Gurps Space has a page on this; breaking it into the military team, Star ship crews, Exploration team, The professionals<br /><br />Military team is basically all "combat monsters" with lots of skill overlap, though it suggests a special forces or commando squad which might include some highly trained specialist<br /><br />Star ship crews if the ship is small are ideal for PC group with diverse characters. If the ship is large one suggestion is to give each player a couple of PC- high ranking officers who might not leave the ship at all and low ranking enlisted who might.<br /><br />Advantage with a group of explorers is less rigid discipline. and easily a diverse group contianing scientists, experts in outdoor survival, journalists, or video camera operators, linguists, traders, missionaries, and body guards. Potential for personality clashes and this can be a feature of the campaign before the adventure if the group is into that kind of role play.<br /><br />Professionals are a criminal team taking jobs- good for a variety of backgrounds and niche protection for characters <br /><br /><br />I like the idea of players having 2 characters in a large ship crew and I like the idea of an exploration crew as it was presented as it totally reminded me of the Traveller Leviathan adventure. i know that I'd really revel with that game- playing a yazirian monk (missionary but perhaps not so JW knock on your door with literature) or as a journalist, or a linguist- all different characters that no one is likely to double up on and would be different to play then your typical PC if you just take the rule book and create a PC without knowing what the campaign might be.
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