Best of SpellJammer to use.

Post/Author/DateTimePost
#1

TheLoneCleric

Feb 10, 2009 8:55:50
I'm going run a Pirates of the Astral Sea game using the revised idea of Spelljammers in the Astral. But I want to capture some of the old flavor of Spelljammer of 2nd Edition. What I'm looking for is your top 5 elements that could be ported over quite well into my upcoming game. The best bits from Spelljammer that would make the setting have a hint of that old appeal?

I liked the Space Werewolves, but I'm thinking Space Shifters. etc.

Your thoughts?
#2

starkiller_

Feb 10, 2009 9:22:34
1. Giant Space Hamsters
2. racial ships: dwarven citadels, nautiloids, elven plant-ships, etc.

I'd pass on the scro, tinker gnomes, giff.
#3

lord_karsus

Feb 11, 2009 20:41:08
-Basically, just the concept of D&D in space, with Spelljammers being able to travel from one world to another. Of the specific concepts that I've always liked include:

Crystal Spheres (As in each setting is "self-contained", but connected)
Spelljammer floorplans
Giff
#4

yellowdingo

Feb 13, 2009 8:59:17
How about three of my favourite Adventure Ideas for Spelljammer

The Manticore

"Captain!"
"What is it number one?"
"Small moon aproaching off the port bow sir!"
Captain Halav looked up from his Mystaran Almanac at the approaching sphere.
"That no moon!"


DM Briefing: This spherical spelljammer consists of a large sphere with over two thousand port holes on the outer shell. Out ever port hole across this vessel is heavy ballista. For the crew moving on the deck below this sphere, they are simply firing up and out a hole from their deck position.
Below the battle deck is the crew quarters. The rooms are hexagon shaped as are the hallway sections that weave between them.
Below the Crew deck In the heart of the ship is a massive hollow occupied by a great brass gyroscope on which is mounted a large helm that powers the ship.

The Derelict (The Ironclads Part 1)

The Captain ordered the helm to take a closer look and the Hammer adjusted course. It was a strange looking derelict of iron.
"Bring us up along side and prepare a boarding party."
The hammership slowed to one quarter.
Metal shutters lifted and the alarm sounded.
"Its a Trap!" The Ironclad ran the cannons out.
"My god they are mad. Get us out of here." The Captain was screaming to the Helm when the Steam Cannons fired broadside and ripped the hammership in half.
"TweeeT!" The Sound of a boarding whistle sounded.


DM Briefing: The PCs encounter a derelict Ironclad. This is simply an ambush, and the PCs soon find themselves hostages of Steam Age Pirates.

The IronClad Citadel (The Ironclads Part 2)

Syler looked at it as the pirates pushed their hostages onto the deck. Even from this distance it looked gnomish with the great steam engine bellowing steam to drive the great wheels in an effort to resist the flow.
"Take a look children. You will spend the rest of your life stoaking its boilers."
"Thats insane, it should explode in the flow..."
The Pirate laughed.
"Not this one. We have mastered the flow."


DM Briefing: New Steamtech has fallen into the hands of Pirates. They have built a steam powered port in the deep Phlogiston somewhere between the crystal spheres. Here the great citadel and ship building port is turning out new steam powered ironclads and steampowered cannons that can be used in the flow itself simply with a heat metal spell.
#5

elondir

Feb 13, 2009 12:19:22
My Top 5 Spelljammer elements:

To boldly go where no man has gone before:
the PCs fly around sphere to sphere beyond the known spheres, landing on interesting worlds. Practical Planetology is a great resource.

Where there are people, it's cosmopolitan:
Krynn gnomes hang out with with xixchil, hengeyokai, elves from Evermeet, and gray elves from Oerth.

Asteroids!
Atari 2600; spiders making webs between them; old school dungeons hiddin in caves on them; living asteroids (murderoids, rogue moons, gravislayers, etc.); cities built by connecting numerous asteroids.

The Reigar. Punkers so obsessed that they blew up their homeworld as an artistic statement, and they have more magic than the Arcane (Mercane).

Beholder nations.
Scary stuff.


And honorable mentions:


The goofiness that gave us gnome ships powered by giant space hamsters running in wheels. :D

Custom ships.
Strongholds in space.
Fighter followers bringing their own ships, so you have a fleet at your disposal.