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PlaneJammer: Sailing the Astral Sea
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<blockquote data-quote="Voadam" data-source="post: 8335148" data-attributes="member: 2209"><p>I would lean heavily on the 4e Planescape spelljammer stuff as opposed to the 2e.</p><p></p><p>2e has a lot of normal D&D in space aspects so there are mortal world heavy elements: Kara Tur fleets, Krynnish gnomes, Egyptian specific cults gaining their spells when others do not, lizardman crew, ancient elvish empire, secret advanced orc empire that hates the elves, and so on. Leaning in on the weirder stuff like mind flayers and gith which already have planar associations gives it a more appropriate planar feel IMO. If you are going for a planejammer specific aesthetic some traditional 2e planescape stuff won't work as well.</p><p></p><p>I did a more planar swap out when running a Concordant Opposition gate town in a 3e module, swapping out elf and dwarf NPCs for planetouched and azers and so on.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8335148, member: 2209"] I would lean heavily on the 4e Planescape spelljammer stuff as opposed to the 2e. 2e has a lot of normal D&D in space aspects so there are mortal world heavy elements: Kara Tur fleets, Krynnish gnomes, Egyptian specific cults gaining their spells when others do not, lizardman crew, ancient elvish empire, secret advanced orc empire that hates the elves, and so on. Leaning in on the weirder stuff like mind flayers and gith which already have planar associations gives it a more appropriate planar feel IMO. If you are going for a planejammer specific aesthetic some traditional 2e planescape stuff won't work as well. I did a more planar swap out when running a Concordant Opposition gate town in a 3e module, swapping out elf and dwarf NPCs for planetouched and azers and so on. [/QUOTE]
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PlaneJammer: Sailing the Astral Sea
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