Spelljammer Dark Sun confirmed? Or, the mysterious case of the dissappearing Spelljammer article...


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For some reason I can only associate Doomspace with this
voyager 1 space GIF
 

What works well in a highly-fatal singleplayer Roguelike might not always translate to D&D though, I would suggest. And this is approaching Sunless Sea or Sunless Skies (which is directly analogous to Spelljammer) levels of "Whoops you died".
that's definitely a good point. "in general", it's not a good idea for survival of the party to hinge on a single roll or decision... however, I think it would be possible to do a very high risk game, if there is player buy in and if there is some sort of... restart/renewal method, same as Sunless Sea

(you may be amused to learned I explored the entire map with the starter ship and no death :D )
 

Those air quality rules are a gem. Very fun and useful. Stealing the hell out of those.

Doomspace as a name >>>>> Athasspace.

DOOMSPACE. hhahahahaaha LOVE IT
 


Yeah… I’m convinced this is going to turn out to be the case.
I just find Dark Sun out of all the classic settings to be the weirdest thing to add to a multiplanar game. From what I read on Dark Sun sourcebooks, the setting is specifically designed to be self-contained and breaks away from most of the classic D&D assumptions: There is only one dragon and spelljammer lore had previously mentioned it was not possible to reach Athasspace for reasons (if it wasn't that, I'm sure I read somewhere that World Serpent Inn had a door that opens to Athas, but it explicitly did not allow you to go to the inn through Athas so as to make sure that any hapless Athasians could not escape the torture that is their dying world). To take a setting like this that was explicitly cordoned off from the rest of the multiverse and add it to one of the 2-3 page world descriptions is... weird. Furthermore it really takes away from the hopeless post-apocalyptic feel of the setting. If old Dark Sun was Mad Max, now Max seems to have the option to hitch a ride on a spaceship and get away from crazy biker gangs!
 

I'm frankly just surprised we got Spelljammer, Ravenloft and Dragonlance before Dark Sun. It seems to be one of the Big Three favorites.

FR is the old reliable, Eberron is the modern sensibilities setting, and DS is like the go-to genre pastiche.
 

I just find Dark Sun out of all the classic settings to be the weirdest thing to add to a multiplanar game. From what I read on Dark Sun sourcebooks, the setting is specifically designed to be self-contained and breaks away from most of the classic D&D assumptions: There is only one dragon and spelljammer lore had previously mentioned it was not possible to reach Athasspace for reasons (if it wasn't that, I'm sure I read somewhere that World Serpent Inn had a door that opens to Athas, but it explicitly did not allow you to go to the inn through Athas so as to make sure that any hapless Athasians could not escape the torture that is their dying world). To take a setting like this that was explicitly cordoned off from the rest of the multiverse and add it to one of the 2-3 page world descriptions is... weird. Furthermore it really takes away from the hopeless post-apocalyptic feel of the setting. If old Dark Sun was Mad Max, now Max seems to have the option to hitch a ride on a spaceship and get away from crazy biker gangs!
I'm sure folks around here will find a way to believe its actually a good thing that the setting has been compromised. It apparently worked for Ravenloft. Seems you can change whatever you want if you're WotC and enough people are fine with it that the one's who aren't don't matter.

Still a little bitter, I guess.
 

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