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<blockquote data-quote="Staffan" data-source="post: 7087352" data-attributes="member: 907"><p>I agree.</p><p></p><p>To me, having other "primary" settings as part of Spelljammer lessens those settings, and creates some very weird effects. One effect is that it makes them smaller, by providing really fast global travel. For example, using the rules from the Spelljammer box set, entering or leaving Al-Toril's gravity well takes about 40 minutes. Once beyond it, you can switch to spelljamming speed, which is really really fast - fast enough to get from Earth to the Sun in just under a day. That means that with a spelljamming vessel, you can reach any point on Al-Toril from any other point in about an hour and a half. So why would you ever use non-spelljamming ship travel? Sure, spelljammers are expensive, but given how much faster they are than sailing ships it's just ridiculous, not to mention that you can make spelljammers that can land on land, so seas and rivers lose their attraction as travel routes. The Spelljammer material tried to get around this by saying that the Powers That Be in the regular settings discouraged contact with spelljamming vessels, particularly ones that displayed their abilities. That, to me, seems like a losing proposition - if the Masked Lords of Waterdeep don't want spelljamming vessels from Mulhorand coming around to trade, I'm sure the Mulhorandites wouldn't mind taking their business to Baldur's Gate or Neverwinter.</p><p></p><p>And as you say, it gets even worse when you give some Al-Toril organizations a space presence - notably the Red Wizards of Thay, and the empires of Shou Lung and Wa. If they have access to spelljamming tech and their competitors don't, why haven't they just won?</p><p></p><p>And the issue of trade rears its head as well. Al-Toril is a complete world. There's very little Al-Toril would need to, or even desire to, import from beyond the planet itself.</p><p></p><p>That's why the Astromundi Cluster was a much better Spelljamming setting than Grey-/Realm-/Krynnspace was - it didn't <strong>have</strong> whole planets. It was all just a bunch of asteroid clusters, which depended on contact with other clusters for survival.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7087352, member: 907"] I agree. To me, having other "primary" settings as part of Spelljammer lessens those settings, and creates some very weird effects. One effect is that it makes them smaller, by providing really fast global travel. For example, using the rules from the Spelljammer box set, entering or leaving Al-Toril's gravity well takes about 40 minutes. Once beyond it, you can switch to spelljamming speed, which is really really fast - fast enough to get from Earth to the Sun in just under a day. That means that with a spelljamming vessel, you can reach any point on Al-Toril from any other point in about an hour and a half. So why would you ever use non-spelljamming ship travel? Sure, spelljammers are expensive, but given how much faster they are than sailing ships it's just ridiculous, not to mention that you can make spelljammers that can land on land, so seas and rivers lose their attraction as travel routes. The Spelljammer material tried to get around this by saying that the Powers That Be in the regular settings discouraged contact with spelljamming vessels, particularly ones that displayed their abilities. That, to me, seems like a losing proposition - if the Masked Lords of Waterdeep don't want spelljamming vessels from Mulhorand coming around to trade, I'm sure the Mulhorandites wouldn't mind taking their business to Baldur's Gate or Neverwinter. And as you say, it gets even worse when you give some Al-Toril organizations a space presence - notably the Red Wizards of Thay, and the empires of Shou Lung and Wa. If they have access to spelljamming tech and their competitors don't, why haven't they just won? And the issue of trade rears its head as well. Al-Toril is a complete world. There's very little Al-Toril would need to, or even desire to, import from beyond the planet itself. That's why the Astromundi Cluster was a much better Spelljamming setting than Grey-/Realm-/Krynnspace was - it didn't [B]have[/B] whole planets. It was all just a bunch of asteroid clusters, which depended on contact with other clusters for survival. [/QUOTE]
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