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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="Cristian Andreu" data-source="post: 6787886" data-attributes="member: 23822"><p>7th Sea doesn't get enough love these days. Mighty fine game it be, says I!</p><p></p><p>As for the issue at hand: There are many games that do several things you'd typically find in D&D better than D&D. However, D&D is the best when it comes to playing D&D, and Spelljammer isn't just a space game: It is literally "D&D in Spaaaace!"; it says right on the box! So while stuff like Traveller, Eclipse Phase, GURPS, Fading Suns, or what-have-you might be better at space games in general, Spelljammer isn't a general space game, nor is it a general swashbuckling game, or a general airship game. The whole point of the setting is answering the question <em>"What would it look like if we had knights, wizards, and thieves darting through space to fight a nautiloid-shaped ship manned by illithid?"</em>. It's about seeing what would happen if you put D&D tropes among the stars.</p><p></p><p></p><p></p><p>In the sake of precision, all of Spelljammer happens within a single plane: The Prime Material. Krynn, Athas, Toril, etc all exist in the same dimension, just on separate crystal spheres.</p><p></p><p>In any case, D&D has a pretty long-standing tradition of world-hopping; settings like Spelljammer and Planescape cemented that concept and gave it better support, but parties were jumping from one world to another long before either was published. And while such kind of adventure indeed provoke all sorts of issues, I think some of the best aspects of those two settings (and to a lesser extent Ravenloft, which also sort of sits on the idea of there being a metasetting connecting all of D&D) are precisely the answers they provide regarding how those issues are dealt with and what their consequences are (such as all the Byzantine arrangements the gods of different realities have to strike to avoid causing the entire Multiverse to spin out of control because seven of them claim simultaneous control over the sphere of Basketweaving).</p><p></p><p>It certainly isn't something everyone will love, but plane/world hopping is a big trope in D&D even without using Spelljammer.</p></blockquote><p></p>
[QUOTE="Cristian Andreu, post: 6787886, member: 23822"] 7th Sea doesn't get enough love these days. Mighty fine game it be, says I! As for the issue at hand: There are many games that do several things you'd typically find in D&D better than D&D. However, D&D is the best when it comes to playing D&D, and Spelljammer isn't just a space game: It is literally "D&D in Spaaaace!"; it says right on the box! So while stuff like Traveller, Eclipse Phase, GURPS, Fading Suns, or what-have-you might be better at space games in general, Spelljammer isn't a general space game, nor is it a general swashbuckling game, or a general airship game. The whole point of the setting is answering the question [i]"What would it look like if we had knights, wizards, and thieves darting through space to fight a nautiloid-shaped ship manned by illithid?"[/i]. It's about seeing what would happen if you put D&D tropes among the stars. In the sake of precision, all of Spelljammer happens within a single plane: The Prime Material. Krynn, Athas, Toril, etc all exist in the same dimension, just on separate crystal spheres. In any case, D&D has a pretty long-standing tradition of world-hopping; settings like Spelljammer and Planescape cemented that concept and gave it better support, but parties were jumping from one world to another long before either was published. And while such kind of adventure indeed provoke all sorts of issues, I think some of the best aspects of those two settings (and to a lesser extent Ravenloft, which also sort of sits on the idea of there being a metasetting connecting all of D&D) are precisely the answers they provide regarding how those issues are dealt with and what their consequences are (such as all the Byzantine arrangements the gods of different realities have to strike to avoid causing the entire Multiverse to spin out of control because seven of them claim simultaneous control over the sphere of Basketweaving). It certainly isn't something everyone will love, but plane/world hopping is a big trope in D&D even without using Spelljammer. [/QUOTE]
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