I will start with one character and one scout ship and pick up employee or travel companions along the way. Hopefully I will not need to travel outside the subsector as I don't have a plan any further than this! I rolled up the worlds with some minor modifications. All the planets in the subsector are in a loose alliance and the nearest words to the alliance are 3 parsecs away (this is similar to the Marlan Primate in the supplement). I likes the idea of the Marla subsector but I've always rolled my own subsector for games so why change now? I rolled up the Marlene subsector which is in the same location and some of the names are the same. I thought of Glimmerdrift Reaches as I have the old non-canon Judge's Guild supplement and it is far enough away from the Imperium I can ignore stuff. So, I thought I would set the game in the Imperium universe but far enough away from the Imperium it may no difference. Almost all the games I ever played were either not in the Imperium, or were in it but the Imperium was really a backdrop and really it could have been any setting. It does seem like an updated version of Classic/Mega-Traveller. But I will be using things from Classic Traveller. It does have a consistent task resolution system which may come in handy.
I won't be using the Rebellion setting from MegaTraveller which seems to be a large gripe with it. MegaTraveller I am more familiar with so I will use that It does seem more internally consistent than Classic Traveller. So it never really mattered too much on rule specifics. No miniatures, just playing out what occurs and occasionally rolling some dice. Being an "old school" RPGer, the games I was part of or ran were fairly rules lite anyway. I am familiar with both Classic Traveller and MegaTraveller, having played both. I will be using MegaTraveller as the basis for the solo play. The next post will be the character and the ship and starting location, and then I will be off and running! This post will detail the mechanisms I will be using for solo Traveller.