My campaign has the party caught in a battle of the Gods long term, as such I have considered using a Spelljammer premise to help them find the things they need on all the planes and spheres. This is a 5e campaign running in the sword coast to start, but I have some questions.
Has anyone successfully run a Spelljammer premise in 5e?
If so do you have any advice or things you learned in doing so? What will I need to watch out for?
I ask these things because I would like to maintain some semblance of balance and work-ability for the players. I don't want to get them into something that completely derails their fun by making things too crazy or complex to handle. (Note: I have never run a spelljammer campaign myself, but played in the distant past.)
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You: I kick the door. DM: Roll strength. You: Natural 20!!! DM: Door comes off the hinges and crashes into the room. You: AWESOME! DM: You hear shouts of alarm as 6 individuals burst into the room; more sounds of incoming footfalls echo from the hallways...roll initiative. You: It never fails...
I have toyed with the idea of a spelljamer game in 5e. Dungeons of the mad mage has a spelljamer helm in it, so you can get the rules for movement off of that. I also was going to use the ship ideas from slatmarsh for combat, then just reskin the ships to be what ever vessel I was going to use.
Mordenkaines tome of foes has giff, and negoi in it I think.
There's a homebrew conversion guide for Spelljammer to 5E onGM Binder. The guide can be foundhere.
I can't vouch for the quality - as I've not used it myself, but I remembered running across it. At the very least it should give you a starting point on which to base your own conversion strategy.
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If you are familiar with the Acquisitions Inc. "C Team" game they stream on Twitch, they just wrapped up a Spelljammer story arc in their game. It was pretty interesting, even though Spelljammer isn't really my jam. There are some Spelljammer remnants hiding in the Dungeon of the Mad Mage book as well that can be pretty good jumping off points.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
There's a homebrew conversion guide for Spelljammer to 5E onGM Binder. The guide can be foundhere.
I can't vouch for the quality - as I've not used it myself, but I remembered running across it. At the very least it should give you a starting point on which to base your own conversion strategy.
If you are familiar with the Acquisitions Inc. "C Team" game they stream on Twitch, they just wrapped up a Spelljammer story arc in their game. It was pretty interesting, even though Spelljammer isn't really my jam. There are some Spelljammer remnants hiding in the Dungeon of the Mad Mage book as well that can be pretty good jumping off points.
Excellent, I just got the Dungeon of the Mad Mage book so that's a great tidbit of info. The characters are in the process of making their way toward Waterdeep, so it should fit quite well. Not familiar with Acquisitions Inc. "C Team." I'll be looking into their stuff for sure. Thanks for that Metamongoose.
As for my players, I'm giving them the option to take up spelljamming, but by no means will it be required. I'm a DM who gives the options, let's the players make the choices, and the story will follow with their choices....and the consequences. ;-)
Rollback Post to RevisionRollBack
You: I kick the door. DM: Roll strength. You: Natural 20!!! DM: Door comes off the hinges and crashes into the room. You: AWESOME! DM: You hear shouts of alarm as 6 individuals burst into the room; more sounds of incoming footfalls echo from the hallways...roll initiative. You: It never fails...
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My campaign has the party caught in a battle of the Gods long term, as such I have considered using a Spelljammer premise to help them find the things they need on all the planes and spheres. This is a 5e campaign running in the sword coast to start, but I have some questions.
Has anyone successfully run a Spelljammer premise in 5e?
If so do you have any advice or things you learned in doing so? What will I need to watch out for?
I ask these things because I would like to maintain some semblance of balance and work-ability for the players. I don't want to get them into something that completely derails their fun by making things too crazy or complex to handle. (Note: I have never run a spelljammer campaign myself, but played in the distant past.)
You: I kick the door.
DM: Roll strength.
You: Natural 20!!!
DM: Door comes off the hinges and crashes into the room.
You: AWESOME!
DM: You hear shouts of alarm as 6 individuals burst into the room; more sounds of incoming footfalls echo from the hallways...roll initiative.
You: It never fails...
I have toyed with the idea of a spelljamer game in 5e. Dungeons of the mad mage has a spelljamer helm in it, so you can get the rules for movement off of that. I also was going to use the ship ideas from slatmarsh for combat, then just reskin the ships to be what ever vessel I was going to use.
Mordenkaines tome of foes has giff, and negoi in it I think.
There's a homebrew conversion guide for Spelljammer to 5E on GM Binder. The guide can be found here.
I can't vouch for the quality - as I've not used it myself, but I remembered running across it. At the very least it should give you a starting point on which to base your own conversion strategy.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
If you are familiar with the Acquisitions Inc. "C Team" game they stream on Twitch, they just wrapped up a Spelljammer story arc in their game. It was pretty interesting, even though Spelljammer isn't really my jam. There are some Spelljammer remnants hiding in the Dungeon of the Mad Mage book as well that can be pretty good jumping off points.
Thanks, that's the one I already have.
Excellent, I just got the Dungeon of the Mad Mage book so that's a great tidbit of info. The characters are in the process of making their way toward Waterdeep, so it should fit quite well. Not familiar with Acquisitions Inc. "C Team." I'll be looking into their stuff for sure. Thanks for that Metamongoose.
As for my players, I'm giving them the option to take up spelljamming, but by no means will it be required. I'm a DM who gives the options, let's the players make the choices, and the story will follow with their choices....and the consequences. ;-)
You: I kick the door.
DM: Roll strength.
You: Natural 20!!!
DM: Door comes off the hinges and crashes into the room.
You: AWESOME!
DM: You hear shouts of alarm as 6 individuals burst into the room; more sounds of incoming footfalls echo from the hallways...roll initiative.
You: It never fails...