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Worlds of Design: Making Fixes For Spelljammer
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<blockquote data-quote="barasawa" data-source="post: 7741979" data-attributes="member: 44909"><p>Apologies for posting again so soon, but on a point with the adventures that were published for Spelljammer, I always thought the earlier ones were just fine, even if they weren't a linked campaign. Later on, it's as though the writers didn't even bother to read the rules/bible of Spelljammer and started doing stupid things that really broke the game. The one that comes to mind the most was a scenario where there was a sargaso of wrecked/stranded ships in an antimagic zone. That alone is enough for an adventure, but then the idiot writer added an immaterial undead! (Spectre, wraith, something like that) </p><p></p><p>Of course the rules say that any such entity would be severed from it's other plane connection and become a fully materialized creature without special properties, or would be pushed to that other plane and cease to exist in this one while the antimagic was up. </p><p></p><p>As if it wasn't hard to guess, the writer didn't do that. So the players are hunted by a level draining undead that's immaterial so it can float through the ships and requires magic or magic weapons to harm it, which don't exist in the antimagic field, it was utterly unstoppable, and you really didn't have anyplace to run since your ship has no power to move. </p><p></p><p>That was flat out the absolutely worst scenario I've ever seen in a professionally published commercial product. </p><p>So with that as an example, I totally have to agree that the later stuff had lots of problems, but the one with that "adventure" (more like a way to kill off a campaign) was the topper of the trash imo. </p><p></p><p>Anyhow, thanks for reading my comments.</p></blockquote><p></p>
[QUOTE="barasawa, post: 7741979, member: 44909"] Apologies for posting again so soon, but on a point with the adventures that were published for Spelljammer, I always thought the earlier ones were just fine, even if they weren't a linked campaign. Later on, it's as though the writers didn't even bother to read the rules/bible of Spelljammer and started doing stupid things that really broke the game. The one that comes to mind the most was a scenario where there was a sargaso of wrecked/stranded ships in an antimagic zone. That alone is enough for an adventure, but then the idiot writer added an immaterial undead! (Spectre, wraith, something like that) Of course the rules say that any such entity would be severed from it's other plane connection and become a fully materialized creature without special properties, or would be pushed to that other plane and cease to exist in this one while the antimagic was up. As if it wasn't hard to guess, the writer didn't do that. So the players are hunted by a level draining undead that's immaterial so it can float through the ships and requires magic or magic weapons to harm it, which don't exist in the antimagic field, it was utterly unstoppable, and you really didn't have anyplace to run since your ship has no power to move. That was flat out the absolutely worst scenario I've ever seen in a professionally published commercial product. So with that as an example, I totally have to agree that the later stuff had lots of problems, but the one with that "adventure" (more like a way to kill off a campaign) was the topper of the trash imo. Anyhow, thanks for reading my comments. [/QUOTE]
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