D&D 5E Unearthed Arcana: Travelers of the Multiverse

New free content from WotC - the latest 4-page Unearthed Arcana introduces six new races: astral elf, autognome, giff, hadozee, plasmoid, and thri-kreen. https://dnd.wizards.com/articles/unearthed-arcana/travelers-multiverse Looks like Spelljammer and/or Planescape is back on the menu!

New free content from WotC - the latest 4-page Unearthed Arcana introduces six new races: astral elf, autognome, giff, hadozee, plasmoid, and thri-kreen.


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Looks like Spelljammer and/or Planescape is back on the menu!
 

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Hatmatter

Laws of Mordenkainen, Elminster, & Fistandantilus
I haven't specifically sought out a lot of stuff on Spelljammer, but I have heard things. Like about how the Phlogiston works and stuff like that. Planescape I'm more familiar with, I know a bit of how Sigil works and some of the Philosophical ideas in it.

I don't use sigil though because I don't usually do planar travel, and therefore having super easy planar travel doesn't appeal to me. Additionally the bit I've heard about some of the philosophies and groups... I don't know. I find philosophy aggravating at times, and many of the ones I've been exposed to in Planescape material are extreme enough to make things less fun, so I haven't really bothered with them.



I suppose it has been a misconception, but I find it an odd one. Every proponent of the two settings I have ever talked to have highlighted the aspect that you seem to be waving off as relatively minor.

I never would have said it was the "singular" purpose though. Just a major one. No successful setting ever had a "singular" purpose.
Gotcha! Well the stuff that people highlight tends to be the stuff that appeals to them. Certainly Krynnspace, Realmspace, and Greyspace are detailed in Chapter 4: "Known Spheres" of Lorebook of the Void. The quote under my name is from the Foreword of The Concordance of Arcane Space: "This is a universe postulated on magical, not scientific, laws. There are universal laws and they must be obeyed, but they are the laws of magic, not physics -- the laws of Mordenkainen, Elminster, and Fistandantilus rather than Galileo, Newton, and Einstein." So, heightening the interconnectedness of the published worlds is certainly an appeal of Spelljammer. But, anyone who would suggest that was its purpose is really simply saying more about their own interests than the concept or the publications themselves.

Cheers, partner. Happy role-playing, whether in wildspace, in the outer planes, in the Material Plane, or one of its echoes or somewhere else!
 
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Faolyn

(she/her)
Yeah, I don't think that the Phlogiston is a core part of Spelljammer. It could easily be replaced with the Astral Sea and work just as (if not more) effectively as a concept. The Phlogiston could just be currents contained within the Astral Sea connecting the Crystal Spheres, or something like that.
It is, actually. Rules for it, monsters that lived in it, the whole shebang.

Now sure, it could be easily replaced with the Astral Sea, but then again, you could easily replace the Great Wheel with the World Tree in Planescape and it would work "just as well." The question is, does doing either of these things improve the setting? And that's up in the air.
 

Chaosmancer

Legend
That's just it. You're just making up that a portal to St. Petersburg exists, when far more likely the closest you will be able to get is South Africa and then you have to walk or find another way. An airplane from The U.S. to Russia would be faster.

That's because I'm reducing "entirety of existence" to a globe. If it was Africa that would be like saying that to get to Faerun you have to take a portal to Athas. That doesn't work. You aren't taking a portal to Faerun then.

Doesn't mean that it is, either. But yeah, if you can just whip up a portal to close to your destination(unlike Sigil), then portals are probably better, assuming the cost to activate the portal isn't prohibitive.

Somewhere on the continent of Faerun is fairly close to your destination when you are starting in a different reality and your destination is somewhere in Faerun.

You do realize that prime material plane is huge, right? So you take a portal from Sigil to Mazteca. Then you're stuck. Or maybe the portal is to Waterdeep, but you're trying to get to the planet H'Catha. And that's if you even know the portal exists AND is still there and hasn't wandered off.

Are you stuck? Or can you take an airship that you built on the other side from Mazteca to wherever you were going. I mean, you are already talking about people (obviously not the adventurer, but someone has to do it first) building a spelljammer, so why not build a cheaper and less contained version, for taking you from this place you are stuck at?

And why are you going to Abeir-Toril if you want to get to H'Catha, seems like that would be a rather silly thing to do. And I don't see any reason that there are multiple known portals to Abeir-Toril, where the majority of the people with trade empires live, and none on H'Catha, whatever that is and whyever you want to go there. I mean, you know about it, so someone had to have gone there first, likely from Abeir-Toril, so they have a method of arriving there.

You've never heard of explorers? Or colonists? And D&D isn't the real world.

Explorers who looked for gold and raw resources for trade? Colonists who conquered and subjected land to turn the raw resources into avenues for trade? I would have accepted refugees, but they are far more likely to look for "anywhere but here" before seeking out the unknown. DnD might not be the real world, but people's motivations don't suddenly stop existing just because they are inconvenient. I doubt you'd find any famous explorer who didn't look for something that could make them rich.

The mountains of gems and gold that they brought with them? Unique skills? Whatever. Doesn't really matter. This is a game of the imagination. Use yours and you can come up with lots of ideas.

Like somehow imagining people building a generation ship would waste cargo space on gold and gems that are utterly worthless? Something built to travel for "until we hit something" isn't going to waste space on things they don't need.

That would be stupid. They're going down to the planet and at the same time they will be sending out scout ships to see what else is around.

Because splitting your forces and resources when claiming your new home isn't a terrible idea, or kicking the hornets nest of announcing yourselves while you still have no idea what is beneath you or have any sorts of defenses. And how do we know that they have functioning scout ships?

Yes MAx, I can make up and handwave things to make you right. But I can also say "no, that doesn't make any sense" and that isn't a failure of imagination on my part, that is looking at the challenges of making a vessel that can support life indefinetly and two thousand year old technology and putting myself in the shoes of the builders and the leaders of that ship and realizing that your ideas don't make sense. You know, playing the role.
 

Chaosmancer

Legend
Indeed. But it's also very easy, and rather more profitable, to station burly guards in front of it and change an extortionate toll.

So, as the navigators of the Age of Discovery did, people will seek out alternative routes, even if they are dangerous.

I half agree with you. The problem is that the main issue with the Age of Discovery was that we didn't know what was out there, or the shape of the planet to find waterways around the landmasses.

The problem, from what I understand of Spelljammer, is that the entirety of the space you are traveling to is incredibly hostile to life and full of undead, monsters, undead monsters and even worse things. And that's not even accounting for the unpredictable "weather". Finding a route doesn't help make these things easier to deal with. The only thing you could do is military flotilla escorts, which if there is a storm, all get wiped out.

Which is also prohibitively expensive.

And the only place you are likely to find a stable portal that goes where you want to is Sigil. And who wants to go there? Tolls aside, these are the people who call the rest of the multiverse "clueless" after all! Better to give the place a wide berth.

Kek
 

Maxperson

Morkus from Orkus
That's because I'm reducing "entirety of existence" to a globe. If it was Africa that would be like saying that to get to Faerun you have to take a portal to Athas. That doesn't work. You aren't taking a portal to Faerun then.



Somewhere on the continent of Faerun is fairly close to your destination when you are starting in a different reality and your destination is somewhere in Faerun.



Are you stuck? Or can you take an airship that you built on the other side from Mazteca to wherever you were going. I mean, you are already talking about people (obviously not the adventurer, but someone has to do it first) building a spelljammer, so why not build a cheaper and less contained version, for taking you from this place you are stuck at?

And why are you going to Abeir-Toril if you want to get to H'Catha, seems like that would be a rather silly thing to do. And I don't see any reason that there are multiple known portals to Abeir-Toril, where the majority of the people with trade empires live, and none on H'Catha, whatever that is and whyever you want to go there. I mean, you know about it, so someone had to have gone there first, likely from Abeir-Toril, so they have a method of arriving there.



Explorers who looked for gold and raw resources for trade? Colonists who conquered and subjected land to turn the raw resources into avenues for trade? I would have accepted refugees, but they are far more likely to look for "anywhere but here" before seeking out the unknown. DnD might not be the real world, but people's motivations don't suddenly stop existing just because they are inconvenient. I doubt you'd find any famous explorer who didn't look for something that could make them rich.



Like somehow imagining people building a generation ship would waste cargo space on gold and gems that are utterly worthless? Something built to travel for "until we hit something" isn't going to waste space on things they don't need.



Because splitting your forces and resources when claiming your new home isn't a terrible idea, or kicking the hornets nest of announcing yourselves while you still have no idea what is beneath you or have any sorts of defenses. And how do we know that they have functioning scout ships?

Yes MAx, I can make up and handwave things to make you right. But I can also say "no, that doesn't make any sense" and that isn't a failure of imagination on my part, that is looking at the challenges of making a vessel that can support life indefinetly and two thousand year old technology and putting myself in the shoes of the builders and the leaders of that ship and realizing that your ideas don't make sense. You know, playing the role.
Read the quotes I quoted to @Paul Farquhar
 

Chaosmancer

Legend
Stuff gets in, and other stuff is produced there. The portals are not sufficient, though, to be a good way to efficiently travel across the multiverse, let alone conduct trade from one prime to another that way.

Why produce stuff there if there is no one to sell it to? Why live there?
 


Mecheon

Sacabambaspis
I don't know if people were really 'advocating' for Planesjammer - the impression I got was it was simply seen as much more likely that either a complete Planescape or a complete Spelljammer - and a mashup would be a lot better than nothing, so people talked it up.
There were a few of us!

The problem I see with Spelljammer is simple: The destinations are boring and "Go and invade another campaign setting" has never been a selling point of it. Spelljammer's strength has always been on the travelling aspect, the adventures in space.

How do you make the adventures in space better? Give them somewhere to care about as a destination. Like say, all of those other dimensions and planes you can go to and are specifically linked to the Astral Sea. Also adds in "Go to strange unusual plane, have your ship as a base of operations" to work with
 

Bolares

Hero
Yeah, I don't think that the Phlogiston is a core part of Spelljammer. It could easily be replaced with the Astral Sea and work just as (if not more) effectively as a concept. The Phlogiston could just be currents contained within the Astral Sea connecting the Crystal Spheres, or something like that.
But tou would have to refluff the astral sea to be part of the prime material right?
 

Parmandur

Book-Friend
In 2021 the writers know their personal interests have to play second fiddle to commercial considerations. The playerbase wants D&D meets Star Wars/Trek. Self indulgent writers excessing their pet obsessions in philosophy or the history of scientific thought did the game no favours in the 1980s, however much it might appeal to the intellectuals on this forum.
Still don't see the contradiction. You can make a D&D Space Opera while still playing with Ye Oldde Tyme physics.
 

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