Can't watch Direct until it's a regular YT video later, but my table's Discord just lit up with "SPELLJAMMER'S BACK ON THE MENU, BOYS!" Heeeh.
Spelljammer! Space backgrounds! Space races species! Space races, like with fast ships and stuff! Space spells! Space loot!
Set your space adventure in space D&D space today!
Ahhh...it'll be super interesting to see how this one upsets the applecart and pisses off all the purists. Plus now you can do Treasure Planet as your D&D game, and DMs will have an automatic out whenever their campaign gets stale. Players growing bored with your goblin intrigue? Suddenly the party finds a crashed Spelljammer and can sail for the stars*!
Can't watch Direct until it's a regular YT video later, but my table's Discord just lit up with "SPELLJAMMER'S BACK ON THE MENU, BOYS!" Heeeh.
Spelljammer! Space backgrounds! Space races species! Space races, like with fast ships and stuff! Space spells! Space loot!
Set your space adventure in space D&D space today!
Ahhh...it'll be super interesting to see how this one upsets the applecart and pisses off all the purists. Plus now you can do Treasure Planet as your D&D game, and DMs will have an automatic out whenever their campaign gets stale. Players growing bored with your goblin intrigue? Suddenly the party finds a crashed Spelljammer and can sail for the stars*!
The Astral Adventurer’s Guide: Welcome to the Astral Plane—the starlit realm that surrounds the worlds of the D&D multiverse. Hop aboard a spelljamming ship and set a course for adventure. In Wildspace, everyone can hear you scream. This book is for players and Dungeon Masters that presents the Astral Plane as a campaign setting
Boo’s Astral Menagerie: The Astral Plane holds more than the promise of adventure among the stars. It is also home to some of the most fantastic creatures in the D&D multiverse. Boo, the space hamster whose adventures with Minsc the Ranger are legendary, presents this compact collection of cosmic creatures to populate your Spelljammer adventures.
Light of Xaryxis: An adventure for Dungeon Masters set in the Astral Plane. When a cosmic enemy threatens to destroy their world, brave heroes must do everything in their power to save it. This quest will take them across the teeming oceans of Wildspace to the silvery void of the Astral Sea and beyond. Along the way, they’ll make friends, encounter terrifying foes, and face one cliffhanger after another. Can they save their world before time runs out?
A three book set, which is now available for pre-order here.
Seems expensive? It's three books of 64 pages each, so 192 pages total. DDB are selling it for $50. For comparison, Rime is 320 pages and being sold for $30.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Seems expensive? It's three books of 64 pages each, so 192 pages total. DDB are selling it for $50. For comparison, Rime is 320 pages and being sold for $30.
That's the Wizards I know though. That's the predatory marketing I'm used to.
Yeah, that's shady. 192 pages of content is easily one book. Printing right now has already has massive issues and delays, so we're gonna potentially shoot ourselves int he foot by complicating the problem>
Right on time! My party ran into a nest of Neogi, and I had a downed Death Spider as a location. I was going to damage the helm, but it seems I can do ... other things...
That's the Wizards I know though. That's the predatory marketing I'm used to.
Yeah, that's shady. 192 pages of content is easily one book. Printing right now has already has massive issues and delays, so we're gonna potentially shoot ourselves int he foot by complicating the problem>
Demand goes up, prices go up and this is probably the second most requested thing after books with DDB codes in them. :P
Does anyone fancy stretching their literary muscles and explaining a bit about Spelljammer? What it's about and what kind of tone it has?
Rollback Post to RevisionRollBack
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
That's the Wizards I know though. That's the predatory marketing I'm used to.
Yeah, that's shady. 192 pages of content is easily one book. Printing right now has already has massive issues and delays, so we're gonna potentially shoot ourselves int he foot by complicating the problem>
If you read the announcement, it is pretty clear why they split the set up into three books. The first is the setting introduction - something that can introduce your players to the rather weird Spelljammer setting. This is something a player could read before a campaign to understand the basic details about the world that their character might already know. The second is a monster manual and the third is an adventure. Both of those a DM might not want their player characters to read in advance, lest they metagame. And keeping the monster manual and the adventure separate is a bit easier on the DM.
Ccompare to how they did Icewind, which was a terrible book. Icewind had elements of a campaign setting book, explaining the ten towns, some monsters scattered about, and all of those were embedded in thr adventure. If you wanted to know the basics of the setting, you couldn’t really garner that from the book without also spoiling the story (though, admittedly, having Icewind’s story spoiled so you could realise it was terrible and not worth your time might have been a boon).
Spelljammer is a lot different than Icewind and requires vastly more setup. What didn’t work well for Icewind would be particularly untenable for Spelljammer.
Does anyone fancy stretching their literary muscles and explaining a bit about Spelljammer? What it's about and what kind of tone it has?
I can't speak from personal experience, but I've heard numerous stories from people who have. In short? Spelljammer is a product of The Nineties (note caps) during an era in which D&D was not as Srs Bsns as many people like to paint it as and when Wizards was a younger, less profitable company more willing to experiment. It takes the "your IP, IN SPAAAAAACE" approach to gameplay but dispense with the 'space' part, instead flavoring the multiverse as a series of silvery World Bubbles floating in an endless and infinite sea of what I believe was called the 'luminous phlogiston'. I.e. the Astral Sea in this case. Spelljamming ships were essentially blue-water sailing vessels reconfigured to work off of a unique piece of artifice called the Spelljamming Helm, which could turn a powerful enough mage into a propulsion device, and they could sail through the phlogiston sea and visit whichever world they could find.
The tone was...well. The very first idea that came to my mind when considering Spelljammer D&D games was "well, now I can run Outlaw Star in D&D. Huzzah!" it is exceptionally pulpy, High Action, Pirates of the Carribean-esque jackanapery not intended for gritty grimdark Low Magic games. You're on a magic pirate ship sailing through magic space having swordfights with rifle-toting British hippo people, firing arcane cannons at battleships full of mind flayers, and trying to figure out how to get back outside the Astral Dreadnought's donjon after jumping down its throat to score all the sweet loot it's swallowed over the ages. This is not Darkly Dramatic D&D, this is Summer Blockbuster D&D, or at least such has been the description given from everyone I've spoken to who played the original back in The Nineties.
Like title says!
https://dnd.wizards.com/products/spelljammer
I am very excited!
She/Her Player and Dungeon Master
Can't watch Direct until it's a regular YT video later, but my table's Discord just lit up with "SPELLJAMMER'S BACK ON THE MENU, BOYS!" Heeeh.
Spelljammer!
Space backgrounds!
Space
racesspecies!Space races, like with fast ships and stuff!
Space spells!
Space loot!
Set your space adventure in space D&D space today!
Ahhh...it'll be super interesting to see how this one upsets the applecart and pisses off all the purists. Plus now you can do Treasure Planet as your D&D game, and DMs will have an automatic out whenever their campaign gets stale. Players growing bored with your goblin intrigue? Suddenly the party finds a crashed Spelljammer and can sail for the stars*!
Please do not contact or message me.
A three book set, which is now available for pre-order here.
Dragonlance was also officially confirmed.
Seems expensive? It's three books of 64 pages each, so 192 pages total. DDB are selling it for $50. For comparison, Rime is 320 pages and being sold for $30.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Yeah, what is up with this pricing?
It's three books.
Where are you seeing anything about page count?
The announcement page: Spelljammer: Adventures in Space | Dungeons & Dragons (wizards.com)
https://dnd.wizards.com/products/spelljammer?utm_campaign=DND-DDI&utm_source=FACEBOOK&utm_medium=social&utm_content=6817679081
Lists the page count here.
That's the Wizards I know though. That's the predatory marketing I'm used to.
Yeah, that's shady. 192 pages of content is easily one book. Printing right now has already has massive issues and delays, so we're gonna potentially shoot ourselves int he foot by complicating the problem>
Right on time! My party ran into a nest of Neogi, and I had a downed Death Spider as a location. I was going to damage the helm, but it seems I can do ... other things...
Nice format setting this has me excited!!
Demand goes up, prices go up and this is probably the second most requested thing after books with DDB codes in them. :P
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Does anyone fancy stretching their literary muscles and explaining a bit about Spelljammer? What it's about and what kind of tone it has?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
If you read the announcement, it is pretty clear why they split the set up into three books. The first is the setting introduction - something that can introduce your players to the rather weird Spelljammer setting. This is something a player could read before a campaign to understand the basic details about the world that their character might already know. The second is a monster manual and the third is an adventure. Both of those a DM might not want their player characters to read in advance, lest they metagame. And keeping the monster manual and the adventure separate is a bit easier on the DM.
Ccompare to how they did Icewind, which was a terrible book. Icewind had elements of a campaign setting book, explaining the ten towns, some monsters scattered about, and all of those were embedded in thr adventure. If you wanted to know the basics of the setting, you couldn’t really garner that from the book without also spoiling the story (though, admittedly, having Icewind’s story spoiled so you could realise it was terrible and not worth your time might have been a boon).
Spelljammer is a lot different than Icewind and requires vastly more setup. What didn’t work well for Icewind would be particularly untenable for Spelljammer.
The Tone of Spelljammer in under 2 minutes.
She/Her Player and Dungeon Master
I can't speak from personal experience, but I've heard numerous stories from people who have. In short? Spelljammer is a product of The Nineties (note caps) during an era in which D&D was not as Srs Bsns as many people like to paint it as and when Wizards was a younger, less profitable company more willing to experiment. It takes the "your IP, IN SPAAAAAACE" approach to gameplay but dispense with the 'space' part, instead flavoring the multiverse as a series of silvery World Bubbles floating in an endless and infinite sea of what I believe was called the 'luminous phlogiston'. I.e. the Astral Sea in this case. Spelljamming ships were essentially blue-water sailing vessels reconfigured to work off of a unique piece of artifice called the Spelljamming Helm, which could turn a powerful enough mage into a propulsion device, and they could sail through the phlogiston sea and visit whichever world they could find.
The tone was...well. The very first idea that came to my mind when considering Spelljammer D&D games was "well, now I can run Outlaw Star in D&D. Huzzah!" it is exceptionally pulpy, High Action, Pirates of the Carribean-esque jackanapery not intended for gritty grimdark Low Magic games. You're on a magic pirate ship sailing through magic space having swordfights with rifle-toting British hippo people, firing arcane cannons at battleships full of mind flayers, and trying to figure out how to get back outside the Astral Dreadnought's donjon after jumping down its throat to score all the sweet loot it's swallowed over the ages. This is not Darkly Dramatic D&D, this is Summer Blockbuster D&D, or at least such has been the description given from everyone I've spoken to who played the original back in The Nineties.
Please do not contact or message me.
Now caught up on my preoders with the sale and the Spelljammer release couldn't resist. I'm very excited about Spelljammer.
I'll pick it up on the Black Friday Sale after people have bought and reviewed it first :D
Cool, seems like this will likely have the finalized 'races of the multiverse' races finalized. Or at least I hope so.