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Is Spelljammer really that bad?
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<blockquote data-quote="Hussar" data-source="post: 8848614" data-attributes="member: 22779"><p>I've taken the plunge into Spelljammer. Now, I am not a fan from the past. I paid no attention to Spelljammer at the time when it was out and largely ignored it since. But, I've got the right group for it and I'm itching for a HUGE dose of weird in my gaming. </p><p></p><p>I totally get the criticism that this isn't really much of a setting book. It really isn't. It's very, very thin on the ground. But, OTOH, the module is really easy to port from - which makes it totally worth it for me. I can lift entire sections of the module for use in my own game which makes prep time simpler. Since I'm going mostly home-brew with my Spelljammer, the actual Spelljammer lore is just a resource for mining - not something I really care about and I've been up front with my players that I'm likely not going to adhere too much to the setting stuff as is. </p><p></p><p>I've got some trepidation going into this - but, I think there's enough there to get my gears going. And, as the OP says, Spelljammer is a setting that's INCREDIBLY easy to port into. Heck, my first adventure is going to be a 5e revamp of Into the Lightless Depths from the 3e Savage Tide campaign. Total planet stories adventure to start off with. I've reworked the original modules initial Dragon Turtle encounter into a Lunar Dragon just to start off with a real Spelljammer feel.</p><p></p><p>And holy crap is there a TON of home-brew stuff out there for mining. Wow.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8848614, member: 22779"] I've taken the plunge into Spelljammer. Now, I am not a fan from the past. I paid no attention to Spelljammer at the time when it was out and largely ignored it since. But, I've got the right group for it and I'm itching for a HUGE dose of weird in my gaming. I totally get the criticism that this isn't really much of a setting book. It really isn't. It's very, very thin on the ground. But, OTOH, the module is really easy to port from - which makes it totally worth it for me. I can lift entire sections of the module for use in my own game which makes prep time simpler. Since I'm going mostly home-brew with my Spelljammer, the actual Spelljammer lore is just a resource for mining - not something I really care about and I've been up front with my players that I'm likely not going to adhere too much to the setting stuff as is. I've got some trepidation going into this - but, I think there's enough there to get my gears going. And, as the OP says, Spelljammer is a setting that's INCREDIBLY easy to port into. Heck, my first adventure is going to be a 5e revamp of Into the Lightless Depths from the 3e Savage Tide campaign. Total planet stories adventure to start off with. I've reworked the original modules initial Dragon Turtle encounter into a Lunar Dragon just to start off with a real Spelljammer feel. And holy crap is there a TON of home-brew stuff out there for mining. Wow. [/QUOTE]
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