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Worlds of Design: Spelljammer 2.0
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<blockquote data-quote="Von Ether" data-source="post: 8818233" data-attributes="member: 15582"><p>I think this article touches on one unspoken aspect of old <em>Spelljammer</em>. It wanted to both be Swashbuckler, (Use your ship to jump through the tower's window to make an entrance) and Master and Commander (Use your ship to drop rocks from out of fireball range to make an entrance.)</p><p></p><p>The two styles don't really mesh well at the same table (again, why dramatically jump through a window when you can just drop rocks all day?) Old school Spelljammer sort of expected your GM to chose one or the other or know when to switch (and in typical old school fashion didn't clue you in that it was choice or how to reinforce said choice at the table or how to switch between the two.)</p><p></p><p>The 5e version seems to lean in on the Swashbuckling side. Ideally, such a focus should also followed up with tweaks to the setting that double down on style. The marketing obviously did double down on the Swashbuckling, I haven't read the books yet to ascertain if the setting lore did as well. (and if such canon changes would sit well with some fans.)</p><p></p><p>A more naval Master and Commander approach would have doubled down on ship combat and logistics. Neither style is #badwrongfun but to try to do both in a game needs a GM who can switch between both and a table who has a consensus. Otherwise Swashbucklers get grumpy when they can't swash into a tactical situation and Commanders get grumpy when they can't apply a tactical solution to a swashbuckling scene.</p><p></p><p>As a side note when it comes to vehicular combat and modifying said vehicles/starships in 5e. You can't go wrong with Esper Genesis. The stats of a starship changes depending on who sits in what bridge chair and it's still all part of regular combat so you don't have to switch gears when you get a boarding action.</p><p></p><p>[URL unfurl="true"]https://www.drivethrurpg.com/product/368745/Esper-Genesis-Core-Bundle-BUNDLE[/URL]</p></blockquote><p></p>
[QUOTE="Von Ether, post: 8818233, member: 15582"] I think this article touches on one unspoken aspect of old [I]Spelljammer[/I]. It wanted to both be Swashbuckler, (Use your ship to jump through the tower's window to make an entrance) and Master and Commander (Use your ship to drop rocks from out of fireball range to make an entrance.) The two styles don't really mesh well at the same table (again, why dramatically jump through a window when you can just drop rocks all day?) Old school Spelljammer sort of expected your GM to chose one or the other or know when to switch (and in typical old school fashion didn't clue you in that it was choice or how to reinforce said choice at the table or how to switch between the two.) The 5e version seems to lean in on the Swashbuckling side. Ideally, such a focus should also followed up with tweaks to the setting that double down on style. The marketing obviously did double down on the Swashbuckling, I haven't read the books yet to ascertain if the setting lore did as well. (and if such canon changes would sit well with some fans.) A more naval Master and Commander approach would have doubled down on ship combat and logistics. Neither style is #badwrongfun but to try to do both in a game needs a GM who can switch between both and a table who has a consensus. Otherwise Swashbucklers get grumpy when they can't swash into a tactical situation and Commanders get grumpy when they can't apply a tactical solution to a swashbuckling scene. As a side note when it comes to vehicular combat and modifying said vehicles/starships in 5e. You can't go wrong with Esper Genesis. The stats of a starship changes depending on who sits in what bridge chair and it's still all part of regular combat so you don't have to switch gears when you get a boarding action. [URL unfurl="true"]https://www.drivethrurpg.com/product/368745/Esper-Genesis-Core-Bundle-BUNDLE[/URL] [/QUOTE]
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