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Its good enough if you've never heard of Spelljammer and want an approachable means of exploring it, but its a proverbial Demo compared to a more involved adaptation of the OG material.

And thank goodness for that.

Unpopular opinion time:

The last thing settings need are pages and pages of setting wank. Give me encounter areas, with stats and whatnot, that I can actually use. Don’t give me more than a base framework for a setting.

The adventure path is the best way to showcase a setting.
 

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And thank goodness for that.

Unpopular opinion time:

The last thing settings need are pages and pages of setting wank. Give me encounter areas, with stats and whatnot, that I can actually use. Don’t give me more than a base framework for a setting.

The adventure path is the best way to showcase a setting.
So you're against settings altogether? Because doing what you're suggesting would literally be nothing but financial exploitation, as all they'd be able to do is trade on the names.
 

Its good enough if you've never heard of Spelljammer and want an approachable means of exploring it, but its a proverbial Demo compared to a more involved adaptation of the OG material.
Anyone who sells me a game where we jump on ships and cruise through the stars looking for adventure, but frogets to add any rules for hot ship-to-ship action, has failed to create a product that was good enough. Also, I didn't want a demo I wanted a setting.
 

The last thing settings need are pages and pages of setting wank. Give me encounter areas, with stats and whatnot, that I can actually use. Don’t give me more than a base framework for a setting.
I'm the opposite. As I contemplating a Cyberpunk 2020 campaign I looked through the Night City sourcebook first published in 1991. I was able to pull some gangs, locations, NPCs, and other useful tidbits that saved me a lot of legwork while I built my own scenario. I did the same thing using the Forgotten Realms Wiki a few years back when I ran a D&D campaigns. I loved detailed settings. Encounter areas with stats are great, but give me more.
 


unpopular opinion: far too many players don't have enough objectivity and are far too lenient when judging the morality of their own actions, they are frequently more than willing to perform atrocities that they would condem others for doing but will self-justify them because "we're doing it for a good cause" or "it's different when it's us doing it"
 

unpopular opinion: far too many players don't have enough objectivity and are far too lenient when judging the morality of their own actions, they are frequently more than willing to perform atrocities that they would condem others for doing but will self-justify them because "we're doing it for a good cause" or "it's different when it's us doing it"
that's not players, that's just people. i think most people are just flat-out bad at self reflection (whether that means they're too lenient or too harsh on themselves, and in regards to what, varies drastically from person to person).
 

unpopular opinion: far too many players don't have enough objectivity and are far too lenient when judging the morality of their own actions, they are frequently more than willing to perform atrocities that they would condem others for doing but will self-justify them because "we're doing it for a good cause" or "it's different when it's us doing it"
Yeah, that’s people in general. It’s telling that the worst monsters in history saw themselves as saints and saviors. Hell, sometimes even people in later generations saw them as saints and saviors.

Apropos of nothing, it’s wild how much D&D players talk a out morality when the core gameplay loop is: pick someone else’s home, invade it, kill every living thing therein, and haul out anything valuable you can find…only to be rewarded by someone in charge of something laughably referred to as “civilization.”
 


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Into the Woods

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