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The 2e Setting Explosion: Spelljammer v. Athas, and the Multiverse as Single Settting (Part 3)
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<blockquote data-quote="HarbingerStrom" data-source="post: 8008858" data-attributes="member: 7024986"><p>I'm currently running a Spelljammer campaign to Athas. I think it needs to be up to the DM how and when interaction with the planet should be allowed. Because of the economy and the magical limitations I think on a fundamental level it needs to be made cost prohibitive to get there and back. There is no occasion where goods should allowed to be traded willy nilly in that region. You would quickly unbalance the game. Because of the value of metal and even the exchange rate for gold and silver you make your party inconceivably wealthy but simply making planet fall. This is fine if you plan for that. I did not attempt the campaign until the characters were level 16-20 because at that point wealth is not something they will be seeking, rather it will be a unique experience/adventure they have not had before.</p><p>In my campaign I allowed the ship to find a way to the Crimson Sphere by having the party talk to Large Luigi on the Rock of Bral. Having godlike knowledge he was able to give them directions on how to get there. Getting there was the easy part however it still took a year in game time. I had the space around the sphere infested with aboliths which attacked and invaded the ship. Making the journey treacherous re-enforces the idea that it is lunacy to attempt the trip to that sphere and is the reason why no one goes there. Once they penetrated the sphere their spelljammer helm began to weaken and was drawing an increasing amount of magical energy from the pilot. Once the ship made landfall it will not be able to lift off again. Any goods they brought with them can be sold however even with a full load of cargo it was hardly worth the loss of the ship but it did have the side effect of giving them a heavily armed base of operations, albeit under constant attack from those seeking the treasures it contains. Returning will be more difficult. The party will need to find a way of escape that goes beyond a simple planeshift spell. The whole exercise is really to give the high level party something new to do and will include the addition of some low level character creation and development involving psionics and different types of race sub-classes and classes. </p><p>I think the goal of an Athas campaign is not to try to transform anything about the planet but rather have the planet transform the characters that find their way there. Re-introducing gods or trying to make the planet more inhabitable should not be what the campaign is aiming for.</p></blockquote><p></p>
[QUOTE="HarbingerStrom, post: 8008858, member: 7024986"] I'm currently running a Spelljammer campaign to Athas. I think it needs to be up to the DM how and when interaction with the planet should be allowed. Because of the economy and the magical limitations I think on a fundamental level it needs to be made cost prohibitive to get there and back. There is no occasion where goods should allowed to be traded willy nilly in that region. You would quickly unbalance the game. Because of the value of metal and even the exchange rate for gold and silver you make your party inconceivably wealthy but simply making planet fall. This is fine if you plan for that. I did not attempt the campaign until the characters were level 16-20 because at that point wealth is not something they will be seeking, rather it will be a unique experience/adventure they have not had before. In my campaign I allowed the ship to find a way to the Crimson Sphere by having the party talk to Large Luigi on the Rock of Bral. Having godlike knowledge he was able to give them directions on how to get there. Getting there was the easy part however it still took a year in game time. I had the space around the sphere infested with aboliths which attacked and invaded the ship. Making the journey treacherous re-enforces the idea that it is lunacy to attempt the trip to that sphere and is the reason why no one goes there. Once they penetrated the sphere their spelljammer helm began to weaken and was drawing an increasing amount of magical energy from the pilot. Once the ship made landfall it will not be able to lift off again. Any goods they brought with them can be sold however even with a full load of cargo it was hardly worth the loss of the ship but it did have the side effect of giving them a heavily armed base of operations, albeit under constant attack from those seeking the treasures it contains. Returning will be more difficult. The party will need to find a way of escape that goes beyond a simple planeshift spell. The whole exercise is really to give the high level party something new to do and will include the addition of some low level character creation and development involving psionics and different types of race sub-classes and classes. I think the goal of an Athas campaign is not to try to transform anything about the planet but rather have the planet transform the characters that find their way there. Re-introducing gods or trying to make the planet more inhabitable should not be what the campaign is aiming for. [/QUOTE]
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The 2e Setting Explosion: Spelljammer v. Athas, and the Multiverse as Single Settting (Part 3)
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