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From: Paul and Kelly Westermeyer <westermeyer.3@???.edu> Date: Mon, 5 Jan 1998 23:04:17 -0500 (EST) Subject: Re: Spelljammer Construction System (Part II)
> The rules don't specify this, but it is true. However, the heavy >catapult is noted in the rules as being a trebuchet, a counterweight >device, and the strain of a continuous load should not be enough to >weaken the restraining ropes. I don't use that in my games, I think it was flawed (a statement written with little thought) in the book. Trebuchets are incredibly in accurate, and need to be very large for effective use, I wouldn't allow one on a vessel unless it was a special "gnome" design. On another note (returning to ship construction:)) I also think that it would require more then 1 person to fire a heavy catapult, even if it was already loaded. Aiming such a weapon would require a bit of strength, even on a turntable of some sort. For myself, I use "common sense" for weapon placement and ship design, I think about whether or not there's enough open space for the weapon, then if I think so I allow it. I also consider ascetics, which make a big difference in my games. I consider spelljammer design to be a form of sympathetic magic, a Flitter is agile because it looks agile, a groundling vessel doesn't look like it should fly therefore it doesn't do so very well. Same applies to sails used for maneuverabilty. When a galleon, for instance, is in flight under an active helm the sails billow even though there is no wind. When the ship turns, the sails and rudder need to be adjusted because that's what would be expected:). This philosophy (different from other thoughts I'd posted earlier, I know:)) works remarkably well for imagining how things work, keeps spelljammer firmly mystical (and away from sci-fi- when I do sci-fi I do Star Wars or Traveller:)) and helps explain things like the vipership:) Concerning weapon placements, well, if you try to cover a vessel like a Man-o-war from head to tail with Med ballistae, it's gonna affect things like MC because the ship will _look_ different. But, if you take a galleon and give it a large broadside it will probably not make much difference. A good example of "maxing out" a ship's armament while still keeping it useful is the _Oathtaker_, one of the unique ship's I posted which is now on several of the SJ webpages. Take a look at the map. My players wanted a ship with a _lot_ of weapons, but they wanted to run it w/ min crew. They were also broke so they took the tramp groundling nao they had and simply added a lot of weapons. they place a light catapult on deck, about the armament that most pirates would expect for a ship of this side. But, in the hold they placed two med ballistae firing to one side, and 1 heavy ballistae to the other. These ballistae are all very restricted in firing arc, but are concealed from casual observation. They also, require more crew then the party normally has, so they crew each side according to location of the enemy (they typically start loading them all as soon as a ship is sighted, which the other vessel can't see because they are below decks.) The other disadvantage is that they have no room for anything beyond personal items in the cargo hold (ballistae take up a lot of room). But, for their purposes, using the vessel as an adventuring craft and pirate trap, these are minor. "We look on the same stars, the sky is common, the same world surrounds us. What difference does it make by what pains each seeks the truth? We can not attain to so great a secret by one road..." Symmachus, "Memorial on the Occasion of the Removal of the Altar of Victory from the Senate House" (392 AD) westermeyer.3@???.edu Paul William Westermeyer
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Month Index: January, 1998