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Unearthed Arcana: Travelers of the Multiverse
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<blockquote data-quote="Chaosmancer" data-source="post: 8425918" data-attributes="member: 6801228"><p>A minor quibble, but I think this gets to the point they were making. </p><p></p><p>I don't need Spelljammer to have an adventure in a flying, dwarven dungeon. And yes, "no needs anything to do anything because homebrew" but my point is that if you aren't doing something different and interesting with the setting, what's the point of the new setting? </p><p></p><p>Spelljammer had many things that made it unique back in 2e, but a lot of them would be incredibly hard to do or against the current direction of the game. For example, like was said earlier, I see zero chances that the Phlogiston is going to be as insanely explosive as it was. In fact, I would surprised if it was particularly deadly at all, as 5e has pushed pretty far away from dangerous environments that aren't literally on fire. </p><p></p><p>Additionally, one of the big problems I see with the combination of Planescape and Spelljammer is sort of a.. what's the point of the ships? It actually can't be to go between the different crystal spheres. Because that is what the portals in Sigil are for. Way safer and easier to travel through some portals between safe ports than taking a ship through monster space. </p><p></p><p>Now, that isn't to say there isn't a solution, but the solution is to change the intent of Spelljammer. They would have to be about exploring NEW places. Finding lost citadels or dead realms that can no longer be reached via portal. Mining the bodies of Dead Gods. This then becomes a VERY different setting, and is where I think the Star Frontier material can be a useful bridge. It becomes more about a central port (Sigil) where these ships leave in a mix between Star Trek and the Golden Age of Piracy/Exploration.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8425918, member: 6801228"] A minor quibble, but I think this gets to the point they were making. I don't need Spelljammer to have an adventure in a flying, dwarven dungeon. And yes, "no needs anything to do anything because homebrew" but my point is that if you aren't doing something different and interesting with the setting, what's the point of the new setting? Spelljammer had many things that made it unique back in 2e, but a lot of them would be incredibly hard to do or against the current direction of the game. For example, like was said earlier, I see zero chances that the Phlogiston is going to be as insanely explosive as it was. In fact, I would surprised if it was particularly deadly at all, as 5e has pushed pretty far away from dangerous environments that aren't literally on fire. Additionally, one of the big problems I see with the combination of Planescape and Spelljammer is sort of a.. what's the point of the ships? It actually can't be to go between the different crystal spheres. Because that is what the portals in Sigil are for. Way safer and easier to travel through some portals between safe ports than taking a ship through monster space. Now, that isn't to say there isn't a solution, but the solution is to change the intent of Spelljammer. They would have to be about exploring NEW places. Finding lost citadels or dead realms that can no longer be reached via portal. Mining the bodies of Dead Gods. This then becomes a VERY different setting, and is where I think the Star Frontier material can be a useful bridge. It becomes more about a central port (Sigil) where these ships leave in a mix between Star Trek and the Golden Age of Piracy/Exploration. [/QUOTE]
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