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D&D Direct Live Report: 9am PDT (5pm BST) SPELLJAMMER CONFIRMED! DRAGONLANCE!
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8614470" data-attributes="member: 7023887"><p>I mean . . . it wasn't named "Phlogistonjammer" or "Phlojammer". It was named "Spelljammer" after the types of ships that were the main mode of transportation in the setting. A "spelljammer" is a play on a windjammer. Windjammers could move because of its sails and a Spelljammer could move because it consumes spells. So changing the name to "Astraljammer," "Starjammer," or "Planejammer" really wouldn't make much sense.</p><p></p><p>And the Phlogiston really wasn't that important to the setting before. There were barely any creatures native to it (mostly just those undead that were people who died in the Phlo), most combat and adventuring happened inside of the Crystal Spheres, and it really only served as a boring "hyperspace" to connect the worlds together. The Astral Sea has more creatures native to it, is more open to having adventures and combat encounters take place there, and can also serve as a hyperspace connecting the worlds together. And, yes, getting rid of the Phlo does simplify D&D's already overcomplicated cosmology a bit, which is probably a good thing (depends on who you ask). Also, taking a Spelljamming ship to the petrified corpse of a dead god is just awesome.</p><p></p><p>So, the ships still run on spells, you can still travel to other settings using magical hyperspace, it still serves the purpose of being a combination of nautical and space adventures, and has most of the same creatures (from what we've seen so far). It's still Spelljammer, just like Ravenloft is still Ravenloft after getting rid of the Core, and Eberron is still Eberron after changing how Dragonmarks worked. Changing a few fairly minor parts of the setting doesn't make it not be that setting anymore.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8614470, member: 7023887"] I mean . . . it wasn't named "Phlogistonjammer" or "Phlojammer". It was named "Spelljammer" after the types of ships that were the main mode of transportation in the setting. A "spelljammer" is a play on a windjammer. Windjammers could move because of its sails and a Spelljammer could move because it consumes spells. So changing the name to "Astraljammer," "Starjammer," or "Planejammer" really wouldn't make much sense. And the Phlogiston really wasn't that important to the setting before. There were barely any creatures native to it (mostly just those undead that were people who died in the Phlo), most combat and adventuring happened inside of the Crystal Spheres, and it really only served as a boring "hyperspace" to connect the worlds together. The Astral Sea has more creatures native to it, is more open to having adventures and combat encounters take place there, and can also serve as a hyperspace connecting the worlds together. And, yes, getting rid of the Phlo does simplify D&D's already overcomplicated cosmology a bit, which is probably a good thing (depends on who you ask). Also, taking a Spelljamming ship to the petrified corpse of a dead god is just awesome. So, the ships still run on spells, you can still travel to other settings using magical hyperspace, it still serves the purpose of being a combination of nautical and space adventures, and has most of the same creatures (from what we've seen so far). It's still Spelljammer, just like Ravenloft is still Ravenloft after getting rid of the Core, and Eberron is still Eberron after changing how Dragonmarks worked. Changing a few fairly minor parts of the setting doesn't make it not be that setting anymore. [/QUOTE]
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D&D Direct Live Report: 9am PDT (5pm BST) SPELLJAMMER CONFIRMED! DRAGONLANCE!
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