I don't like to complain just to complain, but I'll throw this out on the chance that someone else will point out features I'm not seeing. I got High Guard for Christmas (so I can't complain about it not being worth my money), and I'm somewhat disappointed at how useless most of it is if I'm not running a Navy game.
I know, I know. "Why doesn't this stupid cat bark like a dog," etc. But I thought that it would have more utility on bringing the Navy and Naval matters into 'regular' games. Like maybe a discussion of how to play out small ships evading capital ships (Star Wars anybody?) or adventure seeds for visitors to a Naval base or a sample 'patrol schedule' for a capital ship squadron. I'm very disappointed by the lack of a Naval Base write-up, actually, as it would be awesome to have one even for non-Navy adventures.
The small vessel design rules are cool, and there are a few interesting options for non-capital spaceships. I suppose the Navy character creation tables would be interesting if I had multiple players exploring a Navy craeer and wanted to make them more distinct. Otherwise, though, most of it'll only be useful if I ever run a game specifically revolving around capital ship intrigue and combat. If one of those capital ships ever shows up in a small ship game, all I really need to tell the players is that they can surrender to it or die.
I guess I was really hoping for something more in the style of the core rulebook, where virtually every page is packed with awesome adventure hooks useful in nearly any game. How does everyone else feel?
I know, I know. "Why doesn't this stupid cat bark like a dog," etc. But I thought that it would have more utility on bringing the Navy and Naval matters into 'regular' games. Like maybe a discussion of how to play out small ships evading capital ships (Star Wars anybody?) or adventure seeds for visitors to a Naval base or a sample 'patrol schedule' for a capital ship squadron. I'm very disappointed by the lack of a Naval Base write-up, actually, as it would be awesome to have one even for non-Navy adventures.
The small vessel design rules are cool, and there are a few interesting options for non-capital spaceships. I suppose the Navy character creation tables would be interesting if I had multiple players exploring a Navy craeer and wanted to make them more distinct. Otherwise, though, most of it'll only be useful if I ever run a game specifically revolving around capital ship intrigue and combat. If one of those capital ships ever shows up in a small ship game, all I really need to tell the players is that they can surrender to it or die.
I guess I was really hoping for something more in the style of the core rulebook, where virtually every page is packed with awesome adventure hooks useful in nearly any game. How does everyone else feel?