WotC What classic setting SHOULD WotC publish and why?

If they want to do ships in the Astral and use them to travel from location to location, that's cool with me.

But Spelljammer takes place in space. There aren't any of the space hazards in the Astral: it's timeless, so you don't need to breathe, eat, or drink, and maintaining your 'jammer's air envelope and making you have enough provisions on your ship is actually important in Spelljammer. The lack of gravity doesn't even work in the same way: Spelljammer at least pretends to use physics in the way freefall works, meaning falling overboard is actually risky. In the Astral, you can just think yourself wherever you want to go. And unless they completely rewrite the Astral, there's also no planets, asteroids, comets, or--as TV Tropes puts it--negative space wedgies there, while they exist in spades in Spelljammer. Nor would most of the kooky space opera/Star Trek/misc. space anime creatures or events of Spelljammer really fit into the Astral.

Yes, it's possible for them to do the Astral Sea, but I really don't think that they'll be able to do Spelljammer that way. They're just too different.
Note that none of these lacks apply to the 4e Astral Sea - it's jam-packed with adventure.
 

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Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
Greyhawk. Because it is the grandaddy of settings.

Nentir Vale. Because 4e fans should get some love.

Taladas. Because it's awesome.

Kara-Tur (and, by exention, Zakhara). Because it needs to be retooled to be... less problematic... and less headdesk inducing. Plus D&D should explore other cultures.

Selljammer. Just to shut up the Spelljammer fans (j/k).
 



NiClerigo

Adventurer
I'm likely in the minority, but I sure would love a Birthright product: it is the one that feels more realistic in terms of medieval feel, and could be a product in which they use gritty DMG rules that can increase intrigue; political negotiations and intrigue suggestions; mass combat; rulership options; exceptional magic users, and other elements that in my opinion are not commonly found in D&D games. It's my favorite setting along with Eberron
 

Fenris-77

Small God of the Dozens
Supporter
But "Planejammer" could be the Astral Sea. That seems to be the best bet for a hybrid of the two. Meaning, spelljammers are just another way of traveling the planes, but via the Astral Sea.
Precisely. My current plan is to mash Into the Odd together with Skycrawl both rejigged for something like BX and then leavened with whatever official bits I feel like cleverly disusing. Painting over Sigil could be a chore, but I think the right idea there is go heavy on evocative detail and light on specifics, so it can develop at the table when played. I dislike too much lore.
 


Mercurius

Legend
Ideally, none of them! I wish they would do something new and release material that is creative and original and not just a re-hash of something from older editions. But this is wotc we're talking about so...I don't know...planejammer I guess.
Thankfully they aren't only re-releasing old stuff. They've done Ravnica, Theros, and Wildemount - all new to 5E - and only the Realms (kinda) and Eberron among classic settings.

I think we'll see more of the same: classic settings, Magic planes, and occasionally (maybe/hopefully) something new.
 

Fenris-77

Small God of the Dozens
Supporter
Ideally, none of them! I wish they would do something new and release material that is creative and original and not just a re-hash of something from older editions. But this is wotc we're talking about so...I don't know...planejammer I guess.
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When you have eliminated the impossible, or the simply boring, whatever remains, however Astral Pirate-y it might be, must be the truth.
 

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