09-25-2018, 05:03 PM | #11 | |
Join Date: Aug 2004
Location: God's Own Country
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Re: [Vehicles, LT] Points-of-Sailing Effects
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For anything bigger than a single mast it's faster and safer and easier to turn the ship around rather than try and go backwards.
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Paul May | MIB 1138 (on hiatus) |
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09-25-2018, 05:57 PM | #12 | ||
Join Date: Jul 2009
Location: Oklahoma City
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Re: [Vehicles, LT] Points-of-Sailing Effects
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As to the other types, many types other than the three in Vehicles (including junk and spinnakers) are discussed in VE1, though for performance purposes, they refer back to the original three. Quote:
[Edit] Found the image I was referring to above
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog Last edited by Gigermann; 09-26-2018 at 11:56 AM. |
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09-25-2018, 09:24 PM | #13 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Vehicles, LT] Points-of-Sailing Effects
Quote:
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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09-26-2018, 09:11 PM | #14 | ||
Join Date: Aug 2004
Location: God's Own Country
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Re: [Vehicles, LT] Points-of-Sailing Effects
Quote:
Which is why I have to convert things a bit all the time while using those rules. Quote:
Common enough=/=easy or safe. If you can turn, you turn in preference to backing even if turning is hard. This is why tugs exist; oared tugs existed in mediaeval times for this very reason, especially since anything that's likely to need any help turning is going to manoeuvre like an overweight cow. They'd also use their own boats for the same purpose. So the only time you'd do it is, like the twisting river, there's no space to turn around.
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Paul May | MIB 1138 (on hiatus) Last edited by Kax; 09-26-2018 at 09:14 PM. |
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