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| #1the_xtreme_illithidDec 12, 2007 23:54:26 | Here's the run down. I have a friend that wants me to run a Spelljammers campaign. Their is enough support for the idea that I can get a good sized group. I'm not sure how many of them have played in Spelljammers before. The problem is I've never been in a Spelljammers' campaign and I don't really have an idea on how to run it and I want it feel authentic. So to speak. I've been to the Beyond the Moons web site and tracked down the old source book. But I still don't know what makes Spelljammers Spelljamers (besides the whole space thing). To make the game work smoothly for what ever edition it is when we get around to playing I'm going to have to mess with things. In short, what things about Spelljamers that makes it special. What about the setting I shouldn't mess with. What things stand out in your mind that makes you like the setting. |
| #2jaidDec 13, 2007 19:50:07 | well, this is probably off-topic for the forum, but i'll do my best to answer anyways (this would be the forum to discuss 4th edition spelljammer stuff... probably a mod will move this, so don't worry too much about starting a new thread). as far as what makes spelljammer spelljammer, i'd say that really depends. personally, if you want to get a feel for it, i'd say read some of the campaign journals on BtM. bear in mind there is some degree of 'artistic license' so to speak, in some of them, but that's a good place to start imo. the Jammers campaign, in particular, is more 'canonical', but they're all good places to start. |
| #3elondirDec 20, 2007 10:51:35 | Watch the Adventures of Baron Munchausen and read the Cloakmaster Cycle (at least books 1-5, but book 6 doesn't quite fit right; it's as if the author hated the idea of crystal spheres). Get a download of the Complete Spacefarer's Handbook, the Spelljammer campaign setting boxed set, Monstrous Compendium 7 & 9, and Practical Planetology to get your imagination started. There are a few ways to play SJ. One is as a bridge between Toril, Krynn, and Oerth. Then there are the deep space exploration campaigns (Star Trek style), where you leave known space and explore the great unknown. Another is mercenaries for the Elven Imperial Fleet, or against them. Pirate campaigns are good, as are any swashbuckler campaigns. Then there's the Star Wars model, where you land on three planets, at least one large scale battle, and a space chase in the course of an adventure. Greyhawkian dungeons can be found anywhere - asteroids, planets, even inside the sun. One final thing to remember is SJ can get really goofy really quickly. You're on a giant mosquito-shaped sailing ship in the middle of space, possibly with giant space hamsters running in wheels as a power source on the boat nearby. There are anthropomorphic hippos, xixchil performing plastic surgery with good intent but poor execution ("You asked for the eyes of an eagle. The beak and feathers are free"), and werewolf empires. So, find the right mix of humor, seriousness, Star Trek, Star Wars, Larry Niven, Isaac Aasimov, Robert Heinlen, swashbuckling, and the other official campaign worlds (Toril, Eberron, Krynn, Oerth, etc.). Eberron wouls be awesome in spelljammer. Check out the Celestia setup, it's impressive with 12 moons and a ring system. Finally, remember that non-sphereical worlds open up a lot of possibilities. The Cloakmaster Cycle has Show a Dyson Sphere called Herdspace where animals 10000 miles high slowly walk around on the inside, leaving sea-sized footprints. |
| #4charkeDec 23, 2007 22:05:34 | I point at the more recent book Broken, which takes a more realistic look at fantasy space roleplaying. Just an idea. |
| #5jaidDec 24, 2007 12:13:13 | I point at the more recent book Broken, which takes a more realistic look at fantasy space roleplaying. Just an idea. if i wanted a more realistic version of fantasy space roleplaying, wouldn't it be better to just pick up a science fiction RPG? that's one thing to understand: spelljammer is *not* science fiction. it is space fantasy. you can't have 'more realistic' fantasy and 'less realistic' fantasy, because as soon as you start talking about wizards lobbing around explosions that make hand grenades look like a college prank, you've kinda lost any reasonable chance of calling anything 'realistic' (especially when it's done by flinging bat poop at people, as opposed to actual explosives)... heck, even fighters and rogues (arguably the least fantastic of the base classes in the PHB) are pretty danged unrealistic, what with their ability to consistently survive said explosion fairly reliably at the same levels the wizard is able to launch it. the only degree of realism within space fantasy that anyone should be concerned about is how internally consistent it is. and spelljammer can do that just as well as any other system. there is no 'better' way to make a space fantasy game more realistic, because making it realistic would make it no longer space *fantasy* [/rant] |
| #6havardDec 28, 2007 19:13:02 | the only degree of realism within space fantasy that anyone should be concerned about is how internally consistent it is. and spelljammer can do that just as well as any other system. there is no 'better' way to make a space fantasy game more realistic, because making it realistic would make it no longer space *fantasy* While I dont entirely disagree with what you are saying, there are many things in the Spelljammer setting that are just weird compared to how the real world works without making the setting itself any more interesting from it. Im guessing alot if it is ignored in actual play in most campaigns out there though... Havard |
| #7jaidDec 29, 2007 11:43:38 | While I dont entirely disagree with what you are saying, there are many things in the Spelljammer setting that are just weird compared to how the real world works without making the setting itself any more interesting from it. Im guessing alot if it is ignored in actual play in most campaigns out there though... could you be a little more specific? most of the 'unrealistic' stuff in spelljammer is designed to make things easier. stuff carries an air envelope because not everyone wants to be a race that doesn't require air, or to be completely dependant on a necklace of adaptation. gravity is binary (barring extraordinary circumstances) and exists on everything of a certain size or larger to facilitate the ability to have the players move around in gravity fields rather than having to be tied to the ship or be able to fly. honestly, i'm trying to figure out which 'unrealistic' elements of spelljammer 'most people' would just ignore, and i'm not coming up with anything. |
| #8havardJan 05, 2008 7:26:49 | could you be a little more specific? most of the 'unrealistic' stuff in spelljammer is designed to make things easier. stuff carries an air envelope because not everyone wants to be a race that doesn't require air, or to be completely dependant on a necklace of adaptation. Mainly the gravity thing. There might be others as well, but its been a while since I read any of the material. While I understand the reason why one would want to avoid the effects you mention, I would have preferred that as being explained as effects of the ships, rather than messing with the laws of nature. Note that these are just lesser annoyances while I generally like the setting. Havard |
| #9rbingham2000Feb 21, 2008 23:34:21 | For more info on the Spelljammer setting, I refer you to spelljammer.org, which has a ton of stuff on the setting, ships, spheres, monsters and other stuff in general. It's a very cool setting in general. |