SSWarlock said:
For me, the advantages of 2300AD over Traveller are:
1) the "sandbox" is much smaller, making campaign management much easier,
2) the use of stutterwarp make tactical ship movement lends itself to the use of hex maps for that table-top combat experience my players and I enjoyed,
3) the use of modern-day governments and a dominant human species helped the players relate more to game events.
...And I recommend gathering as much of the original GDW material as is economically feasible.
Older materials are available on
CD-ROM from Marc Miller, and they are helpful.
Point #3 is important, I think. Spend some time getting your head around the improbable geo-global politics. They’ll lend themselves to many adventures.
France is in a manipulative cold war with Reformed Germany, both helpful ally and subtle agent against reformation. Under almost any read, Mexico is a hostile against America (holding much former U.S. territory and responsible for the loss of Texas, as well). Mexico leverages its alliances with most of Latin America and Manchuria to great advantage. Texas really can’t make it without the benevolent non-intervention of a grumbling America, a benevolence that can shift around in play.
I’ve had a harder time getting my head around Central Asia and the division between Manchuria and Canton. I’ve decided the latter two must be in some sort of
Greater East Asia Co-Prosperity Sphere, along with Japan, the pragmatic latter of which does not share goals or worldview but understands near neighbors are large and resourceful. Toss the Far Eastern Republic into the sphere for added Rasputinish weirdness.
I see Manchuria fairly at odds with the Western powers, which helps keep those powers' grumblings in check and creates unstable alliances that can strengthen or deteriorate, adventure to adventure. And given what France has gone through in Central Asia and the Arm, its "Empire" is a creaky shell, its position is much more precarious than is widely understood.
If you don’t like the geocentric-geopolitics, you can shift the base of interstellar operations to Tirane, where hostilities and alliances are blurred and softened a bit.
On top of this, you can throw the Provolutionists, who are a much more interesting adversary than the Kaefers IMO.
What really seems to work is to make PCs a troubleshooting team from some resource-starved Third Tier nation. That way you can legitimately withhold lots of agency support, leaving them alone to develop their own solutions, quasi-sandbox.