[Worlds and Monsters] My sense of wonder is back

Irda Ranger said:
Um, no. If it's going to be a Spelljammer Campaign, it's going to be a Spelljammer Campaign at 1st level, not 21st level. To do otherwise would be like "Hey guys, let's play a Planescape Campaign! But first, you have to grind your way up to 15th Level so you can Plane Walk!"

To repeat: Um, no.

Admittedly, you may not own your own Spelljammer right at 1st level, but you're sure as shootin' in the Astral Sea on someone's Spelljammer.

/end off topic/

I'm glad the art of W&M has inspired some folks. I didn't get it, but maybe I'll have to thumb through it at Barnes & Noble to see if it's worth the purchase. I definitely need to check out pg. 17

Wow, dogg. Sorry my idea of using spelljamming as the epic capstone to a nautical themed campaign gets you so bothered. It's actually more like, "hey guys, when you all reach 15th level and can plane walk, you can go on Planescape adventures."

Admittedly, I never put a gun to your head and told you to sit at my table, right, so it doesn't really matter.

Derren said:
It needs a lot more than some art to make 4E good. Story and especially machanics are a lot more important.

I agree, except that really good, evocative art (like in W&M) gets my creative juices flowing just as well as any text piece.
 

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I suspect the ship on the Astral Sea is more like the githyanki ships than it is like Spelljammer. Spelljammer was a weird experiment that really excited a minority of gamers and really annoyed the rest of them.

It's best kept niche rather than revisited as a core concept.

And please; enough with the "dogg" already. Not. Cool.
 


I finally had a browse through W&M monster today at Chapters, and you can put me in the "wow" ledger. The monster illustrations are hit and miss, but the landscapes and location illustrations are amazing, and are inspiring. I just hope my DMing can keep up to the ideas they bring to mind.
 


One of the people in my game group used to DM a Firefly style game set in the Iron Kingdoms. It was hugely popular among us players but the game ended prematurely because of problems with the 3.5 rules breaking down at higher levels and trying to get them to work with the poorly written d20 IK rulebook. Cool setting. Bad mechanics.

It was just too much work to "fix" the game. Since 4e fixes many of the issues that contributed to that games demise, it may live again as a 4e game.
 



I loved the artwork for W&M.

I was especially happy for the Astral Sea art and the ship. Since I was contemplating how to do a pirating-campaign on the Astral Sea but since I didn't have a visual clue on what the Astral Sea looked like, now I do AND a ship design, it is all coming together.

I am even contemplating having whole Dominions crafted to be like Astral Ships that glide through the Astral Sea.
 

Irda Ranger said:
Sweet. You can imagine now that in the Astral Sea (between the various Dominion Spheres) are the floating remnants of old Dominions. Bits of rock and rubble, some larger than others, on which various communities have found purchase. Chief among them, those friendly to civilized races at any rate, are Sigil and Babylon 5 the Rock of Bral. Also sailing this Astral Sea are Githyanki pirates and Neoghi raiders. Somewhere, out beyond the Rim, is the rumored "home" of the Mindflayers, marking the spot where they first crossed over from the Far Realm they originally came from.

That would kick so many kinds of ass.

Later
silver
 

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