Charlaquin
Goblin Queen (She/Her/Hers)
What sort of confusing answers did they give? Maybe they will make more sense to someone here.
Yeah. It's literally a defining feature of the setting.Strange conundrum. To me, the whole point of Spelljammer is to be "too weird"!
Just run Pirates in SpaceSo with the talk about Spelljammer coming soon has gotten many gamers excited. In my little corner an ad was posted at the library for a 5E Spelljammer DM. I know the players, but they are not my kind of gamers. I'm Old School Hard Fun Unfair Unbalanced and they are something else. Still, after two weeks the game still had no DM. None of the younger DMs felt they knew enough about Spelljammer to run a game.
So as a Spelljammer fan, I offered to run the game. And they agreed......they even agreed to my Old School Hard Fun Unfair Unbalanced game style. the only big request was that I not make the game "too weird".
So, I'm a "weird" gamer too....I love strange and weird and crazy things in a game. But what is too much? I ask myself what would be too weird for me, and I find myself having trouble getting an answer. My only vague answer is when the GM gets so weird that we are not playing D&D, things like the space trolls are "immune to attacks" or they have a 33% chance to hit a PC and ignore all D&D rules.
The players are all younger then me, so there is a huge culture gap with our ages.
I tried to ask what was "too weird", but just go a bunch of confusing non answers. I did e-mail everyone to get what they thought was too weird....no answers yet.
So.......what do you think is "too weird"?
Yeah, sorry, that screams sci-fy... but not D&D, IMO.The comic "The sword of swashbuckler" could show a example of a no-too-weird Spelljammer.
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Very little honestly, but deliberately nonsensical adventures approach this for me. If I never have to play another Alice in Wonderland themed game I'll be fine. I can handle the strange settings, narratives and characters as long as they are cohesive. When I'm expected to just revel in nonsense then I lose any ability to meaningfully participate in the story, as cause-and-effect are fundamentally broken and any choice I make could have any random, stupid outcome.So.......what do you think is "too weird"?
You run a game in which the characters are playing D&D, and the DM in their game is running a game in which the characters are playing as the original players.