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Spelljammer...just wow
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<blockquote data-quote="Graf" data-source="post: 3512856" data-attributes="member: 3087"><p>While I like Spelljammer I think this isn't really a factually valid statement.</p><p>Some other people have touched on it but to bring it fully out:</p><p></p><p>Spelljammer is totally different. I'm not saying it's good/bad/black/white/whatever but its not comparable.</p><p>They're different mechanisms, and different story engines</p><p>Spelljammer has travel time; Planeshift doesn't (read: random encounters en route)</p><p>Planeshift has hostile arriving environment possibilties; Spelljammer: you're fine inside of your ship</p><p>Spelljammer means dealing with resources like food and water; Planeshift (nope)</p><p>Spelljammer the means of movement (ship) can be attacked or stolen; Planeshift: effectively impossible to stop or attack the spell</p><p>Planeshift: almost no control of destination; Spelljammer: total control of destination </p><p>Planeshift can go home anytime just cast the spell (or use a color pool or whatever); Spelljammer going home is going to take days or weeks in the ship</p><p></p><p>At a story level</p><p>Planeshift</p><p>At 9th level I cast <em>Planeshift</em>... I have -no- control over where I will wind up on an -infinite- plane.</p><p>Which is a fancy way of saying: They go wherever the DM wants. Since they're traveling around the planes anything can happen really but only because the DM makes the possibility available.</p><p>Lets say that he wants to have them rescue a community from an attack by raiders. Wherever they arrive: "There's a community! There are raiders. You see them chasing a woman with an infant! The raiders see you! And some of them break off and attack!![/i]"</p><p></p><p>Spelljammer</p><p>The players move, of their own volition, wherever they want. And they'll have the right to basic information about where they're going. </p><p>DM: The closest area is a forested planet, which has been plagued by raiders.</p><p>Players: Boring! We want to go to that Egyptian world. The one with the buried temples. That the trader mentioned 5 sessions ago. We get in the ship and go!</p><p>DM: OK.... You get to the system and...</p><p>Players: OK. We want to find the biggest city on the planet.</p><p>DM: Ok.... You go the biggest City...</p><p>Players: We can see it from above right? We want to go to the market place</p><p>DM: Ok.... you can see a big bustling market place...</p><p>etc.</p><p>etc.</p><p></p><p>It's just not the same system either from a mechanics or (more importantly in my mind) a story perspective.</p></blockquote><p></p>
[QUOTE="Graf, post: 3512856, member: 3087"] While I like Spelljammer I think this isn't really a factually valid statement. Some other people have touched on it but to bring it fully out: Spelljammer is totally different. I'm not saying it's good/bad/black/white/whatever but its not comparable. They're different mechanisms, and different story engines Spelljammer has travel time; Planeshift doesn't (read: random encounters en route) Planeshift has hostile arriving environment possibilties; Spelljammer: you're fine inside of your ship Spelljammer means dealing with resources like food and water; Planeshift (nope) Spelljammer the means of movement (ship) can be attacked or stolen; Planeshift: effectively impossible to stop or attack the spell Planeshift: almost no control of destination; Spelljammer: total control of destination Planeshift can go home anytime just cast the spell (or use a color pool or whatever); Spelljammer going home is going to take days or weeks in the ship At a story level Planeshift At 9th level I cast [i]Planeshift[/i]... I have -no- control over where I will wind up on an -infinite- plane. Which is a fancy way of saying: They go wherever the DM wants. Since they're traveling around the planes anything can happen really but only because the DM makes the possibility available. Lets say that he wants to have them rescue a community from an attack by raiders. Wherever they arrive: "There's a community! There are raiders. You see them chasing a woman with an infant! The raiders see you! And some of them break off and attack!![/i]" Spelljammer The players move, of their own volition, wherever they want. And they'll have the right to basic information about where they're going. DM: The closest area is a forested planet, which has been plagued by raiders. Players: Boring! We want to go to that Egyptian world. The one with the buried temples. That the trader mentioned 5 sessions ago. We get in the ship and go! DM: OK.... You get to the system and... Players: OK. We want to find the biggest city on the planet. DM: Ok.... You go the biggest City... Players: We can see it from above right? We want to go to the market place DM: Ok.... you can see a big bustling market place... etc. etc. It's just not the same system either from a mechanics or (more importantly in my mind) a story perspective. [/QUOTE]
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