Who here's played spelljammer? How was it?
Bonus points if its in 5e
Who here's played spelljammer? How was it?
Bonus points if its in 5e
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i've been watching the catalog for days, waiting for a spelljammer thread.
I play in 5e. I don't use crystal spheres, and take a bit more sci fi approach. Space is planets orbiting stars, like space in the real world. I still keep most of the factions, imperial elven navy, the scro, shou lung. It has been a lot of fun. I definetly feel like its made me a better DM.
I also borrowed the concept of evil stars from 4e, inspired by blog of holding.
Check out the guide this player made. It was really helpful for me.
As a DM it was tough for a while, as the players had so many options. Sometimes they would just go somewhere and I woulnd't have much prepared. You need to have scenarios you can pull out of your hat for when the players go off track, otherwise you will be stumped as they do something totally different than you expected.
The biggest challenge for me is making the planets feel like planets, with multiple nations and cities and cultures. Making once city feel fleshed out is hard, a universe of planets is next to impossible. I've considered even writing some software to procedurally generate planets with nations, cities, races, cultures, and maybe some really shitty maps.
The biggest isue with spelljammer IMO is that it just wasn't finished.
if you spend some time reading the splat books, you will find tons of references the things that were never referenced again.
Who where the ancient Juna?
What happened during the unhuman wars?
Are the spirit warriors still in use?
What is the deal with the Ogres of the steel star?
What happened to the Vodoni after under the dark fist? Why are they never mentioned again?
The setting was never really finished.
The second biggest issue is inconsistencies, both in content and tone. Sometimes, like with the juna and the bionoids, the setting is almost lovecraftian. Other times, like with the giant hamsters, it is so wacky its hard to take seriously. As a DM it is up to you if you want to keep the conflicting tone (sometimes that can be good), or ignore things that don't match the tone you are going for. As for the continuity issues its best to just ignore them and say w/e makes the most sense to you.
Going through the Wildspace module in 2e. It's pretty rad so far.
Ask me anything.
This sort of weird unexplained background references are a part of the charm. You might as well ask why Lovecraft never finished his setting.
>Part of the attraction is, I think, due to the glimpses of a large history in the background: an attraction like that of viewing far off an unvisited island, or seeing the towers of a distant city gleaming in a sunlit mist. To go there is to destroy the magic, unless new unattainable vistas are again revealed.
>tfw spell jammer but no dragonstar thread in the catalogue
I've been working on a setting that is like a fusion of Spelljammer and the Underdark. Sort of like the Elemental Plane of Earth but with a lot more open area, like if it was full of massive tunnels.
I call it CaveSpace, and it is full of weird races trying to survive in the strange pockets where life springs up while contending with wandering macrobeasts, raiders and ecological change caused by earthquakes and stuff.
Instead of adapting Spelljammer material, I'm using the many Stars Without Numbers books I have to convert it to Space Fantasy to be used with 5e D&D.
true
on the other hand that means you can make up almost anything you want for an adventure
>Bonus points if its in 5e