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General Tabletop Discussion
*Dungeons & Dragons
What is important to you about Spelljammer
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<blockquote data-quote="jgsugden" data-source="post: 8592766" data-attributes="member: 2629"><p>I'm curious what elements of Spelljammer are important to people. Flying ships? Phlogiston and a 'Material Plane Only' focus? The Arcane? Crystal Spheres? Wildspace? Giff? Spelljamming Helms? <em>The</em> Spelljammer? Neogi?</p><p></p><p>For example, Spelljammer became a part of my home setting when it was first released, but I tossed about half of it out the door. You can Spelljam to planets in the Material Plane, and there are a decent number of flying ships in the material plane, but the majority of Spelljamming takes place in my Astral Plane / Astral Sea. Creatures use Spelljamming to travel between portals in the Astral Sea. The Arcane, Giff, Neogi, Scro, etc... all sail the Astral Sea (and my Sigil equivalent is there, too). </p><p></p><p>However, there is no Phlogiston and there are no Crystal Spheres. I have concepts that evoke different Prime Material Planes, but that design is based more upon Comic Book Multiverse concepts (and, to an extent, Time Travel). </p><p></p><p>I feel like my version captures the heart of the Spelljammer setting, but does so in a way that is a little less alien to the origial Great Wheel design (although my setting varies from that greatly in other ways). Other experienced Spellhjammer fans that have joined my campaigns have been a little disappointed that I don't have all the features of the original setting, but they generally adapt and appreciate my setting.</p><p></p><p>I'm curious - what would need to be included in an actual Spelljammer product for you to decide "This is truly Spalljammer".</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8592766, member: 2629"] I'm curious what elements of Spelljammer are important to people. Flying ships? Phlogiston and a 'Material Plane Only' focus? The Arcane? Crystal Spheres? Wildspace? Giff? Spelljamming Helms? [i]The[/i] Spelljammer? Neogi? For example, Spelljammer became a part of my home setting when it was first released, but I tossed about half of it out the door. You can Spelljam to planets in the Material Plane, and there are a decent number of flying ships in the material plane, but the majority of Spelljamming takes place in my Astral Plane / Astral Sea. Creatures use Spelljamming to travel between portals in the Astral Sea. The Arcane, Giff, Neogi, Scro, etc... all sail the Astral Sea (and my Sigil equivalent is there, too). However, there is no Phlogiston and there are no Crystal Spheres. I have concepts that evoke different Prime Material Planes, but that design is based more upon Comic Book Multiverse concepts (and, to an extent, Time Travel). I feel like my version captures the heart of the Spelljammer setting, but does so in a way that is a little less alien to the origial Great Wheel design (although my setting varies from that greatly in other ways). Other experienced Spellhjammer fans that have joined my campaigns have been a little disappointed that I don't have all the features of the original setting, but they generally adapt and appreciate my setting. I'm curious - what would need to be included in an actual Spelljammer product for you to decide "This is truly Spalljammer". [/QUOTE]
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