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WotC: 5 D&D Settings In Development?
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<blockquote data-quote="Steampunkette" data-source="post: 8306767" data-attributes="member: 6796468"><p>Thanks! I did that back when I was, like... 12? 13ish? It really set my Dark Sun games apart from the other DMs at the Bookmark who were trying it. One of whom did do the full Murder-Death-Kill player churn while another tried to do it strictly as heroic fantasy with a new world to keep the "Core D&D Feel".</p><p></p><p>Not as many people played in my version, because I was the youngest DM, least experienced, but we had our fun and that's what mattered!</p><p></p><p>Nautiloids do exist outside of Spelljammer. But not just in the Baldur's Gate 3 videogame, either. Spoilers below!</p><p></p><p>[SPOILER="Official Adventure Spoilers"]Dungeon of the Mad Mage also has a crashed Nautiloid in it as an adventure location inside Undermountain.[/SPOILER]</p><p></p><p>This is a big part of why I think Planesjammer would be a better setting than releasing both Planescape and Spelljammer as separate games. Yeah, Spelljammer had a funnier tone, but its ships and "Aerial" combat are the main draw to the setting, both visually and narratively. The goofy fun bouncy stuff is all present, but it's not what lures you into the setting.</p><p></p><p>Besides. A Planescape Book could absolutely have a Spelljammer section for the ships, a few of the different groups, and their identities as locations across the Astral Sea that players can visit and interact with, possibly betraying their higher Planescapey Allegiances to create interesting conflicts and conflicts of interest.</p><p></p><p>Or be some gormless berk who is the first from your world to find Sigil and get lost in its streets... Big narrative adventure spelljamming across reality to reach this fabled city only to learn what it REALLY is and just how small your world is by comparison... </p><p></p><p>Anyway. I think it'd be fun to put Spelljamming into Planescape and then release the Wackier stuff as future supplements that show off the massive variety of the universe.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8306767, member: 6796468"] Thanks! I did that back when I was, like... 12? 13ish? It really set my Dark Sun games apart from the other DMs at the Bookmark who were trying it. One of whom did do the full Murder-Death-Kill player churn while another tried to do it strictly as heroic fantasy with a new world to keep the "Core D&D Feel". Not as many people played in my version, because I was the youngest DM, least experienced, but we had our fun and that's what mattered! Nautiloids do exist outside of Spelljammer. But not just in the Baldur's Gate 3 videogame, either. Spoilers below! [SPOILER="Official Adventure Spoilers"]Dungeon of the Mad Mage also has a crashed Nautiloid in it as an adventure location inside Undermountain.[/SPOILER] This is a big part of why I think Planesjammer would be a better setting than releasing both Planescape and Spelljammer as separate games. Yeah, Spelljammer had a funnier tone, but its ships and "Aerial" combat are the main draw to the setting, both visually and narratively. The goofy fun bouncy stuff is all present, but it's not what lures you into the setting. Besides. A Planescape Book could absolutely have a Spelljammer section for the ships, a few of the different groups, and their identities as locations across the Astral Sea that players can visit and interact with, possibly betraying their higher Planescapey Allegiances to create interesting conflicts and conflicts of interest. Or be some gormless berk who is the first from your world to find Sigil and get lost in its streets... Big narrative adventure spelljamming across reality to reach this fabled city only to learn what it REALLY is and just how small your world is by comparison... Anyway. I think it'd be fun to put Spelljamming into Planescape and then release the Wackier stuff as future supplements that show off the massive variety of the universe. [/QUOTE]
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