[High Guard] A little too focused

dayriff

Mongoose
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?
 
High Guard in both its original form and this one never pretended to be about anything but Naval characters and matters. The character generation stuff and backgrounds are still quite usable in any game but obviously only for characters who are or have been in the Navy.

Other than the production issues I have no problems with the book and I do like the new starship options quite a bit.

Allen
 
My biggest complaint with the book is the missing bits. While the book works there are definite chunks that are missing most likly they are the campaign specific bits that reside in the authors head that aren't common out side of his gaming group.
 
I find the books useful for starship design even without involving capital ships at all. The combat section isn't capital ship specific. While it does focus on the Naval forces and larger ships this is to be expected. One option would be to use some of those capital ships as an adventure area themselves, maybe an old derelict cruiser is found by the players floating in space and now is occupied by an alien species. Or being used as a base for pirates the players are trying to track down. Perhaps one has crashed on a desert world and now lays buried under the sand awaiting discovery.
 
Perhaps you are right from one PoV, but Mongoose have been criticised for not making Mercenary purely about running merc games (and for that matter the chapter on merc bases from some quarters). If they hadn't focused somewhat on navy games, a whole other bunch of fans would be heaping on criticism saying there's not enough navy stuff in it. So it's lose if you do, lose if you don't.

But it's probably right for a book called High Guard to be about naval games, rather than about how to avoid the navy.

Scouts is going to be about being a scout, not world building, and it seems that Merchant Prince isn't going to be about advanced trading rules, so perhaps there will be more about player scale ships in these books.

Maybe a new, Mongoosified version of the Starship Operators Manual might be nice somewhere down the line, but we're not even a year in to the Mongoose run on Traveller and there is already 6 books and 2 more due this month, with more Trav compatible stuff following closely. Patience might be the order of the day. :)
 
Klaus Kipling said:
Perhaps you are right from one PoV, but Mongoose have been criticised for not making Mercenary purely about running merc games (and for that matter the chapter on merc bases from some quarters). If they hadn't focused somewhat on navy games, a whole other bunch of fans would be heaping on criticism saying there's not enough navy stuff in it. So it's lose if you do, lose if you don't.

So does Mercenary actually have more of the kind of thing I'm looking for? I don't own that. High Guard is actually the only one of the Mongoose Traveller books outside of the hardback core rulebook that I own, as of yet.

As a game book buyer, I'm not much of a collector. I typically buy game books only if I think I can use them in a game. So I'm looking at High Guard and wondering if the other career books are laid out in a similiar fashion.

Scouts is going to be about being a scout, not world building, and it seems that Merchant Prince isn't going to be about advanced trading rules, so perhaps there will be more about player scale ships in these books.

To make it clear, I certainly understand the career books being "about" their specific careers. I was just a little disappointed there wasn't more support to help me mix Navy into other stuff. Maybe that's inherently tougher for the Navy that for other careers, simply because of the scale being operated at.
 
AndrewW said:
One option would be to use some of those capital ships as an adventure area themselves, maybe an old derelict cruiser is found by the players floating in space and now is occupied by an alien species. Or being used as a base for pirates the players are trying to track down. Perhaps one has crashed on a desert world and now lays buried under the sand awaiting discovery.

You know, I might just do that. Thanks for the idea.
 
Think about the old Azhanti High Lightening game. There were several scenarios for using the ship designs for something other than military campaigns. One scenario even had the Spinal Mount removed and used as cargo space.
 
Infojunky said:
Klaus Kipling said:
so perhaps there will be more about player scale ships in these books.

What do you feel is a player scale ship?

I would define a "player scale ship" as a ship that (usually) goes where the PCs want, when they want it to, without worrying about the plans or inputs of a lot of NPCs. Normally this is accomplished by having the PCs make up all, or the majority, of the crew required to run the ship as well as owning it.
 
Grrrr! My issue is simply that, the week that I almost finish my Traveller chargen programme, I treat myself to High Guard. And....

Medals!
New skills!
DMs for Medals!
Pre-career academia!
36 events and 12 mishaps!
Weird prequalification criteria!
Tracking terms and ranks in different types of navy, some of which are compatable with others and some aren't!
And lots and lots and lots and lots of careers!!

That's another week of programming for a VBA dufus like myself. Bloody Mongoose, why couldn't you just give us a book full of background fluff with no substantive material like so many other RPG publishers do. That Mr Sprange, he's gonna have to explain to my wife why I'm spend so much time locked away in my study...

:lol:
 
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