Razz said:Here's something for the naysayers on SJ:
The only valid arguments I've seen here ended up not being valid at all. The first was expecting D&D-space physics to be exactly like real-world physics. It's a fantasy game with fantastically odd sense of physics. I am glad space in D&D didn't turn out like real-world space or we'd have a Star Wars rip-off.
Speaking of which, the other debate on SJ was it's "goofiness". Um, Star Wars has goofiness in it yet tons of people still like Star Wars.
Dragonlance had those stupid, goofy Gully Dwarves and kleptomaniac kender and tinker gnomes....yet Dragonlance didn't lose its fan base because of that.
Heck, I've even seen Planescape with goofy stuff (and, no, don't you dare say modrons) and it still became rather popular.
Shemeska said:Because they weren't alternate material planes. Toril, Oerth, Krynn, Athas, Ortho, Threnody, Falx, etc were all part of the same prime material plane. The prime wasn't just a single planet and nothing else, it was just as infinite as the other planes, dotted with innumerable other worlds.
the Jester said:Then how come you can plane shift from Oerth to Toril?
There were some serious logical flaws in the SJ setting. They tried to have it both ways- fly through space to another world! Er, that you can also reach via plane shift, astral spell, or whathaveyou.
Celebrim said:Anyway, back to this notion of 'validity'. If we assume all the stated personal reasons that people did not like Spelljammer are invalid, then it follows that there is no reason not to like Spelljammer. But Spelljammer wasn't very popular.
Man, that is a puzzler.
Celebrim said:But no one is required to like Star Wars.
Razz said:Here's something for the naysayers on SJ:
The only valid arguments I've seen here ended up not being valid at all.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.