Spelljammers 3.5?

Post/Author/DateTimePost
#1

zombiegleemax

Jan 11, 2007 3:09:27
is there, or will there ever be, a spelljammers 3.5? i have been looking over some of the old second edition stuff (which i vaguely understand) and i think it is some really good stuff.
#2

sleepwalker13666

Jan 11, 2007 3:50:34
I doubt it, they had a small article in dragon issue 315 I think (not postive I dont have it handy). But spelljammer was a very limited audiance in 2nd compared to the others. You might look into the Book "Dragonstar" made by legends in lairs, it was DND in space, I used to own it and it was'nt too bad, but ultimently the group I ran for was'nt interested in running a space game so I sold it to half price.
#3

the_shapeless_one

Jan 11, 2007 4:00:01
Spelljammer is a great game. I don't think wizards will ever make a 3.5 version of the game.
#4

Mordor11

Jan 11, 2007 6:20:14
Thankfully. Come on, Dark Sun, Spelljammers, let the bad, truly bad worlds rest in peace
#5

millennium

Jan 11, 2007 6:31:57
Although the existence of spelljamming has been hinted at multiple times in various D&D supplements (most recently in Lords of Madness), there don't seem to be any plans to formally convert Spelljammer to 3.5.

A shame, that. I want my Keplerian physics and pyromaniac hippo-men.
#6

count_nerindil_van_seraph

Jan 11, 2007 7:08:57
A shame, that. I want my Keplerian physics and pyromaniac hippo-men.

Well, who doesn't?
#7

zombiegleemax

Jan 11, 2007 7:51:11
I think Wizard sealed that crypt and put guardian golems infront to block the player access, and I for one am glad. Just something about spell jammer that I always hated
#8

Jhaelen

Jan 11, 2007 8:39:09
Well, who doesn't?

I don't :P Spelljammer was waaayyy to silly for my taste, I'd much rather play a Son of Ether in Mage or a Nocker in Changeling, or really anything else BUT spelljammer...
#9

xylem

Jan 11, 2007 9:56:57
Although the existence of spelljamming has been hinted at multiple times in various D&D supplements (most recently in Lords of Madness), there don't seem to be any plans to formally convert Spelljammer to 3.5.

A shame, that. I want my Keplerian physics and pyromaniac hippo-men.

Sometime in the last couple of years, Dragon Magazine ran an article titled something like "Races of Spelljammer" which had 3.5e specs for Scro, Giff and one other race.

There's also a fairly active fan community centered around http://www.spelljammer.org with a lot of 3e/3.5e conversion material. Check out the mailing list archives for most of it. The folks on the list have even created a "starter setting" crystal sphere called Maj Space.

I ran 3.5e Spelljammer game for a while using rules from the site -- it was fun. (I had missed Spelljammer when it first came out as the group I played and GM'ed in stuck to OD&D + house rules; leading to me, many years later, jumping directly from OD&D to 3.5e).
#10

Ryngard

Jan 11, 2007 12:08:37
is there, or will there ever be, a spelljammers 3.5? i have been looking over some of the old second edition stuff (which i vaguely understand) and i think it is some really good stuff.

No.
#11

zombiegleemax

Jan 11, 2007 13:26:47
Thankfully. Come on, Dark Sun, Spelljammers, let the bad, truly bad worlds rest in peace

I don't get why people dislike Spelljammer so much, or say it was such a bad idea? See, imo, by far the worst worlds are Dragonlance after the 5th age and Forgotten Realms, though the latter is still decent it just doesn't interest me.

What I liked about Dark Sun and Spelljammer was they pushed the creative envelope perhaps more so than any other setting in D&D. I can see people finding it somewhat strange, but compared to the stuff in Dragonlance lately (Why can't they just retcon to the point after Raistline fails to become a god) or the epic level back you get in the Realms its far more of an adventure.

As for Dark Sun, another great creative risk that had lots of fresh ideas for gaming.
#12

zombiegleemax

Jan 11, 2007 23:22:32
WOTC's official position is to allow the fan-based websites for settings like Dark Sun, Spelljammer, and Planescape serve as the "official" coversations to 3.5 for those settings. They feel those settings just don't sell enough to be worth publishing hardback material.

This past issue of Dragon had URLs for the fansites. Check them out for the basis of your campaigns.
#13

sleepwalker13666

Jan 11, 2007 23:36:28
I don't get why people dislike Spelljammer so much, or say it was such a bad idea? See, imo, by far the worst worlds are Dragonlance after the 5th age and Forgotten Realms, though the latter is still decent it just doesn't interest me.

What I liked about Dark Sun and Spelljammer was they pushed the creative envelope perhaps more so than any other setting in D&D. I can see people finding it somewhat strange, but compared to the stuff in Dragonlance lately (Why can't they just retcon to the point after Raistline fails to become a god) or the epic level back you get in the Realms its far more of an adventure.

As for Dark Sun, another great creative risk that had lots of fresh ideas for gaming.

I'm not going to say it was a bad idea, but I think it was poorly exacuted. It had some great ideas, some interesting ones as well but a lot of it was silly, and most DND players dont want a lot of silly in thier games, theres nothing wrong with comic relief every once in a while, but flying giant space hamsters?

I do miss some things about Dark Sun, but the setting I miss the most is planescape. I also wish Ravenloft didn't fall in the hands of White Wolf because they truely destroyed it.

Spelljammer however did'nt hit as big a fan base as forgotten realms and dragonlance, and that is the main reason I doubt we will see a return, though I think a lot of 3rd edition fans are starting to tire of the realms, it seems to me it's slowly falling apart and I for one would love to see it crumble, I've hated it since secound even more so in 3rd.
#14

rhialto

Jan 12, 2007 8:42:53
I think if Spelljammer had a weakness, it was that it got presented as a link mechanism to bring characters between the various campaign worlds, rather than being a developed world in and of itself.

SJ 3.5 must have its own developed setting (not just random single spheres, an entire universe of related spheres please) in order to be properly taken seriously as its own setting.
#15

jaid

Jan 12, 2007 11:32:37
I think if Spelljammer had a weakness, it was that it got presented as a link mechanism to bring characters between the various campaign worlds, rather than being a developed world in and of itself.

SJ 3.5 must have its own developed setting (not just random single spheres, an entire universe of related spheres please) in order to be properly taken seriously as its own setting.

that's one of the projects that someone on the SJML is working on (a phlogiston river map, that is... think it's bigmac, but not sure... i could be completely off my rocker though).

on a side note, did this get moved from another section or something, or are the anti-spelljammer people visiting the spelljammer boards for some incomprehensible reason?
#16

Jhaelen

Jan 12, 2007 17:34:54
on a side note, did this get moved from another section or something, or are the anti-spelljammer people visiting the spelljammer boards for some incomprehensible reason?

Yep, it was moved from the Future Releases board.
#17

maldin

Jan 13, 2007 14:59:32
This has always been a pet peeve of mine. While the originating board has a "moved to" notice, there is no indication on the target board that the thread actually began somewhere else. If admins are gonna move stuff around, there should be a way of identifying such action with a "moved from" symbol as simple as the "moved to" symbol on the originating board. Its not rocket science.

But, on the interesting topic of this thread... Erik Mona, Editor-in-chief, Publisher, and Head-Bottle-Washer over at Paizo recently wrote an interesting entry in his blog entitled "Should Paizo Pitch a Spelljammer License?" He's mentioned to me on several occasions that he wanted to write an SJ blog entry, but when he saw my SJ ships page, it spurred him to action.

Side note: While blogs are normally... well... just blogs (and I do consider most to be a masturbatory waste of internet space), Erik's position in the industry means that many of his "blog friends" that comment in those threads are industry movers-and-shakers. In that thread particularly, e_cunningham is Elaine Cunningham, writer of the 4th book in the Cloakmaster novel series, and freeport_pirate is Chris Pramas, founder of Green Ronin.

I know alot of purists are not particularly found of his previous "Shadow of the Spider Moon" minigame incarnation, but as he explains, it was an experiment and not a setting cornerstone.

Advantages/disadvantages of such an action? The Greyhawk community wrestles with the licensing topic often, and the basics boil down to this:

Is a setting better untouched by "official" hands that might despoil its old 1E/2E heart, so that fans can continue to develop it on their own without the constraints imposed by new "canonical" materials. Materal possibly developed by people more interested in 3E crunch and putting their own personal (and possibly unpopular) spin on their shiny new toy, then the setting's original history and flavor?

Or is a setting better served by a coherent revival that brings new people (players and writers alike) to a fresh, professionally-produced and published campaign-world filled with new ideas, new materials and new adventures?

Tough decision, eh?

WotC's clearly annunciated official position for over half a decade has been to greatly limit its active campaign worlds to prevent the fustian MBA-buzz-phrased evil known as "setting dilution". Spelljammer will never be relaunched as a campaign world under their current policy. Certainly no chance of it if they won't even revive Greyhawk, which unlike SJ has HUGE support. The big difference between SJ and GH is that WotC might consider licensing SJ.

Opinions? :D

Denis, aka "Maldin"
=============================
Maldin's Greyhawk http://melkot.com
Loads of edition-independent Greyhawk goodness... maps, magic, mysteries, mechanics, and more!!
#18

jaid

Jan 13, 2007 17:47:58
as far as whether it's better to have a single entity producing a given setting or a group of fans, that really depends entirely on the group of fans and the single entity.

i would say that the darksun folks have done extremely well, and i rather suspect that a single entity could not have done much better. faster, perhaps, but probably not better.

dragonlance, on the other hand, has actually done quite well for itself, having been revived (if not by WotC) and it is still quite alive and kicking, to provide an example of both fans and a company doing well by the conversion.

in comparison, i hear ravenloft didn't turn out so good when white wolf had it... the single 3rd party entity method *can* work, but in this case did not.

so like i said, it really depends. if we're looking at a company that's going to do a strong, careful, rebuild of the setting, with flavor intact, then that would be great (note: this is pretty much not going to happen; there simply isn't enough money to be had, at present, in spelljammer). the next best thing, imo, is to have a group of dedicated fans do it... which is what's going on right now.

reallistically, if a group buys the rights to spelljammer, they are doing so knowing that the previous incarnation of spelljammer wasn't a moneymaker. which means, if they plan to make money from spelljammer, either the target market must become very different somehow, or they are going to have to make the product very different.

it would be nice if dragon was to have the occasional article on spelljamming stuff, however, just to continue to allow new blood to come in ;)
#19

iplaydnd35

Jan 14, 2007 18:03:52
i think it would be well recieved by older gamers but the only chance for a 3.5 version of SJ pretty much died out when sword and sorcery studies stopped making the scared lands and ravenloft books. they were the only publisher that could have done a good job with a 3.5 version
#20

zombiegleemax

Jan 15, 2007 18:52:06
To be honest, I would say that between the two of them, I'd say that Dark Sun would have a better chance of being reviewed by a third party and being successful than Spelljammer.

But that's just my opinion.
#21

stormonu

Jan 15, 2007 21:25:01
Well, as I recall, near the end of its life, there was the Astromundi Cluster that was put out. I think Spelljammer might have lived if Astromundi had been put out first, as a "home base" for the spelljammer campaign. I'd like to see Spelljammer revived with that "Crystal Sphere" as the default world. Perhaps write in something where the Mind Flayers have made it extremely difficult to escape the crystal sphere and a small "sea" of the pholigston that leads to nearby worlds - the default would be that somehow the crystal spheres have been "keylocked" and only certain ones could be reached (the worlds Under the Dark Fist and a few others - i.e., leaving out the campaign worlds of FR, Dragonlance, Dark Sun, Greyhawk, etc.). If you wanted to go there, it would be something you could only do if the DM wants you to go pholigston-hopping to another campaign world - i.e., beyond the realm of the Spelljammer campaign setting itself and unsupported - just as plane-skipping between Greyhawk and FR currently is unsupported ... but possible).
#22

jaid

Jan 15, 2007 22:56:56
it's already extremely difficult to get out of the astromundi cluster as is. i'd mention the races that would actually have an easy time of it and how they would do so, but that would probably be spoilerriffic.

that being said, i am not a huge fan of the astromundi cluster. i would much prefer it if bralspace were expanded upon. (and/or equated to spiralspace, which seems to be a popular choice of location relatively speaking).
#23

wyvern76

Jan 16, 2007 22:10:08
in comparison, i hear ravenloft didn't turn out so good when white wolf had it... the single 3rd party entity method *can* work, but in this case did not.

That's the second time I've heard that in the past couple of weeks. I thought they did a good job with the core rulebook (though from what I've heard, most of the supplements weren't really up to snuff). Then again, I didn't get into Ravenloft until 3e.

so like i said, it really depends. if we're looking at a company that's going to do a strong, careful, rebuild of the setting, with flavor intact, then that would be great (note: this is pretty much not going to happen; there simply isn't enough money to be had, at present, in spelljammer). the next best thing, imo, is to have a group of dedicated fans do it... which is what's going on right now.

I think the ideal compromise would be for Kenzer & Co to publish a D&D3.5 conversion of the Hackjammer setting.

Wyvern
#24

nightdruid

Jan 17, 2007 6:27:45
I think the ideal compromise would be for Kenzer & Co to publish a D&D3.5 conversion of the Hackjammer setting.

I can guarentee that won't happen. K&C wouldn't have a license to do something like that. On the other hand, future Hackjammer products are a possibility, if and only if the material was 100% original. Aka, they couldn't (or won't, I should say) do say "Under the BlackFist of Doom" as an adventure involving fighting an empire of werewolves & medusa, but they could do a similarly-themed adventure pitting PCs versus say orcs, ogres, and galwallers.
#25

Xorial

Jan 17, 2007 11:28:17
Actually, at least for ship building, I am modifying the Starship construction rules from d20 Future Tech.
#26

jaid

Jan 17, 2007 18:45:50
Actually, at least for ship building, I am modifying the Starship construction rules from d20 Future Tech.

i hope future tech is better than d20 future then, since from what i remember of d20 future the book should never have been published.
#27

azuredragon

Jan 18, 2007 10:41:13
WotC won't publish Spelljammer Campaign Setting in the nearest future, but what about a generic D&D book? You know a handbook about spelljamming would be cool, not focused onthe history, or inhabitants of the Wildspace but on the rules of spelljamming and living in Wildspace. It would be a great book to use in some campaigns.
#28

wyvern76

Jan 18, 2007 16:00:28
I can guarentee that won't happen. K&C wouldn't have a license to do something like that.

Just because they don't have one doesn't mean they couldn't get one. I'm not saying it's likely, just that if WotC were to give/sell the license to somebody, K&C seem like the best candidates to produce something that might actually please the hardcore fans and make a profit (because most of the development work is already done, and they're an established company).

Wyvern
#29

Xorial

Jan 18, 2007 23:11:26
i hope future tech is better than d20 future then, since from what i remember of d20 future the book should never have been published.

They just gathered all the rules together in the startship section to explain how they designed them. I really think they suck for a SciFi setting, but for something like Spelljammer, they might actually work.

I have changed my mind on going that route, though. I will just work on statting the ships out to the vehicle combat rule stats. In those, ships have a base speed, which varies, by design, from ship to ship. then they apply a wind multiplier to determine speed. For a spelljammer, that could be the SJ rating of the pilot. That way ships will have different speeds based on SJ rating, and the design of the ship.
#30

rhialto

Jan 19, 2007 8:06:29
WotC won't publish Spelljammer Campaign Setting in the nearest future, but what about a generic D&D book? You know a handbook about spelljamming would be cool, not focused onthe history, or inhabitants of the Wildspace but on the rules of spelljamming and living in Wildspace. It would be a great book to use in some campaigns.

That's the last thing they would publish, for ANY rules system. WotC (and other game companies) intentionally include a heavy amount of story/campaign based content in their published books because of a clause in US copyright law that, depending on which lawyer you ask, may make it impossible to copyright a book whose sole content is essentially game rules. afaik, that hasn't been formally tested yet, and I doubt any games company is keen to have it clarified, but equally, it'd be rather foolish for a games company to expose itself to a situation where they'd have to test it thoroughly to defend their interests.
#31

jaid

Jan 19, 2007 12:59:28
That's the last thing they would publish, for ANY rules system. WotC (and other game companies) intentionally include a heavy amount of story/campaign based content in their published books because of a clause in US copyright law that, depending on which lawyer you ask, may make it impossible to copyright a book whose sole content is essentially game rules. afaik, that hasn't been formally tested yet, and I doubt any games company is keen to have it clarified, but equally, it'd be rather foolish for a games company to expose itself to a situation where they'd have to test it thoroughly to defend their interests.

uhhh... this is D&D 3.5

most of the basic rules and some of the more advanced ones are available online and can indeed be reused freely already, provided you acknowledge the original authors. likewise for d20 modern.

so there need not be more flavor/fluff than what is in, say, the player's handbook, and they might leave out a few things (for example, illithid, thri-kreen, and beholders) from the non-print version, but for the most part it's something that WotC has in fact actually done, multiple times. it's what the entire d20 third party supplement market is based on.
#32

wyvern76

Jan 19, 2007 16:29:49
I have changed my mind on going that route, though. I will just work on statting the ships out to the vehicle combat rule stats. In those, ships have a base speed, which varies, by design, from ship to ship. then they apply a wind multiplier to determine speed. For a spelljammer, that could be the SJ rating of the pilot. That way ships will have different speeds based on SJ rating, and the design of the ship.

That's a pretty cool idea. What vehicle combat rules did you get that from?

Wyvern
#33

Xorial

Jan 19, 2007 19:38:44
That's a pretty cool idea. What vehicle combat rules did you get that from?

Wyvern

In the Arms & Equipment Guide, and again in Stormwrack. Nautical vessels have a base speed that is modified, if sail powered, by wind intensity. Light (1–10 mph)
#34

rhialto

Jan 20, 2007 0:47:36
ok, I said story/campaign based content. That's either/or, not both/and. A sourcebook that is basically just rules with no fluff material is in serious danger of being ripped off and the company later finding teh book undefendable in a copyright lawsuit.
#35

Xorial

Jan 20, 2007 13:38:48
But that is what we are asking for. A campaign book would be great, but at the least they could give us a source book. With a source book, we can always use the old material for the fluff. Heck, it would generate a dozen more Spelljammer campaign sites. I could live with that. I have thought of using Spelljammer with Dragonstar. Going both ways at times. Changing the Spelljammer to a true Sci Fantasy, and changing Dragonstar into a group of Spheres for Spelljammer.
#36

rhialto

Jan 20, 2007 16:55:23
And all I'm saying is that a rulebook with no fluff is exactly what WotC will not sell. I can imagine them selling a fluffed up rulebook, or licensing it out for someone else to do the same, or even possibly making it public doman (we can dream...). But a fluff-free rulebook is just not viable as a product.
#37

Xorial

Jan 20, 2007 17:10:40
Have you read the Arms & Equipment Guide? Stormwrack? They aren't exactly fluff heavy. They could do a source book along those lines. I agree that it isn't likely, but they could do a book like that. To me, if they do retouch Spelljammer, that is what it will be. A brief history, along the lines of the history of mind flayers in Lords of Madness, then mainly rules. It would probably be just rehashing rules & equipment from books like Arms & Equipment Guide, Stormwrack, and Heroes of Battle. To tell the truth, you could run a Spelljammer game with just that. You would just need 3.5e vehicle stats for the ships.
#38

wyvern76

Jan 20, 2007 17:35:07
ok, I said story/campaign based content. That's either/or, not both/and. A sourcebook that is basically just rules with no fluff material is in serious danger of being ripped off and the company later finding teh book undefendable in a copyright lawsuit.

Aside from Forgotten Realms supplements, nearly every book WotC has published has been primarily, if not entirely, filled with rules material. Sean K. Reynolds even wrote a rant on this topic a few years back.

Wyvern
#39

zombiegleemax

Jan 22, 2007 0:39:16
another question along the same lines so i won't bother to start a new thread. As a player i tried to start a base on an asteroid (sort of like magneto's Asteroid M.) but was met with strong resistance from the other players. the DM liked the idea and was more than ready to break out some of his old spelljammer books and make some of his own 3.5 conversions. what is it about space that people think doesnt mix with magic and fantasy?
#40

zombiegleemax

Jan 22, 2007 1:40:51
I must disagree with rhialto, i own somewhere in the vicinity of 70 WotC books and most of them are rules with no fluff. though i do like the ones that have a small amount of fluff, or limited direction fluff(Tome of Magic, Draconomicon, Deities and Demigods) just enough to lube up the creative gears in my head and have fun. things like the Forgotten Realms Campaign Setting and Ebberon Campaign Setting and Dragonlance Campaigne Setting, take to long to study and if you were to try to run a game in those worlds players would be constantly pulling things from nowhere and feeding it to you as cold hard facts if you didnt know the world you were playing in. thus i like making my own world and using things i like from various campaign settings and supplements.

I personaly think a spell jammers supplement would sell if they revamped it and dropped the gaint hampsters, collosal rasberry jello oozes, or huge cheese logs of devouring or whatever else was in the orignal.
#41

rhialto

Jan 22, 2007 6:31:28
I think it is fair to see that my idea of what constitutes rules vs fluff is at odds with everyone else here. No problem. carry on chaps!