Spelljammer 101

Post/Author/DateTimePost
#1

tehsquirrely

Sep 03, 2014 21:55:55

So I'm going to start a new game soon and I just suddenly got the urge to run a spelljammer game (Guardians of the Galaxy might have a little something to do with it). The only thing is I've never played or run a spelljammer game and I only have a very basic knowledge of whats going on in the setting and I'm looking for some advice and general information.

#2

Ath-kethin

Sep 04, 2014 5:37:05
Spelljammer is great fun, with physics derived from some ancient Greek beliefs. It can be campy and silly or as serious as you like. I'd recommend picking up the 2nd edition Adventures in Space boxed set in PDF form and reading through it. The descriptions and fluff are fantastic, so you'd just need to replace things with their 5e counterparts.
#3

FaerieGodfather

Sep 06, 2014 14:33:44

Spelljammer's my favorite campaign setting.

 

Some things:

  • Big things like ships and asteroids have air bubbles around them. Small things like PCs have much smaller air bubbles. Asphyxiation is a risk, but not depressurization.
  • Spaceships are powered by spelljammer helms, powerful magical items that convert the helmsman's magical ability into motive force. In 2e, piloting a spelljammer meant sacrificing your spellcasting ability for the day; 3e dropped this. In 5e, I would recommend that characters need a short-rest before casting non-cantrip spells after piloting a spelljammer. Or maybe gin up a system where helming the ship actually costs you spell slots.
  • Space is a cosmopolitan place. Things like alignment and creature type don't matter much to the powers-that-be, and aren't reliable guides for how NPCs are going to react. Mind flayers are always mind flayers and they're almost never the good guys-- but sometimes they're on your side and you have to deal with them. Elves are always elves, and they're usually the good guys-- but only rarely on your side, and you have to deal with them, too.
  • Spelljammer is driven by economics. Heroes and villains alike need funding, and everybody trades. If you don't make money, you don't fly; if you don't fly, you don't matter.
#4

Whir

Sep 07, 2014 16:23:52

I love Spelljammer. Another forum member posted a similar query a while back, and all those answers are here already.

 

 

I've always pictured my SJ parties as groups like the Firefly TV show -- they go around, doing whatever they need to survive, but generally being good guys. That's how my players played it. And it was great fun.

 

If you need some more resources, I recommend the Ship Captain's Companion splat book. It has a lot of rare/new ships in it that you can convert to 5e and populate your spheres with. :D

#5

Ath-kethin

Sep 08, 2014 4:20:35
And if you are looking for a specific campaign world - as in an area on which to adventure - you can't beat The Astromundi Cluster. Which come to think of it would work wonderfully with the Firefly-inspired idea above.
#6

Goober4473

Sep 08, 2014 7:19:11

FaerieGodfather wrote:
#7

FaerieGodfather

Sep 09, 2014 8:19:32

Goober4473 wrote:
#8

flamepheonix182

Sep 09, 2014 8:52:40

This may help you:

http://www.spelljammer.org/

Lot's of helpful maps for ships and fluff. They also had some 3.5 conversions which might help you with some ideas about how to port it to 5th