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crystal spheres ?
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<blockquote data-quote="GQuail" data-source="post: 3642625" data-attributes="member: 30709"><p>To be fair, Spelljammer predates Planescape by a bit, doesn't it? And whilst the Great Wheel is the default cosmology pretty much from the get go (albeit not quite as we recognise it today) the planes were a lot more haphazard an invention in the early days.</p><p></p><p>Spelljammer doesn't really plug into the planes if you use both as written: they each are doing essentially the same thing, providing access to "out theres" to travel to, and connecting pre-existing campaign settings into the bargain. In particular, the former always seemed to feel a lot more "first edition", despite being an 2nd ed product: the latter is much more rooted in it's own dinstinct direction. Ultimately, the idea of "heavens", "hells" and what not are far more typical fantasy fare than Spelljammers crystal spheres - so D&D carried on with the latter, Greyhawk Ruins notwithstanding. ;-)</p><p></p><p>In my own campaing world, I just had some Spelljammer related antics: the Neogi, supposedly a dead race on my world, arrived in some kind of giant flying spider-ship. They had caused a revolt in a city using their mind powers just so they could blag some slaves and make off with them. I did have to spend some time plugging the idea into what I had revealed about my planar cosmology, though, as well as considering if it would be too "silly" an idea. (Oh, and do I want to risk my players getting their hands on their own spaceship?) It worked out pretty well, in the end, and my group is light-hearted enough that they could roll with it - and the ship is a Lifejammer, so they won't hurry to get it into the air. Still, it's not for everyone: in particular, I'm wary of how the PC whose player has a doctorate in Physics will react when she realises that the planet does not orbit a sun, but the other way round, or that there's a crystal sphere cutting the system off for a flammable soup outside...</p></blockquote><p></p>
[QUOTE="GQuail, post: 3642625, member: 30709"] To be fair, Spelljammer predates Planescape by a bit, doesn't it? And whilst the Great Wheel is the default cosmology pretty much from the get go (albeit not quite as we recognise it today) the planes were a lot more haphazard an invention in the early days. Spelljammer doesn't really plug into the planes if you use both as written: they each are doing essentially the same thing, providing access to "out theres" to travel to, and connecting pre-existing campaign settings into the bargain. In particular, the former always seemed to feel a lot more "first edition", despite being an 2nd ed product: the latter is much more rooted in it's own dinstinct direction. Ultimately, the idea of "heavens", "hells" and what not are far more typical fantasy fare than Spelljammers crystal spheres - so D&D carried on with the latter, Greyhawk Ruins notwithstanding. ;-) In my own campaing world, I just had some Spelljammer related antics: the Neogi, supposedly a dead race on my world, arrived in some kind of giant flying spider-ship. They had caused a revolt in a city using their mind powers just so they could blag some slaves and make off with them. I did have to spend some time plugging the idea into what I had revealed about my planar cosmology, though, as well as considering if it would be too "silly" an idea. (Oh, and do I want to risk my players getting their hands on their own spaceship?) It worked out pretty well, in the end, and my group is light-hearted enough that they could roll with it - and the ship is a Lifejammer, so they won't hurry to get it into the air. Still, it's not for everyone: in particular, I'm wary of how the PC whose player has a doctorate in Physics will react when she realises that the planet does not orbit a sun, but the other way round, or that there's a crystal sphere cutting the system off for a flammable soup outside... [/QUOTE]
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