Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Worlds of Design: How Would You Design For Spelljammer?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="smiteworks" data-source="post: 7739848" data-attributes="member: 87795"><p>I liked the idea of magic powering a ship via the helm, but not at the expense of spell slots. You already lose a wizard because they are focused on flying the ship. Don't make the wizard useless when they finally step away from the helm too.</p><p></p><p>I liked the idea of the phlogiston connecting multiple crystal spheres. When I ran my campaign for a few years, I had players start out in a homebrew world and enter a phlogiston that constantly shifted. With that houserule, I was able to bring them to new homebrew worlds if I wanted or back into the standard worlds of D&D. The unpredictability of it opened up lots of great adventuring arcs. </p><p></p><p>I would have liked ship-to-ship combat to be a bit more cinematic until the boarding phase. Not every one of the players was interested in a tactical wargame simulation and how some games assign multiple roles to players is a good way to make it fun and exciting for everyone. Ship chases and escapes can also be boring if both ships have the same speed. A system that incorporates everyone in the party working together to either pull away, close the gap, etc. is more exciting.</p><p></p><p>Trading became a big part of the campaign for my players. They wanted to buy cheap and sell high from one planet to another. The problem was with how to manage this. Tracking tons of lumber, ore, food, etc was boring and required a spreadsheet. This should be abstracted as well and rely upon some combination of skill checks and randomness based on the distance traveled and other modifiers.</p><p></p><p>Salvage was another area where players wanted to exploit. They ended up collecting ships of defeated foes and hauling them back to port to sell. I mostly was able to keep this in check by inventing a bunch of salvage laws and fees. Instead of getting the full purchase price or trade-in price of salvaged helms and ships, they received a bounty. They had a license that allowed them to operate like this without being branded a pirate and hunted by the authorities - often ships of elves in powerful Man o' Wars or small fleets of humans in Hammerheads.</p><p></p><p>When making landfall, most landbound communities knew nothing of Spelljamming. I presented it mostly like Vampire the Masquerade where if the news leaked out, the players were likely to be assaulted by other powerful empires, orc clans, etc. who wanted the powerful ships and technology for themselves.</p></blockquote><p></p>
[QUOTE="smiteworks, post: 7739848, member: 87795"] I liked the idea of magic powering a ship via the helm, but not at the expense of spell slots. You already lose a wizard because they are focused on flying the ship. Don't make the wizard useless when they finally step away from the helm too. I liked the idea of the phlogiston connecting multiple crystal spheres. When I ran my campaign for a few years, I had players start out in a homebrew world and enter a phlogiston that constantly shifted. With that houserule, I was able to bring them to new homebrew worlds if I wanted or back into the standard worlds of D&D. The unpredictability of it opened up lots of great adventuring arcs. I would have liked ship-to-ship combat to be a bit more cinematic until the boarding phase. Not every one of the players was interested in a tactical wargame simulation and how some games assign multiple roles to players is a good way to make it fun and exciting for everyone. Ship chases and escapes can also be boring if both ships have the same speed. A system that incorporates everyone in the party working together to either pull away, close the gap, etc. is more exciting. Trading became a big part of the campaign for my players. They wanted to buy cheap and sell high from one planet to another. The problem was with how to manage this. Tracking tons of lumber, ore, food, etc was boring and required a spreadsheet. This should be abstracted as well and rely upon some combination of skill checks and randomness based on the distance traveled and other modifiers. Salvage was another area where players wanted to exploit. They ended up collecting ships of defeated foes and hauling them back to port to sell. I mostly was able to keep this in check by inventing a bunch of salvage laws and fees. Instead of getting the full purchase price or trade-in price of salvaged helms and ships, they received a bounty. They had a license that allowed them to operate like this without being branded a pirate and hunted by the authorities - often ships of elves in powerful Man o' Wars or small fleets of humans in Hammerheads. When making landfall, most landbound communities knew nothing of Spelljamming. I presented it mostly like Vampire the Masquerade where if the news leaked out, the players were likely to be assaulted by other powerful empires, orc clans, etc. who wanted the powerful ships and technology for themselves. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Worlds of Design: How Would You Design For Spelljammer?
Top