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<blockquote data-quote="JDowling" data-source="post: 1696167" data-attributes="member: 12596"><p>it would appear that I missed significant changes in the 2nd boxed set, I'd be told before that they were basically just a reprint and I shouldn't bother (or that they were worse than the origonal). I wasn't playing D&D much at the time it came out, so I never got it.</p><p></p><p>I will need to take-back those specific critiques, but I stand by what I said about being generally dissapointed in conversions that I've seen. again, not that I could do better /shrug.</p><p></p><p></p><p></p><p>while Spelljammer did act as a bridge between settings I think that it definately did have a distinct over all feel to it. Usually we wouldn't go to the established settings, and would rather travel to unknown spheres, et cetera. There was the whole Legend of the Spelljammer bit that you could go into which wasn't tied to any other setting by necessity.</p><p></p><p>You could have a viable spelljammer campaign and never touch a planet bigger than an astroid.</p><p></p><p>So, I think that while you certainly could use spelljammer as nothing more than a bridge between worlds, I think it had a lot more to offer. I think it also opened up a lot of fun ideas for your DM, much in the same way that Planescape does. If you play Planescape or Spelljammer as "nothing but a bridge" then I think you were missing out on the rest those products had to offer... unless you didn't want to buy what they were selling, then bridge away to your hearts content <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT:</p><p></p><p></p><p>which are examples of the general point that I was making, it's more than a conversion of what was. it's a conversion + "these alterations someone thought were cool/necessary". So, I agree with what you listed as dislikes, which basically changes the whole feel (from a crunchy standpoint) of the setting.</p><p></p><p>Psionic Warriors - too much "woah, I can do cool junk like neo did in the matrix! run up walls feat! Awesome!" the whole newer psionics have a totally different feel to them. I could nix those feats, or I could nix the class and leave "well enough alone" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>classes on Darksun 3e / 3.5e don't need to work how they do in other worlds, they never did in 2e, why start now?</p></blockquote><p></p>
[QUOTE="JDowling, post: 1696167, member: 12596"] it would appear that I missed significant changes in the 2nd boxed set, I'd be told before that they were basically just a reprint and I shouldn't bother (or that they were worse than the origonal). I wasn't playing D&D much at the time it came out, so I never got it. I will need to take-back those specific critiques, but I stand by what I said about being generally dissapointed in conversions that I've seen. again, not that I could do better /shrug. while Spelljammer did act as a bridge between settings I think that it definately did have a distinct over all feel to it. Usually we wouldn't go to the established settings, and would rather travel to unknown spheres, et cetera. There was the whole Legend of the Spelljammer bit that you could go into which wasn't tied to any other setting by necessity. You could have a viable spelljammer campaign and never touch a planet bigger than an astroid. So, I think that while you certainly could use spelljammer as nothing more than a bridge between worlds, I think it had a lot more to offer. I think it also opened up a lot of fun ideas for your DM, much in the same way that Planescape does. If you play Planescape or Spelljammer as "nothing but a bridge" then I think you were missing out on the rest those products had to offer... unless you didn't want to buy what they were selling, then bridge away to your hearts content :) EDIT: which are examples of the general point that I was making, it's more than a conversion of what was. it's a conversion + "these alterations someone thought were cool/necessary". So, I agree with what you listed as dislikes, which basically changes the whole feel (from a crunchy standpoint) of the setting. Psionic Warriors - too much "woah, I can do cool junk like neo did in the matrix! run up walls feat! Awesome!" the whole newer psionics have a totally different feel to them. I could nix those feats, or I could nix the class and leave "well enough alone" :) classes on Darksun 3e / 3.5e don't need to work how they do in other worlds, they never did in 2e, why start now? [/QUOTE]
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