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Spelljammer, 5e, and the general angst against all things space
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<blockquote data-quote="hawkeyefan" data-source="post: 6750893" data-attributes="member: 6785785"><p>Okay gotcha. I share some of their concerns, although not as strongly, I am guessing. </p><p></p><p>What I would do is ignore the science aspect...the how of it all. In a world where magic exists, I would say just use that as the default means. Have spelljammers simply be magical ships. I realize you probably put a lot of work into the Mettasails and Radian Crystals....but I would leave that stuff alone for now. Bring it up down the road if it becomes a point of interest.</p><p></p><p>I would also let space work how we know it works, for the most part. Ships have a magical atmosphere, but if you fall of the ship, you're in big trouble. Unless you've got an airsuit or something like that. Keep gravity working how they expect it. Make it all less jarring...don't mess with their expectations too much. Similar to how the actual world of your game shares expectations with our real world. I think this makes the buy in easier on their part.</p><p></p><p>Don't do orcs in space. Do a new or unused race, one specifically designed for these space adventures. This way the players have to learn about the race instead of altering what they already know.</p><p></p><p>I would ease them in, as many others have said. Don't just throw them into space and then explain that there are galactic empires of Illithida and Giff and so on. Instead, have them transported elsewhere somehow...keep it mysterious, and slowly reveal the situation. This prepares then a little at a time so that by the time you reveal that they're in space or on another world (a magical space station would probably be best, since it's essentially a dungeon), they'll have been broken in to the idea. Have the folks they encounter be a bit different than expected...unfamiliar with their home world and so on. Leave little clues. This may be tricky if your players know about your enthusiasm and anticipate it, but this is what I would try.</p><p></p><p>Finally, have an out. Let them return to their world after the adventure concludes. Now they'll know their world is part of a bigger one, but they can ignore that bigger world if that's what they want, or they can get more involved. You'll know which it will be. No need to end a campaign and the careers of characters they may like just because they don't like the Spelljammer aspect. </p><p></p><p>All in all, I say focus on it just being magic and treat it accordingly, and keep it subtle at first.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6750893, member: 6785785"] Okay gotcha. I share some of their concerns, although not as strongly, I am guessing. What I would do is ignore the science aspect...the how of it all. In a world where magic exists, I would say just use that as the default means. Have spelljammers simply be magical ships. I realize you probably put a lot of work into the Mettasails and Radian Crystals....but I would leave that stuff alone for now. Bring it up down the road if it becomes a point of interest. I would also let space work how we know it works, for the most part. Ships have a magical atmosphere, but if you fall of the ship, you're in big trouble. Unless you've got an airsuit or something like that. Keep gravity working how they expect it. Make it all less jarring...don't mess with their expectations too much. Similar to how the actual world of your game shares expectations with our real world. I think this makes the buy in easier on their part. Don't do orcs in space. Do a new or unused race, one specifically designed for these space adventures. This way the players have to learn about the race instead of altering what they already know. I would ease them in, as many others have said. Don't just throw them into space and then explain that there are galactic empires of Illithida and Giff and so on. Instead, have them transported elsewhere somehow...keep it mysterious, and slowly reveal the situation. This prepares then a little at a time so that by the time you reveal that they're in space or on another world (a magical space station would probably be best, since it's essentially a dungeon), they'll have been broken in to the idea. Have the folks they encounter be a bit different than expected...unfamiliar with their home world and so on. Leave little clues. This may be tricky if your players know about your enthusiasm and anticipate it, but this is what I would try. Finally, have an out. Let them return to their world after the adventure concludes. Now they'll know their world is part of a bigger one, but they can ignore that bigger world if that's what they want, or they can get more involved. You'll know which it will be. No need to end a campaign and the careers of characters they may like just because they don't like the Spelljammer aspect. All in all, I say focus on it just being magic and treat it accordingly, and keep it subtle at first. [/QUOTE]
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