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Worlds of Design: How Would You Design For Spelljammer?
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<blockquote data-quote="lewpuls" data-source="post: 7739220" data-attributes="member: 30518"><p>I enjoyed playing <strong>Spelljammer </strong>in conjunction with the <strong>1e D&D</strong> rules back in the day - I'm a naval guy at heart. For those who don't remember, it's FRPG in outer space, with different physics and magical spaceships that often resemble creatures such as sharks or wasps, for 7th-13th level. (There was a brief version in <strong>Dungeon Magazine</strong> for 3e as well.) I read that we may see a new version for 5e, so I dug out some old notes in order to discuss the design of the original game.</p><p></p><p style="text-align: center">[ATTACH=full]268774[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/illustrations/ship-fantasy-3d-steampunk-sky-4008046/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p><strong>Spelljammer </strong>included core rules, supplements, adventures. The rules and published adventures are chaotic, inconsistent, as though there was no editorial oversight. Sometimes they don't even enforce the major rule that the helmsman has lost all his spells for the day, or the major rule that the strategic (not tactical) speed of all ships is the same.</p><p> </p><p>The former highlights the biggest problem for an adventuring party that controls a 'jammer, one of the characters (two, if the ship is under power 24 hours) must give up his spells to helm the ship, which means either:</p><ul> <li data-xf-list-type="ul">the players with spell-casters should have an extra character because one will be mostly-useless when out in wildspace, or</li> <li data-xf-list-type="ul">NPCs take care of the helming, often a lowish-level type since the low level doesn't affect strategic speed even though it affects tactical speed. But in battle either the players sacrifice one of their high level spell-casters, or they are at a disadvantage in maneuver (another reason to board, if you can get close enough).</li> </ul><p>The weapons are ridiculously accurate. This is not unusual for fantasy games: most people don't realize how hard it is during combat to hit a target with anything, even with a pistol at a range of less than 10 feet. (That's why automatic weapons are so popular.) Yet rarely, in a battle, was a ship destroyed (I remember my 40 ton galleon disintegrating!); instead, boarding action was the order of the day. So <strong>Spelljammer</strong> battles often become the equivalent of encounters in buildings (castle, cathedral, etc.), two or three ships locked together with otherwise-fairly-typical D&D combat going on (with 3D action). I have deck plans found online that can be printed out at a size for actual play (square grids). One of my player's made a physical Hammership (for combat, not for looks) that I still have, about four feet long.</p><p> </p><p>The tonnage of ships (which is supposed to be gross tonnage, that is, volume) is sometimes way out of proportion with the deck plans. Somewhere I have a list of the squares of the deck plans compared with the tonnage, and it varies wildly. Once again, no effective editorial oversight.</p><p> </p><p>The biggest flaw was one of behavior. If you had a substantial sized flying vessel would you go out into (wild)space looking for trouble, or would you stay on the planet and use your nigh-invulnerable super bomber as a means for terrestrial combat? Even if you have nothing that would explode and can only drop rocks, you've got a stupendous advantage; but gunpowder and bombards are available in this game. The assumption of the <strong>Spelljammer </strong>rules was that no one would ever do this! I can't recall rules for conducting a battle in this context.</p><p> </p><p>The game included many new monsters. The spiderlike Neogi are built up as major bad guys, but aren't dangerous compared with (insane) beholder-filled ships - Just Say No! Ships full of Illithids and their slaves are scary enough, thank you.</p><p> </p><p>I drafted a set of standalone rules to solve these problems, but never finished them. More recently, I tested a game of fleet battles using some of <strong>Spelljammer's </strong>ideas. Maybe someday I'll finish one or the other, but first we'll see what <strong>Wizards of the Coast</strong> are going to do.</p></blockquote><p></p>
[QUOTE="lewpuls, post: 7739220, member: 30518"] I enjoyed playing [B]Spelljammer [/B]in conjunction with the [B]1e D&D[/B] rules back in the day - I'm a naval guy at heart. For those who don't remember, it's FRPG in outer space, with different physics and magical spaceships that often resemble creatures such as sharks or wasps, for 7th-13th level. (There was a brief version in [B]Dungeon Magazine[/B] for 3e as well.) I read that we may see a new version for 5e, so I dug out some old notes in order to discuss the design of the original game. [CENTER][ATTACH type="full" alt="ship-4008046_960_720_png.jpg"]268774[/ATTACH] [URL='https://pixabay.com/illustrations/ship-fantasy-3d-steampunk-sky-4008046/']Picture courtesy of Pixabay.[/URL][/CENTER] [B]Spelljammer [/B]included core rules, supplements, adventures. The rules and published adventures are chaotic, inconsistent, as though there was no editorial oversight. Sometimes they don't even enforce the major rule that the helmsman has lost all his spells for the day, or the major rule that the strategic (not tactical) speed of all ships is the same. The former highlights the biggest problem for an adventuring party that controls a 'jammer, one of the characters (two, if the ship is under power 24 hours) must give up his spells to helm the ship, which means either: [LIST] [*]the players with spell-casters should have an extra character because one will be mostly-useless when out in wildspace, or [*]NPCs take care of the helming, often a lowish-level type since the low level doesn't affect strategic speed even though it affects tactical speed. But in battle either the players sacrifice one of their high level spell-casters, or they are at a disadvantage in maneuver (another reason to board, if you can get close enough). [/LIST] The weapons are ridiculously accurate. This is not unusual for fantasy games: most people don't realize how hard it is during combat to hit a target with anything, even with a pistol at a range of less than 10 feet. (That's why automatic weapons are so popular.) Yet rarely, in a battle, was a ship destroyed (I remember my 40 ton galleon disintegrating!); instead, boarding action was the order of the day. So [B]Spelljammer[/B] battles often become the equivalent of encounters in buildings (castle, cathedral, etc.), two or three ships locked together with otherwise-fairly-typical D&D combat going on (with 3D action). I have deck plans found online that can be printed out at a size for actual play (square grids). One of my player's made a physical Hammership (for combat, not for looks) that I still have, about four feet long. The tonnage of ships (which is supposed to be gross tonnage, that is, volume) is sometimes way out of proportion with the deck plans. Somewhere I have a list of the squares of the deck plans compared with the tonnage, and it varies wildly. Once again, no effective editorial oversight. The biggest flaw was one of behavior. If you had a substantial sized flying vessel would you go out into (wild)space looking for trouble, or would you stay on the planet and use your nigh-invulnerable super bomber as a means for terrestrial combat? Even if you have nothing that would explode and can only drop rocks, you've got a stupendous advantage; but gunpowder and bombards are available in this game. The assumption of the [B]Spelljammer [/B]rules was that no one would ever do this! I can't recall rules for conducting a battle in this context. The game included many new monsters. The spiderlike Neogi are built up as major bad guys, but aren't dangerous compared with (insane) beholder-filled ships - Just Say No! Ships full of Illithids and their slaves are scary enough, thank you. I drafted a set of standalone rules to solve these problems, but never finished them. More recently, I tested a game of fleet battles using some of [B]Spelljammer's [/B]ideas. Maybe someday I'll finish one or the other, but first we'll see what [B]Wizards of the Coast[/B] are going to do. [/QUOTE]
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