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Worlds of Design: Spelljammer 2.0
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<blockquote data-quote="DaffCon1" data-source="post: 8847966" data-attributes="member: 26627"><p>As I've said before, I've long been a fan of Spelljammer, since the 2E set came out... But I've always felt that one of the failings of Spelljammer was that there didn't seem to be much consideration for the impact of spelljamming on groundling nations.</p><p></p><p>You'd be able to create accurate, planet-wide maps with just a few days of work. Sure, you wouldn't necessarily know that this large community is called Biggzittee or that it's the capital of Ovairyondur, but you'd know the city is there, how far from the coast it is, what rivers were nearby, and how to navigate to that distance coast.</p><p></p><p>Distant nations -- and their goods -- would become a suborbital hop away. Why bother with journeys of weeks or even months, lugging mass quantities of trade goods, when you can take a shipload of stuff and be there in less than a day?</p><p></p><p>And then there's the military implications. Even if you stick to ground-based infantry and cavalry, just a couple of spelljamming ships and a few days' time can put a sizeable force within striking distance of a particular objective, without all the bother of marching there and tangling with the opposing troops betwixt here and there.</p><p></p><p>Spelljammer was my first love of D&D settings, but I've always recognized that it had its flaws.</p></blockquote><p></p>
[QUOTE="DaffCon1, post: 8847966, member: 26627"] As I've said before, I've long been a fan of Spelljammer, since the 2E set came out... But I've always felt that one of the failings of Spelljammer was that there didn't seem to be much consideration for the impact of spelljamming on groundling nations. You'd be able to create accurate, planet-wide maps with just a few days of work. Sure, you wouldn't necessarily know that this large community is called Biggzittee or that it's the capital of Ovairyondur, but you'd know the city is there, how far from the coast it is, what rivers were nearby, and how to navigate to that distance coast. Distant nations -- and their goods -- would become a suborbital hop away. Why bother with journeys of weeks or even months, lugging mass quantities of trade goods, when you can take a shipload of stuff and be there in less than a day? And then there's the military implications. Even if you stick to ground-based infantry and cavalry, just a couple of spelljamming ships and a few days' time can put a sizeable force within striking distance of a particular objective, without all the bother of marching there and tangling with the opposing troops betwixt here and there. Spelljammer was my first love of D&D settings, but I've always recognized that it had its flaws. [/QUOTE]
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Worlds of Design: Spelljammer 2.0
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