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Mearls and Spelljammer challenge
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<blockquote data-quote="Ilbranteloth" data-source="post: 7427064" data-attributes="member: 6778044"><p>The few issues I had with Spelljammer had nothing to do with space fantasy. Most of it centered around the tone and their poor attempt at humor. The real problem with humor in a written medium that you'll be reading frequently is that the jokes grow stale and are no longer funny. This tendency is greatly exacerbated if the jokes aren't funny to begin with. Planescape, in my opinion, had a similar problem, although it was somewhat better in that it was attempting to create its own slang and lingo to be used in game. It's also the same issue I have with many modern games like Apocalypse Now and similar games. The comments throughout <em>Xanathar's Guide to Everything</em> also come to mind. On the other hand, the old <em>Volo's Guides</em> written by Ed Greenwood are much more successful in that regard, mostly by keeping the humor to the footnotes. However, I'm quite aware that there are people that hate those too.</p><p></p><p>Having said that, Planescape was great fun and relatively easy to work into an existing campaign. Spelljammer, on the other hand, was not. The lore and concepts had too much of an impact on existing campaigns, say the Forgotten Realms and Grayhawk, and required either a significant reworking of established lore to make sense, or just ignoring the things it breaks in the setting. Even just trying to add it for expanded lore, but relegating it to the background doesn't really work well. </p><p></p><p>There seems to be a theory that Spelljammer and Planescape will be merged, with Spelljammers flying through the planes (the Astral Plane is a common thought), and this seems to be based on things that have been said or hinted at from WotC. I confess that at the moment I don't recall where I saw the references. </p><p></p><p>Regardless, a space fantasy with a light-hearted feel can easily draw inspiration from things like you mention, particularly Guardians of the Galaxy, and others like Firefly.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7427064, member: 6778044"] The few issues I had with Spelljammer had nothing to do with space fantasy. Most of it centered around the tone and their poor attempt at humor. The real problem with humor in a written medium that you'll be reading frequently is that the jokes grow stale and are no longer funny. This tendency is greatly exacerbated if the jokes aren't funny to begin with. Planescape, in my opinion, had a similar problem, although it was somewhat better in that it was attempting to create its own slang and lingo to be used in game. It's also the same issue I have with many modern games like Apocalypse Now and similar games. The comments throughout [I]Xanathar's Guide to Everything[/I] also come to mind. On the other hand, the old [I]Volo's Guides[/I] written by Ed Greenwood are much more successful in that regard, mostly by keeping the humor to the footnotes. However, I'm quite aware that there are people that hate those too. Having said that, Planescape was great fun and relatively easy to work into an existing campaign. Spelljammer, on the other hand, was not. The lore and concepts had too much of an impact on existing campaigns, say the Forgotten Realms and Grayhawk, and required either a significant reworking of established lore to make sense, or just ignoring the things it breaks in the setting. Even just trying to add it for expanded lore, but relegating it to the background doesn't really work well. There seems to be a theory that Spelljammer and Planescape will be merged, with Spelljammers flying through the planes (the Astral Plane is a common thought), and this seems to be based on things that have been said or hinted at from WotC. I confess that at the moment I don't recall where I saw the references. Regardless, a space fantasy with a light-hearted feel can easily draw inspiration from things like you mention, particularly Guardians of the Galaxy, and others like Firefly. [/QUOTE]
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