Hard sci-fi, you say? Excellent features could be battling cancer thanks to cosmic rays, and the disintegration of skeletal mass and deteriorating vision thanks to zero gravity. Punishing and crushingly repetitive schedules of medical therapy and physical exercise, plus batteries of psychological tests could add to the excitement of an expedition!
Or are the crew going to be far more fit for space travel than early humans?
Will their bodies be entirely synthetic, and their minds simply transmitted to the exploration craft after it arrives? Or will they be genetically engineered, proof against the rigours of interplanetary exploration? Will they be human at all?
Or could they be disposable human workers employed by an unaccountable interplanetary corporation, who are holding their nearest and dearest hostage to ensure their compliance?
Short version: if you want to go genuinely hard sci-fi, things may look very, very different to how they’re depicted in TV space operas.
I think names are surprisingly important — they establish the atmosphere of your world just like background music sets the tone of a film.
I generate random words using an online tool (recently I’ve been using donjon.bin.sh). For my world, the fantasy names are too “tropey”, so I use the Markov Chains generator (Markov Chains use source text to structure the random syllables it generates—if your source text has no Zs, nor will your random words).
In general (but not always) I figure that short, one syllable names are most suitable for nicknames, or for common, lower class names. Two syllable names tend to be typical, ordinary people, three syllable names are more well-to-do, four syllables names are more high-class (or pretentious) and five or more syllable names are very exotic—probably foreign dignitaries, wizards or sages. (They’ll probably have shorter names that friends actually know them by—if they have friends!)
Place names are just as important—in fact, even more important! Often Place names contribute to someone’s name, or a historic person’s name can become the name of a place.
Similarly, the names of Gods and Goddesses are vital. Get them wrong, and it’ll skew the whole vibe of your setting.
If you like, you can get creative, and make name words for particular regions have a particular character. Grab a source text for your Markov Chains that has the forms “kn” and “gn” in a lot. Okay, that’s one particular area. Use the combos “dz” and “dj” for another area.
Maybe have one area where everyone who’s male has a name ending in o, and everyone who’s female has a name ending in a. And, of course, the residents of that area will add o or a to the characters’ names—because that’s the rule for names!
When the PCs meet someone then they should, eventually, be able to guess their approximate social status, the region their family comes from, their religion, and maybe even their current place of residence—just from their name!
And yes. People’s names can change over time! Part of them will stay the same, but part may be to do with their profession, their home or something they’re famous for.
I tend to fing my “hit rate” on suitable names is only about 2%. Most random words aren’t easily pronouncable, or just don’t feel right. So sometimes I’ll spend a half hour just generating names and saving them off in a list. I don’t know what the names are for yet, I just have them on the side, then slot them into game sessions as appropriate. Yeah. I almost never use more than 25% of my name lists. So I generate more!
And pro-tip: some regions may have default names. In medieval England, loads of people were just called John—meaning, “You! Unimportant person!”. John Smith, John Miller, John Farmer, John Wheelwright… And even if that wasn’t their actual name, if that’s what his Lordship calls you, who are you to argue?