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Any Spelljammers out there?

Do you play the Spelljammer campaign setting?

  • Yes, I play Spelljammer

    Votes: 42 42.9%
  • I know what Spelljammer is, but i don't play it.

    Votes: 53 54.1%
  • What is Spelljammer?

    Votes: 3 3.1%

I could never get any of my groups to play it because they hated the (in the words of one player) "Mickey Mouse Physics" which was ironic because I was the only Physicist in the room (and the only one with any post-Freshman year exposure to science) and the loudest voice was an actor followed by a computer programming major. This was also the group that got incredibly mad with me when I made the "no logical secondary effects from spells because this is magic not science" rule after they tried to use fireballs to blind their targets.

And I never understood why the setting Nazis got so upset about the Polyhedron article. It was very much a toolkit thinly disguised as a setting and a lot of it was portable. But then again I have players who get upset because I routinely ignored Classic World of Darkness and Forgotten Realms metaplot in my games.
 

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I really liked the Spelljammer concept back in the 90s when I first encountered it. I organized a campaign to play, but:
Inglorious Game and Campaign Failure Total Bullgrit
I had worked up a big interest in Spelljammer from reading the campaign book and a few accessories. I told my Players that I wanted to run a campaign of it, and they agreed. I told them to make up some 7th-level characters (2 each for 3 Players) using just the core AD&D2 rules. Given a week’s delay, I created a crystal sphere including the PCs’ home planet, the Rock of Bral, and 8 or 10 other planets. I was very happy and excited about this coming campaign – it was going to be SO COOL!

I created several encounters to sprinkle throughout the campaign, including ships of pirates, slavers, undead, etc. The campaign would start with the PCs leaving their planet (the first to do so for their nation) and heading for the Rock of Bral. An enemy nation had a ship in orbit to stop the PCs.

Well, when we all gathered for the first game session, things started to unravel immediately. First off, one of the Players had created “illegal” PCs. His two characters were a demi-human multiclass deal that my PHB said were not allowed. He showed me his PHB, and they were allowed in there. So there had been a change during the pub run at some time. I let him keep his characters as they were – it wasn’t a big deal.

The PCs’ ship took off and headed into space. Soon they were intercepted by the enemy ship. The PCs’ ship had only one ranged ship-weapon, and the enemy ship had two ranged ship-weapons (each a little more powerful than the PCs’ ship-weapon). The PCs had only a few crewmen (low-level types, not even in the same league as the PCs), but the six PCs themselves were a formidable force. The enemy ship was loaded up with a bunch of low-level marines.

My thoughts on the encounter and campaign start was that the PCs would close on the enemy ship to fight man-to-man, and then have a fun battle with the enemy grunts. We’d get all the PCs involved in a grand battle. Then the PCs would capture the enemy vessel. When they got to Bral, they could pool their ship and the captured ship together and then buy a really cool ship that they chose for themselves. (They started with a basic flying cog.)

But that ain’t how it went down.

The enemy ship was trying to close on the PCs’ ship (to get in grappling range), but the PCs kept things at range, even though they were taking more damage than they were dealing out. As hard as I tried, I could not get the PCs to see the folly of their tactics, and could not get the ships together.

Eventually, the PCs’ ship was whittled down to destruction. All that was left was for the enemy ship to sail in and capture the PCs from the wreckage. I stopped the game session at that point.

Right after this game session, one of the Players stated his desire to change characters. He said he didn’t realize what the campaign would be like – although I had told them in solid terms what the campaign was going to be like, and he had only seen one encounter at all – and he wanted to choose characters that would work better – his characters hadn’t done anything at all yet because the group didn’t engage the enemy ship except at ship-weapon ranges. So I don’t know how he made a decision that his characters weren’t right for the campaign.

A few days later, one of the other Players had to bail out of the campaign because of work issues. So I just dropped the whole campaign. This was my one and only attempt to DM AD&D2. (Although I played a PC in a many-month-long campaign with someone else DMing.)

Bullgrit
That was my one and only shot at playing Spelljammer.
Bullgrit
 



I used to play quite a bit of Spelljammer D&D back in the good old days. It is an awesome setting. I have gotten alot of great ideas from the Spelljammer Community.

I love that Planejamming was introduced in 4E as a kind of nod back to SJ, but the original spelljamming still had a lot more going, including that great selection of awesome ships.

-Havard
 

I never ran a full bore Spelljammer campaign, but I did do a SJ 'side trek' in the midst of a FR campaign... basically, they found a spelljammer ship with a helm, and went exploring Realms Space for a while...
 



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