Introducing flight to your fantasy battles? There are serious consequences for how it will affect your world.
The importance is that we don't want to break immersion. Something that isn't believable breaks immersion. For example, the biggest “believability hole” in the Spelljammer setting (see “How Would You Design for Spelljammer?”), is that many a smart planet-dwelling captain obtaining a 'jammer will likely use his/her ship to influence land-based wars on his/her planet instead of going out into an unknown full of flying ships. There are two aspects here, which I'll mix in the following:
Warfare is about maneuver, geospatial relationships, intelligence (gathering information), logistics, mobility (in the air), vulnerability, how you hold onto territory, range of effect. Improved intelligence helps in all of these.
Moreover, even if airplanes could stay stationary, they’re vulnerable to ground fire. Fantasy "ground fire" (spells, mechanical engines) is very short-ranged. There are nothing like “magic 88s,” anti-aircraft guns, at least not in any of the versions of D&D.
Spelljammers can fly quite low while remaining far out of range of ground-based spells and missiles. That’s only two tenths of a mile, not much more than three football fields. Imagine being at that height and able to drop rocks or bombs. If (when) the first try misses, you move the ship a little and do it again, ranging in while the poor saps on the ground can do little to stop you, unless they have aerial cavalry or powerful spellcasters who can fly. The ship can carry a virtually unlimited supply of smoothed (for aerodynamics) rock ammunition.
Only small moving targets will be hard to hit. The ground forces can move quickly (but won't otherwise be effective if constantly dodging), but their installations (forts, trebuchets, warehouses, etc.) and large units cannot.
The counterargument is: “targets can use their weapons and spells too." But the tyranny of gravity means range upwards is short, and ranges of spells in RPGs are typically quite short, as befits a skirmish situation amongst individuals. Nor will a typical army have air cavalry.
It’s true that bombing a target is no small feat, like tossing a coin off a bridge; yet a coin is a really shaky missile, aerodynamically. If you’re using magic, you’ll use it to hit what you aim at; if using some kind of bomb it’s likely to be much more aerodynamically stable than a coin, and it’ll have a blast radius. Aerial bombing is yet another reason for "castles" and other fortifications to go underground, which I'll talk about another time.
If you have the equivalent of bombs or artillery that can be launched by an individual (such as a wand of lightning bolts or fireballs) then that will make a big difference to general adventuring outdoors and to small-scale battles. In larger scale battles it may make a big psychological difference. Of course the person launching the “bombs” makes themselves a target to opposing magic; yet with the advantage of height they aren’t going to be hit by arrows or javelins, owing to the tyranny of gravity.
Your Turn: If you have many flying possibilities in your campaign, how does it change your game?
Why It Matters
When you change something in your world from how it is in a “real” world, there ought to be consequences for how it affects play. Here I’m discussing the addition of the impact of flying on a medieval fantasy world such as I described in “Baseline Assumptions of Fantasy RPGs."“When once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return.” – Leonardo DaVinci
The importance is that we don't want to break immersion. Something that isn't believable breaks immersion. For example, the biggest “believability hole” in the Spelljammer setting (see “How Would You Design for Spelljammer?”), is that many a smart planet-dwelling captain obtaining a 'jammer will likely use his/her ship to influence land-based wars on his/her planet instead of going out into an unknown full of flying ships. There are two aspects here, which I'll mix in the following:
- Flying for individuals or small groups (as in spells, rings, brooms, carpets), and
- Flying ships or other large craft.
Intelligence/Reconnaissance
Long before airplanes existed, armies used large balloons to see more of a battlefield, to collect useful information. This can be done on the small scale (carpets, flying spell, etc.) as well as the large scale (ships). Given that ordinary war in a melee age is chaos, most information isn't known to the participants, reconnaissance gives a significant edge in war.Warfare is about maneuver, geospatial relationships, intelligence (gathering information), logistics, mobility (in the air), vulnerability, how you hold onto territory, range of effect. Improved intelligence helps in all of these.
Communication
Even when flying isn't much faster than walking, you can fly in straight lines and over terrain obstacles. Any general would love to have flying messengers.Bombardment
When it comes to flight in warfare, the military advantage is not so much the speed it bestows as the ability to hover over an enemy. And the carrying capacity. It is really hard for an airplane to hit a ground target, because the airplane must keep moving or fall out of the sky. But spelljammers (and many other flying ships) can hover (see “Making Fixes for Spelljammer”).Moreover, even if airplanes could stay stationary, they’re vulnerable to ground fire. Fantasy "ground fire" (spells, mechanical engines) is very short-ranged. There are nothing like “magic 88s,” anti-aircraft guns, at least not in any of the versions of D&D.
Spelljammers can fly quite low while remaining far out of range of ground-based spells and missiles. That’s only two tenths of a mile, not much more than three football fields. Imagine being at that height and able to drop rocks or bombs. If (when) the first try misses, you move the ship a little and do it again, ranging in while the poor saps on the ground can do little to stop you, unless they have aerial cavalry or powerful spellcasters who can fly. The ship can carry a virtually unlimited supply of smoothed (for aerodynamics) rock ammunition.
Only small moving targets will be hard to hit. The ground forces can move quickly (but won't otherwise be effective if constantly dodging), but their installations (forts, trebuchets, warehouses, etc.) and large units cannot.
The counterargument is: “targets can use their weapons and spells too." But the tyranny of gravity means range upwards is short, and ranges of spells in RPGs are typically quite short, as befits a skirmish situation amongst individuals. Nor will a typical army have air cavalry.
It’s true that bombing a target is no small feat, like tossing a coin off a bridge; yet a coin is a really shaky missile, aerodynamically. If you’re using magic, you’ll use it to hit what you aim at; if using some kind of bomb it’s likely to be much more aerodynamically stable than a coin, and it’ll have a blast radius. Aerial bombing is yet another reason for "castles" and other fortifications to go underground, which I'll talk about another time.
Individual Action
What about individual flying on a small scale? I remember playing a campaign with several GMs working together. Once we got our hands on flight and invisibility, we used them for “cutting out expeditions” where a combination of characters who could fly and turn invisible would capture an enemy and “squeeze them till the pips squeak”; that is, use magic such as ESP to get as much information out of them as we could. This wouldn't have worked nearly as well or as often without the ability to fly.If you have the equivalent of bombs or artillery that can be launched by an individual (such as a wand of lightning bolts or fireballs) then that will make a big difference to general adventuring outdoors and to small-scale battles. In larger scale battles it may make a big psychological difference. Of course the person launching the “bombs” makes themselves a target to opposing magic; yet with the advantage of height they aren’t going to be hit by arrows or javelins, owing to the tyranny of gravity.
Ubiquity
If there's only one flying ship, or a few persons who can fly, then that's not likely to change the entire setting; but when it becomes common enough to supplement armies, it will change the very nature of warfare.Your Turn: If you have many flying possibilities in your campaign, how does it change your game?