More responses.
I seem to recall you mentioning that you don't do ship combat anyway. And, does it really matter that much to you that people like High Guard and the USP?
No, I don't like it and HG is one of those reasons, the USP being a major part of it. I liked making ships even if it was mostly math. It was translating that ship into a USP that the problems start for me. The two line only combat format is the nail in the coffin.
I would probably enjoy it a lot more if the USP were shorter and easier to parse without a cheat sheet and there was more movement. Mostly an easier method of detailing and describing ships.
And yes, it does matter when everyone cites it like a holy scripture yeah, it matters. It means heretics such as myself are more likely to run into conflict over space combat in Traveller.
Highly entertaining posts Magnus. Sorry to tell you though that HG is a wargame. It was designed and published by giants of the wargaming and board game community at roughly the same time as they were writing Striker (also a pretty good wargame). RPGs at the time were still new.
This link has a list of GDW wargames, I counted Frank Chadwick as credited for 24 wargames titles up to 1980 when HG2 and Striker were published. MM gets a few non Traveller wargame credits as well.
http://www.worldlibrary.org/article/whebn0001082338/game designers
I think your real argument is that wargaming doesn't appeal to all role-players.
You have your definition of wargame and I have mine. And of course since I am writing this mine is obviously the correct one.
I know I am showing my age and all, but yes I remember the 1970s and those memories made my definition what it is today. Also, I see wargames as a teaching tool, a sandbox exercise as it were and HG doesn't seem to teach me much militarily except for working the maths.
And as to your last, no as a primarily a role player I have to say that isn't true, I dig wargames a lot, but I like all day wargames and Rob likes short skirmishes.
I look at HG as primarily a means to fight individual ships in an Imperium format, so players can play admiral.
But Admirals don't fight individual ships, Captains do that, Admirals fight units, squadrons, flotillas and fleets, but not a single ship. They have people for that so they can do their job of concentrating on the big picture.
And back to the USP, honestly Rob the biggest problem I have with HG is the USP, it needs to be shorter and easier to parse. Though the MT block method is pretty cool it still requires you to know what goes where. So, in the interests of trying to contribute something besides my harping I say go with the MT breakout box idea. At least some of that is comprehensible at a glance which can go a long way to making folks like me want to mess with something like a HG type game. More easily read data is the key, I need to as a rookie be able to understand at least some of what I have on my ship.