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Spelljammer in D&D 5e Speculation: How Will the Setting Be Changed?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8576389" data-attributes="member: 6704184"><p>I don’t view change as having an inherent dynamic of needing to have a significant justification. Like, you ask what is gained by making a large change, as if making the change is a negative that needs to be outweighed by some particular good. I just disagree with that premise. </p><p> </p><p>But beyond that, I find the idea of a cosmic spaceship in the Great Wheel that can only go to places on <em>one plane</em> pretty boring. Very restrictive. I also find that a Sigil based game misses a dynamic of having a crew that is taking on jobs for different factions, getting caught up in proxy-conflicts, etc, and having a ship that can go throughout the cosmology (though many places might require specific upgrades to a vessel beyond the spelljamming helm) facilitates that excellently. </p><p> </p><p>I also don’t view either setting as broad enough in the stories it can easily tell, nor do I see significant space between the two to begin with. Whether I’m playing in Sigil or Wildspace, I’m going to want <em>both</em> esoteric factions based in weird planes of cosmic ideals and a city of doors in a donut, <em>and</em> a crew of misfits and mercs and the occasional surprising idealist with a ship and a dream of freedom and not much else. </p><p> </p><p>IME, <em>most</em> groups mix the two. Because of course! There is no reason not to! And in 5e <em>especially</em>, if Wildspace exists, it exists whether you’re playing a spelljammer game, a Planescape game, or (most common) a D&D game that grabs elements of both. They are absolutely analogous to the great coastal cities of New England and the waters and islands off that coast. They naturally fit together into a product that covers the entire cosmology and adventures that traverse it or take place in weird places within it.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8576389, member: 6704184"] I don’t view change as having an inherent dynamic of needing to have a significant justification. Like, you ask what is gained by making a large change, as if making the change is a negative that needs to be outweighed by some particular good. I just disagree with that premise. But beyond that, I find the idea of a cosmic spaceship in the Great Wheel that can only go to places on [I]one plane[/I] pretty boring. Very restrictive. I also find that a Sigil based game misses a dynamic of having a crew that is taking on jobs for different factions, getting caught up in proxy-conflicts, etc, and having a ship that can go throughout the cosmology (though many places might require specific upgrades to a vessel beyond the spelljamming helm) facilitates that excellently. I also don’t view either setting as broad enough in the stories it can easily tell, nor do I see significant space between the two to begin with. Whether I’m playing in Sigil or Wildspace, I’m going to want [I]both[/I] esoteric factions based in weird planes of cosmic ideals and a city of doors in a donut, [I]and[/I] a crew of misfits and mercs and the occasional surprising idealist with a ship and a dream of freedom and not much else. IME, [I]most[/I] groups mix the two. Because of course! There is no reason not to! And in 5e [I]especially[/I], if Wildspace exists, it exists whether you’re playing a spelljammer game, a Planescape game, or (most common) a D&D game that grabs elements of both. They are absolutely analogous to the great coastal cities of New England and the waters and islands off that coast. They naturally fit together into a product that covers the entire cosmology and adventures that traverse it or take place in weird places within it. [/QUOTE]
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