Spelljammer Discussion

So, how do you feel about Spelljammer? If you like the setting, what is your favorite thing about it? If not, what is your least favorite thing about the setting?

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Where can I read up on the setting? I've only ever heard the name.

Pirates of Gith are criminally underrated.

Best way to do it is to find PDFs of the original box set books and read those.

>So, how do you feel about Spelljammer?
I love its originality and I love all sword and planet settings because of how exceedingly rare they are.
>If you like the setting, what is your favorite thing about it?
Dohwar. Penguin Jews flying through space on flying pigs.
>If not, what is your least favorite thing about the setting?
It's very shallow.

I fucking loved Spelljammer. The "pirates of the Caribbean IN SPACE!" aesthetic is just amazing to me. The Astromundi Cluster boxed set was god tier, and I've never gotten to run a campaign using it.

I hate Spelljammer and think it's a dumb !Scifi setting for nerds who can't stand not playing fantasy.
That being said a lot of people seem to enjoy it so maybe I just haven't found my groove with it.

I just recently finished a story wrapping up my character's arc from Rise of Tiamat that featured a spelljammer in the climax. So I like them. A lot.

>what is your favorite thing about it?

High flying pulp fantasy adventure in space. What's not to love?

Although having said that, if I could make just one change, I'd have there be air in space. Just completely ditch the whole thing about spelljammers maintaining atmosphere or whatnot. Nope. Ditch it. Wildspace just has air. Get full Treasure Planet up in this bitch.

>Although having said that, if I could make just one change, I'd have there be air in space. Just completely ditch the whole thing about spelljammers maintaining atmosphere or whatnot. Nope. Ditch it. Wildspace just has air. Get full Treasure Planet up in this bitch.

My scro.

Ran a 1 on 1 game of it for a year, gearing up for another one with a different player. It's by far the most fun setting I've ever played, including the ones I made myself
>If you like the setting, what is your favorite thing about it?
It's not quite "Star Trek with swords" or "Conan IN SPAAAAAAACE" like a lot of people describe it as. The way it blends the two actually opens up a lot of possibilities for things that wouldn't really work in either genre. The setting really shines when you find those weird grey areas and revel in them. It's not a universe that works on the same rules ours does, or even a single set of internal rules. Each sphere is it's own universe. Really get into the nitty-gritty of how this would play out.
Also, the aesthetic, especially the ships. It just looks too fucking cool, which is why it's still got a cult following after all these years
>what is your least favorite thing about the setting?
Like most D&D (TSR or WotC), the details of the lore are some truly brilliant ideas buried under bland filler and a few genuine turds. Gish get a lot of flak for some reason, but to me the worst offender was INTERSTELLAR GNOMISH CHOO CHOO TRAINS. It's best to pick and choose, and use it more as inspiration than a set-in-stone guide to what the campaign will actually look like

I don't like it because I don't like scifi chocolate in my fantasy peanut butter. I also don't like pirates.

I can see the appeal though.

The elf man-o-war and warbirds were always aesthetic and sexy as FUCK. When I think of spelljammers, I think of those.

But Spelljammer doesn't really have any sci-fi in it. It's really more like what medieval to Renaissance people thought was "beyond the sky." Space is a void, but each solar system is enclosed in a giant crystal sphere floating in a luminiferous aether. Everything is magic instead of tech. I mean, the standard "spacefaring" vessel is a galleon.

Elves had some of the sickest shit and also seemed to be predisposed to some sick ass warcrimes.

Spirit Warriors and Bionoids were some cool shit.

And the Giff were quite bully, I say.

Where did you get the impression it was science fiction? The foreword outright tells you it isn't.

Space = science fiction, obviously.

Bah. Set you expectations properly.

I'd argue Spelljammer is less scifi than Eberron, but if you can't see how the basic premise of fantasy with space travel is too out there for people you're fooling yourself

>If not, what is your least favorite thing about the setting

What I disliked about it was the ability to visit various realms/settings. Sure, it sounded cool at first. One of the big draws. But it just doesn't work.

If Spelljammer actually worked in these settings all of these settings would be hugely changed in response to it.

Spelljammer works best, in my opinion, as its own setting.

The ability to visit different D&D settings is by far the least interesting part of Spelljammer. It's like getting excited that you can use your smartphone as a flashlight

>>Wildspace just has air. Get full Treasure Planet up in this bitch.

Would it surprise you to know I love SJ and am running two sci fi games and about to play in a game which, at least, is *trying* to be sci fi?

SJ is just a setting (one of the "interstitial settings" of 2e, along with Chronomancer {eh}, Ravenloft, Planescape and doubtless others).

Of these, I overwhelmingly prefer SJ because its method of travel is that which can be interacted with the most, whereas Ravenloft and Planescape are essentially arbitrary (DM's discretion/just magic your way over, respectively), neither leaving much room for interaction along the way (the planes being infinitely large afterall).

That's part of what I love about Spelljammer, it really tries to go into the mechanics of how it all works. It totally shits the bed, but by god it tries

>So, how do you feel about Spelljammer?
It loses something from the fact that the stars in the sky aren't actually other worlds. Instead they're basically just painted on the inside of crystal spheres, and the actual "space" travel involves swimming through a sea of dense colors between the spheres that can't be seen through. Something's missing if you can't look up at the night sky and wonder what's out there in the distant stars; it makes the whole thing feel smaller and more isolated.

I remember reading the first in the spelljammer novel series when I was young at my local library, recently tracked down the rest on Veeky Forums and the nostalgia is hitting me hard.

How are the novels?

a bit cheesey but overall not bad, some of the background stuff is quite out there in a good way

Space orcs called 'scro' that are super organised/basically the empire from star wars.

I have got your backs, brethren.

spelljammer.org/

Scro are much different in one other way - they're fucking SMART. They learn elvish specifically so they can taunt elves in their native tongue. They understand that a ravening horde does not do well in space navies. And they understand that hiring specialists is not a bad idea even if they aren't orcs.

If I was re-designing Spelljammer from the ground up without Lorraine Williams standing over my shoulder...

1) There is air in Wildpsace. Treasure Planet this bitch up!
2) The stars are actual stars, abandon the idea of crystal spheres.
3) You can jam 100 million miles in a day as long as you travel in a straight line.
4) For travel between star systems you've got two options:
- a) Phlogiston network that exists throughout WIldspace, like a series of interconnected wormholes that all lead to the great Phlogiston Sea that you can sail through. The Phlogiston Sea is technically its own plane of existence, but it's co-existant with the Material Plane. Basically it lets you jam several lightyears per day. And it has air, too.
- b) Use the Sun of a star system as a portal to Elemental Fire, then seek out the portal that connects to the Sun you want to go through. This option is much more dangerous for several reasons - for one thing, you have to be able to survive a trip to the Sun, for another, the efreet of Elemental Fire are likely to tax you, or even attack you.

I'd keep all the background information about the Unhuman Wars and the Scro and so on.

I just replace Orcs with Scro in my games. They're good villains, and the Unhuman Wars pretty much write a bunch of classic fantasy races out of the setting
Why do people hate the spheres so much? The idea that each one has its own physics and metaphysics opens up so many cool possibilities. Granted, TSR never did much with it, but that doesn't mean you can't. I get gripes like , but I still feel like you gain a lot more than you lose

If I were redesigning it,
1. I'd completely ditch the pretense that Spelljammer was about unifying the different D&D settings. Make space travel more commonplace than the lore implies in spheres where it does exist, although there's countless untouched spheres where it doesn't. Especially play around with interspheral commerce and politics.
2. I think I'd change how gods work, because it sucks for clerics, but having a single pantheon that just exists everywhere doesn't sound right either.
3. Change how ship gravity works. Either it points straight down all the time, perpendicular to the deck, or you can simply walk on/stick objects to any surface while in space. Gravity planes get really fucky and convoluted when you start questioning them.
4. Get rid of forge helms. Of all the ways around the fact that dorfs can't do magic, THAT'S the one you went with?

>Why do people hate the spheres so much?

Basically because stars actually being stars is more fun.

Can someone explain what they were smoking when they invented The Spelljammer? The giant mythical ship, I mean

...

>Instead they're basically just painted on the inside of crystal spheres,
There's a lot of things in Spelljammer that are only loosely based on things, but that detail is straight from Classical Metaphysics.

How is that more fun than a sphere where all metaphors are real, or where the different phases of matter have totally different properties, or where the speed of light is the roughly the same as sound so that brisk jog noticeably slows down the passage of time?