earnings opportunities that added to the pot.
It started shaky as several of those systems are very poor trade partners (Inchin-Avastan and Avastan-Tarsus) and money was very tight initially. However within a few months enough trade was going around that it showed that it was clearly viable for at least some neighbours (Motmos-Trexalon, Tarsus-Collace). With a bit more cash some of the less favourably sited systems were able to ship goods to systems Jump-2 away and that became far more profitable (e.g. Avastan-Collace). Inchin never really took off and most of the trade there was in common goods, buying them when they were cheap and putting them in storage until the price rose. Eventually the Tarsus rep chartered a Jump-4 ship destined to the Tizon (for an archeological field trip) and installed the Inchin rep on-board as their factor. He would buy and sell goods at each stop along the way to Tizon and back.
After 6 months of in game time most of the factors were chartering ships for regular runs between the various systems as they could guarantee to fill the hold and they were having trouble moving their exports using the available commercial ships. Solo Trader is quite parsimonious about available freight opportunities and CRB doesn't look at freight from that perspective.
Whilst the campaign ran over 8 systems, only one person ever set foot on a ship.
I am not sure if this would work as a regular game, where each character was played by a different player at the table as there is little interaction and the referee would need to focus on one player for a significant amount of time if their random event was crunchy enough. It might work for a postal game though.