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Worlds of Design: Spelljammer 2.0
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<blockquote data-quote="R_J_K75" data-source="post: 8818149" data-attributes="member: 6921294"><p>I think the assumption that groups will probably only run Spelljammer for shorter mini campaigns than extended campaigns is right. That was my intention when I considered buying the books, but never had any intention of running the included adventure. I read chapter 2 of the Astral Adventurer’s Guide and was left rather underwhelmed and disappointed. The new races and backgrounds in chapter 1 didn't interest me so I skipped that one. The last chapter on the Rock of Bral and map seems like it was included just for nostalgia because it was in the original 2E boxed set but is too short to be of much use. The ship deck plans, descriptions and combat rules were a missed opportunity to update and streamline them, but they didn't. They're overly simplified and incomplete. Now I have the luxury of having played the old version so I can make adjustments as I need but someone new to the setting would probably have lots of questions. I think the biggest mistake they made was not including any guidance or rules on creating worlds and solar systems. Another thing that I was disappointed in is that they didn't remove the rule that the Spelljammer (Helmsman) has to be a spellcaster. This rule was always odd to me, but with bounded accuracy and the lack of need for magical items in 5E this seems even odder to me now. Definitely a rule I will be removing if I decide to run a SJ game. Overall, the product is disjointed and too short.</p></blockquote><p></p>
[QUOTE="R_J_K75, post: 8818149, member: 6921294"] I think the assumption that groups will probably only run Spelljammer for shorter mini campaigns than extended campaigns is right. That was my intention when I considered buying the books, but never had any intention of running the included adventure. I read chapter 2 of the Astral Adventurer’s Guide and was left rather underwhelmed and disappointed. The new races and backgrounds in chapter 1 didn't interest me so I skipped that one. The last chapter on the Rock of Bral and map seems like it was included just for nostalgia because it was in the original 2E boxed set but is too short to be of much use. The ship deck plans, descriptions and combat rules were a missed opportunity to update and streamline them, but they didn't. They're overly simplified and incomplete. Now I have the luxury of having played the old version so I can make adjustments as I need but someone new to the setting would probably have lots of questions. I think the biggest mistake they made was not including any guidance or rules on creating worlds and solar systems. Another thing that I was disappointed in is that they didn't remove the rule that the Spelljammer (Helmsman) has to be a spellcaster. This rule was always odd to me, but with bounded accuracy and the lack of need for magical items in 5E this seems even odder to me now. Definitely a rule I will be removing if I decide to run a SJ game. Overall, the product is disjointed and too short. [/QUOTE]
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Worlds of Design: Spelljammer 2.0
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