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Spelljammer...just wow
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<blockquote data-quote="Alzrius" data-source="post: 3509717" data-attributes="member: 8461"><p>I really like <em>Spelljammer</em>.</p><p></p><p>Most of the major points as to why it didn't do very well have already been covered, but they never bothered me much.</p><p></p><p>Personally, I liked the way it tied the campaign settings together. It helped to define the meta-setting that was the entire multiverse of D&D, which seemed really great; moreso than inventing a brand new world and then needing to flesh it all out, anyway.</p><p></p><p>That said, I think that rather than fans of the "Big Three" resenting having the campaigns tied together, I think part of the poor reaction (overall) to SJ was that fans of the setting were turned off by how much it seemed to rely on the Big Three. Basically, if you didn't have GH, FR, and DL materials, you were somewhat handicapped with the setting. It was pretty clear that the "Radiant Triangle" (as it called the phlogiston trade paths between Greyspace, Realmspace, and Krynnspace) was the heart of Known Space. So if your party wanted to hang out in Greyspace, and decided to touch down on Oerth, well then, you better have those GH supplements on hand.</p><p></p><p>The backdrop of the other campaigns should have been kept as a secondary focus, the way <em>Planescape</em> did; as it is, I think PS learned from a lot of SJ's mistakes. Sigil was a lot more cohesive than the Rock of Bral (particularly since the Rock could only be in one sphere, and you were constantly journeying to new ones), the monsters were more alien and less weird, and the setting just had its own feel. SJ didn't have those things...and that was a loss that it never truly overcame.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 3509717, member: 8461"] I really like [i]Spelljammer[/i]. Most of the major points as to why it didn't do very well have already been covered, but they never bothered me much. Personally, I liked the way it tied the campaign settings together. It helped to define the meta-setting that was the entire multiverse of D&D, which seemed really great; moreso than inventing a brand new world and then needing to flesh it all out, anyway. That said, I think that rather than fans of the "Big Three" resenting having the campaigns tied together, I think part of the poor reaction (overall) to SJ was that fans of the setting were turned off by how much it seemed to rely on the Big Three. Basically, if you didn't have GH, FR, and DL materials, you were somewhat handicapped with the setting. It was pretty clear that the "Radiant Triangle" (as it called the phlogiston trade paths between Greyspace, Realmspace, and Krynnspace) was the heart of Known Space. So if your party wanted to hang out in Greyspace, and decided to touch down on Oerth, well then, you better have those GH supplements on hand. The backdrop of the other campaigns should have been kept as a secondary focus, the way [i]Planescape[/i] did; as it is, I think PS learned from a lot of SJ's mistakes. Sigil was a lot more cohesive than the Rock of Bral (particularly since the Rock could only be in one sphere, and you were constantly journeying to new ones), the monsters were more alien and less weird, and the setting just had its own feel. SJ didn't have those things...and that was a loss that it never truly overcame. [/QUOTE]
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