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General Tabletop Discussion
*Dungeons & Dragons
Spelljammer, 5e, and the general angst against all things space
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<blockquote data-quote="Staffan" data-source="post: 6787383" data-attributes="member: 907"><p>I think the biggest mistake with Spelljammer was focusing on the "connective tissue" aspect as opposed to the setting in itself (a mistake they did <strong>not</strong> repeat with Planescape down the line). A large part of the core box focused on "taking your campaign into space" and how Greyspace, Krynnspace, and Realmspace looked, and a lot of the source material built upon those settings (tinker gnomes, ship types used by the Red Wizards as well as Kara-Tur nations, well-known Spelljamming harbors of Toril, and so on). This sent the message "Hey! You want to have your GH campaign take a trip to Calimshan? Well, here's how!"</p><p></p><p>Realistically, and I use that word loosely, the need for interplanetary or interstellar travel between two or more fully-developed settings should be rather miniscule. After all, both Greyhawk and FR were designed to stand on their own, with little need for contact with each other (except for various archmages sitting down for dinner at casa Greenwood). And if you have orbital transport, why would the Zhentarim be so hell-bent on finding a path where they can cross Anauroch?</p><p></p><p>A Star Wars-y approach to planets works a lot better for gaming purposes: this here is the Ice planet, that's the Jungle planet, that's the Desert planet, and so on. But that's hard to pull off if you already have "the Everything planet". I maintain that the default for the setting should have been something like the Astromundi Cluster, except perhaps stretching across multiple crystal spheres. For those who don't know: the Astromundi Cluster was a crystal sphere where many of the planets had been shattered in some ancient catastrophy, leaving a bunch of asteroid belts all over the place instead. Since each asteroid is rarely self-sufficient, spelljamming travel between them was fairly common.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6787383, member: 907"] I think the biggest mistake with Spelljammer was focusing on the "connective tissue" aspect as opposed to the setting in itself (a mistake they did [B]not[/B] repeat with Planescape down the line). A large part of the core box focused on "taking your campaign into space" and how Greyspace, Krynnspace, and Realmspace looked, and a lot of the source material built upon those settings (tinker gnomes, ship types used by the Red Wizards as well as Kara-Tur nations, well-known Spelljamming harbors of Toril, and so on). This sent the message "Hey! You want to have your GH campaign take a trip to Calimshan? Well, here's how!" Realistically, and I use that word loosely, the need for interplanetary or interstellar travel between two or more fully-developed settings should be rather miniscule. After all, both Greyhawk and FR were designed to stand on their own, with little need for contact with each other (except for various archmages sitting down for dinner at casa Greenwood). And if you have orbital transport, why would the Zhentarim be so hell-bent on finding a path where they can cross Anauroch? A Star Wars-y approach to planets works a lot better for gaming purposes: this here is the Ice planet, that's the Jungle planet, that's the Desert planet, and so on. But that's hard to pull off if you already have "the Everything planet". I maintain that the default for the setting should have been something like the Astromundi Cluster, except perhaps stretching across multiple crystal spheres. For those who don't know: the Astromundi Cluster was a crystal sphere where many of the planets had been shattered in some ancient catastrophy, leaving a bunch of asteroid belts all over the place instead. Since each asteroid is rarely self-sufficient, spelljamming travel between them was fairly common. [/QUOTE]
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