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Considering alternative space-faring D&D setting to Spelljammer (astronomy/physics majors welcome)
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<blockquote data-quote="Kitchen_Duty" data-source="post: 6602615" data-attributes="member: 6794623"><p>Hey I just ran my first spelljammer campaign on Saturday and did a little messing around with the original setting. These are mostly bullet points from my notes. Also, I haven't gotten to any nitty gritty details on specifics b/c it's a work in progress.</p><p></p><p>OK, I treat the whole spelljammer travel kind of like<a href="http://babylon5.wikia.com/wiki/Hyperspace" target="_blank"> hyperspace from Babylon 5</a> (hope you've seen it). But here's what I do:</p><p></p><p>The material plane and Astral Plane overlap, allows for all those cool spells dealing with the Astral plane, travel/bags of holding etc. Now, there is an alternate Astral Plane called the Astral Sea which is accessed by spelljammers literally casting gate upon themselves and jumping into the Astral Sea/Material Plane. Luckily travel in the Sea is much quicker than the material plane,so you're able to go between planets/solar systems exponentially quicker. </p><p></p><p>Phlogiston still exists, it's like the "air" in the Astral Sea. It flows in 3D currents (like an ocean) and is still flammable. This allows slower spelljammers the ability to ride the currents between places and not just constantly dumping spells into your helm. </p><p></p><p>Also, similar to the Astral Plane, there are "pools" that allow travel to other planes, trick is you have to traverse "down" into the deeper parts of the Sea to access them. Deeper you go, the more dangerous it can be. Think bigger, badder, fish the deeper you go into the ocean. This allows our pc's to travel to all the cool worlds and not worry about big space dragons super early. But if they need to access a plane of existence that has a known chartable location they can go that.</p><p></p><p>So once you're in the sea, the helm of your ship detects gravity wells on the other side and won't allow you to jump into a star/planet. Same on the other side, you have to be in orbit of a planetoid to activate the helm. Also, since the astral sea has current and the material plane is in constant motion (think orbiting solar systems, galaxies) constant updated charts are required. </p><p></p><p>Since the helm can detect gravity wells, this allows exploration of uncharted solar systems because the helm will indicate a gravity well on the other side that the PC's can compare to charts and go "hey this wasn't here before/hasn't been discovered). </p><p></p><p>I treated the air bubbles around ships similar to the original.</p></blockquote><p></p>
[QUOTE="Kitchen_Duty, post: 6602615, member: 6794623"] Hey I just ran my first spelljammer campaign on Saturday and did a little messing around with the original setting. These are mostly bullet points from my notes. Also, I haven't gotten to any nitty gritty details on specifics b/c it's a work in progress. OK, I treat the whole spelljammer travel kind of like[URL="http://babylon5.wikia.com/wiki/Hyperspace"] hyperspace from Babylon 5[/URL] (hope you've seen it). But here's what I do: The material plane and Astral Plane overlap, allows for all those cool spells dealing with the Astral plane, travel/bags of holding etc. Now, there is an alternate Astral Plane called the Astral Sea which is accessed by spelljammers literally casting gate upon themselves and jumping into the Astral Sea/Material Plane. Luckily travel in the Sea is much quicker than the material plane,so you're able to go between planets/solar systems exponentially quicker. Phlogiston still exists, it's like the "air" in the Astral Sea. It flows in 3D currents (like an ocean) and is still flammable. This allows slower spelljammers the ability to ride the currents between places and not just constantly dumping spells into your helm. Also, similar to the Astral Plane, there are "pools" that allow travel to other planes, trick is you have to traverse "down" into the deeper parts of the Sea to access them. Deeper you go, the more dangerous it can be. Think bigger, badder, fish the deeper you go into the ocean. This allows our pc's to travel to all the cool worlds and not worry about big space dragons super early. But if they need to access a plane of existence that has a known chartable location they can go that. So once you're in the sea, the helm of your ship detects gravity wells on the other side and won't allow you to jump into a star/planet. Same on the other side, you have to be in orbit of a planetoid to activate the helm. Also, since the astral sea has current and the material plane is in constant motion (think orbiting solar systems, galaxies) constant updated charts are required. Since the helm can detect gravity wells, this allows exploration of uncharted solar systems because the helm will indicate a gravity well on the other side that the PC's can compare to charts and go "hey this wasn't here before/hasn't been discovered). I treated the air bubbles around ships similar to the original. [/QUOTE]
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