Well, solitaire play is definitely the way I learned Traveller (ct).
What I did was to sit down and roll up about 4 characters. Enough to have a variety of skills but not too large a group to work with. 3 of them were scouts, because it took me that long before I rolled one that got a ship when mustering out. The other was a marine.
Then I sent the 4 of them travelling around Jewell subsector. (Nice place on the border with the Zhodani and the Vargr, but any mapped out area will do). Used the random encounter tables to practice interactions with different groups (mostly in seedy startowns), and eventually a bit of gun combat when the interactions went south.
When the group ran out of money they sold the ships air-raft and used the proceeds to try a bit of trading. The empty air-raft bay helped to supplement the scout-ships meager 3 ton cargo bay, but it was still a bit tricky to make much profit. If I did this again I would probably try harder to get a merchant with a Free Trader.
As the party traveled from system to system I would also roll for random starship encounters. Eventually ran into some pirates. This gave me a chance to try some space combat and a boarding action. By great good luck most of the group survived the encounter, and found themselves in possession of a slightly beat up Corsair to boot!
I probably could have done more with the group, but by that time I had run through most of the important game mechanics. (Generating star systems has never been of interest to me, although I know many others enjoy that creative process).
Once I knew how to run combat and interactions the rest was easy. A week or two later I started running my first Traveller campaign with a bunch of friends. I used one of the characters from my solo play as a central NPC to help organize and orient the new players. We had a blast!
Hope that helps, houghs.
