Spelljammer...just wow

A writer could be doing a space opera and boast he hadn't read Dune <snip some good points> Nothing else is even close to on the popular radar.

I won't argue whether Star Wars and FF have mass appeal- that they do is clearly without question. Both of them have shaped the expectations of millions about their respective genres in a certain way, and along the way, made lots of money.

The same could be said of Britney Spears.

Popular ≠ Quality. Popular ≠ Classic.

(Don't get me wrong- I like the original SW movies. Won't be touching FF though.)

Like Ms. Spears, the creators of SW and FF know enough about their genres' roots to hit all the right notes. Whether they do them well is another question.

Whether they do them as well as the great books that defined the genres is yet another question, and one that could arguably be answered "No."

IOW, I'm far less concerned that a particular RPG designer hasn't seen a particular movie or played a certain game that has pop appeal than if he is familiar with the roots from which that movie or game drew its inspiration.
 

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I thought Spelljammer was a neat idea, but a toss-off paragraph from 1E's DMG mentioned flying to the moon on the backs of rocs, so my brain's stuck on that. I like the idea that it's not SPAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACE space...it's just the stuff that's really, really far away, floating in the sky that you can see when the sun sinks beneath the sea to journey under the earth. Then you fight pale trolls in the Mountains of Silver on some moon.

The Adventures of Baron Munchausen got my brain going as a young 'un. That and Titus Pullo's conversation with Lucius Voreneus in the first season of Rome, where he mentions that maybe a legionary like himself could get to the Moon by hitching a ride on a giant bird. Legionaries kicking ass on Mars has a strong appeal to me.

All this is to say that, yeah, I dig what Spelljammer was getting at, but I'd rather do it my own way.
 

Henry said:
I found answers for myself in the two problems you faced...



I simply didn't take their gold, and rather let them use it, which they invariably did to improve their ships with modifications, or to pool and buy a bigger ship, or to invest in various money-making schemes. However, I didn't let them buy magic items, except at some rather inflated prices (remember, 2nd edition really disparaged the "magic item shop" as well as didn't have wealth by level guidelines) and they were always desirous of another money-making scheme, and I did let those pay off occasionally... only to fail later on.

Oh, I agree whole-heartedly, and my players were usually fairly good sports about "pimping their rides", etc. to bleed off excess treasure....but after five or six ship captures, there was still a fair amount of gold available, and while the magic shop mentality wasn't actively encouraged, there were still things like spell and magic item research, plus hiring spell-casters for raise-deads, restorations, etc. that suddenly became soooooo much easier due to the surfeit of available coinage. Yes, of course then you can throw in quest requirements and such for the spell-caster side of things, but it was never quite as neat as I wanted, and they always ended up with faaaaaaar too much spare gold hanging around (even after I bled some more away for training costs).

Let's face it, 20-40 K gold pieces for a single encounter (just for the ship) and over 50K for helms was really one huge hunk of change for a group of adventurers to have (at most levels).

Henry said:
Maybe the creatures weren't, but ships piloted by said creatures certainly were. And the occasional Radiant Dragon, or Space Worm, or (what were those living asteroids called?) was enough to wreak occasional havoc on their ship, causing them to have to spend more money on repairs, etc. Even the pirates of the real world found out the hard way that adventuring costs money - and only a few were smart and savvy enough to retire wealthy.

Yup, and to be sure, I sent in my fair share of Astereaters (I believe that was the name) not to mention the wandering gravity monsters, Radiant Dragons, etc. But if you sent in more ships with pirates, that just gives the PCs more treasure in the form of vessels and helms (as I found out to my chagrin) and the costs for repairing vessels, hiring crews, etc. were simply too low (even if you multiplied them by five or ten times) to realistically be able to drain a party's astronomical (if you'll pardon the pun) resources that they gleaned from ship capture.

And a lot of the really cool creatures (such as the Horg from the Grinder region in the Greyspace accessory) were supposedly absolute terrors of space....but were certainly no where near big enough to stop a vessel, and certainly weren't likely to be piloting one themselves. Of course, the Horg probably aren't a great example because steering through the Grinder at spelljamming speed would be a sure way to meet a large chunk of rock at a very uncomfortable velocity, thereby virtually ensuring that people travel slowly through that asteroid belt ;)

Ah well, there were (to be sure) solutions to be found (as Henry has pointed out), but they were never entirely satisfactory to me, and doing that many work-around exercises to maintain a stable campaign did become irritating from time to time. YMMV. Still a very cool setting with a metric buttload of potential....just needed a little tinkering...

Cheers,
Colin
 
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Arnwyn said:
I do agree that this was a big problem.

But to be fair, (IIRC) the books in the boxed set did say that the absolute minimum recommended character level for spelljamming was 6th. [Can anyone confirm? I'm at work right now...]

I do believe you are correct....although whether 4th level or 6th, that's still a great deal of coinage to be hanging around a party of mercenary-esque adventurers, even by 2nd Edition standards :)

Cheers,
Colin
 

Im all for spelljammer. Watching one of our players who had a Giff run around blowing things up (becuase they like too) and he had a deathwish as he was the only Giff who survived an attack on thier platoon, so he felt being alive was a disgrace to the memory of his former squad was hillarious. He just never died... he tried! He just came out on top in a lot of crazy sitauitions, which is prob good for our party......lol great setting. Loved the Rock of Braul. (braul?) whatever, cool city on an astroid heh
 

I don't really know the old Spelljammer, but I liked it when it came back to D&D 3.x with the Lords of Madness web enhancement here. That nautiloid spelljammer ship looked way cool :).
 


Forgotten Realms & Spelljammer

I have always enjoyed Spelljammer and I'm pleased to report that the upcoming Grand History of the Realms will make direct reference to Spelljammer and its various influences on the setting and its history.

-Brian R. James
 

IanB said:
I don't find FF very pulpy in general, to be honest.
Just to add to your tangent, this is the first I've ever heard that FF was supposed to be pulpy. If I were to work on something pulpish, I never would've gone to FF as any kind of source or inspiration because. . . it's FF, not pulp. At least in my mind.
 

Wrox said:
I have always enjoyed Spelljammer and I'm pleased to report that the upcoming Grand History of the Realms will make direct reference to Spelljammer and its various influences on the setting and its history.
Cool. I knew that Spelljammer isn't quite dead yet :).
 

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