3.5 Spelljammer

Post/Author/DateTimePost
#1

gwythion_dup

Apr 28, 2006 1:12:06
Does it exist? Will it ever exist? Inquiring minds want to know.
#2

silvercatmoonpaw

Apr 28, 2006 7:07:18
I posted something a few weeks back asking if people wanted to see this updated. The reaction I got was that this was from a glut of settings that didn't work out like Wizards thought, so in all likelyhood what the fans make now is what's going to be out there.
#3

Xorial

Apr 28, 2006 8:16:49
They have added some spelljammer back into 3.5e. There is even an adventure posted for the book Lords of Madness that involves being teleported up to a mindflayer ship. WotC keeps putting little tidbits of spelljammer here & there. The main thing is that the hints keep showing it as not being compatible with 2e Spelljammer at all. One could expect the rules to be different, but it appears as if they are going so far as to ignore the whole history they created to begin with.
#4

kilamar

Apr 29, 2006 2:38:34
It exists.

Kilamar
#5

zombiegleemax

Apr 30, 2006 9:31:57
Dragon Magazine sometimes puts out 3.5 Spelljammer stuff. They recently gave us giffs, insectares, and scro as PC races.
#6

zombiegleemax

Apr 30, 2006 14:08:32
TSR made Spelljammer, not WotC. Spelljammer and the glut settings were really one of the major things that killed TSR, when you want to get back down to it. TSR tried to support nearly a dozen camapigns along with constantly changing the core through splatbooks, it became a nightmare, both for the players (A lot of whom quit) and financially (as the profits they were making could not support the losses they took when a fully supported campaign had few customers).

When WotC took over, Spelljammer and a number of other settings were immediately axed, mostly out of fear that they could have a repeat of TSR's self-destuction. Slowly, over the years, WotC has started adding in tastes of campaigns that had cult status in 2e, like Planescape and Spelljammer, but I doubt they will ever revive those campaigns, simply because it would not be worth the money. WotC is a business, afterall.

Paizo, since their magazines are effectly pretty cheap to produce, is more likely to give support to 'lost' campaigns like that, but only with small sections and articles. Fan-based sites and creations are about the only way to really find full conversions.
#7

nightdruid

Apr 30, 2006 14:50:50
TSR made Spelljammer, not WotC. Spelljammer and the glut settings were really one of the major things that killed TSR, when you want to get back down to it.

Can't pin that one on Spelljammer. The last SJ product was released in '93, a good 6-7 years before TSR went under.
#8

zombiegleemax

May 27, 2006 3:47:27
Not much has been put out. They put out something once every few years. But I wonder if anyone can help me out. Years ago I saw on the SJ site an alternative way of getting out there included magic sails as an alternative helm or a back up helm. But I don't know where they went. I want to convert these sails to 3.5 but I have no idea how.
#9

zombiegleemax

May 28, 2006 2:37:03
Dungeon/Polyhedron 92 had a Spelljammer minigame (Shadow of the Spider Moon). Polyhedron details characters and classes (the Spelljammer flavour), gives out 5 prestige classes (Master Scavenger, Planetary Explorer, Spelljammer Ace, Stellar Corsair, and Storykeeper), and offers some new skills and feats. It gives details of ships and ship combat, offers some new weapons, equipment, magic items and artifacts, and offers adjustions to some spells. It also describes 7 planets (The Pyre, Ashen, Verdura, Quelya, Perianth, The Spider Moon, Moradin's Forge), as well as the asteroid belt called The Chain of Tears, and gives some info on the most important enemies (Mind Flayers, Drow, Yuan-Ti, Formians and Sahuagin).

Note that I'm not familiar with Spelljammer, so I can't compare the minigame to the actual Spelljammer setting, but I thought I should mention it.
#10

zombiegleemax

May 28, 2006 4:43:24
Spider Moon and especially a certain editor's editorial, was received as a slap in the face by much of the SJ community. Not enough and much of what some of us consider part and parcel to the SJ continuum was deliberately cut out. For the most part we are laboring to render our own conversions of our beloved setting to this new system of gaming. Efforts this same editor would rather ignore and remake the setting to his liking than endorse because our wonkiness is not his wonkiness. He didn't create it, he had no part in its development and this he wants only the name brand recognition for something he develops that is just as wonky as the original only the spheres, the phlogiston is rather ignoring like someone plugging thier ears and singing the "Star Spangled Banana" at the top of their lungs rather than acknowledge what has gone on before. To me one of the great ideas is the cosmic beasts that came into play. The caveat that these things were simply unkillable and went about their merry business no matter what a given party might throw at them. An example I like to think about is the sample model of a system in which the planets are spheres being juggled by a titanic jester and worlds in its hands suffer terrible natural disasters until they cycle through its hands and are tossed up into the air.

I used bit of this for the one sphere I created. The most stable planet is a bowl shaped world resting in the hands or on top of a titanic tiki statue/totem pole rising out of a celestial sea. On either side of the tiki are a pair of equally awesome sized octopi who toss suns, moons and other worlds back and forth between them in an endless juggling cycle. Night and Day are the suns and moons and what have you zipping by this bowl shaped world that manages to get quite tropical and is used as a way station and resort by pirates and other individuals. The one stable world is considered neutral ground of non aggression that not even the pirates dare violate.

In some ways what I like is the fluff of the setting, it's good and well thought out fluff that is fascinating to read and speculate upon. Worlds within world bobbing in a potentially explosive ether like so many corks in water. Stop for a moment to consider this, really try to wrap our feeble collective imagination around this sort of lovely demented reality and you may begin to understand why those of us who are truly passionate about this have gotten to this state. Daydream and send your mind into the flow, no matter it goes, wonderful weirdness will come back to you.
#11

zombiegleemax

May 29, 2006 8:35:52
I'd play Spelljammer again only under two conditions: 1) That it be used to link all the official WotC settings, and nothing more (so, no ships to Scarn and such, but certainly to Krynn and Aebrynis), or 2) License it out as a seperate cosmology with no ties to anything other than its own setting (i.e., no established worlds AT ALL).

--those're the only two ways I'd ever pick up Spelljamer v3.5 NB
#12

zombiegleemax

May 29, 2006 8:37:11
....and besides, if I want spacefaring D&D, I've always got Dragonstar, which is far, far superior, in my opinion.

--as Spelljammer was a bit....too strange for my tastes NB
#13

havard

May 29, 2006 8:45:40
I'd play Spelljammer again only under two conditions: 1) That it be used to link all the official WotC settings, and nothing more (so, no ships to Scarn and such, but certainly to Krynn and Aebrynis), or 2) License it out as a seperate cosmology with no ties to anything other than its own setting (i.e., no established worlds AT ALL).

--those're the only two ways I'd ever pick up Spelljamer v3.5 NB

I prefer the latter. My problem is when one tries to integrate the cosmologies of the various settings that just don't fit. FR and GH might work well with eachother, but Krynn, Mystara, Athas, Cerilla, Eberron etc are much more problematic.

In theory, I am using Spelljammer now as part of my Mystara campaign, but it has been submitted to the cosmology of Mystara entirely and completely sealed off from other WotC settings.

Håvard
#14

havard

May 29, 2006 8:46:49
....and besides, if I want spacefaring D&D, I've always got Dragonstar, which is far, far superior, in my opinion.

Dragonstar is cool, but it has a completely different feel than Spelljammer. Dragonstar is much more sci fi. Spelljammer is more firmly linked to the fantasy genre, even though it's set in space.

Håvard
#15

zombiegleemax

May 29, 2006 14:49:50
Hmmm, part of me is thinking of combining the two in a sense. I have been reading a pair of TPB of two of the Drakuun series. I should be reading Orion again soon. And if I remember where I shoved it my Outlander comic books. As I was reading Drakuun part of me was thinking it was remarkably similar to SpellJammer and Dragonstar too. Although part of this has to do with my idea of making engines rather than helms be the motive force for ships. Not to mention some of the ship designs from Airships out of Bastion Press. As for the connecting, I think I would rather have a sphere of Scarspace than Krynnspace at this point. As is I have ideas on making Shardspace for Eberron and perhaps Ironspace for the Iron Kingdoms. But in some ways this all just I can steal the monsters and maybe some of the concepts from each that I rather like.
#16

zombiegleemax

May 31, 2006 0:54:41
Spelljammers cool,don't get me wrong, I play dungeons.But talislanta rocks. you Know the fantasy game that was published by wotc till about 93.
#17

notwolf

Jun 01, 2006 2:05:38
Spelljammers cool,don't get me wrong, I play dungeons.But talislanta rocks. you Know the fantasy game that was published by wotc till about 93.

Talislanta: NO ELVES!!!


...it's a beautiful thing.
#18

zombiegleemax

Jun 01, 2006 4:07:07
I can think of an even more beautiful game: NO HUMANS!!!
#19

notwolf

Jun 01, 2006 16:10:31
I can think of an even more beautiful game: NO HUMANS!!!

feh, i always play human. In fact, one of my biggest gripes with WoW is that theres only humans on one side.
#20

zombiegleemax

Jun 02, 2006 0:33:47
Their are races of men in Talislanta ,and as far as your elves, live long and prosper. :-)
#21

zombiegleemax

Jun 02, 2006 0:38:32
I tend to think those who play mainly to only humans as imaginatively lazy. Can anyone wake tomorrow and decide they are going to be an elf? How about a dwarf? Or a Halfling" Or an orc? Or a goblin? Or a troll? The answer is of course no, every day in and day out you are human. So you play a game that offers some espasim and a chance to slip into a mindset other than what you are in daily mundane life and choose to remain a boring human? I have a campaign in my mind that will give the extra feat and skill points to half-elves, half-orcs and beast folk (animal/human hybrids) and relegate humans to NPC status only due to the fact that humans in this campaign are androgynous or without gender, they live in a society where they are vat grown and sterile whose education is devoid of art, music and literature. It is a campaign blending SJ, Dragon Star, Iron Kingdoms, OA and certain manga by Manabe like Outlanders and Drakuun. Mind flayers are in charge of human development as the drones of the empire, and they do their job very well.
#22

zombiegleemax

Jun 02, 2006 1:11:17
Their are races of men in Talislanta ,and as far as your elves, live long and prosper. :-)

I intend to, but I also intend to design a campaign in which there are no elves, no orcs and humans are simply not worth play.
#23

notwolf

Jun 02, 2006 16:30:53
I tend to think those who play mainly to only humans as imaginatively lazy.

...riiiight. The challenge is in excelling without being fantastic. i've found that the further you get from 10th grade ( i'm 30-something), the less 'special' your character has to be to start with, that growing into it is the trip.

so yeh can start yer warforged with all the armor buffs and bonuses and wade thru the bad guys like the proverbial hot knife thru butter, but if i can manage the same thing with my human, then, even tho we get to the same point, i've travelled more, and grown/learned more.

..just my opinion and playstyle, tho. The beauty of RP is that there's no 'wrong way'.
#24

zombiegleemax

Jun 03, 2006 0:40:02
I'm almost mid 30's and I've never wanted to play a human. The most fun I ever had in 2nd Ed was playing a lupin ranger with the swashbuckler kit in SpellJammer. I can remake him even better in 3.5 Ed. Favored Enemy: Aberrations allows me to use special tactics against mind flayers and neogi. But I'm a furry who also happens to enjoy D&D/D20 so I'm a mutant anyway so what does my opinion count for? Nothing apparently,
#25

notwolf

Jun 03, 2006 1:13:00
so what does my opinion count for? Nothing apparently,

wrong. Yer opinion counts for EVERYTHING, thats why we have these games, so everyone can find their fun...
#26

zombiegleemax

Jun 03, 2006 1:30:00
wrong. Yer opinion counts for EVERYTHING, thats why we have these games, so everyone can find their fun...

Heh, sez you, a certain editor has axed the Winning Races article in Dragon to prevent any more "animal head" races from entering its pages. The only reason the Giff came back is probably somebody put a some sort of non-literal gun to his head since he lambasted the race initially as goofy. And who recognizes the lupin or the cat folk as a legitimate race anyway? In SpellJammer such races are always welcome as they add to the atmosphere of the setting. Lupin were absent from Races of the Wild but they put in the cat folk and gnolls. In some ways the cat folk are the revised rakasta from Mystara. I've seen only one other reference to lupin since the article and their subsequent inclusion in the Dragon compendium and that's in this month's issue of Dragon as part of an episode of the Princess Ark. Cat Folk have reappeared on Xen'Drik in Eberron. But what about lupin? SpellJammer will always be my number one favorite setting of all time, although Eberron has quickly become number two.
#27

trolloc

Jun 06, 2006 4:53:23
Spelljammer would sell in 3.5 if only they market it as an environmental book, like Frostburn, Sandstorm, and Stormwrack.

Much do i like the inhuman wars and the story of the mythic Spelljammer ship. Spelljammer 3.5 needs to be general enough to attract new players to the environment. Give the people options to created a rich campaign in the Void. for example, methods of travels, world building structure, magic and psionics in space etc..

i'm working on something for Spelljammer for my campaign, i don't know what it is, maybe an illustrated guide to or something, i dunno yet. This work is progressing slower than a megafauna in Herdspace. I'm still learning about the setting.

IMAGE(http://i10.photobucket.com/albums/a106/scros/krajen.jpg)
#28

Silverblade_The_Enchanter

Jun 06, 2006 8:36:26
They are very welcome to use my art if they ever do a SJ book or the like
(they already did, sort of, lol)
#29

zombiegleemax

Jun 06, 2006 11:22:03
Putting out as an environment book is a rather interesting idea. For some it smacks too much of Spider Moon. But unfortunately a lot of those changes have been growing on me. I find myself designing a campaign inspired by certain Manga that combines SpellJammer with DragonStar(Fantasy Flight Games) and Airships(Bastion Press). With additional material from Iron Kingdoms (Privateer Press) and elements of Oriental Adventures and AEG's Legend of the Five Rings for flavor.
#30

wyvern76

Jun 06, 2006 13:37:21
I find myself designing a campaign inspired by certain Manga that combines SpellJammer with DragonStar(Fantasy Flight Games) and Airships(Bastion Press). With additional material from Iron Kingdoms (Privateer Press) and elements of Oriental Adventures and AEG's Legend of the Five Rings for flavor.

What manga is that (are those?)?

Wyvern
#31

zombiegleemax

Jun 06, 2006 13:44:05
Johji Manabe's Drakuun although if I find some his Outlander manga I have I may take from that too.
#32

loki_de_carabas

Jun 07, 2006 21:24:12
To return to the original topic, the 3.5 SJ is undergoing serious development over on the SJ mailing list (go to spelljammer.org and subscribe, join the fun!). After years of it being batted back and forth major efforts are underway to do a full conversion as well as an updated Campaign Setting.

Trolloc, LOVE the krajen art! Is there any chance I could talk you into joining us on the list? Art is always hard to get in projects like these and I think your stuff would add a lot if you were willing to bring it to the table.
#33

zombiegleemax

Jun 07, 2006 23:44:52
There is only one time art for SJ has ever annoyed to anger and that was in spider moon and what they wanted to pawn off as a Hammership. I have 5 ships in SJ I absolutely adore: Hammership, Triop, Whaleship and the Vodoni ships and for no other reason the stylings all appealed to me. But beyond that travesty, if I were a violent man, somebody might be dead right now because of that, every thing that has been done art wise for SJ recently has been nice.
#34

trolloc

Jun 08, 2006 1:28:11
To return to the original topic, the 3.5 SJ is undergoing serious development over on the SJ mailing list (go to spelljammer.org and subscribe, join the fun!). After years of it being batted back and forth major efforts are underway to do a full conversion as well as an updated Campaign Setting.

Trolloc, LOVE the krajen art! Is there any chance I could talk you into joining us on the list? Art is always hard to get in projects like these and I think your stuff would add a lot if you were willing to bring it to the table.

i join the mailing list like a while ago. I don't like the medium. I find the user inferface to read post somewhat tedious.

yea projects.... I did some stuff for planewalker's Planescape Campaign Setting Books but there was a lack of feedback on what's going on. So i give up on that. And Spelljammer is even less known than Planescape.

Good thing is, i got myself some 2nd edit spelljammer stuff, so i'm doing my homework about the setting.
#35

zombiegleemax

Jun 08, 2006 3:13:45
Well on boards like these there are some archives, unlike the mailing list
#36

trolloc

Jun 14, 2006 7:03:40
I think a 3.5 spelljammer should included elements from d20 modern future, like the chapter on environment.
#37

zombiegleemax

Jun 14, 2006 14:44:40
Elements for D20 Future...Ya know, that's not such a bad idear
#38

havard

Jun 15, 2006 11:33:05
Elements for D20 Future...Ya know, that's not such a bad idear

Maybe a D20 Future Space Urban Arcana book? Space Arcana?

Håvard
#39

notwolf

Jun 15, 2006 15:35:20
Well, no. The last thing we need is WOTC's version of that FFG Dragon-space pile thing.
#40

zombiegleemax

Jun 15, 2006 15:36:56
Wouldn't be the first time it's been thought up. You could SpellJammer or Dragonstar or combine the two really. But I have every book in the D20 Modern line
#41

zombiegleemax

Jun 15, 2006 17:47:32
I consider the pair to be extremely similar if at opposites of the extremes from each other. SpellJammer is Science Fantasy space opera, heavy on the fantasy, light on the science. Dragonstar is heavy on the science and light on the fantasy.
#42

trolloc

Jun 16, 2006 10:29:01
well what i mean by elements of D20 future are rules for gravity, and radiation poisoning, lifeforms. When labeling celestial bodies, instead of calling the old SJ way; Air body, Fire body, etc... I think it would be better to call the planets like hot terrestrial, cold desert world, iceball, etc...
No FTL tech travel and future technologies.

About civilizations PL (progression level), instead of designating atomic, nano tech age, we would rate the civilization by their magic advancement, psionic developement, SJ capabilities, etc...

It would still be all Dungeons and Dragons but with some astrology denomination.
#43

greatamericanfolkhero

Jun 17, 2006 12:01:19
About civilizations PL (progression level), instead of designating atomic, nano tech age, we would rate the civilization by their magic advancement, psionic developement, SJ capabilities, etc...

That would be neat. I would most likely base it on two things, percentage of spellcasters in the total population (most likely giving casters with a full progression (Wizard, cleric) more weight in the percentages that partial casters (ranger, paladin).) and the highest level spell that the average caster could cast (Even though Elmenster can lob 12th level fireballs-o-doom, he is by no means "an average caster", I'm talking about the working class wizards who make potions for a living, the priests in a local temple, the bard at the local inn, that sort of thing.)

I can imagine something like this being said in the game: "Captain, we are approaching a size E earth body. According to the system charts, the planet has a mage level of 15/4, so we should be able to find some replacement decanters of endless water in one of the larger ports."
#44

notwolf

Jun 17, 2006 13:50:40
You should all take a look at Steam Trek ( google it), and, of course Space 1999.
#45

wyvern76

Jun 17, 2006 17:05:56
You should all take a look at Steam Trek ( google it), and, of course Space 1999.

Don't you mean Space: 1899? As for Steam Trek, I've seen that site before, but it's virtually devoid of actual content as far as I can tell.

Wyvern
#46

rab-ka-la

Jun 17, 2006 17:30:46
Don't you mean Space: 1899? As for Steam Trek, I've seen that site before, but it's virtually devoid of actual content as far as I can tell.

Wyvern

I could find nothing of use in steam trek after 20 minutes of mucking about, either. My google search of space 1999 , a show I do vaguely remember from childhood, revealed numerous alternative life choice connections - no spelljamming stuff. I don't think my group would appreciate that. Maybe, you could elaborate?
#47

nightdruid

Jun 17, 2006 17:50:26
I could find nothing of use in steam trek after 20 minutes of mucking about, either. My google search of space 1999 , a show I do vaguely remember from childhood, revealed numerous alternative life choice connections - no spelljamming stuff. I don't think my group would appreciate that. Maybe, you could elaborate?

Actually, its Space: 1889. Most of what I know about it comes from a friend of mine who's really big into it. In a nutshell, its a "what-if" game where Edgar Rice Burroughs' stories are possible. Venus is a jungle, dinosaur planet, Mars is a barbarian world ala Barsoom. Earth is at the height of 19th century imperialism; the empires of earth (Britain, France, Germany, US, etc) have carved up Venus & Mars.

Travel is via the "ether", which I assume is like the Ethereal plane. On Mars, floating trees are discovered, so empires have now built flying warships that dominate the skies of Mars & Earth (the humidity is too high on Venus, causing wood rot, so zeplins are used instead).

Here's an overview:

http://en.wikipedia.org/wiki/Space:_1889
#48

havard

Jun 17, 2006 18:52:15
Yeah, Space 1889 is a great game. I think Etherscope, the D20 game is based around much of the same concept. Might be worth checking out...

Håvard
#49

zombiegleemax

Jun 18, 2006 0:18:11
Etherscope from Goodman Games? I've been curious but money is tight. I know the one 3rd Party company I like is going to do something along those lines I believe using the D20 Modern system. Of course Polyhedron covered bits of this before. And here I am at a furry convention getting my character sketched a few times over.
#50

havard

Jun 18, 2006 7:02:32
Etherscope from Goodman Games? I've been curious but money is tight. I know the one 3rd Party company I like is going to do something along those lines I believe using the D20 Modern system. Of course Polyhedron covered bits of this before. And here I am at a furry convention getting my character sketched a few times over.

Goodman Games, yeah. I havent bought it yet, but I am considering to. The main reason I haven't done so yet is because as with most D20 games, so much of the book is rules only when I am mainly interested in the setting. Oh well, it is just a matter of time before I buy it.

Håvard
#51

zombiegleemax

Jun 18, 2006 9:22:12
I'm on the fence for the most part. I want to see what others are saying. Mostly since most of the places locally that carry D20 stuff will only carry official products from WotC. Anything beyond that has to be special ordered.
#52

notwolf

Jun 18, 2006 13:32:24
yesyesyes, of course i meant Space:1889. sorry, drugs are bad, kids!

and Steam Trek used to have more stuff up there: ships and races, i was unaware that it had changed so much. Seems a nice idea, tho.
#53

wyvern76

Jun 19, 2006 13:42:23
Yeah, Space 1889 is a great game. I think Etherscope, the D20 game is based around much of the same concept. Might be worth checking out...

Actually, from what I know of Etherscope, it's more Victorian-flavored cyberpunk (set in 1984). As far as I'm aware, there's no space travel in it. The "ether" is analagous to cyberspace.

Wyvern
#54

havard

Jun 21, 2006 7:32:51
Actually, from what I know of Etherscope, it's more Victorian-flavored cyberpunk (set in 1984). As far as I'm aware, there's no space travel in it. The "ether" is analagous to cyberspace.

Ah, thats too bad. I was sure it was about space travel. I guess I wont be buying it after all then. :P

Håvard
#55

zombiegleemax

Jun 22, 2006 15:44:06
its a "what-if" game where Edgar Rice Burroughs' stories are possible.

Hmmm think i'll have to go reread about John Carter again Its been a very long time but if i remember right he fell asleep one night and woke up on mars. I dont really remember any real space flight between earth and mars but like i said its been a long time since i read the series.
#56

zombiegleemax

Jun 26, 2006 7:06:52
well what i mean by elements of D20 future are rules for gravity, and radiation poisoning, lifeforms. When labeling celestial bodies, instead of calling the old SJ way; Air body, Fire body, etc... I think it would be better to call the planets like hot terrestrial, cold desert world, iceball, etc...

I'm not sure about that. The old way was pure fantasy and names like "radiation poisoning" don't really fit into medival knights and wizards type of setting, even if it includes flying ships.

OTOH space combat (or vehicle combat if you're into manuverability) retooled for SJ would be really cool
#57

zenosaga_dup

Jun 26, 2006 12:13:39
The differences between Spelljammer 2e and SJ:SotSM are interesting. SJ2e used the pseudo-Victorian concept of "wildspace" and focused on uniting the Prime Material Plane, whereas SotSM used real world physics (i.e. cold merciless vacuum of outer space, star systems) and focused on a single star system rather than the whole cosmology. I personally prefer SotSM because it is more realistic than SJ2e, while still utilizing the idea of starships powered by magic and the various aliens.

The concepts used in SotSM can be used to apply to the whole of the Prime Material, since the fluff focuses on one system out of many and is open-ended. Andy Collins has also provided additional rules and whatnot on his website. I wouldn't be surprised if the new official SJ will be based on the Polyhedron version, as it is only a matter of time before WotC decides to revisit some of the AD&D and Alternity settings, and uses the articles from Paizo as bases (as an example: many d20 Modern sourcebooks uses materials originally introduced in Polyhedron).

Additionally, Ravenloft is scheduled to be reproduced officially this October.
#58

trolloc

Jun 26, 2006 14:33:32
I'm not sure about that. The old way was pure fantasy and names like "radiation poisoning" don't really fit into medival knights and wizards type of setting, even if it includes flying ships.

rename it to Void Sickness. Or space taint.
#59

zombiegleemax

Jun 27, 2006 1:02:12
Dark Matter comes out in September from what I can see. The Alternity setting that basically aped X-Files and the one setting a friend of mine really wanted to play.
#60

trolloc

Jul 01, 2006 1:09:21
I can imagine something like this being said in the game: "Captain, we are approaching a size E earth body. According to the system charts, the planet has a mage level of 15/4, so we should be able to find some replacement decanters of endless water in one of the larger ports."

except the charts that the dohwar sold you is 200 years out of date and now the entire planet is overrun by zombies. And after finding out the civilisation has fallen here, your ship takes off, but not before a crewman decides to bring a sampling of the yellow musk plant onboard...
#61

jollyfather

Jul 06, 2006 11:12:34
I'd like Spelljammer 3.5.

Maybe the environment book idea is the best solution. A big, with a lot of detailed options, environment book. So everyone can take what they want from it and use it in their own campaigns.

I'd really like Spelljammer 3.5. I don't have time to convert or look for more web material. I need a book. Spelljammer 3.5 rulebook.



Regards all,

JF
#62

greatamericanfolkhero

Jul 06, 2006 17:14:28
except the charts that the dohwar sold you is 200 years out of date and now the entire planet is overrun by zombies. And after finding out the civilisation has fallen here, your ship takes off, but not before a crewman decides to bring a sampling of the yellow musk plant onboard...

And if that crewman is still alive after we fight the interplanetary zombie plague, he'll help us develop the spelljamming equivelent of Keel hauling.
#63

zombiegleemax

Jul 20, 2006 14:39:24
Here's something:

[url=http://rapidshare.de/files/26441255/d20_D_D_-_SpellJammer_-_Shadow_of_the_Spider_Moon__Core_Rules_.pdf.html]
#64

bigmac

Aug 02, 2006 22:30:24
Well on boards like these there are some archives, unlike the mailing list

There is an archive of the Spelljammer Mailing List (SJML). In fact there is more than one archive for the SJML. You can see recent messages at the Oracle Archive. You can also use that page to join and leave the list and alter your list settings. Older messages can be found on the Beyond the Moons' Spelljammer Mailing List page. The Oracle Archive on BtM is always partially out of date, but the other archives should have all the messages. Both pages have search tools, but I prefer the one on BtM. If you subscribe to the SJML you can use your own mail tool to search recent messages and use the BtM SJML page to search the rest.

I'd like Spelljammer 3.5.

Maybe the environment book idea is the best solution. A big, with a lot of detailed options, environment book. So everyone can take what they want from it and use it in their own campaigns.

I'd like to see a 3.x Spelljammer conversion provide some stuff that was missing from the original - a list of phlogiston rivers and the spheres that they connect.

I'd really like Spelljammer 3.5. I don't have time to convert or look for more web material. I need a book. Spelljammer 3.5 rulebook.

Keep your eye on Beyond the Moons' Spelljammer for D&D 3rd Edition page. Conversion work from the SJML and other sources is currently being used to prepare three PDF files: "Player's Guide to Spelljammer", "Ships in Wildspace" and "Monsters of Wildspace".

Once the core rules of SJ is done people will be moving on to convert other material on Beyond the Moons. So if there is anything you think is missing from those 3 PDF outlines you can request that it gets added onto the end of the to-do list (or help convert it yourself).

You might also want to keep your eye on the Into the Void page as they will be providing new material for Spelljammer (including SJ 3e) when they finally get up and running.

I've got a bunch of other Spelljammer websites in my links pages (see my footer) but most of them are 2e websites. However you can find some useful 3e material on other parts of my links pages.

I'm currently trying to collect all the playable races in the SRD on my Races page. I've included both the Level Adjustment and the amount of racial hit dice so you can work out the Effective Character Level without having to surf to every individual race. If you fancy running a reverse SJ campaign where the PCs are all Unhumans you will find most of the races (apart from Scro which you can get from Beyond the Moons) in the SRD.
#65

Escef

Sep 10, 2006 13:47:21
There is only one time art for SJ has ever annoyed to anger and that was in spider moon and what they wanted to pawn off as a Hammership. I have 5 ships in SJ I absolutely adore: Hammership, Triop, Whaleship and the Vodoni ships and for no other reason the stylings all appealed to me. But beyond that travesty, if I were a violent man, somebody might be dead right now because of that, every thing that has been done art wise for SJ recently has been nice.

I hear ya. The fat bellied Hammership sucked. I'm not familiar with the other designs you mentioned (I don't have a lot of SJ stuff myself), but I have always regarded the Hammership as a thing of beauty.
#66

zombiegleemax

Sep 11, 2006 3:51:36
They all had their stylings that struck me as wonderful. The whaleship was so goofy looking it was and still is cool. The triop could be made into a submarine adding undersea exploration to its coolness. Now I am not going to sit here and just gripe. If I haven't already said it, Spider Moon actually did us a favor when it redid the illithid dreadnought. Now the darn thing looks like something out of a nightmare! And for the monsters that fly it, that's how it should be.
#67

jaid

Sep 11, 2006 10:33:54
If I haven't already said it, Spider Moon actually did us a favor when it redid the illithid dreadnought. Now the darn thing looks like something out of a nightmare! And for the monsters that fly it, that's how it should be.

well i certainly can't argue with that, but i have to say, the hammership in spider moon is actually not the same ship... it's an enclosed ship, whereas the old hammership had a deck.

similarly, the gnome wreckship is not the same as the old wreckship at all. although in this case, the difference is much more than just becoming an enclosed ship...

still, generally speaking, the spider moon thing is definitely not the same as spelljammer was... similar concepts, but some rather significant differences.
#68

zombiegleemax

Sep 11, 2006 11:31:58
A certain malcontent that the idea of air envelopes were as wonky as the giff apparently.
#69

nightdruid

Sep 11, 2006 12:01:22
A certain malcontent that the idea of air envelopes were as wonky as the giff apparently.

And we all know you can use 10th century tech to make ships air-tight enough to travel in hard vaccum...:P
#70

jaid

Sep 11, 2006 22:56:08
And we all know you can use 10th century tech to make ships air-tight enough to travel in hard vaccum...:P

the ship doesn't need to be airtight to travel in vacuum...

it only needs to be airtight to keep the passengers alive :D

besides, i'm sure it could be done one way or another using the tech available if you were imaginative enough. prohibitively expensive and time consuming, sure, but possible.
#71

bob_the_efreet

Sep 13, 2006 15:12:45
And we all know you can use 10th century tech to make ships air-tight enough to travel in hard vaccum...:P

You just use a lot of mage hands to hold the air in :D
#72

zombiegleemax

Sep 14, 2006 1:04:56
In some ways with Spelljammer there needs to be some balance between science and sorcery. Back in 2nd Ed. the science was there almost as an afterthought. Dragonstar reversed this. Eberron in some ways has an SJish attitude with an attitude distilled from the pulps and to varying degrees steampunk fiction. There can be a happy medium between the two...we just have to find it.
#73

greatamericanfolkhero

Sep 14, 2006 12:46:55
I don't see why so many people hated air envelopes and crystal spheres in a game where spiders can grow to the size of city busses and 80ft long winged lizards fly through the air and breathe fire. If people want realistic space fantasy there's d20 future and Star wars d20.
I like the idea that Fantasy space is WAY different than real space. In real space radiation is the biggest threat, in Spelljammer the biggest threat fires spheres of annihilation and has an entire city on its back! I think that if WotC did release a 3.5e Spelljammer book, it should primarily be an update of the way things worked in 2e and should only have a chapter or two about using a "realistic" system.
#74

wyvern76

Sep 14, 2006 16:49:13
In some ways with Spelljammer there needs to be some balance between science and sorcery. Back in 2nd Ed. the science was there almost as an afterthought. Dragonstar reversed this. Eberron in some ways has an SJish attitude with an attitude distilled from the pulps and to varying degrees steampunk fiction. There can be a happy medium between the two...we just have to find it.

Why "needs"? Spelljammer and Dragonstar each have their own unique flavor, and while they may not be to everyone's taste, I don't think either of them would necessarily be improved by trying to make them more like the other one. I don't see how a setting that "balances" science and sorcery is inherently superior to one that favors one over the other. While I've got nothing against adding more "scientific" trappings to Spelljammer, I think it's a case of personal preference, not a case of "need".

Wyvern
#75

zenosaga_dup

Sep 16, 2006 14:14:47
Spelljammer v3.5 can be exactly like the original, but it should at least use "some" realworld physics in order to be more appealing to the masses (i.e. cold/merciless vacuum of outer space, gravity is directly proportional to mass/density of any and all objects, actual star systems), all of which already exist in SotSM. The only thing that I think needs to be removed are the Crystal Spheres/Phlogiston.

Of course, The Mercane, Beholders, Dwarven Citadels, Neogi, Pirates of Gith, Giant Space Hamsters, Grommams, Hadozee, Vodoni, Giff, Insectare, Scro, and whatnot should stay. Only the Crystal Spheres/Phlogiston should be removed.

Note: according to the new rules, the SJ/LJ helm acts as both an atmospheric proccesor (thus removing the need for air envelopes but adding the need for airtight ships and space suits), engines (thus allowing FTL travel without the use of dangerous flow rivers), and artificial gravity generator (thus negating the need for subjective/convenient "down" gravity).

In short: the rules in SotSM (Polyhedron #151), the additional bonus material at Andy's site (http://www.andycollins.net/Projects/Spelljammer/Spelljammer.htm), and the stats in "Races of Spelljammer" (Dragon #339) should be used as the basis for any official attempt at SJ v3.5.

Also, the only reason that there is no ionizing radiation is because the fantasy stars are actually giant portals to the elemental plane of fire that somehow give off ultraviolet radiation and natural sunlight (in order to feed plants, give sunburns, kill vampires, etc.) but not the ionizing radiation that would poison most creatures in space that are in its path.

However, if Crystal Spheres/Phlogiston are added to SJ v3.5, I won't gripe as I am mostly neutral on this argument but though with an anti-Crystal Spheres/Phlogiston leaning of sorts. But were the Crystal Spheres/Phlogiston really the center focus and basis of the setting or even all that important to said setting?
#76

jaid

Sep 16, 2006 15:49:46
see, that's where i disagree with you. appealing to people has absolutely nothing to do with how much it follows real world physics, in my opinion.

otherwise fantasy games wouldn't really go anywhere at all, would they?

even if you were going to use the SotSM as a basis, you still need some changes IMO. more sizes for one. something in between gargantuan and planet sized would be nice.
#77

rhialto

Sep 16, 2006 17:11:33
I too, disagree. If we wanted real world physics, we7d be better off playing Space:1889 and not Spelljammer. OK, bad example. Maybe Traveler would be a better example of a real world physics space game.

The complete list of things that should be removed or sidelined imho are: neogi. Just them. As a race whose primary role is to act as slavers, they are just too much in the limelight, and it makes the setting a bit too dark for a lot of people, especially since they aren't consistently presented as baddies. Illithids probably can stay, as long as they are unambiguously presnted as evil.

Why? Spelljammer to me strikes at the romantic (no, I don't mean the lovey-dovey sense there; look it up) image of high seas fantasy. As such, morality should be unambiguous, especially for creatures whose existence is centred around such things as slavery (neogi) and eating humans (illithids).

I'd also get rid of those blue giants, but for a different reason. They just felt horribly tacked on, and didnt seem to have any reason to exist except to sell helms. No society at all. They were nothing but a deus ex machina.

What Spelljammer DOES need, imho, is its own history and a consistent background. All it ever had was a history that consisted of how it interacted with pre-existing campaigns. It never had its own nations, or its own timeline that stood apart from the rest of the product lines.

Oh, and it needs multiple crystal spheres.
#78

thebeardedelf

Sep 23, 2006 1:31:57
I'm not intimately familiar with spelljammer, but I would be interested in seeing it for 3.5. It would probably work best as an environment book, and it could refference the others for ice, desert, or water planets, this way people can use some of the spell jammer with which ever system they are running. Or if a GM wants can use it to combine several campaign settings.

right now I'm running a spelljammer-esque game with modern rules. basically the moon blew up and instead of falling it formed islands and grew plants, and people get from island to island with craft that resemble spelljammer ships. I have a complete campaign write up in the d20 past boards here

http://boards1.wizards.com/showthread.php?t=702036

if you are interested in reading it (I could probably use some suggestions on what else the setting could use either way).
#79

holygrenadefrenzy

Oct 03, 2006 19:00:27
Can't pin that one on Spelljammer. The last SJ product was released in '93, a good 6-7 years before TSR went under.

Not only do I agree with Night Druid but as someone whom owns a Complete Collection of TSRs D&D and AD&D lines I have a few comments especially because I applied for work with them just before the take over was final.....and that fell through because of said take over....I lived in Bloomington/Normal, Illinois at the time and was also familiar with GDW not to mention the great losses TSR had trying to prevent Dangerous Journeys from coming out. Garry Gygax's new game at the time......not only did they loose but when WoTC and Hasbro said Gary Gygax and David Arnison had to be offered (Whatever it was) it made a certain show of how the company made mistakes about personnel being written off..Not to mention they had problems with other mistakes.....

As a gamer whom own in the plus of 40 Grand in RPGs mostly D&D through the ages I have a few gripes about flimsey work and 6 inch borders with thin ammounts of material and hardbacks getting thinner and thinner with prices going up.....Is anyone so sure that WoTC won't make the same mistakes? Does anyone except the gamer community which is mostly underground regardless know? To me the Spell Jamming line and Planescape lines seemed complimentary to the game and each other.....they both deserved hardbacks though and not thin books either.....thin books with high prices offend players everywhere....even if they pretend not to mind....

from 2nd Edition the Planescape plane rankings needs to be republished and expanded the magic countering technology is unneccisary because according to archaric definition magic would be a form of technology just not in the industrialized sense of the word......the only way this is unbalancing is if the mind of the DM is too limited to compensate and roleplay tech difficulties and etc.... That is right DM's I have never had any problem with this Magic / Tech problems people rave about and in my SpellJamming and Gamma World and Boot Hill games past have found the unbalancing more the players problem than mine. That is the exact opposite of what people often claim about such things....I can give examples but won't unless given situation and ask to..pm me or something....jeesh....anyway be a problem for your players and they will love you for it! Strange as it sounds the harder something is to aquire the more they value it and vice versa! This is a simple rule with the Human Condition which the players are even if the characters are not.

The problems TSR Had that I have seen again are plenty but perhaps a Wet/Dry gaming method works better for sales because of the way logic gets into it.......separation of mechanics and creativity and platforms for combining....I am trained in some real life rhapsodia method myself and this is not a new understanding.
#80

zombiegleemax

Oct 04, 2006 1:17:57
I see there is someone whose as little life as I do if not a little less. ;) But seriously glad to see people with similar idears to mine in this thread.
#81

darktouch

Oct 19, 2006 13:06:18
I picked up and took a look at StormWrack. I figured.. ships.. hey look, an elven ship. Then I flipped back a few pages and saw a Hadoozee. Then I flipped around and saw nothing else that made the book worth $35.

I agree with the idea of an environment book rather than a setting book for Spelljammer.

I also found this today: http://www.wizards.com/default.asp?x=dnd/we/20050520a

Spelljammer and Psionics in the same adventure. Cooool. My complaints? No ship stats and no gravity/air envelopes. *shrug*
#82

zombiegleemax

Oct 19, 2006 13:28:58
Heh, one of my fave ships will always be the triop, the idea of a spaceship that can also serve as a submarine holds great appeal to me.
#83

darktouch

Oct 19, 2006 13:34:49
Heh, one of my fave ships will always be the triop, the idea of a spaceship that can also serve as a submarine holds great appeal to me.

I go back and forth between the Smalljammer (partially sentient ship? Cool!) and the Battle Dolphin (Detachable landing galleon for going incognito).

Failing either of those options, give me an Elven Man-O-War with a Githyanki at the helm.
#84

zombiegleemax

Oct 20, 2006 15:05:00
I run Spelljammer in my campaign. I used rules I got from “Beyond the Moons” they have a ship construction program done in Excel. I changed it to use as many of the Stronghold construction rules as I could and changed a few things to fit my love of math. The big change I made with my Spelljammer campaign is that the ships don't fly through normal space from planet to planet or from sphere to sphere but they fly in astral space. The helms are a Githyanki design. And the Arcane sell a crystal ball that allows a plane shift spell to send the whole ship to and from astral space. This way you don’t have to throw away your physics book to play Spelljammer. There are enough monsters including most of the old spelljamming monsters and planet building rules from other games to make it all work out.

PS: not only can you move the campaign into d20 modern or dragon star. You have 2 solar systems to work with each star. One could have a jedi acadamy and the other can have the planets are being juggled.
#85

holygrenadefrenzy

Oct 20, 2006 20:00:47
I run Spelljammer in my campaign. I used rules I got from “Beyond the Moons” they have a ship construction program done in Excel. I changed it to use as many of the Stronghold construction rules as I could and changed a few things to fit my love of math. The big change I made with my Spelljammer campaign is that the ships don't fly through normal space from planet to planet or from sphere to sphere but they fly in astral space. The helms are a Githyanki design. And the Arcane sell a crystal ball that allows a plane shift spell to send the whole ship to and from astral space. This way you don’t have to throw away your physics book to play Spelljammer. There are enough monsters including most of the old spelljamming monsters and planet building rules from other games to make it all work out.

PS: not only can you move the campaign into d20 modern or dragon star. You have 2 solar systems to work with each star. One of which can be the planets are being juggled.

Manipulating Cosmic Energy as a meeting point between Science and Magic helps too......It can even explain the Whys of magic and even be used to explain the planes and their necessityl..