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How would you re-envision Spelljammer with 4e?
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<blockquote data-quote="Danzauker" data-source="post: 3980745" data-attributes="member: 1929"><p>I'm on the "remove unnecessary silly" wagon.</p><p></p><p>Some can be left of course, it's part of the SJ flavour, so OK to Giff, for example.</p><p></p><p>But don't overdo it. Pirates of the Caribbean in space is OK. No more than that.</p><p></p><p>The setting them must REALLY be made a standalone and consistent (as much as a high fantasy setting as this can be made) setting.</p><p></p><p>The base structure of the political forces must be written out with much more detail than in the past, the homeworlds of the main races, their agendas and their relationship must be clarified in length.</p><p></p><p>This will probably make the alliance between humans and elves close to Star Trek's Federation, but, objectively, in 2E Spelljammer, the elves were ALREADY Vulcans and the Scro Klingons...</p><p></p><p>Then, the whole Helm thing must be revised. I think Helms were one of the worst part of SJ. Basically, the Wizard was the engine and the pilot of the craft. What was the point of having a full crew on board when the ship is propelled by the wizard's spells? What's the use of manning the sails of a ship flying through space?</p><p></p><p>Some of these technical aspects could be fixed by drawing elements from Eberron. If you want to keep the Helm, that's what I thought I would do:</p><p></p><p>Tha Helm is a sort of device that only acts as a focus, when a wizard concentrates on it, it "phases" the ship into the ethereal plane a bit, where it is surrounded by ethereal winds which fill the ship's sails. Then the crew is able to man the ship almost as a regular surface ship.</p><p></p><p>If you want to keep the phlogiston too, then have that when a Spelljamming vessel travel far enough from a star's "gravity well" it phases completely in the phlogiston, where other laws of phisics exist (sort of entering hyperspace if you wish).</p><p></p><p>This could even mean that you can have "regular" sci-fi coexist with Spelljamming. A real world spaceship travelling along with a Spelljamming ship would see it slowly fade away as they travel toward outer space, or if you wish the full transition can be abrupt at a fixed distance where Spelljamming ships would meet a "wall of phlogiston", what in 2E was called a crystal sphere, so that a conventional spaceship's crew would see the spelljamming vessel simply disappear instantly.</p><p></p><p>But those are just ideas...</p></blockquote><p></p>
[QUOTE="Danzauker, post: 3980745, member: 1929"] I'm on the "remove unnecessary silly" wagon. Some can be left of course, it's part of the SJ flavour, so OK to Giff, for example. But don't overdo it. Pirates of the Caribbean in space is OK. No more than that. The setting them must REALLY be made a standalone and consistent (as much as a high fantasy setting as this can be made) setting. The base structure of the political forces must be written out with much more detail than in the past, the homeworlds of the main races, their agendas and their relationship must be clarified in length. This will probably make the alliance between humans and elves close to Star Trek's Federation, but, objectively, in 2E Spelljammer, the elves were ALREADY Vulcans and the Scro Klingons... Then, the whole Helm thing must be revised. I think Helms were one of the worst part of SJ. Basically, the Wizard was the engine and the pilot of the craft. What was the point of having a full crew on board when the ship is propelled by the wizard's spells? What's the use of manning the sails of a ship flying through space? Some of these technical aspects could be fixed by drawing elements from Eberron. If you want to keep the Helm, that's what I thought I would do: Tha Helm is a sort of device that only acts as a focus, when a wizard concentrates on it, it "phases" the ship into the ethereal plane a bit, where it is surrounded by ethereal winds which fill the ship's sails. Then the crew is able to man the ship almost as a regular surface ship. If you want to keep the phlogiston too, then have that when a Spelljamming vessel travel far enough from a star's "gravity well" it phases completely in the phlogiston, where other laws of phisics exist (sort of entering hyperspace if you wish). This could even mean that you can have "regular" sci-fi coexist with Spelljamming. A real world spaceship travelling along with a Spelljamming ship would see it slowly fade away as they travel toward outer space, or if you wish the full transition can be abrupt at a fixed distance where Spelljamming ships would meet a "wall of phlogiston", what in 2E was called a crystal sphere, so that a conventional spaceship's crew would see the spelljamming vessel simply disappear instantly. But those are just ideas... [/QUOTE]
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How would you re-envision Spelljammer with 4e?
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