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Worlds of Design: Spelljammer 2.0
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<blockquote data-quote="I'm A Banana" data-source="post: 8824835" data-attributes="member: 2067"><p>Ships on the Astral Sea have been a Thing since 2e, though 4e did give that concept a lot more space to breathe than 2e and 3e did. </p><p></p><p>This is pretty much how 4e worked. Though honestly, 2e and 3e weren't much different. Given the prominence of <strong>color pools</strong>, which allowed one to travel to an Outer Plane from the Astral Plane, and which have been one of the defining characteristics of the Astral in every edition (even 4e had "color veils"), one of the main purposes of going to the Astral Plane for adventuring parties was to get to the Outer Planes (or "astral dominions" in 4e).</p><p></p><p>I don't personally miss the phlogiston much as an adventuring locale. Not that I disliked it. SJ is such an unusual setting that "go through this flamable gas to reach your destination" is just something I took in stride. I do like the Astral with its dead gods and githyanki pirates and divine dominions as an addition to the setting, though. The phlogiston didn't have much in it (a few monsters and a tendency to blow up are all that really stick in my mind). Especially with the 4e material I'm using, the astral has a lot of material that adds interesting wrinkles to the setting. Like, my first session had a rastipede / deva romance that played both with the idea of rastipedes being loyal corpos (cribbing a bit of the vrusk lore) to make the villain interesting (a rastipede that defied their organization!) and deva reincarnation to give a bit of pathos (a deva who believed she could change him). That mashup was a lot of fun! Though I wouldn't mind adding some kind of phlogiston back to my game...perhaps more as an <em>alchemical substance</em> than as hyperspace, though.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 8824835, member: 2067"] Ships on the Astral Sea have been a Thing since 2e, though 4e did give that concept a lot more space to breathe than 2e and 3e did. This is pretty much how 4e worked. Though honestly, 2e and 3e weren't much different. Given the prominence of [B]color pools[/B], which allowed one to travel to an Outer Plane from the Astral Plane, and which have been one of the defining characteristics of the Astral in every edition (even 4e had "color veils"), one of the main purposes of going to the Astral Plane for adventuring parties was to get to the Outer Planes (or "astral dominions" in 4e). I don't personally miss the phlogiston much as an adventuring locale. Not that I disliked it. SJ is such an unusual setting that "go through this flamable gas to reach your destination" is just something I took in stride. I do like the Astral with its dead gods and githyanki pirates and divine dominions as an addition to the setting, though. The phlogiston didn't have much in it (a few monsters and a tendency to blow up are all that really stick in my mind). Especially with the 4e material I'm using, the astral has a lot of material that adds interesting wrinkles to the setting. Like, my first session had a rastipede / deva romance that played both with the idea of rastipedes being loyal corpos (cribbing a bit of the vrusk lore) to make the villain interesting (a rastipede that defied their organization!) and deva reincarnation to give a bit of pathos (a deva who believed she could change him). That mashup was a lot of fun! Though I wouldn't mind adding some kind of phlogiston back to my game...perhaps more as an [I]alchemical substance[/I] than as hyperspace, though. [/QUOTE]
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