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Is Spelljammer really that bad?
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<blockquote data-quote="Chaosmancer" data-source="post: 8849717" data-attributes="member: 6801228"><p>As someone who has introduced a LOT of new players, I do not reject that proposition. Linear means they know where to go next instead staring blankly at me and having a meandering discussion for 30 minutes. Quick is just good.</p><p></p><p>Heck, I was introducing new players, and in the first session gave them a simple quest. Find a Priest's amulet. He lost it, he wanted them to find it. We got four sessions in, lost enough players we restarted with a different story, and never got to that amulet, which was supposed to be a quick level 1 encounter.</p><p></p><p></p><p></p><p>I agree, but does that make it a bad setting book? I'm not convinced. We know what the types of places we want are, we just want a tool to randomize and mix them. That tells me the setting has done an excellent job of expressing itself.</p><p></p><p></p><p></p><p>What advice do you think is necessary to running a "ships in space" game? This isn't a facetious question. To me, unlike Horror adventures which are very unlike traditional DnD, Spelljammer adventures are classical DnD. Explore the Unknown, delve into ruins, and fight monsters. I don't think they needed to explain how to run these adventures, because they are just classic adventures set in a different setting.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8849717, member: 6801228"] As someone who has introduced a LOT of new players, I do not reject that proposition. Linear means they know where to go next instead staring blankly at me and having a meandering discussion for 30 minutes. Quick is just good. Heck, I was introducing new players, and in the first session gave them a simple quest. Find a Priest's amulet. He lost it, he wanted them to find it. We got four sessions in, lost enough players we restarted with a different story, and never got to that amulet, which was supposed to be a quick level 1 encounter. I agree, but does that make it a bad setting book? I'm not convinced. We know what the types of places we want are, we just want a tool to randomize and mix them. That tells me the setting has done an excellent job of expressing itself. What advice do you think is necessary to running a "ships in space" game? This isn't a facetious question. To me, unlike Horror adventures which are very unlike traditional DnD, Spelljammer adventures are classical DnD. Explore the Unknown, delve into ruins, and fight monsters. I don't think they needed to explain how to run these adventures, because they are just classic adventures set in a different setting. [/QUOTE]
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