Supplement Four
SOC-14 5K
This is my 25 year anniversary playing Traveller. Yep. Started in 1982. My first purchase was Starter Traveller.
I still remember where I purchased it. It was a toy store in the mall in Arlington, Texas. I had been eye-ballin' the little black box for a few months in Houston, but before I purchased it, my dad bought a couple of restaurants in Arlington. Off I went, right in the middle of high school, to Arlington. Right before the summer, too.
At their mall, they didn't have that little black box I had been eye-ballin', but they did have this bigger box. I still have it. It's been with me through several girlfriends and several places I've lived. Starter Traveller.
I've been re-reading a lot of Classic Traveller stuff lately, and tonight, I've set upon the High Guard rules.
Since I've never played 'em (that's right...25 years, and I've never played a High Guard scenario), I've always just skimmed them. I got the gist, years ago, but my campaigns have always focussed on the individual. Traditional rpg type of stuff. Very story driven.
I've got Fifth Frontier War too, in its original box. Never played it. The counters aren't even punched. Striker? Same thing. Read it several times, never played a striker encounter, though.
It all looks like good stuff.
Well...
I'm looking at High Guard tonight, and reading the combat rules...and, damn...they're good. They're very good.
I'm reading them and thinking to myself, this is it. This is how you model a huge starship encounter, a la Honor Harrington, without having to deal with markers and hex boards and play areas that stretch from your living room to your kitchen.
Yes, it's abstract. But, in the hands of a good GM (and from what I'm reading, I do think High Guard combat would be best served with a GM describing the action, putting a picture of juggernaut starships ripping each other to shreds), this could be quite interesting.
It could be quite fun.
I'm going to have to somehow engineer a huge starship fight into my current campaign.
I think my players would get a kick out of this.
S4
I still remember where I purchased it. It was a toy store in the mall in Arlington, Texas. I had been eye-ballin' the little black box for a few months in Houston, but before I purchased it, my dad bought a couple of restaurants in Arlington. Off I went, right in the middle of high school, to Arlington. Right before the summer, too.
At their mall, they didn't have that little black box I had been eye-ballin', but they did have this bigger box. I still have it. It's been with me through several girlfriends and several places I've lived. Starter Traveller.
I've been re-reading a lot of Classic Traveller stuff lately, and tonight, I've set upon the High Guard rules.
Since I've never played 'em (that's right...25 years, and I've never played a High Guard scenario), I've always just skimmed them. I got the gist, years ago, but my campaigns have always focussed on the individual. Traditional rpg type of stuff. Very story driven.
I've got Fifth Frontier War too, in its original box. Never played it. The counters aren't even punched. Striker? Same thing. Read it several times, never played a striker encounter, though.
It all looks like good stuff.
Well...
I'm looking at High Guard tonight, and reading the combat rules...and, damn...they're good. They're very good.
I'm reading them and thinking to myself, this is it. This is how you model a huge starship encounter, a la Honor Harrington, without having to deal with markers and hex boards and play areas that stretch from your living room to your kitchen.
Yes, it's abstract. But, in the hands of a good GM (and from what I'm reading, I do think High Guard combat would be best served with a GM describing the action, putting a picture of juggernaut starships ripping each other to shreds), this could be quite interesting.
It could be quite fun.
I'm going to have to somehow engineer a huge starship fight into my current campaign.
I think my players would get a kick out of this.
S4