Spelljammer...just wow

I think I'm in the minority here, as a DM that's actually RUN a spelljamer campaign. Two actually, although one was just a week-long one-shot running through one of the SJ modules. The campaign that I ran was actually pretty successful, I think for two reasons.

First, I made my own solar system/setting. No mucking around with Toril and Krynn and all that, I started with the random tables and built a whole system to run the campaign in. It's really not that much different than creating a homebrew world, except that instead of your myaterious frontier existing in "faraway lands" you're putting your frontier on other worlds. So, I kind of had the benefit of a core setting, that was lacking in the out-of-the-box stuff.

The other thing that worked was that I was running the game for people 5 or 6 years younger than me, and I was about 17 at the time. Instead of the goofy parts of the setting turning them off, they really connected with it. The goofiness worked, because when 11-year-olds play D&D, I've found that it gets pretty silly anyway.

I actually like the altered-physics of the gravity and atmosphere rules, and whatnot. I saw it as a universe where physics really worked more fantastically, and less...um...physically? I threw some echoes of this into "groundling" physics, too: the reason that enormous dragons can fly is that when they take to the air they create their own gravity-plane. That kind of thing, that's fun to have a wise old wizard babble on about, as long as you don't question it too rigorously.

I'll echo the sentiments that if they put out a revised 3.5 Core Setting book for Spelljammer, I'd get it. There's got to be room for swashbuckling fantasy space pirates in magical flying ships.
 

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As I recall the Astral Variant article was "Voidjammers", a very cool article which translated in the 3E Incursion details/module with the concept that the Gith had ships which they wouldsend through portals to worlds they intended to conquer.

See, when SJ came out, I was hooked. As much as they came up with off the wall and goofball ideas, they also had several very entertaining, thought-provoking and cool concepts, often with enough leeway in the presentation that the DM had plenty of room to work with to flesh out what he wanted it to actually be, or link it to his more common terrestrial campaigns.

I also enjoyed the meta-setting concept, that if you wanted to, here was an explanation for how to link everything together without chancing the extraordinary danger often presented by Planar Travel (though that received it's own reworking later with Planescape).

Ever since it's inception, I've included bits in my more terrestrial campaign, and the PCs have been continuingly intriqued by the possibilities, even though they haven't leapt to the stars themselves.

And I always found the tie-in material in core world settings to be fairly non-invasive in the sense that it was easily removed or re-imagined if you didn't like it.

And while there were several Wahoooo Goofy things in SJ, it should be noted that most of the terrestrial core worlds have their fair share of goofball support material over the years and editions, but people are able to more easily edit it out of their world view as most were module/adventure based, despite the fact that things like modules EX1 and 2 were referenced connonically in GH. As such, I never felt any more obligated to include everything, serious or goofy, in my campaigns than I did from any other source, so it's hard for me to understand that particular source of frustration.

In the end I still love SJ, and it will likely always be a part of any of the core world campaigning I do, whther it's a primary or merely background element.

In the end, I think it's greatest failing was it tried to cover too many bases, and appeal to too many tastes by interlinking things, while not appealing to those same varied tastes by providing more options for how to define the interlinkage of worlds as a DM toolbox. But I still dig it!

Long Live the Great Bombard!
 

F5 said:
The other thing that worked was that I was running the game for people 5 or 6 years younger than me, and I was about 17 at the time. Instead of the goofy parts of the setting turning them off, they really connected with it. The goofiness worked, because when 11-year-olds play D&D, I've found that it gets pretty silly anyway.

Eureka! When my son turns 11 (only 8 years from now :) ), I will run him through the wildest, wackiest, funnest*, spell-jammingest D&D campaign ever. I can't wait. :D



* - Grammar disregarded for literary purposes.
 

I love Spelljammer! :D

The two main reasons it didn't work I think: 1/ the second-degree goofiness and 2/ the weirdness of the setting's inner logic. Basically, these two reasons combine in saying that Spelljammer challenged the verisimilitude of D&D by adding one more layer of disbelief on top of the traditional fantasy gamers feel comfortable with. Some gamers (like myself) really welcomed the change in pace and style (a setting truly original), others just shunned it.

Planescape came then, making the whole pan-setting idea more "believable" in the minds of many D&D fans. Spelljammer would never catch up from there.

I still have the boxed set. I still love the setting. I'd love to play it again! :D
 

BigFreekinGoblinoid said:
Reading this thread, I can't help but wonder if any of those who disliked Spelljammer for reasons aside from it being "D&D in space" happened to like Dragonstar - I haven't seen that 3E setting mentioned here yet...

http://www.fantasyflightgames.com/dragonstar.html

I thought the premise of Dragons ruling the galaxy was actually pretty cool;and perhaps more more plausable than bipedal Hippos and other such fluffiness that I could never take seriously enough to let myself get pulled into.

Dragonstar really struck me as "Spelljammer done right." It's an excellent setting, that I'd love to run a campaign in. Again, though, a lot of people hear "D&D in Space" and just dismiss it outright.
 

Celebrim said:
I knew some DMs drew some inspiration from Spelljammer, but I don't know any that ran the campaign.

Well me, for instance. Some of my favorite AD&D moments occurred while running Spelljammer! :D
 

RedFox said:
Because it's not to everyone's tastes. It's probably a little too "bizarre" for mainstream fantasy. Look at the number of folks who dislike monks as a class simply because they don't conform to their genre expectations, and then extrapolate that out to embrace a fantasy concept of dyson spheres and luminiferous ether and magitek sailing ships.

It was bound to be a niche product, if that. That it was created as a "meta-setting" that intruded on everyone's favorite settings was probably the proverbial straw that broke the camels' backs.

Me, I love it. But I have no illusions about it having broad appeal.
I'm going to totally QFT this post, as it describes how I feel perfectly.

I, too, am under no illusions as to its lack of popularity. It is goofy, and it is downright strange. For example, I did a major judge-the-book-by-its-cover when Spelljammer first came out and thought it was the stupidest thing I ever heard of. However, a buddy bought it (why, man, why?) and a short time later gave it to me and simply said: Just. Read. It.

I was hooked... and this is coming from an FR fan/DM, who (to this day) very much appreciates the few SJ references in FR material that cropped up over time (and even more so, Ed Greenwood's SJ accessory, further tying SJ to FR).

I ran a SJ story arc, taking place in the Tears of Selune in Realmspace, years ago, and it was an absolute blast, cementing my love for this setting. So much so that we use SJ in our long-running FR game, all converted to 3.5.

(But popular? Heh. No surprise it wasn't, if my first reaction of disgust is anything to go by...)
 

I ran a Spelljammer campaign. There's something liberating about it being so, well, fantastic.

Running a "traditional" game, I feel more of an obligation to extrapolate the logical consequences of each setting element on things like economy, politics, culture, and day-to-day life. What are the impacts of having a 3rd-level cleric in every village?

But with Spelljammer, it's just so over-the-top that you don't worry about most such things. It's easier to be silly and just have fun. The only bit of "realism" I had to even bother with was the extreme improbability of ever running across somebody in space considering how vast space is... so you postulate that perhaps helms are slightly drawn towards other helms... oh, and why beings as strong as hill giants (giff) would be using guns.
 

F5 said:
I'll echo the sentiments that if they put out a revised 3.5 Core Setting book for Spelljammer, I'd get it. There's got to be room for swashbuckling fantasy space pirates in magical flying ships.
My players would freak out and all demand to play swashbucklers or rogues (the first time that would have ever happened to me).

Kesh said:
Dragonstar really struck me as "Spelljammer done right." It's an excellent setting, that I'd love to run a campaign in. Again, though, a lot of people hear "D&D in Space" and just dismiss it outright.
Isn't it much more high-tech than Spelljammer?
 

Perhaps I'm in the minority, but what I don't like about SpellJammer are the pseudo-antique physics. I'd much rather have a "D&D in Space" supplement that used up-to-date physical assumptions. I dig the space-faring sailing vessel idea, but it should have to be insulated against vacuum and radiation. You should have to face 'mundane' hazards like black holes and pulsars as well as the fantastical stuff.

I'd keep things in SJ mostly like they were, but I'd have it be D&D in realistic outer space. So part of it would be solving the physical challenges of space exploration with magic and ancient technology. Plus there'd be swashbuckling, wizard's duels, gun hippos and all the other stuff. A monolith would show up at some point.
 

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