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Spelljammer campaigns: how do they look?
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<blockquote data-quote="Voadam" data-source="post: 9525782" data-attributes="member: 2209"><p>2e Spelljammer varied widely based on the DM. Every supplement and adventure (or two part adventure series) was fairly self contained so themes and elements depended greatly on what the DM had and used.</p><p></p><p>There is a lot of cool faction stuff in the core boxed set that never gets revisited, so beholder variants fanatically genociding each other or Egyptian Ptah interstellar faith or Kara Tur expansion into space may be major in some campaigns but not others.</p><p></p><p>The games I played varied in theme from here is a crashed mindflayer ship take it over and welcome to spelljammer setting noob, to spelljamming pirates and trade, interstellar transport to different D&D worlds, imperial space elves and orcs resumption of space war where mercenary PCs infiltrate orc build up for intelligence missions, Moorcockian Dream sailing, to flying ship in the D&D world, and beholder space megadungeon.</p><p></p><p>The monster supplements provided a lot of obscure sci-fi converted to D&D and also bigger more massive stuff and weird stuff so space whales and truly massive dragons and giant space hamsters.</p><p></p><p>4e threw in spelljammer and planescape together by having spelljammers be transport in the Astral Sea where there are gith pirates. This was fairly popular from what I have seen and my experience as a player in 4e.</p><p></p><p>5e the spelljammer and DM's Guild support I could not really tell you about other than it is out there and with the Guild I expect a lot of variety varying by author and their own visions.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9525782, member: 2209"] 2e Spelljammer varied widely based on the DM. Every supplement and adventure (or two part adventure series) was fairly self contained so themes and elements depended greatly on what the DM had and used. There is a lot of cool faction stuff in the core boxed set that never gets revisited, so beholder variants fanatically genociding each other or Egyptian Ptah interstellar faith or Kara Tur expansion into space may be major in some campaigns but not others. The games I played varied in theme from here is a crashed mindflayer ship take it over and welcome to spelljammer setting noob, to spelljamming pirates and trade, interstellar transport to different D&D worlds, imperial space elves and orcs resumption of space war where mercenary PCs infiltrate orc build up for intelligence missions, Moorcockian Dream sailing, to flying ship in the D&D world, and beholder space megadungeon. The monster supplements provided a lot of obscure sci-fi converted to D&D and also bigger more massive stuff and weird stuff so space whales and truly massive dragons and giant space hamsters. 4e threw in spelljammer and planescape together by having spelljammers be transport in the Astral Sea where there are gith pirates. This was fairly popular from what I have seen and my experience as a player in 4e. 5e the spelljammer and DM's Guild support I could not really tell you about other than it is out there and with the Guild I expect a lot of variety varying by author and their own visions. [/QUOTE]
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