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What do you think of Spelljammer?
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<blockquote data-quote="Darrin Drader" data-source="post: 646778" data-attributes="member: 7394"><p>I was gaming heavily in the days of Spelljammer and I used it heavily. Yes, there were some pretty wacked out elements, and for the most part, I ignored them in favor of the cooler stuff (and yes, there was some very cool stuff). I used it as a means for the characters to move from one campaign world to another, have adventures in space, and as a way to introduce my own wacked out characters. I used Spelljammer during my first major campaign, which ran for 3 years with the same players. Here's some highlights (just the interesting parts):</p><p></p><p>I Introduced Harlequin - a god-like being who was imprisoned in a building floating on an asteroid. He couldn't escape until someone let him out. The party killed him, thus releasing him. Oops. And H was such a madman, he came after the party later for to take revenge on them for killing him (Did I mention he was insane? I was also kind of into Batman at the time). The interesting bit about him was that he could only be damaged by magic. Cast a spell at him and do normal damage. Hit him with a +5 sword, do 5 damage. It kind of changed the dynamic of how you deal with a powerful enemy.</p><p></p><p>I had an unpopulated dungeon worked up that I planned to use at a later time. I figured it would be fun to have the party go through a bottle episode (ST term meaning they don't leave the ship). They met with a couple Illithid ships and made some extremely bad rolls. The ship ended up getting trashed and the party was taken prisoner to an asteroid where they were forced to wield pick axes and mine gold. Of course they wielded the pick axes, but they ended up being used against the Illithids instead. The party learned a lot about the uses of spent slaves (snack time and rooms full of chilled brains), bashed their way out, and took off.</p><p></p><p>Another adventure the party was to go to a desert world to recover an artifact called the Aqua Eye. No one seemed to notice that the only water on this planet was in the form of a river that ran in a circular pattern and then went underground. The party fought their way into the dungeon, constantly dealing with some meddlesome characters whose motives they could never figure out. When they arrived they found that the planet was dying and had been for hundreds of years and the Aqua Eye produced the only source of water on the planet. Not only did the party not take it, but they had to deal with the person who hired them to prevent them from trying to hire someone else to take it.</p><p></p><p>There were more, but you get the idea.</p><p></p><p>The biggest issue I had with the setting was the concept of crystal spheres and phlogiston. Of course that's easily done away with. Just change the prime material plane to something we're familiar with and it works.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 646778, member: 7394"] I was gaming heavily in the days of Spelljammer and I used it heavily. Yes, there were some pretty wacked out elements, and for the most part, I ignored them in favor of the cooler stuff (and yes, there was some very cool stuff). I used it as a means for the characters to move from one campaign world to another, have adventures in space, and as a way to introduce my own wacked out characters. I used Spelljammer during my first major campaign, which ran for 3 years with the same players. Here's some highlights (just the interesting parts): I Introduced Harlequin - a god-like being who was imprisoned in a building floating on an asteroid. He couldn't escape until someone let him out. The party killed him, thus releasing him. Oops. And H was such a madman, he came after the party later for to take revenge on them for killing him (Did I mention he was insane? I was also kind of into Batman at the time). The interesting bit about him was that he could only be damaged by magic. Cast a spell at him and do normal damage. Hit him with a +5 sword, do 5 damage. It kind of changed the dynamic of how you deal with a powerful enemy. I had an unpopulated dungeon worked up that I planned to use at a later time. I figured it would be fun to have the party go through a bottle episode (ST term meaning they don't leave the ship). They met with a couple Illithid ships and made some extremely bad rolls. The ship ended up getting trashed and the party was taken prisoner to an asteroid where they were forced to wield pick axes and mine gold. Of course they wielded the pick axes, but they ended up being used against the Illithids instead. The party learned a lot about the uses of spent slaves (snack time and rooms full of chilled brains), bashed their way out, and took off. Another adventure the party was to go to a desert world to recover an artifact called the Aqua Eye. No one seemed to notice that the only water on this planet was in the form of a river that ran in a circular pattern and then went underground. The party fought their way into the dungeon, constantly dealing with some meddlesome characters whose motives they could never figure out. When they arrived they found that the planet was dying and had been for hundreds of years and the Aqua Eye produced the only source of water on the planet. Not only did the party not take it, but they had to deal with the person who hired them to prevent them from trying to hire someone else to take it. There were more, but you get the idea. The biggest issue I had with the setting was the concept of crystal spheres and phlogiston. Of course that's easily done away with. Just change the prime material plane to something we're familiar with and it works. [/QUOTE]
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