Why have just chocolate and peanut butter when you can also have ice cream! That’s kind of the point of Spelljammer - it is a way to travel between different planes of existence, so it already is an extension to Eberron in addition to being an extension to Forgotten Realms (or Dark Sun, or Greyhawk, or… etc.). You can stick Spelljammer’s Wildspace and the Astral Sea surrounding any plane and go explore it, even if you never go so far as to leave the space surrounding the plane primarily used for your setting.
I integrate Spelljammer as the linear distance version of the old school planes (and MTG planeswalkers) and their dimensional travel. Players can reach any other world by either means. This way I can use any kind of setting in any way I see fit.
I use firearm and cannon combat much more in Spelljammer than other settings. Eberron is a close second in DnD worlds. I'm not sure how I'll use the new Spelljammer. I'm not too keen on what's been released about ship combat. But in any case, Eberron is a good starting place or destination for a Spelljammer campaign.
Seems to me that SpellJammer is a great extension to Eberron, more so than Forgotten Realms. What say you?
Canonically you can't spelljam to Eberron because it's cut off from the rest of the material plane. It's nested far into the deep ethereal and also is impled that the rings of Sibery's also act as a cage or barrier.
However, if you're not concerned about canon, yeah, I can see spelljammer being a really cool addition to Eberron. A Sharn space program if you will. They already have airships, why stop there?
Seems to me that SpellJammer is a great extension to Eberron, more so than Forgotten Realms. What say you?
Canonically you can't spelljam to Eberron because it's cut off from the rest of the material plane. It's nested far into the deep ethereal and also is impled that the rings of Sibery's also act as a cage or barrier.
However, if you're not concerned about canon, yeah, I can see spelljammer being a really cool addition to Eberron. A Sharn space program if you will. They already have airships, why stop there?
I am going to venture a guess that once 5e Spelljammer is released, that all the previous concepts of where you can and cannot go will be tossed out and pretty much all published settings will be reachable.
Seems to me that SpellJammer is a great extension to Eberron, more so than Forgotten Realms. What say you?
Canonically you can't spelljam to Eberron because it's cut off from the rest of the material plane. It's nested far into the deep ethereal and also is impled that the rings of Sibery's also act as a cage or barrier.
However, if you're not concerned about canon, yeah, I can see spelljammer being a really cool addition to Eberron. A Sharn space program if you will. They already have airships, why stop there?
I am going to venture a guess that once 5e Spelljammer is released, that all the previous concepts of where you can and cannot go will be tossed out and pretty much all published settings will be reachable.
Well, Chris Perkins did say crystal spheres are out. So there’s one barrier gone in visiting other worlds. By which, I’m agreeing with you that they seem to be making travel easier.
i hope so omg, i would love to travel to ravinica, exandria, eberron and back to the forgotten realms. that would be so cool
Well, you already can (with a friendly DM) via Dream of the Blue Veil. Though, really it will take a friendly DM to do it in Spelljammer, too. So, all that's really changing is how you get from A to B.
I'm honestly not sure what the official cannon is for accessibility of MtG based planes to/from the rest of the D&D multiverse...I know that in MtG lore planar travel is extremely difficult if you aren't an exceedingly rare individual lucky enough to be born as a planeswalker and mostly nigh impossible on any large scale as opposed to any particularly powerful spellcaster in most D&D settings. Yes, 14th level characters are generally pretty rare relative to the greater population but even that's practically mass production compared to the rate at which planeswalkers are born and Spelljammer makes such travel even more accessible. The stories told by MtG's lore tend to work best when mostly contained within their particular worlds except for a small and narratively controlled number of exceptional individuals (specifically the heroes and villains of the bigger story arcs). Yet Strixhaven boasts about having the biggest and best magical library in the multiverse in a way that suggests that more than a paltry few hundred or maybe thousand people from all over that multiverse would even be in a position to actually care. Though the D&D/FR set(s) in MtG specifically don't include any of MtG's normal cast because, according to MtG lore, it's basically a separate multiverse. Or something.
I'm pretty sure that's all due to the need for MtG to have an official, singular canon narrative because that narrative is important to a lot of the game's players and fans. Not all of them by any stretch, but it is a significant selling point to quite a few. D&D, on the other hand, is published with the increasingly apparent attitude that WotC doesn't want to make any official plot relevant lore outside of published modules so everyone's free to toss out any such planar travel restrictions with yesterday's garbage. I kind of suspect that Strixhaven was intended for cross promotion from the ground up not only because of the speed at which the D&D supplement was released following the card set but also how the very structure of the setting (even in the normally restrictive official MtG lore) appears to be designed for it to serve as a multidemensional nexus point.
So by all means have your spelljammer crew visit Ravnica and Theros. You could play up how Ravnica only recently learned (as public knowledge, at least) of the multiverse's existence and the first proof most folks saw of it was an invading hoard of interdimensional superzombies so folks there just might be a little less than openly welcoming to planar travelers. Or You could rule that they've adjusted and assimilated the existence of the multiverse into their worldview and the ten guilds are all eager to trade and otherwise deal with extraplanar entities in hopes of gaining advantages over their rivals. If you want more gothic horror but Barovia just doesn't have enough real estate for you there's a Plane Shift document (freely available official supplements) that includes a guide for plunking down the entire demiplane into the larger Innistrad where you can replace one of the local vampire lords with Strahd. If you really want to you can rule that, for your game, at least, the Star Trek universe is accessible and your Spelljammer crew can stop by Ben Sisko's dad's restaurant in twenty-fourth century New Orleans for some gumbo during a Cylon attack. Yes, I know Cylons aren't from Star Trek but that's a mild crossover to some I've seen and heard of, which is kind of the point with Spelljammer. Granted I personally prefer to at least keep my crossovers within the same general IP, but if it's fun for your group feel free to have your astral pirate ship fighting with Borg and battlestars and toss in some Looney Tunes cameos or whatever else you like.
I had my players visit Eberron from Forgotten Realms via an artificer who is actually from Eberron and who's shop has a front door with a wheel on it that can spin it to open different locations (think Howl's Moving Castle). I might make SpellJammer only accessible via Eberron... dunno yet...
The group has already done some wild stuff... they encountered Gort from the Day the Earth Stood Still, Fought a Gorn who was controlling a Sleestak pylon, played RollerBall (based on the original movie).... so SpellJammer should be interesting. :)
<...> played RollerBall (based on the original movie)...
Unless you're just going for the simplicity of two dimensions and an oval track, why would you base anything on the original movie? Yes, the remake is a tacky B-movie but it's a glorious tacky B-movie and that's the sort of thing most folks even in the general mindset to be thinking of Spelljammer tend to be going for. Also, despite a standard great performance by James Caan and some rather well shot and choreographed action scenes (particularly with the limits of technology involved), I always thought the original was just a generally uncreative knockoff of a depressing post-apocalyptic dystopian Heston flick on roller skates. Aside from the tech/effects upgrades, the remake is just about telling an entertaining story that features motorcycles and roller skates without pretentiously waving around anvilicious warnings of environmental destruction and dangerous excesses of the overprivileged wealthy and powerful. Heck, it does the latter part better with a mustache twirling villain than the original does with the straight laced corporate boards.
<...> played RollerBall (based on the original movie)...
Unless you're just going for the simplicity of two dimensions and an oval track, why would you base anything on the original movie? Yes, the remake is a tacky B-movie but it's a glorious tacky B-movie and that's the sort of thing most folks even in the general mindset to be thinking of Spelljammer tend to be going for. Also, despite a standard great performance by James Caan and some rather well shot and choreographed action scenes (particularly with the limits of technology involved), I always thought the original was just a generally uncreative knockoff of a depressing post-apocalyptic dystopian Heston flick on roller skates. Aside from the tech/effects upgrades, the remake is just about telling an entertaining story that features motorcycles and roller skates without pretentiously waving around anvilicious warnings of environmental destruction and dangerous excesses of the overprivileged wealthy and powerful. Heck, it does the latter part better with a mustache twirling villain than the original does with the straight laced corporate boards.
Hmmm sounds like I will have to watch the 2002 remake.... I did watch like a tiny bit of the start and it didn't click for me, but that was years ago, maybe it deserves a second chance. Honestly, as with much that is nostalgia related, it's the memories of the time you watched the movie and the people you watched it with and everyone's reaction etc more so than the quality of the movie. I was young, and the idea of the game was wild, and the gun that would torch a tree is a single shot. :D ( and for anyone who is thinking what are they talking about, here is a taste Rollerball Tokyo Game )
Anyway my players had fun doing it and I had sound effects and music and the crowd chanting to add to the sense of immersion. It was fun, not perfect, but fun. It's recorded on youtube if anyone is interested. I'd change some things based on the experience of running it.
Seems to me that SpellJammer is a great extension to Eberron, more so than Forgotten Realms. What say you?
Why have just chocolate and peanut butter when you can also have ice cream! That’s kind of the point of Spelljammer - it is a way to travel between different planes of existence, so it already is an extension to Eberron in addition to being an extension to Forgotten Realms (or Dark Sun, or Greyhawk, or… etc.). You can stick Spelljammer’s Wildspace and the Astral Sea surrounding any plane and go explore it, even if you never go so far as to leave the space surrounding the plane primarily used for your setting.
I integrate Spelljammer as the linear distance version of the old school planes (and MTG planeswalkers) and their dimensional travel. Players can reach any other world by either means. This way I can use any kind of setting in any way I see fit.
I use firearm and cannon combat much more in Spelljammer than other settings. Eberron is a close second in DnD worlds. I'm not sure how I'll use the new Spelljammer. I'm not too keen on what's been released about ship combat. But in any case, Eberron is a good starting place or destination for a Spelljammer campaign.
Canonically you can't spelljam to Eberron because it's cut off from the rest of the material plane. It's nested far into the deep ethereal and also is impled that the rings of Sibery's also act as a cage or barrier.
However, if you're not concerned about canon, yeah, I can see spelljammer being a really cool addition to Eberron. A Sharn space program if you will. They already have airships, why stop there?
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I am going to venture a guess that once 5e Spelljammer is released, that all the previous concepts of where you can and cannot go will be tossed out and pretty much all published settings will be reachable.
She/Her Player and Dungeon Master
Well, Chris Perkins did say crystal spheres are out. So there’s one barrier gone in visiting other worlds.
By which, I’m agreeing with you that they seem to be making travel easier.
i hope so omg, i would love to travel to ravinica, exandria, eberron and back to the forgotten realms. that would be so cool
Well, you already can (with a friendly DM) via Dream of the Blue Veil. Though, really it will take a friendly DM to do it in Spelljammer, too. So, all that's really changing is how you get from A to B.
I'm honestly not sure what the official cannon is for accessibility of MtG based planes to/from the rest of the D&D multiverse...I know that in MtG lore planar travel is extremely difficult if you aren't an exceedingly rare individual lucky enough to be born as a planeswalker and mostly nigh impossible on any large scale as opposed to any particularly powerful spellcaster in most D&D settings. Yes, 14th level characters are generally pretty rare relative to the greater population but even that's practically mass production compared to the rate at which planeswalkers are born and Spelljammer makes such travel even more accessible. The stories told by MtG's lore tend to work best when mostly contained within their particular worlds except for a small and narratively controlled number of exceptional individuals (specifically the heroes and villains of the bigger story arcs). Yet Strixhaven boasts about having the biggest and best magical library in the multiverse in a way that suggests that more than a paltry few hundred or maybe thousand people from all over that multiverse would even be in a position to actually care. Though the D&D/FR set(s) in MtG specifically don't include any of MtG's normal cast because, according to MtG lore, it's basically a separate multiverse. Or something.
I'm pretty sure that's all due to the need for MtG to have an official, singular canon narrative because that narrative is important to a lot of the game's players and fans. Not all of them by any stretch, but it is a significant selling point to quite a few. D&D, on the other hand, is published with the increasingly apparent attitude that WotC doesn't want to make any official plot relevant lore outside of published modules so everyone's free to toss out any such planar travel restrictions with yesterday's garbage. I kind of suspect that Strixhaven was intended for cross promotion from the ground up not only because of the speed at which the D&D supplement was released following the card set but also how the very structure of the setting (even in the normally restrictive official MtG lore) appears to be designed for it to serve as a multidemensional nexus point.
So by all means have your spelljammer crew visit Ravnica and Theros. You could play up how Ravnica only recently learned (as public knowledge, at least) of the multiverse's existence and the first proof most folks saw of it was an invading hoard of interdimensional superzombies so folks there just might be a little less than openly welcoming to planar travelers. Or You could rule that they've adjusted and assimilated the existence of the multiverse into their worldview and the ten guilds are all eager to trade and otherwise deal with extraplanar entities in hopes of gaining advantages over their rivals. If you want more gothic horror but Barovia just doesn't have enough real estate for you there's a Plane Shift document (freely available official supplements) that includes a guide for plunking down the entire demiplane into the larger Innistrad where you can replace one of the local vampire lords with Strahd. If you really want to you can rule that, for your game, at least, the Star Trek universe is accessible and your Spelljammer crew can stop by Ben Sisko's dad's restaurant in twenty-fourth century New Orleans for some gumbo during a Cylon attack. Yes, I know Cylons aren't from Star Trek but that's a mild crossover to some I've seen and heard of, which is kind of the point with Spelljammer. Granted I personally prefer to at least keep my crossovers within the same general IP, but if it's fun for your group feel free to have your astral pirate ship fighting with Borg and battlestars and toss in some Looney Tunes cameos or whatever else you like.
I had my players visit Eberron from Forgotten Realms via an artificer who is actually from Eberron and who's shop has a front door with a wheel on it that can spin it to open different locations (think Howl's Moving Castle). I might make SpellJammer only accessible via Eberron... dunno yet...
The group has already done some wild stuff... they encountered Gort from the Day the Earth Stood Still, Fought a Gorn who was controlling a Sleestak pylon, played RollerBall (based on the original movie).... so SpellJammer should be interesting. :)
Unless you're just going for the simplicity of two dimensions and an oval track, why would you base anything on the original movie? Yes, the remake is a tacky B-movie but it's a glorious tacky B-movie and that's the sort of thing most folks even in the general mindset to be thinking of Spelljammer tend to be going for. Also, despite a standard great performance by James Caan and some rather well shot and choreographed action scenes (particularly with the limits of technology involved), I always thought the original was just a generally uncreative knockoff of a depressing post-apocalyptic dystopian Heston flick on roller skates. Aside from the tech/effects upgrades, the remake is just about telling an entertaining story that features motorcycles and roller skates without pretentiously waving around anvilicious warnings of environmental destruction and dangerous excesses of the overprivileged wealthy and powerful. Heck, it does the latter part better with a mustache twirling villain than the original does with the straight laced corporate boards.
Hmmm sounds like I will have to watch the 2002 remake.... I did watch like a tiny bit of the start and it didn't click for me, but that was years ago, maybe it deserves a second chance. Honestly, as with much that is nostalgia related, it's the memories of the time you watched the movie and the people you watched it with and everyone's reaction etc more so than the quality of the movie. I was young, and the idea of the game was wild, and the gun that would torch a tree is a single shot. :D ( and for anyone who is thinking what are they talking about, here is a taste Rollerball Tokyo Game )
Anyway my players had fun doing it and I had sound effects and music and the crowd chanting to add to the sense of immersion. It was fun, not perfect, but fun. It's recorded on youtube if anyone is interested. I'd change some things based on the experience of running it.