Spelljammer More Spelljammer Details Emerge: Spelljammer Academy, Flash Gordon, Light of Xaryxis

As you've heard, the D&D team officially announced yesterday what has long been teased – Spelljammer is coming to 5th Edition. (The team says that they announced Spelljammer on April 1 only no one believed them.) After the official presentation during today's D&D Direct, Chris Perkins, one of the architects of 5th edition and the project lead for the Spelljammer team, answered some additional...

As you've heard, the D&D team officially announced yesterday what has long been teased – Spelljammer is coming to 5th Edition. (The team says that they announced Spelljammer on April 1 only no one believed them.) After the official presentation during today's D&D Direct, Chris Perkins, one of the architects of 5th edition and the project lead for the Spelljammer team, answered some additional questions.


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Much like the original 1989 boxed set the 5E version will be called Spelljammer: Adventures in Space. Instead of a boxed set, the new Spelljammer is a slipcase edition containing three books, double-sided poster map, and a DM screen specifically for Spelljammer. An alternate cover version will be available through game and hobby stores. That second set will have different art on the slipcase, books, and DM screen exterior.

When asked if any of the Spelljammer books in the slipcase will be available for individual sale Perkins said that they're only talking about the bundle package at this time. “But it's safe to say that we'll have some mechanism for breaking up the material into smaller pieces later,” said Perkins.

While not confirmed it's safe to assume that that might refer to the fact that through D&D Beyond users can buy sections of books so selling digital versions of just the individual books there would be reasonable. But since the D&D Beyond sale is not yet complete the D&D Team didn't want to discuss the digital content service.

D&D Executive producer Ray Winninger and Perkins said that Spelljammer was their pandemic lockdown project. They wanted to create “something fun” that would make people happy. They're also trying to give D&D fans a range of adventure types.

That goal also informed the decision to release Spelljammer as a three-book slipcase set with a DMs screen. “We wanted to surprise and delight people,” said Perkins, “and have them not feel they were trapped in a format.”

The slipcase format also allows them to test the waters for how to package an adventure and setting. How well it's received will determine if they do it again. Perkins wouldn't address any future Spelljammer releases after this set and its accompaniments.

However, Perkins did talk briefly about Spelljammer Academy, and how it ties into the Spelljammer: Adventures in Space set. Spelljammer Academy will contain digital content that's free to registered users of the Wizards website. Perkins called it a “friendly introduction to the concept of spelljamming” that explains what the setting is, and how to run a Spelljammer campaign. Spelljammer Academy will also have a lower-level adventure that can take players from 1st to 5th level.

That ties into the slipcase set adventure, Light of Xaryxis, which is for players 5th to 8th level. However, if Spelljammer Academy isn't your speed, Perkins said Light of Xaryxis has “several mechanisms to get players prepped for that,” meaning 5th level, including running one of the Starter Sets or making characters at 5th level. A more detailed announcement on Spelljammer Academy will be made when it's closer to launch, which is currently set for July. The slipcase set has an August 16 release date.

Light of Xaryxis is a journey through wildspace and astral sea,” said Perkins. Among other locations showcased in the adventure are two new wildspace locations as well as the fan favorite Rock of Bral, which is a campaign hub in space where players can shop, carouse, and gather information. The set comes with a big poster of Rock of Bral that Perkins said contains an incredible level of detail.

The Light of Xaryxis adventure has 12 episodes. Each chapter ends in a cliffhanger. For those unfamiliar with the space adventure setting Perkins explained that “Spelljammer is about a journey through the oceans of wildspace and the astral sea. When you leave your world in D&D on a spelljammer you're sailing into a new ocean of adventure. Creatures abide there. You can have a whole campaign visiting cities in space.”

Perkins mentioned that Spelljammer first came out at the height of Star Trek: The Next Generation, and he was a big fan of both. He added that Boo's Astral Menagerie, one of the books in the slipcase, gives a lot of fodder for creating episodic adventures akin to ST:NG where the players can travel, visit cities on asteroids, and explore locations in wildspace and the astral sea.

Boo's Astral Menagerie is, obviously, the creature guide for the setting. It will include a murder comet, vampirates, space clowns, and, of course, a few space dragons such as lunar dragons, among others. That's not surprising since in a separate Q&A Shelly Mazzanoble commented that D&D fans “love dragons” and always want more.

Perkins said that he loves the kindori, which are space whales. He “loves that you build a cottage on the back of a space whale instead of a having spelljammer ship,” communicate with the kindori, and sail that around.”

When asked about changes from the original Spelljammer set to the new one, Perkins talks about navigation for spelljammer ships. Traveling through space in the setting requires a spelljammer helm. In old editions using the helm “sucked magic out of you” so you lost spells for the day to navigate the ship.

Perkins said he toyed with the idea of keeping that mechanic but decided that “it saps fun away from the player who has to pilot the ship.” In the upcoming version a player will have to attune to a spelljammer helm to use it, and that can take some time, but it “does not deprive you of things you need to survive encounters,” Perkins added.

The Astral Adventurer's Guide has the rules for spelljammer helms as well as how to make one within the game. It's a book for both players and DMs. It includes six new player race options: astral elves, autognomes, giff (a hippo-humanoid creature that made its 5th Edition appearance in Mordenkainen's Tome of Foes), hadozee (a sort of flying primate humanoid), plasmoids, and the psionic insectile humanoid species thri-kreen. Perkins thinks that the plasmoids will be the breakout stars of Spelljammer, and said they were the first playable ooze in D&D.

Perkins never mentioned the word “Planescape,” but I'm more convinced than ever that Planescape will be one of the old settings revived in 2023. While talking about wildspace and the astral sea Perkins said, “If you travel out far enough from the star in your system wildspace gets silvery and hazy, and you transition into the astral sea where dead gods are trapped, githyanki live there. It's an ageless silvery void. Travel far enough in there you can reach wildspace again and encounter other worlds of the D&D cosmology in a different way than a plane shift spell would go.”

Perkins added later that you “can travel between material planes through wildspace.” He said that The Astral Adventurer's Guide “will include more details on how wildspace systems work. It won't describe the other worlds [meaning other setting books]. Other books do that. This book is about describing wildspace and astral sea.” Perkins added that it gives a few wildspace systems to be a framework for DMs so they can create their own.

Perkins also said that some day he wants to do a future adventure with giant space hamsters everywhere. Why? “Giant space hamsters tell you something about D&D because no matter how serious a situation is, it also has giant space hamsters,” said Perkins. “D&D is an escape, and this is the best escape.”

As far as plush versions of Boo and his space hamster buddies go, Perkins didn't have any news on that. A later discussion with more of the D&D team showed enthusiasm for a plush space hamster product, while acknowledging that plush toys take a lot of work to make.

The astral sea shanty used in the Spelljammer video that debuted today made a splash, too. Perkins said that “Enough people have asked about the song in the video that we might have to something with it. “ The song was made by someone in-house, and it was only intended for the video, but after the enthusiastic reaction it got at the D&D Direct event Perkins will see if they can work something out to put it somewhere.

That led to questions about music for adventures, partnering with Syrinscape, and such. Perkins said that they're working on “a top secret project with a top secret person for flash music so an album is going to drop at an undisclosed time.”

Perkins went onto say that he's a big fan of the music Queen created for the movie Flash Gordon. But about the top secret music project Perkins said, “It's pretty cool, but I can't say more.”
 

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Beth Rimmels

Beth Rimmels


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overgeeked

B/X Known World
It certainly did lead to some tonal whiplash though. There was one duology of modules where the first one has you doing a gritty infiltration of a scro warbase packed with brutal feuding troops to discover the truth about their new planet killer weapon - and then the sequel is a complete hallucinogen holiday where you have to steal a tentacle planet's favorite toy and use it to repair a fish constellation, and then have to try to convince the planet of the rainbow pegasus ponies that it's ok to eat the purple plants after all.
Yeah. It’s almost perfect.
 



It has had a strong following consistently, with discussions about new versions being common in all editions, including before Social Media on these very forums.
That can be said of literally every setting TSR ever published. I think the audience is much better primed for Spelljammer today than it was in the late 80s/early 90s, but that doesn't change the fact that it wasn't popular at the time.
 

This sounds like a old movie that is a bomb in the dates of the premiere, but later it becomes a cult title. And we should remember the evolution of the genre of speculative fiction, in both, fantasy and sci-fi. Not only lots of new franchises arrived in the industry of the videogames, but the manga became popular, with lot of new ideas, and the technologic advances allowed better FXs in the movies.

Technically Spelljammer was oficially "discontinued" for two decades, but not totally forgotten by the fandom. This always searched something a step beyond, more exotic, able to cause surprise and wonder. Now it is a feeling like when an adult discovers in the toy shop the return of an old lines of figures, and an emotion like the reecounter with an old friend, or a school classmate.

Spelljammer was not perfect but at least they tried to offer a different line, with a relative originality. What's the matter it got old wonderful baddly? It is a part of our memory, and the mature people when realise some things start to disappear then the old memories become a threasure. It is not nostalgy but more you want certain things to keep live among the new generations.

* I say it seriously, Warnder/Discovery should talk with Hasbro for a mash-up version of the "Silver Hawks" as "guest artists" in Spelljammer. What could they lose, where is the risk? Is it a totally fool idea? Yes, it is so fool than it may work.

silverhawks_wallpaper_by_joshburns_d8xha3u-350t.jpg
 

Jer

Legend
Supporter
You can travel between Material Planes via Wildspace confuses me, isn't the Material Plane well one unified plane?
No. Or at least it wasn't pre-2e Spelljammer. Prior to 2e the idea was that there were multiple "Alternate Prime Material Planes". In the 1e Player's Handbook it says it "is the plane of Terra and all of its parallels" - explicitly setting up a parallel Earths motif. In the 1e Manual of the Planes they talk about "Alternate Prime Material Planes" that each have their own Alternate Ethereal Plane as well.

PlaneNavigation.png

It's only with 2e that they retconned all of this away and said that instead of Alternate Prime Planes there was one Prime plane and the different worlds were in Crystal Spheres instead of parallel dimensions. 3e basically undid that in the 3e Manual of the Planes with a throw away comment about how most games would have only one Material plane for the campaign setting, and then they spent the rest of 3e studiously never mentioning Crystal Spheres ever. Even in the 3e version of Spelljammer in Dungeon magazine they set it in a single system and don't mention crystal spheres (and in fact the setting suggests that it isn't in a crystal sphere at all - that it's part of a galaxy like our own).

(This is why when people get mad about Wizards retconning away lore I chuckle at it - TSR was never shy about retconning or ignoring lore whenever they felt like cranking out a new product. They wanted D&D in space so they shoved all of the different alternate worlds into a single prime plane and made it work regardless of what the previous lore said.)
 
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This sounds like a old movie that is a bomb in the dates of the premiere, but later it becomes a cult title. And we should remember the evolution of the genre of speculative fiction, in both, fantasy and sci-fi.
I was there in 2e when it came out, but half the players I have had at my tables in the last 20 years have not (some were not alive in 97) and everyone of them have heard of spelljammer. Everyone had also heard of Darksun... Birthrigth (one I am still hopeing for) and Mystara not so much
 


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