Frozen_Heart
Hero
As a kerbal space program player, trying to ignore all science in a space themed DnD game just leaves me with a migraine.
I've felt that pain trying to play pick-up Traveller games at conventions. When the basic premise of a scenario relies upon a wildly mistaken interpretation of orbital mechanics, you know it's going to be tough.As a kerbal space program player, trying to ignore all science in a space themed DnD game just leaves me with a migraine.
I'm not disagreeing with you, I'm just pointing out that it's hard to gauge where Spelljammer sits on the scale before you play it, which can lead to mismatched expectations. As you said, it took you 30 years to come around on it.
Well said. This is not modern SF at all. It's Space 1889. The inspirations are totally different. Like you said, The Little Prince, Flash Gordon, Marvel Comics, Weird Tales, heck, most of the earliest SF like Verne or Wells fits in here too.This is what serves as the biggest hurdle for people enjoying Spelljammer in general, IMO. Spelljammer works best once one can free one’s mind, shed current scientific understanding of the cosmos, and embrace an imaginative milieu which glorifies in an older understanding of the nature of space. Once one is unclouded by the rational, scientific facts, a world of wonder opens up, and things like The Little Prince (the opening of the novel, at least), Jon Carter, Flash Gordon, and so forth become further inspiration instead of outdated.
Yeah, that's fair. Well, fair in that the DM might not quite paint the right picture for what the game is about. The books themselves are unabashed about it. They are pretty clear and up front what Spelljammer is and it's very, very much NOT modern SF. Heck, I'd argue that it's barely SF at all. Thematically it's not, not really. It's far more pulpy and campy in it's origins. But, in any case, yeah, anyone expecting a Spelljammer game to be in the vein of Babylon 5 or even Star Trek is going to be sorely disappointed.I'm not disagreeing with you, I'm just pointing out that it's hard to gauge where Spelljammer sits on the scale before you play it, which can lead to mismatched expectations. As you said, it took you 30 years to come around on it.
It's fine if everyone knows what they're getting into, but if the DM is talking to their players about this great spaceships-in-D&D setting he wants to try, a lot of them are going to turn up expecting to play something other than what the setting can deliver.
Really, that's totally fair. I totally get it. If you're not into campy, 30's style SF, then, nope, Spelljammer is not really going to (ahem) rock your boat. I became a big Steampunk fan later in life, much later than when Spelljammer was a thing. It's actually pretty cool to come back around to Spelljammer now as a Steampunk fan and use the tropes and themes of steampunk in D&D.Heh. I'm SO reminded of reasons I've never liked Spelljammer.
The Player’s Handbook has Reverse Gravity…The Wildemount book has a gravity mage.
Sure they do. Krynnspace has one (Zivilyn, size class F air body), Greyspace has two (Edill and Gnibile, both size class G air bodies, the latter explicitly called a "gas giant" on p. 91 of the original boxed set's Lorebook of the Void), and Realmspace has one (Coliar, size class G air body, also explicitly called a "gas giant", same work, p.94).Hang on. What’s a gas giant? Those don’t exist.