Why was HG1 so bad it was replaced almost immediately by HG2?
So I sat down last weekend and compared HG1 with HG2, and found some interesting differences, which may explain the what better than the why for me. I found a lot of good information in both; some of the descriptive text from HG1, and missing from HG2, appeals to me.
I assume Mike knows the changes better than I.
Some of the interesting changes escape me at the moment.
EXECUTIVE SUMMARY
Proto-High Guard was originally a scattered collection of specialized fuel, power, and maneuver drive rules for CT small craft, and some various additions such as drop tanks and barbettes (Gazelle) and Black Globes, the first actual screen (Kinunir).
Armor was probably added later, at the same time as bay weapons and spines, along with an expanded set of screens, and marked the break between Proto-High Guard and Book 2 (because now you really need new combat rules). After the break was clear, the drive percentages could be ratified (with a clear note that the Book 2 drives were prefab). Hull configuration was added solely from a need to defend against the meson spine.
Thus armor and the meson spine formed the backbone of the new combat rules, and are therefore the essence of High Guard 1.
I suggest that HG1 was a kind of draft: it was produced knowing that it would change, but GDW decided that getting something out earlier and then producing a wholesale revision was better than delaying. That sort of decision sounds like the kind of thing Marc would do, even as a semi-retired publisher (T5.00).
HG2 is the result of two angles of attack: first, the rules of HG1 were deemed deficient. Second, the layout of HG1 was also deemed deficient.
LONG-WINDED VERSION
Proto-High Guard Existed Before HG1
Proto-High Guard was probably a set of house rules already in use for small craft, as well as specifically military craft (Gazelle) and, eventually, ships-as-adventure-settings, too big for a small group of players to own and operate (Azhanti High Lightning).
These house rules, brought together and organized, clearly became a separate rule system from standard, small ship design (that is, Book 2) when they created the rules for armor.
Who Wrote the Rules?
Rules corrections and layout corrections are two different works, and may or may not point to two individuals; my first assumption is that the person laying out HG1 is not the same person as the one laying out HG2. I could be wrong.
My second assumption (from the credits in the books) is that Marc wrote High Guard 1, but (from the list of author credits for HG2) he had help revising it into HG2 (Marc William Miller, Frank Chadwick, and John Harshman).
The Need For A More Challenging Design Process
A clear indication that HG1 was considered "so bad" is in the power rules.
The major difference between HG1 and HG2 is an added complication: the creation of power balancing rules. HG1 and Book 2 both assumed that the drives were the critical power considerations. This was clearly deemed inadequate for warships, bristling with major weapons, including the power-hungry spine.
HG is for War; Book 2 is for Commerce. And thus we see that HG2 itself is a poor system for non-warships: power rules are overkill if your ship isn't designed for war. Since this is not a deficiency, it doesn't require another rules edit. Since both HG1 and HG2 clearly state the preference of place of Book 2, this is largely a non-issue.
Note that High Guard 1 is fine for building non-starships, exactly because of the lack of power rules. Presumably, Proto-High Guard was similar.
Design Tables in One Place (and the missing ten-ton bay)
I clearly remember one minor difference: the design tables were reformatted to fit cleanly in the exact center of HG2, for easy pull-out reference. That intentional center-pull-out item is explicitly mentioned in the text.
I suggest that the ten-ton bays found in HG1 are a casualty of that layout goal.
Combat Tables
It appears to me that the combat tables for non-spines were streamlined a bit. In HG1 it looks as though weapons had to roll to penetrate hull armor in every case, whereas in HG2 it seems to me that armor becomes a DM on two damage tables (and for reducing crits from spines). With one less dice roll to make for every battery, HG2 is faster than HG1.
The text flow and directions seem clearer, as well.
Also interesting is that the spines in HG1 don't get extra hits, and don't automatically roll crits... And by the way, the crit table is more deadly in HG1.
Hull Configurations Changed
At first, Proto-High Guard probably only dealt with three configurations: Unstreamlined, Streamlined, and Planetoid. The change to basic hull shape was complete by HG1. The essential use case for hull configuration in High Guard is not streamlining, however: it's for defense against the meson spine. Thus, hull configuration was born at the same time as the meson spine.
While configuration names, streamlining, and cost mods didn't change between HG1 and HG2, the most important element about them did: how they protected a ship from meson gun attacks. In HG1, the configuration number was in effect a direct negative DM to hit.
The designers then decided they made some mistakes there, and reordered their effectiveness without changing their actual number. Thus the to-hit table was no longer a simple task roll with a hull config DM (in effect). This theoretically makes HG2 a bit slower than HG1, since in HG1 meson spine attacks could be represented as a task roll with a hull configuration DM.
It seems to me that, if the configurations were re-numbered properly, then the meson attack could once again be a task with a DM. More interestingly, however, the meson attack could bypass the attack roll entirely: go straight to rolling on the internal hits table, using the hull configuration as a DM. Reformat the table so that there are "no damage" results. This streamlines combat further.
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