I discussed in another post what I was hoping to see in future products.
Having received my High Guard, I think it was advertised wrong. If the book you're looking for is "Adventures in the Imperial Navy", then this is your book. It's most likely an excellent resource for that type of game. The capital ship rules look interesting, the combat looks interesting.
But it's pretty damn useless to the average Traveller. It doesn't have any more than 4 pages of new stuff for the average ship. It (I sense a pattern) copies and pastes from CT for "Black Globes" and space combat and a number of other areas. C'mon!
We're still playing with four options for weaponry... oh wait, torpedoes were added. Yay.
Sensors and space communication are still in the range of the Apollo 13. Shipboard computers have all the power of an HP hand calculator. No new programs for ship computers. We have no information on hijacking ships, marine actions or anything else that may assist an Imperial Navy game.
Character generation is needlessly complicated and superficial. Who really is planning on letting their characters take "Starship Architect?" or "Admiral"? The only place that makes the slightest bit of sense is in an Imperial Navy game.
I don't want to be completely negative. This game looks like a great resource for someone who wants to play a game where the players are still in the Navy. In fact, that could have been the entire focus of the book and I just expected something different and wrong. But, even for an "Adventures in the Navy" book, there are numerous things missing.
Not to mention 20 pages of ship deckplans... isn't that the entire purpose of "Traders and Gunboats"? Why is it in this book?
As for what I was expecting, this book is really not going to spend much time off my bookcase. We need to see some original and creative work for this line. I already own the LBB's, I don't want to pay to see it again.
So, unfortunately, HG gets a "Fail" from me. I won't be buying "sight unseen" anymore until Mongoose gets off their grognard butts and updates the game for the 21st century.
Kilgs said:SUMMARY OF POST
The ships still have about four options and feel as futuristic as a Studebaker. Do I want a laser or a missile? Do I want a stateroom or cargo space? C’mon… pick up a copy of Janes and take a look at the hardware out there. Sensors are so archaic as to be outmatched by a 21st century 747 jetliner. Dang people! If an F-18’s electronics is light-years ahead of a spaceship then we have some problems. I was really looking forward to some changes in the ship system. Copied and pasted from CT.
As a minor observation, in a game where the player character does not advance in strength, skill or power as a direct result from the adventuring… you have to offer something else. Material wealth is just a means of keeping score if all I can do is buy a Autopistol. Give us some gizmos!
I have no problem injecting cash into Traveller (it’s a habit of mine). But I did pay $40 for a 200p black and white version of CT with a fresh coat of paint. I’ve held off on Mercenary simply because I’m not sure what it’s going to add to my game. The reports are rather bland. But the most important supplement to me is going to be High Guard… make it worth it, make spaceships fun!
3. Spaceships, people. They’re the reason we play space games. We love them. We want to tweak them and play with them and customize them. We want to make them our own individual expressions… give us the chance.
Having received my High Guard, I think it was advertised wrong. If the book you're looking for is "Adventures in the Imperial Navy", then this is your book. It's most likely an excellent resource for that type of game. The capital ship rules look interesting, the combat looks interesting.
But it's pretty damn useless to the average Traveller. It doesn't have any more than 4 pages of new stuff for the average ship. It (I sense a pattern) copies and pastes from CT for "Black Globes" and space combat and a number of other areas. C'mon!
We're still playing with four options for weaponry... oh wait, torpedoes were added. Yay.
Sensors and space communication are still in the range of the Apollo 13. Shipboard computers have all the power of an HP hand calculator. No new programs for ship computers. We have no information on hijacking ships, marine actions or anything else that may assist an Imperial Navy game.
Character generation is needlessly complicated and superficial. Who really is planning on letting their characters take "Starship Architect?" or "Admiral"? The only place that makes the slightest bit of sense is in an Imperial Navy game.
I don't want to be completely negative. This game looks like a great resource for someone who wants to play a game where the players are still in the Navy. In fact, that could have been the entire focus of the book and I just expected something different and wrong. But, even for an "Adventures in the Navy" book, there are numerous things missing.
Not to mention 20 pages of ship deckplans... isn't that the entire purpose of "Traders and Gunboats"? Why is it in this book?
As for what I was expecting, this book is really not going to spend much time off my bookcase. We need to see some original and creative work for this line. I already own the LBB's, I don't want to pay to see it again.
So, unfortunately, HG gets a "Fail" from me. I won't be buying "sight unseen" anymore until Mongoose gets off their grognard butts and updates the game for the 21st century.