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General Tabletop Discussion
D&D Older Editions
How would you re-envision Spelljammer with 4e?
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<blockquote data-quote="Najo" data-source="post: 3976415" data-attributes="member: 9959"><p>First off, I am a big fan of Baron Munchausen. I agree that there are some elements from it that fit in to Spelljammer. With that said, I think if you get too silly with Spelljammer it would hurt its sales. Giant Space Hamsters is bad. </p><p></p><p>Roleplaying games require suspension of disbelief. If the silly overtakes the believablity for players to immerse themselves, I think people will not take to the setting as much. </p><p></p><p>Now, with that said, I do agree that Spelljammer should be more fantasy than scifi. It should feel like swashbuckling. More pirates of the carribean than star wars. </p><p></p><p>Spelljammer should have its own cosmology. Space meets pseudo science of the old setting, then mixed with planar touches. I like the idea of githyaknki pirates coming out of the astral and attacking spelljammers.</p><p></p><p>Most of the old setting should be kept but giving a new look and feel. Negoi are great. Mindflayers, Scros, Giff, Arcane, spacefaring elves, goblins, dwarves, halgflings, etc. All are good. </p><p></p><p>I also think helms should be redone. I like the idea of arcane magic fueling the ships. Chaining a wizard to a spelljamming helm is not very fun though and the helm having to high a gold value is an issue too. I think helms and the powersource for the ship should be seperated. Powersources could be bound elementals or living spells in some sort of magical chamber. They could be unstable and difficult to trade or sell and requiring difficult rituals to put into place on the ship. The helm could then be used for guiding the spelljammer, requiring spellcasters to travel through planar flow routes or something.</p></blockquote><p></p>
[QUOTE="Najo, post: 3976415, member: 9959"] First off, I am a big fan of Baron Munchausen. I agree that there are some elements from it that fit in to Spelljammer. With that said, I think if you get too silly with Spelljammer it would hurt its sales. Giant Space Hamsters is bad. Roleplaying games require suspension of disbelief. If the silly overtakes the believablity for players to immerse themselves, I think people will not take to the setting as much. Now, with that said, I do agree that Spelljammer should be more fantasy than scifi. It should feel like swashbuckling. More pirates of the carribean than star wars. Spelljammer should have its own cosmology. Space meets pseudo science of the old setting, then mixed with planar touches. I like the idea of githyaknki pirates coming out of the astral and attacking spelljammers. Most of the old setting should be kept but giving a new look and feel. Negoi are great. Mindflayers, Scros, Giff, Arcane, spacefaring elves, goblins, dwarves, halgflings, etc. All are good. I also think helms should be redone. I like the idea of arcane magic fueling the ships. Chaining a wizard to a spelljamming helm is not very fun though and the helm having to high a gold value is an issue too. I think helms and the powersource for the ship should be seperated. Powersources could be bound elementals or living spells in some sort of magical chamber. They could be unstable and difficult to trade or sell and requiring difficult rituals to put into place on the ship. The helm could then be used for guiding the spelljammer, requiring spellcasters to travel through planar flow routes or something. [/QUOTE]
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How would you re-envision Spelljammer with 4e?
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