My plans are:
- Session 1: generate characters via a round-robin technique (1 term per player) so we all have some understanding of each other's characters; a test combat round to go over how combat works; and initial set up of the adventure
- Session 2: escape from the ship and the trek overland. There may be an animal encounter or two. Initial meeting of the crew at the test site, and go over who/what is there. We may cover the 1st night there with the creepers, err, creeping about
- Session 3 (maybe the last session): cover the night and see where they go from there. There are few options so I will be curious to see how that plays out.
- Session 4 (if we have it): recap, and where to go from there. They can only go rimward pretty much as Q'auntor is at the top of the map and I've never decided where this goes in the OTU.
Depending on how they play, there may be no combat at all. And with the limited amount of ammo, less reason for combat other than against the creepers.
As I do have the Great Reft box set, perhaps somewhere in there would work so I could use the stuff I seem to keep buying. I am also getting the ship box, but a giant Navy ship can be used anywhere. Heck - I could pull out my Enterprise blueprints and use that as a surface installation!
I'm hoping enough of them like that so we can explore the D'Arlee quadrant in more detail. I need to take that TravellerMap booklet and edit that to make a better guide. There just never seems to be enough time.
On a non-related note, there is a Kickstarter for The Fantasy Trip. I did not get to play that much way back when, but it is a fairly simple OSR. I have basic and advanced Melee (the combat rules) and Advanced Wizard (the magic rules). I don't have (or at least cannot find) In The Labyrinth which is the DM guide basically, and explains talents and so forth. It is a very tactical-driven game based on Melee, the old microgame from Metagaming. At one time I had most of those games. Sadly I let them all go at some point in the past.