On a Wildspace Deluge

Continuing my series of finding the best Spelljammer bits from around the web, Hack & Slash has a post showing some of the best

Ghost Ship by Brom, showing a group of people with drawn weapons on a very battered hammership.

Spelljammer could have used more art like this. It feels like something is happening in this picture, rather then just people standing around.

official art. For example, I did not know that Brom did Spelljammer art. It also shows off some of the problems with the art: Designs that didn’t match the rules, or descriptions of the ships, a lot of the art being reused too many times to save costs, and some of it being um, rather bland to be honest. You’ve got a swashbuckling setting with people leaping from ship to ship, and most of the art just has people standing around.

Hope you enjoy this little bit of Spelljammer,

Published in: on July 23, 2016 at 9:00 am  Comments (4)  
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On Reflections in Wildspace

I love the Spelljammer setting. It is silly, swashbucklery and D&D IN SPAAACEEEE. However, it has some issues that occur when contact is made with the players. This post, from the Hack and Slash blog has solutions to a number of the problems with Spelljammer. First, it solves why you can’t make a killing just running goods from one point on a planet to another, in a really nice way. Then it has some advice about trying to do too much, some ideas about 3D space battles and why you can rule no 3D battles (I’d just rule that moving off the 2D plane is a very slow process that can take hours, myself, but each to their own.) It them wraps up with some details on XP, gold, weapon ranges and some other system-specific things.

I recommend any DM running SJ check it out, it isn’t long and has some good points.

Until next time, stay geeky.

Published in: on July 3, 2016 at 2:27 pm  Comments (2)  
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The Cosmonomicon: Spelljammer + Dragonstar + 5th Edition D&D

Another post on some cool Spelljammer stuff I found the web a while ago. Jordan Short over at The Mox Boarding House has written up a cool mashup of Spelljammer with Dragonstar, and given advice on how to run it in 5th edition. It strips down a lot of the stuff blogging down both Spelljammer and Dragonstar, mostly edition-specific rules that neither are really enhanced by, and makes a pretty cool setting out of it, known as The Cosmonomicon.

For those that don’t know:

Spelljammer was a 1st and 2nd edition AD&D setting that took D&D into space, and let you fly ships from one campaign setting to the next using magically enchanted boats. It never really caught on, due to how strange it was, and, likely, due to a lot of rules and bookkeeping related to the flying ships and spellcasting in space. Mostly though, I think it was how strange it was, an odd mashup of swashbuckling, D&D and planar travel. There was also a Shadows of the Spider Moon article in Polyhedron magazine that attempted to update things to 3rd edition with a new setting.

Dragonstar was one of the setting that came out in the rush of 3rd party products after the OGL came out and was mostly lost in the rush (The company killing Living Dragonstar didn’t help.) It added a lot of Science Fiction elements to D&D, and made the players trying to exist on the edges of the Draconic Empire, right after a red dragon took the throne and has begun sending out his orc legions and drow secret police. This gives a very Star Wars + D&D type vibe that I find really cool.

The Cosmonomicon takes the Dragon Empire from Dragonstar, some setting bits from Shadows of the Spider Moon, removes the technology from Dragonstar and replaces it with Spelljammer’s flying ships. It doesn’t have all the details from Spelljammer (no crystal spheres or such), but I think that enhances things and removes a lot of the unnecessary complications. He also gives some useful details for playing in the setting in 5th edition.

I encourage you to check this setting out and enjoy: I think I’ll be borrowing some of this if I ever run a Spelljammer game. As a note to my readers: these posts on Spelljammer material are being shared to Wildspace: The Spelljammer Fanzine, which is something you should check out.

Until next time, stay geeky

Stripped Down Spelljammer

I’m a bit late on this, but the excellent Blog of Holding has published stripped down rules for Spelljammer, trying to fit the essentials onto one page. I agree with his point that Spelljammer has a couple cool ideas, then bogs them down with a bunch of overly-complicated rules about Grubbian physics and extra rules for clerics. To quote: “I’ll break out my copy of Spelljammer. OH NO IT’S 200 PAGES! THIS BOOK IS TAKING TOO LONG TO READ! THE PCS HAVE ALREADY IMPLODED IN THE VACUUM”

The first blog post covers the basics of the setting and physics, boiling it down to a short paragraph (plus expositions explaining the decisions to help the DM understand why they have done, something useful for when you want to expand upon it for your game.

The second builds a 20 entry random encounter table that also helps explain the setting.

And finally they flesh out the setting and compile things into a one page (illustrated!) setting document.

Published in: on January 26, 2016 at 12:06 pm  Comments (6)  
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Spelljammer and Clerics

Clerics represent how the desire to limit change to the existing settings and/or establish a distinctive setting identity limited roleplay possibilities.

The settings that SJ connected to have dozens, and in some cases, hundreds of gods. They limited clerics ability to get spells if the sphere they were visiting didn’t contain a following of that god. There are workarounds —You could store spell levels in a portable alter, worship a pantheon or the gods of a plane to increase your chances of finding a god belonging to it in that sphere, or worship Celestian or Ptah, both of which allow clerics to get spells as long as they are not on a planet. Therefore you are going to get lots of clerics of pantheons, planes and Celestian and Ptah, but not much else.

I think this is a great missed opportunity. First off, it makes it much harder to bring groundling clerics into SJ. This makes it harder for players to scoop up groundling NPCs they encounter on the way, or to transition from groundling games to SJ. Secondly it limits the number of religions present in SJ, which I don’t think is a good thing.

You have a culture made from the bits and pieces of a thousand other cultures from a hundred worlds. I think of Lankmar’s Street of Gods, with a selection of constantly changing temples from all over the world, many with only a few followers. Another model would be Lin Carter’s Gondwane Epic with its innumerable religions, cults and heresies from 900 millennia of civilization. Both have the feeling of a mishmash of different things, which I think is what Spelljammer should feel like. Also this would open up religions to more abstract things like the Church of the Silver flame or the Ancestor Worship of the elves in Eberron.

The easiest way to encourage this would be to take a page from Eberron and remove the gods as anthropomorphic entities. None of the faiths can be proven to be correct, so a multitude of conflicting religions exist, coexisting, clashing, getting spells no matter what. This matches the riot of colour I see in my head, which would be more similar to what we see in the first episode of Firefly, the Star Wars cantina scene. Luke, a groundling walks into a wild space bar and is just stunned by the riot of different people and colours. There are many ways to do this, but I think the easiest starting point is religion.

 THIS is the Spelljammer I want to play in.

 Until Next Time: Stay Geeky.


Published in: on September 5, 2011 at 5:43 pm  Leave a Comment  
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