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Considering alternative space-faring D&D setting to Spelljammer (astronomy/physics majors welcome)
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<blockquote data-quote="Benjamin Pass" data-source="post: 6595486" data-attributes="member: 6794231"><p>So, here pretty recently I've wanted to run a fantasy game in outer-space. Whilst I was contemplating ways to challenge PCs in an outer-space-but-still-on-the-material-plane type adventures, I discovered that someone else had beaten me to the punch many years before. Enter Spelljammer.</p><p></p><p><a href="http://en.wikipedia.org/wiki/Spelljammer" target="_blank">http://en.wikipedia.org/wiki/Spelljammer</a></p><p></p><p>Now, let it be said that I think the setting over all is well-written and pretty cool, but somehow it just seems limited and kinda two-dimensional. Also, I am not a fan of the fact that it's based on the Ptolemaic system. To me, a universe in which the structure, size and scale is more similar to our own universe would make a much better setting for adventure, especially given the fantasy settings' ability to overcome the challenges presented to us on Earth. For example, <em>Greater Teleport</em> can be used to overcome our major obstacle as humans, that obstacle being the ENORMOUS distances between the stars compared to the relatively slow speed of light as a cosmic speed limit. Powerful Divination magic can be used to view potential solar systems from a distance and allow for teleportation there to be possible.</p><p></p><p>I'm something of an amateur astronomer and as such have a deep admiration for nature and the universe in which we live. Combine my love of astronomy with my love of fantasy and it's sure to be a recipe for success.</p><p></p><p>How concerned do you all think I should be about "breaking the canon" of the Greyhawk setting by eliminating the Crystal spheres, Wildspace, The Phlogiston, the insane inconsistencies in the laws of physics, etc.? My Greyhawk setting is only slightly modified from the canon, but I'm considering making the outer space surrounding the Oerth drastically different from Spelljammer canon and more similar to our own universe, as previously stated. I don't mind leaving the system Geocentric though, as the unusual orbit of the celestial bodies can be explained as having been put in place by some powerful creator deity (Gary Gygax).</p><p></p><p>Now, even though the size, scale and consistency in the laws of physics may getting a revamp to be more "realistic," the very existence of gods, magic and psionics opens up possibilities for the structure of Solar Systems, Nature of Interstellar objects/artifacts, and the nature of any alien species that may be encountered while sailing among the stars. This excites me a great deal! I've even gone so far as to create a table for randomly generating solar systems and native species.</p><p></p><p>Has anyone else tried anything similar to this before? Would anyone care to offer advice or share experiences from adventures which arguably blur the line between fantasy and sci-fi?</p></blockquote><p></p>
[QUOTE="Benjamin Pass, post: 6595486, member: 6794231"] So, here pretty recently I've wanted to run a fantasy game in outer-space. Whilst I was contemplating ways to challenge PCs in an outer-space-but-still-on-the-material-plane type adventures, I discovered that someone else had beaten me to the punch many years before. Enter Spelljammer. [URL]http://en.wikipedia.org/wiki/Spelljammer[/URL] Now, let it be said that I think the setting over all is well-written and pretty cool, but somehow it just seems limited and kinda two-dimensional. Also, I am not a fan of the fact that it's based on the Ptolemaic system. To me, a universe in which the structure, size and scale is more similar to our own universe would make a much better setting for adventure, especially given the fantasy settings' ability to overcome the challenges presented to us on Earth. For example, [I]Greater Teleport[/I] can be used to overcome our major obstacle as humans, that obstacle being the ENORMOUS distances between the stars compared to the relatively slow speed of light as a cosmic speed limit. Powerful Divination magic can be used to view potential solar systems from a distance and allow for teleportation there to be possible. I'm something of an amateur astronomer and as such have a deep admiration for nature and the universe in which we live. Combine my love of astronomy with my love of fantasy and it's sure to be a recipe for success. How concerned do you all think I should be about "breaking the canon" of the Greyhawk setting by eliminating the Crystal spheres, Wildspace, The Phlogiston, the insane inconsistencies in the laws of physics, etc.? My Greyhawk setting is only slightly modified from the canon, but I'm considering making the outer space surrounding the Oerth drastically different from Spelljammer canon and more similar to our own universe, as previously stated. I don't mind leaving the system Geocentric though, as the unusual orbit of the celestial bodies can be explained as having been put in place by some powerful creator deity (Gary Gygax). Now, even though the size, scale and consistency in the laws of physics may getting a revamp to be more "realistic," the very existence of gods, magic and psionics opens up possibilities for the structure of Solar Systems, Nature of Interstellar objects/artifacts, and the nature of any alien species that may be encountered while sailing among the stars. This excites me a great deal! I've even gone so far as to create a table for randomly generating solar systems and native species. Has anyone else tried anything similar to this before? Would anyone care to offer advice or share experiences from adventures which arguably blur the line between fantasy and sci-fi? [/QUOTE]
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