GALAXY GUIDE 6: TRAMP FREIGHTERS (1E version)
I am reading it cover to cover. I'll make some notes.
The book is part sourcebook and part campaign outline. I say outline because it will require some work on the details by the GM to make the adventures playable. Still, the outline is more than an adventure idea. There's lots of solid information there. Many GMs, I've read, have put their creative talents to work on the Minos Cluster.
Chapter One is nothing but advice to the GM on how to pull new or existing characters into this campaign.
Chapter Two is a description of the type of atmosphere that is promoted in the campaign. This isn't the world of the Rebellion, the Alliance fighting the evil Galactic Empire. This is the world of Han Solo. Life as a Fringer. Scamping around in a tramp freighter, one step ahead of the Loan Shark's bounty hunters, trying to make a deal that will get you even with the crime lord.
Chapter Two is short, and it is suggested that the chapter be used as a player hand out before the campaign starts.
Chapter Three is a good GM's over-view of the state of the galaxy, from the point of view of a tramp merchant captain. Good read.
Here's something from that chapter that you can use in your game: On popular routes, the chance of encountering an Imperial Customs vessel is about 1-in-20. 5%. (A roll of 6 or less on 3D is a 5% chance)
For the GM who likes to have random, chance encounters, this is a nice bit of news to work from. An encounter or two with Imperial Customs will go a long way to encouraging your players to take less well know, more dangerous hyperspace routes.