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Worlds of Design: How Would You Design For Spelljammer?
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<blockquote data-quote="monarch71" data-source="post: 7739871" data-attributes="member: 22728"><p>Not long ago I ran a D&D 5E campaign I titled "Freebooters in the Star Lanes." It was strongly (shamelessly) inspired by Spelljammer. The mechanics of space travel were different. There were no crystal spheres, and instead of helms ships used magitech engines and gold-coated sails to catch the "ghost wind" that blew in ribbons between the stars.</p><p></p><p>One mechanic I created that I'm proud of was creating crew stats. This was a set of stats for the whole crew of a ship, and included the ship itself, the crew's discipline, etc., and doubled for a set of stats for the party. A crew also had morale points, which were essentially hit points; if you lose them all, your crew is no longer on your side and will surrender or mutiny. You automatically lost morale when you lost crew members for any reason (attack, sickness), but also to other causes like large fear effects.</p></blockquote><p></p>
[QUOTE="monarch71, post: 7739871, member: 22728"] Not long ago I ran a D&D 5E campaign I titled "Freebooters in the Star Lanes." It was strongly (shamelessly) inspired by Spelljammer. The mechanics of space travel were different. There were no crystal spheres, and instead of helms ships used magitech engines and gold-coated sails to catch the "ghost wind" that blew in ribbons between the stars. One mechanic I created that I'm proud of was creating crew stats. This was a set of stats for the whole crew of a ship, and included the ship itself, the crew's discipline, etc., and doubled for a set of stats for the party. A crew also had morale points, which were essentially hit points; if you lose them all, your crew is no longer on your side and will surrender or mutiny. You automatically lost morale when you lost crew members for any reason (attack, sickness), but also to other causes like large fear effects. [/QUOTE]
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Worlds of Design: How Would You Design For Spelljammer?
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