So
in 1989 TSR – then-publisher of D&D – released their first
“weird” setting for 2nd Edition AD&D. It was a
setting that linked their three existing “full” settings
(Greyhawk, Dragonlance, Forgotten Realms). It was a science fantasy
setting – SET IN SPACE. It had some marvellous new monsters and
concepts for settings. It was called Spelljammer.
It
was kinda lame.
I
should qualify that. Let's say you get the Spelljammer boxed set, the
original release. There's loads of great stuff in it, and it looks
very promising. Full-colour ship data cards! Paper miniatures with
stands to allow you to simulate space combat on the board! Two books
and two full-colour maps of a the iconic “Spelljammer” and a
typical asteroid spaceport!
And cool art like this by Brom!
The
writing by Jeff Grubb isn't bad, either, if a little hyper-technical
in that 2nd Edition house style. The ships and their
datacards are great. There's some good but short adventure seeds to
get your “groundlings” into space, and perfectly reasonable rules
for travelling in both “Wildspace” (the solar system within a
specific Crystal Sphere) and the “Phlogiston” (the Ptolemaic
substance between the crystal spheres hanging in the heavens).
They're maybe heavier than I go for, but that's fine. There's a few
cool monsters/races in one of the books.
But
that's kinda it. The setting information (beyond some overwritten
high-angle stuff on the nature of civilization in space) is very
sparse. There are minute gazeteers of the three main “systems”
(Greyspace, Krynnspace, Realmspace), with each planet within each of
those systems getting three or four generally bland paragraphs. The
Rock of Bral, the asteroid which provides a perfect “starting”
spaceport once your guys are in space, gets three pages. There's
virtually nothing on the Spelljammer itself. There's similarly little
on structuring and running a campaign in space.
The
other three boxsets that came over the next few years were of mixed
use – the one on the eponymous Spelljammer is considered pretty
bland, there's a decent one on space combat, the campaign boxset gets
startlingly mixed reviews. A few of the individual books were pretty
good depending on what you wanted – SJR1 Lost Ships has been called
“the third book that should have been in the first boxset”, based
on its wealth of interesting encounters and locations, whilst SJA2
Skulls and Crossbows similarly gives a lot of adventure ideas. The
three setting books for the three core systems, and the one for the
Rock of Bral, are useful if you're running in those settings.
You
probably get the idea. Missed opportunity writ large. It took til
Planescape came out, 6 years later, for D&D to have its “iconic
weird setting”.
But
Spelljammer is worth saving. It's a setting about wizards using their
brainmagicjuice to fly butterfly- & squid-shaped ships through
spacelanes made of magical oil, inhabited by spider-people slavers
and star dragons. I'm sure plenty of individual DMs have salvaged it
for themselves before; this is the start of my attempt. It's an
attempt which emphasizes the “OSR” elements of Spelljammer.
What
is Spelljammer, fundamentally, about? Well it's partly about cool
ships; certainly a lot of the published material emphasized galactic
trade and high politics; but fundamentally, it's surely about
exploration and discovery (in a cool magical ship!). I think it's
like a lot of D&D in that way, especially OSR D&D. You fly
around going to weird new places, which may well be full of traps and
monsters and treasures. You find strange Ancestries with complex
objectives, which you can help or hinder. In many ways, the key
distinctives are that it's a 3-D Island Crawl,
and that it's got Science
Fantasy
elements. That's what should make the setting feel different. I'll
expand on those a little, and then add a few more key categories and
concepts to my conception of the setting.
3-D Island Crawl
Think of Skerples'
(http://coinsandscrolls.blogspot.com)
island crawl. There's cool locations spread across your hexcrawl,
with seas and attendant dangers in-between. Think of Ben L's
(http://maziriansgarden.blogspot.com)
Zyan Below Inverted Junglecrawl – you can move vertically as well
as horizontally on this hexcrawl. I've done this 3-D hex-mapping
myself a little, for my Out of the Abyss
campaign. That's what the Spelljammer universe is – both within a
crystal sphere, and between them, is a 3-D map your player travel
around. In so much as the game is one about exploration, functional
mapping (hexcrawl, big pointcrawl, whatever) is vital. Your players
have to be able to make choices between different targets, and
“travel costs” have to be paid to make that choice meaningful.
Another feature of this
being an “Island Crawl” is that it's arguably more
exploration-focussed than most other settings, or should be. Of
course, any game can be exploration-focussed, but when you're on the
high seas, the sense of adventurous discovery may well be the primary
emotional resonance of the game. So travel between planets, or
between spheres, should be hazardous, but rewarding – each location
should be fresh, and distinct from other places the players have
been. The nested argument should be that each location should be more
distinct from each other than in a landcrawl. Dolmenwood or
Slumbering Ursine Dunes are obviously very fresh and vibrant
settings, without much sense of replication between hexes/points –
but there's a thematic similarity between locations within them.
That's a softer requirement in Spelljammer. It's legitimate for one
world to be the high/epic-fantasy Forgotten Realms and another to be
the picaresque, slightly grubby Hill Cantons.
Finally, consider the relationship between “Crystal
Spheres” (semi-sealed solar systems) – think of them in terms of
oceanology. The individual Crystal Sphere has many islands or
continents dotted around an interior sea, like the Caribbean or
Mediterranean. Between the Crystal Spheres is the Phlogiston – the
dangerous high seas! This both gives a particular “feel” to each
type of ocean-terrain, but also informs potential factional
relationships. It should be complex for one sphere to major influence
or dominate another sphere. The massive web of empires and wars
presented in the books doesn't work for me; they clog up the “map”,
and make space seem a lot smaller than it should.
Science Fantasy
One element that links subsidiary locations, and is the
broader texture of the setting, is that it has pseudo-science at the
core – magi-tech is basically how you get around. It's very much
fantastic, though, rather than speculative – magically-talented
characters give up their spells for a day to pilot the ship, the
ships themselves are all sorts of implausible but cool designs, and
so forth.
This should certainly influence many of the nodes or
hexes the characters explore. One planet could be a giant air bubble
with hundreds of floating asteroids within it, inhabited by
“Polynesian” plant-men paddling flying canoes. Another could be a
sentient, largely benign, incredibly complex bacteria that covers a
core of solid adamant.
Similarly, this means
the technology involved should be fun and a potential attraction for
players. Put time into making running a ship simple but genuinely
enjoyable (and sometimes challenging). 2nd
Edition will normally overload this; make this many percentile rolls,
check this table and then this one. A small modular system for this,
with a way of integrating NPC crew as hirelings, seems very doable
and fun.
The Adventure
For me, a key concept
in how I run D&D is emphasizing player agency over the direction
of the game – which leads will they follow up on, which dungeons
will they explore, and so forth. I don't need, then, to have a series
of fully-developed, plot-heavy adventures on hand; but that doesn't
mean the players aren't going to go on adventures, and that there
isn't a functional mechanical concept of “The Adventure” in play.
Once they go to a place, and as they go there, stuff is going to
happen. How?
One, have weird locations to travel to that have
volatile situations ready for the PCs to mess with – this is basic
D&Dcraft, but if we bear in mind that this is a 3-D Island Crawl,
the self-contained ready-to-blowness of a location becomes more
clearly important.
Two, if you're running a crawly-style exploration game,
there need to be random encounter tables to introduce unpredictable
danger or opportunity.
Three, you need to be
able (via random encounter or organic story development) to create
“bottle episodes” - things that can happen just on the individual
jamming ship. Some DMs may be happy to make this happen by fiat,
though my own taste runs to random or organic. This sort of story
adds a third string to the bow – there's the stuff that happens on
nodal locations, the stuff that happens to
the ship (Goblin pirates attack! The ship gets stuck in space
sargasso!), and the stuff that happens on
the ship. Crew morale is low because of recent casualties – there's
risk of a mutiny. A random encounter they rolled on the Rock of Bral
four sessions ago comes to fruit as the stowaway flower-person tries
to release their seeds into the Phlogiston. You get the idea.
(Idea in respect of
stocking encounter tables or worlds – rob Star Trek
and the Star Wars Expanded Universe
for ideas and then spin them as fantastically as possible.)
Factions
Even wilderness
settings – and Spelljammer encompasses those – can benefit from
“factions”, whether an individual wizard in an isolated tower or
a city-state government. Factions can serve two purposes in
Spelljammer games, I think.
One is political –
some players love political games, so let them mess around with the
factions you're using on that basis. The gigantic empires Spelljammer
canonises aren't to my taste, but I can definitely see Neogi slavers
and ancient dragons and planet-hopping archmages being major players.
The other purpose that
comes to mind is as sources of regular interaction. It seems natural
that Spelljamming parties may engage with the same NPCs less than
some types of party – there's so much travel that you might only
engage with a set of significant NPCs for a few sessions before
leaving them for a year or two of real-time play. Having NPCs that
the PCs regularly talk with can give a sense of setting density and
investment. These NPCs have their own interests, naturally, and want
the PCs to advance them. The elven Priest of the Observer God who
travels with the PCs is both full of wisdom and secrets, but also is
gathering information – perhaps quite sensitive stuff. The
bartender at the place in the Rock of Bral the PCs always go is a
loyal friend but also a nascent crimelord who's likely to clash with
other local bosses.
What Next?
I
think I need to develop a map of a starting sphere and stock it with
cool stuff and then throw some players into it to see if the above
principles create a more functional Spelljammer setting. That could,
if successful, turn into some useful stuff to put up here (I guess
either way there might be some cool locales or monsters that could
end up here).