Showing posts with label spelljammer. Show all posts
Showing posts with label spelljammer. Show all posts

Monday, February 19, 2024

Spelljammer Revolution


There is no place in the Solar System that doesn't feel the hand of the Elvish Empire. They view themselves are benevolent civilizers, but the peoples of the Outer System view things differently. 

In amid the myriad, tiny worlds of the Asteroid Belt and on the moons of the gas giants, the fires of revolution are being feed by the heavy-handed tactics of the Imperial Navy and the rhetoric of propagandists. Soon, they may burn across the whole crystal sphere.

Take the basic "inners vs. outers" setup of The Expanse and combine it with Spelljammer, and give it a late 18th, early 19th Century gloss, and well, see what happens from there.

Monday, October 24, 2022

Astral Space, The Final Frontier


The cosmological setup of the 5e Spelljammer where spelljamming ships fly into Astral Sea after passing through something like normal space combined with the Astral Plane's (or Sea's) traditional roll of connecting the Material Plane with various afterlifes (i.e. Outer Planes) makes me think this new setup would be good for doing something similar to the comic Outer Darkness (which I wrote a post about before).

I fell off Outer Darkness the comic but the setting still has a lot of appeal. A magitech future with a starship (like the Enterprise in a universe with magic and less noble authorities) can fly out into a magical space and encounter demons inhabiting stars and storms of ghosts.

Without upping the horror factor, D&D space with the appropriate emphasis could be pretty darn horrific to a crew from a relatively sedate wildspace (really "normal space") like the one we appear to inhabit. Not unlike how standard dungeons would be places of horror if they popped up in the real world.

They makes me think it might be most interesting to play this not in D&D but in a science fiction game and just use the D&D cosmology as setting. Then again, having the ship's doctor actually be a cleric (so the Chaplain, I guess) has a certain appeal, too.

Monday, December 28, 2020

Spelljammer 1961


"Thinking beings of earth planet. This message was sent subsequent to the bravery of Yuri Gagarin and the achievements of the Soviet Union, but its intended recipient is every individual of your species. We are the Esoteric. We are now honored to admit you into the interstellar society. Many things we have to show you will definitely shock you and cause confusion. We have regret in that our policies mean you are living in a controlled environment where your understanding of physics has been restricted. We guarantee that this was done to protect you. Now, you are graded ready to have the safety guard removed to more fully experience the universe. We look forward to meeting with your government representatives and giving you a menu of offered services."

The poorly translated message broadcast to the entire planet was from beings who called themselves the Arcane. They revealed the image of the solar system taking shape from modern observations was an illusion. The real solar system was teeming with life, and ships powered by something more like magic that rocketry sailed through the heavens.

Once the principals were understood, humanity was able to get impossible, physics-defining things to happen even deep within Earth's gravity well, but it was always easier the thinner the atmosphere was. Humanity wasted no time in establishing orbital colonies and bases on the Moon, though they were ultimately more fantastic than anything science fiction had dreamed since the Victorian era. Once trade started with Mars and magical wood was imported, even private individuals were able to build all manner of spacecraft.

The Space Age had truly begun.

Monday, November 23, 2020

Weird Revisited: Dead Stars & Outer Monstrosities

 The release of the pdf of the William Hope Hodgson-inspired rpg Grey Seas Are Dreaming of My Death last week, brought to mind this post from last year...

Art from the Oldstyle Tales Press edition
As we understand the word," said the old Doctor. "Though, mind you, there may be a third factor. But, in my heart, I believe that it is a matter of chemistry; Conditions and a suitable medium; but given the Conditions, the Brute is so almighty that it will seize upon anything through which to manifest itself. It is a Force generated by Conditions; but nevertheless this does not bring us one iota nearer to its explanation, any more than to the explanation of Electricity or Fire. They are, all three, of the Outer Forces—Monsters of the Void.... 
- William Hope Hodgson, "The Derelict"

Spelljammer has never really felt like it was about exploration to me. There's nothing wrong with that, but plenty of science fiction literature paints space as a place for confronting the unknown. This is really a perfect fit for Spelljammer where its pre-modern, "magical" spacecraft put the stars within reach but not the science to understand any of it. Not that there is necessarily science as we know it to understand, in any case.

I think I would look to the horror/adventure stories of William Hope Hodgson, specifically his nautical yarns like The Boats of the Glen Carrig, "The Voice in the Night," "A Tropical Horror," and "Demons of the Sea." A little pseudo-science borrowed from his Carnacki stories could only help.

The characters are competent space-hands, perhaps mildly colorful rogues like Howard's Wild Bill Clanton or just working stiffs like the crew of the Nostromo in Alien, not bold explorers or science fantasy swashbucklers. Their jobs involving them going through places that are not (usually) inhabited by hostile species of space orcs or the like, but are instead fundamentally almost wild, always strange. Weird danger can rear it's head at any time, and your vessel is just another ship that disappeared in the Void.

Weird phenomena should be encountered as frequently as monsters, I think. Monsters, when they do show up should be unfamiliar, and probably not seen enough to become mundane.

Beyond the stories of Hodgson and Alien, other potential sources of inspiration could be the comic series Outer Darkness, the science fiction stories of Clark Ashton Smith, Poe's Narrative of Arthur Gordon Pym, and of course, Moby Dick

Sunday, July 26, 2020

Spelljammer Reimagined


I've been thinking a bit lately about how I might revise Spelljammer (not that I haven't done Spelljammerish riffs before) and so this serves as a bit of a companion to my Dark Sun and Ravenloft pieces. Here are my notes:

Greater Economy of Space. While it's certainly an aesthetic choice, how I would want to run a game of ships sailing between worlds isn't enhanced by a lot of crystal spheres. The detailed one's only seem to connect D&D IP and made up ones would tend to be like systems in Star Trek or Star Wars--generally only with one place of interest. I think a denser packed, smaller setting is better--though of course smaller is relative. We're still talking a system that encompasses numerous worlds. I'm think one very overstuffed primary system (cosmos or cosm), and perhaps a couple of other, more mysterious ones. There might be other cosms out there, but they aren't as closely linked.

No Spelljamming Helms. Space travel should be due to a specific technology, but I have something more like the alternate physics of Garfinkle's Celestial Matters, maybe. Some special material like Cavorite or lift wood will likely be necessary.


No Elves. Well, maybe there might be something somewhere named elves, but what I mean is, I think I would avoid standard D&D species/races in favor of more science fiction ones, maybe just reskinned from stuff in D&D. The Star Frontiers borrowings in Spelljammer might well show up.

More fantastic. There's just air in space, or at least the in-cosm space ships typically travel through, no need for all the rules about ships and air envelopes. Rock or earth generates gravity (maybe it's a property of elemental earth?), but ships themselves or other objects.

Psionic/Psychic Powers Over Spells. I'm not completely sure of this one, but I feel like framing magic more as psionics without out and out trad wizard rare and notable would enhance the sort of planetary romance feel.

Inspirations:
Flash Gordon, Alex Raymond
Storm "The Pandarve Cycle," by Don Lawrence and others.
Celestial Matters. Richard Garfinkle
Iron Wolf and Cody Starbuck both by Howard Chaykin
Brass Sun: The Wheel of Worlds, Edington and Culbard.
The Rediscovery of Man stories by Cordwainer Smith
The Airtight Garage, Moebius
Treasure Planet (2002)

Thursday, July 23, 2020

Inspirations for A Revised Spelljammer, Annotated

Sailing ships in space. Like Disney's Treasure Planet or the Pandarve cycle of Don Lawrence's Storm.

An Alex Raymond's Flash Gordon sartorial base...

Julio Ribera
...garnished with 70s bande dessinée artists' science fantasy eclecticism.

Don Lawrence

Weird worlds and numerous micro-worlds. The Little Prince's B 612 would fit right in.

Thursday, July 18, 2019

Spelljammer: Dead Stars & Outer Monstrosites

Art from the Oldstyle Tales Press edition
As we understand the word," said the old Doctor. "Though, mind you, there may be a third factor. But, in my heart, I believe that it is a matter of chemistry; Conditions and a suitable medium; but given the Conditions, the Brute is so almighty that it will seize upon anything through which to manifest itself. It is a Force generated by Conditions; but nevertheless this does not bring us one iota nearer to its explanation, any more than to the explanation of Electricity or Fire. They are, all three, of the Outer Forces—Monsters of the Void.... 
- William Hope Hodgson, "The Derelict"

I've been thinking about a Spelljammer recently that keeps the basic concept but utterly jettisons the feel or flavor. Spelljammer has never felt me to be about exploration, rather the vessels flying through spaces seem a means to an end. There's nothing wrong with that, but plenty of science fiction literature paints space as a place for confronting the unknown. This is really a perfect fit for Spelljammer where its pre-modern, "magical" spacecraft put the stars within reach but not the science to understand any of it. Not that there is necessarily science as we know it to understand, in any case.

I think I would look to the horror/adventure stories of William Hope Hodgson, specifically his nautical yarns like The Boats of the Glen Carrig, "The Voice in the Night," "A Tropical Horror," and "Demons of the Sea." A little pseudo-science borrowed from his Carnacki stories could only help.

The characters are competent space-hands, perhaps mildly colorful rogues like Howard's Wild Bill Clanton or just working stiffs like the crew of the Nostromo in Alien, not bold explorers or science fantasy swashbucklers. Their jobs involving them going through places that are not (usually) inhabited by hostile species of space orcs or the like, but are instead fundamentally almost wild, always strange. Weird danger can rear it's head at any time, and your vessel is just another ship that disappeared in the Void.

Weird phenomena should be encountered as frequently as monsters, I think. Monsters, when they do show up should be unfamilar, and probably not seen enough to become mundane.

Beyond the stories of Hodgson and Alien, other potential sources of inspiration could be the comic series Outer Darkness, the science fiction stories of Clark Ashton Smith, Poe's Narrative of Arthur Gordon Pym, and of course, Moby Dick