SpellJammer

Ranger REG said:
If it is all about money, then they should lower their prices for the licensing, but increase the royalty rate, and be damned if the third-party company takes, say Dark Sun, into an entirely different direction apart from WotC and the DS fans want.

Well, they've already got the "be damned" part down, since there was certainly no overhead on their part on, say, the recent DS articles in Dragon and Dungeon. As for lowering their rates, well, then it isn't all about the money, is it, since their policy seems to be raise the prices.
 
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Ranger REG said:
After all, you don't want someone to have the license to Spelljammer and turn it into a Flesh Gordon/Barbarella erotic-type game for adult gamers only.

I dunno... There's a real possibility it would sell better. :]
 


Orius said:
Yeah, from what I've read about Spelljammer it seems there was way too much silliness in it, like the silly giant space hamster nonsense. Otherwise, on its own, and without the goofy humor, it probably had potential to be cool.

Actually I had less of a problem with giant space hamster than with the rest of the silliness. Hamsters may be cute, but the are also viscious little so-and-sos, so giant ones as monsters aren't all that silly.

If I was revamping SJ, I would keep giant space hamsters as they have become kinda iconic, but I would ditch dohwar and those silly insect cyberneticist things (something would have to go for space reason anyway).

I would say that the Helm maintained the atmosphere and gravity, rather than saying the gravity and atmosphere were there 'just because'.

I'd make the default assumption that the SJ Univerese was an independant setting, but include options for tying in to the campaign worlds in an appendix.


glass.
 
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Half a page would be sufficient.

"You can use other published campaign settings as crystal spheres, making spelljamming an alternative to planar travel through Shadow to link various cosmologies. However, most campaign settings are not designed with SpellJammer in mind and this could cause various logical inconsistancies. Some of them can be addressed by making spelljammer helms a closely kept secret only in the hands of a select few, or something that was never developped on that campaign setting and was introduced only recently by spelljamming aliens."

It could be better written, but is there really a need to go on longer?
 


I agree with Neo and a few others that Spelljammer was the most creative setting to come out of TSR, In fact i had everything handed to me from a cousin who hated it, read it all none of my players would play it. That is until they all watched Disneys new Treasure Planet, no we have The ROCK in realmspace.
 

I think that the silly stuff should simply be given a less silly appearance. Give the hamsters a more serious name, but note that they are generally referred to as hamsters. Other races could just as easily be made less silly and more serious. Get a really big hardcover for the rules, and make a technical readout (like BattleTech) of all the ship designs. Man if I had the moulah....

BTW does anyone remember the spelljamming stats of the ultimate helm. Can't seem to find them in my books. Only description I found is in Legends and More (The Legend of Spelljammer boxed set), but it doesn't seem to give any indication of jamming abilities!?!?
 

Rules for ship-to-ship combat should already exist in some form (for ocean-going vessels).

Given spelljammers take on space, space combat is the same.

Erm. So what needs to be done in a conversion? Random numbers for travel times?

I mean really people - if you want spelljammer, it's all already done.
 

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