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Worlds of Design: How Would You Design For Spelljammer?
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<blockquote data-quote="conclave27" data-source="post: 7739337" data-attributes="member: 95216"><p>If one take into consideration the worlds of D&D, each edition and game system is its own separate Reality Tangent. Check out Alternity's Tangent book discussing this. As for where "Earth" is it is not in the same reality as the D&D Worlds. As stated many, many times with Greyhawk.... Earth is one of the many alternate Oerth(s). The includes Aerth from "Dangerous Journey's", Nerath from 4th Edition, and a few others.</p><p>The world of Mystara has never really been...well settled upon... as some say that "it" is an alternate Earth and others saying "no". Plus people forget there are many multiple "Earth" tangents, thanks to the D20 system and previous TSR games including Marvel/Conan Earth, Gamma World Earth, Top Secret Earth, Adventures of Indian Jones Earth, Starcraft Earth, Buck Rogers 25 Century Earth, and many others.</p><p></p><p>Yet for Spelljammer, I think since magic is a huge factor, is to have some established stellar nations. Like the Imperial Elven Armada territory is Oerth, Toril, and a number of worlds. There is a whole Neogi syndicate, and the ancient threat of the Illithid Empire looms from the dark past to the future. Most worlds are either to heavily fortified for Spelljamer to take, so most focus on uninhabited planets. Don't touch the established worlds....matter of factly focus away from them on concentrate on new stuff.</p><p></p><p>The best way to control spelljammer is to have tons of barren and uninhabitable planets..... Currently almost every planet is teaming with life and a hospitable atmosphere. I think one pathfinder 3rd party system replaced the spelljammer with a spell engine, which needs to be powered up by arcane energy so you don't have to be dependent on you spellcasters and psionists stuck in a helm. </p><p></p><p>Another thing I would do is away with the crystal spheres. Instead have a pervasive nebula that is the phlogiston, that prevents technology from working. You would have to navigate along the flow of the nebula in safe corridors. Outside of the nebula you can include campaign settings with high Tech such as Star Frontiers, the Tale from the Comet box Set, and I would say Starfinder as well.</p></blockquote><p></p>
[QUOTE="conclave27, post: 7739337, member: 95216"] If one take into consideration the worlds of D&D, each edition and game system is its own separate Reality Tangent. Check out Alternity's Tangent book discussing this. As for where "Earth" is it is not in the same reality as the D&D Worlds. As stated many, many times with Greyhawk.... Earth is one of the many alternate Oerth(s). The includes Aerth from "Dangerous Journey's", Nerath from 4th Edition, and a few others. The world of Mystara has never really been...well settled upon... as some say that "it" is an alternate Earth and others saying "no". Plus people forget there are many multiple "Earth" tangents, thanks to the D20 system and previous TSR games including Marvel/Conan Earth, Gamma World Earth, Top Secret Earth, Adventures of Indian Jones Earth, Starcraft Earth, Buck Rogers 25 Century Earth, and many others. Yet for Spelljammer, I think since magic is a huge factor, is to have some established stellar nations. Like the Imperial Elven Armada territory is Oerth, Toril, and a number of worlds. There is a whole Neogi syndicate, and the ancient threat of the Illithid Empire looms from the dark past to the future. Most worlds are either to heavily fortified for Spelljamer to take, so most focus on uninhabited planets. Don't touch the established worlds....matter of factly focus away from them on concentrate on new stuff. The best way to control spelljammer is to have tons of barren and uninhabitable planets..... Currently almost every planet is teaming with life and a hospitable atmosphere. I think one pathfinder 3rd party system replaced the spelljammer with a spell engine, which needs to be powered up by arcane energy so you don't have to be dependent on you spellcasters and psionists stuck in a helm. Another thing I would do is away with the crystal spheres. Instead have a pervasive nebula that is the phlogiston, that prevents technology from working. You would have to navigate along the flow of the nebula in safe corridors. Outside of the nebula you can include campaign settings with high Tech such as Star Frontiers, the Tale from the Comet box Set, and I would say Starfinder as well. [/QUOTE]
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