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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: 6608142" data-attributes="member: 6794231"><p>When I first approached the idea of how to travel in deep space using only the resources available to characters in my D&D realm, I thought about how to accomplish it easily rather than efficiently. The first major obstacle which presents itself to space-travel is the lack of stable atmosphere and drastic increase in radiation levels which occur in interstellar space. The obvious solution is an air-tight pressurized hull which can contain something similar to conditions normally experienced by creatures in their native environments. This can be replicated with the use of a <em>Planar Bubble</em> spell. The hull itself presented challenges as well and I thought of all suitable materials one could build an air-tight and incredibly resilient hull from, what better to use than pure magical force? Magical force is literally invulnerable to any amount of physical damage. Your ship crashes into an asteroid/planetoid/comet at orbital speeds whose best expression is in multiples of the speed of sound through air? No problems with an impregnable hull.</p><p></p><p>The biggest problem with traveling deep space to us mere humans is that we cannot find a fuel which is efficient enough to get us even to the nearest stars. In D&D this problem is easily overcome in a myriad of ways; portals to energetic planes, magical spells or psionic powers of permanent duration, the will of divine beings, pacts with demons in exchange for soul energy, etc. Let us assume that the crew has a limitless supply of energy to propel a given craft at even a slight acceleration. In the resistance free environment of space you don't need much energy output to gain great speeds over time. </p><p></p><p>Take it up a step and if you have sufficient magical or psionic energy you could simply use <em>Scrying </em>and <em>Teleport </em>spells and powers to scope out a given stellar neighborhood from afar before teleporting there instantaneously. One small problem with this idea when you're dealing with horizons like our own universe where you can look in any direction and see stars, star clusters and galaxies as far as the eye can see, the objects you're looking at may be insanely large distances away. A single bright dot of light in the night sky could be a cluster of billions of stars millions of light-years away, whereas another mote of light which appears to be right next to the aforementioned galaxy, but is in reality only a few light-years away and is comprised of a single large star and it's two dwarf companion stars.</p><p></p><p> I'm going to assume that like our own universe that Galaxies are formed mostly in spiral shapes and that elliptical galaxies are the minorities, most likely resulting from collisions between large spiral arm or disc-shaped galaxies. I'm also going to assume that the world of Greyhawk is situated in just such a galaxy with somewhere around the cosmic average of about 100 billion stars and some 50 billion planets. When you step outside your Solar neighborhood you would see objects which are only a few dozen to a few thousand light-years away relative to the plane of your home galaxy and when you looked perpendicular to the plane of your home galaxy, most of the objects you would see would be distant galaxies millions or billions of light-years away.</p><p></p><p>The solutions that I have devised in-game are dependent upon two lesser deities acting as a part of the ships' crew, between the two of them they can provide the ship with endless spells and psionic powers. I suppose you could still accomplish the same thing with magical or psionic items which can produce at will the appropriate spell or psionic power, or a crew of living or undead psions or wizards or whatever, but then you'd be limited to only a certain number of spells per day. Items could also have similar restrictions, depending on their level of power.</p><p></p><p>Just my thoughts on the matter so far.</p><p></p><p> I guess it's also worth mentioning that the PCs I'm running in this adventure are all ECL 67 Demigods themselves, and they all have significant resources of their own, to say the least.</p></blockquote><p></p>
[QUOTE="Benjamin Pass, post: 6608142, member: 6794231"] When I first approached the idea of how to travel in deep space using only the resources available to characters in my D&D realm, I thought about how to accomplish it easily rather than efficiently. The first major obstacle which presents itself to space-travel is the lack of stable atmosphere and drastic increase in radiation levels which occur in interstellar space. The obvious solution is an air-tight pressurized hull which can contain something similar to conditions normally experienced by creatures in their native environments. This can be replicated with the use of a [I]Planar Bubble[/I] spell. The hull itself presented challenges as well and I thought of all suitable materials one could build an air-tight and incredibly resilient hull from, what better to use than pure magical force? Magical force is literally invulnerable to any amount of physical damage. Your ship crashes into an asteroid/planetoid/comet at orbital speeds whose best expression is in multiples of the speed of sound through air? No problems with an impregnable hull. The biggest problem with traveling deep space to us mere humans is that we cannot find a fuel which is efficient enough to get us even to the nearest stars. In D&D this problem is easily overcome in a myriad of ways; portals to energetic planes, magical spells or psionic powers of permanent duration, the will of divine beings, pacts with demons in exchange for soul energy, etc. Let us assume that the crew has a limitless supply of energy to propel a given craft at even a slight acceleration. In the resistance free environment of space you don't need much energy output to gain great speeds over time. Take it up a step and if you have sufficient magical or psionic energy you could simply use [I]Scrying [/I]and [I]Teleport [/I]spells and powers to scope out a given stellar neighborhood from afar before teleporting there instantaneously. One small problem with this idea when you're dealing with horizons like our own universe where you can look in any direction and see stars, star clusters and galaxies as far as the eye can see, the objects you're looking at may be insanely large distances away. A single bright dot of light in the night sky could be a cluster of billions of stars millions of light-years away, whereas another mote of light which appears to be right next to the aforementioned galaxy, but is in reality only a few light-years away and is comprised of a single large star and it's two dwarf companion stars. I'm going to assume that like our own universe that Galaxies are formed mostly in spiral shapes and that elliptical galaxies are the minorities, most likely resulting from collisions between large spiral arm or disc-shaped galaxies. I'm also going to assume that the world of Greyhawk is situated in just such a galaxy with somewhere around the cosmic average of about 100 billion stars and some 50 billion planets. When you step outside your Solar neighborhood you would see objects which are only a few dozen to a few thousand light-years away relative to the plane of your home galaxy and when you looked perpendicular to the plane of your home galaxy, most of the objects you would see would be distant galaxies millions or billions of light-years away. The solutions that I have devised in-game are dependent upon two lesser deities acting as a part of the ships' crew, between the two of them they can provide the ship with endless spells and psionic powers. I suppose you could still accomplish the same thing with magical or psionic items which can produce at will the appropriate spell or psionic power, or a crew of living or undead psions or wizards or whatever, but then you'd be limited to only a certain number of spells per day. Items could also have similar restrictions, depending on their level of power. Just my thoughts on the matter so far. I guess it's also worth mentioning that the PCs I'm running in this adventure are all ECL 67 Demigods themselves, and they all have significant resources of their own, to say the least. [/QUOTE]
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