WotC What classic setting SHOULD WotC publish and why?


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Personally, I hope they don't go Planejammer. Not only did Planescape and Spelljammer have such very different feels to them, but you simply don't get the same sort of hazards in Wildspace or the Phlogiston than you do in the Astral.
But "Planejammer" could be the Astral Sea. That seems to be the best bet for a hybrid of the two. Meaning, spelljammers are just another way of traveling the planes, but via the Astral Sea.
 


But "Planejammer" could be the Astral Sea. That seems to be the best bet for a hybrid of the two. Meaning, spelljammers are just another way of traveling the planes, but via the Astral Sea.
If they want to do ships in the Astral and use them to travel from location to location, that's cool with me.

But Spelljammer takes place in space. There aren't any of the space hazards in the Astral: it's timeless, so you don't need to breathe, eat, or drink, and maintaining your 'jammer's air envelope and making you have enough provisions on your ship is actually important in Spelljammer. The lack of gravity doesn't even work in the same way: Spelljammer at least pretends to use physics in the way freefall works, meaning falling overboard is actually risky. In the Astral, you can just think yourself wherever you want to go. And unless they completely rewrite the Astral, there's also no planets, asteroids, comets, or--as TV Tropes puts it--negative space wedgies there, while they exist in spades in Spelljammer. Nor would most of the kooky space opera/Star Trek/misc. space anime creatures or events of Spelljammer really fit into the Astral.

Yes, it's possible for them to do the Astral Sea, but I really don't think that they'll be able to do Spelljammer that way. They're just too different.
 


If they want to do ships in the Astral and use them to travel from location to location, that's cool with me.

But Spelljammer takes place in space. There aren't any of the space hazards in the Astral: it's timeless, so you don't need to breathe, eat, or drink, and maintaining your 'jammer's air envelope and making you have enough provisions on your ship is actually important in Spelljammer. The lack of gravity doesn't even work in the same way: Spelljammer at least pretends to use physics in the way freefall works, meaning falling overboard is actually risky. In the Astral, you can just think yourself wherever you want to go. And unless they completely rewrite the Astral, there's also no planets, asteroids, comets, or--as TV Tropes puts it--negative space wedgies there, while they exist in spades in Spelljammer. Nor would most of the kooky space opera/Star Trek/misc. space anime creatures or events of Spelljammer really fit into the Astral.

Yes, it's possible for them to do the Astral Sea, but I really don't think that they'll be able to do Spelljammer that way. They're just too different.
Yeah, I know, but it doesn't have to be either/or, either Wildspace or the Astral Sea. They are two different planes of existence, one physical, the other astral, and spelljammers could travel both.

My guess is that WotC publishes a Planes book that includes spelljammers as a means of traveling the Astral Sea, with a docking system in Sigil (can't remember if that was part of 4E). The Wildspace could be introduced in a standalone adventure, perhaps with the PCs discovering a spelljammer that they take out into Wildspace.
 

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