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Is there nothing else like Spelljammer?

Started by ForgottenF, March 07, 2023, 03:40:39 PM

Previous topic - Next topic

Omega

Quote from: Ghostmaker on March 07, 2023, 04:14:16 PM
The closest that immediately springs to mind -- and it's not even a good fit, really -- is Space 1889.

Same. Space 1889 feels like a single system Spelljammer in a small manner.

weirdguy564

Close, but probably not close enough is Rifts Phase World?

It's got actual magic and mages, including one major nation of plants called The United Worlds of Warlock.  The UWW employs magicians to build and crew spaceships that are powered by magic.  Some are pretty much just mundane iron riveted together, but it works because of magic gear built into the ship. 

The thing is that the rest of the nations are more conventional, though there are supernatural elements found in most areas. 

The main baddies, the Khreegor Empire employ witches as imperial advisors, and their elite troops are aliens with superhero powers called Invincible Guardsmen. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Spinachcat

Thank you Tantavalist!

Skycrawl looks very interesting. Definitely perfect for an OSRjammer campaign.
https://www.drivethrurpg.com/product/328583/Skycrawl

Downcrawl's reviews are notable.
https://www.drivethrurpg.com/product/278571/Downcrawl

Wtrmute

I've been thinking about Spelljammer, too, because I'm so fond of it. After the whole OGL débâcle, there was a takeaway by several law YouTubers that rules are not subject to licensing, so I was thinking how an OSR version of the ruleset would go.

I'm basically taking what is sometimes called "Grubbian physics": the rules on gravity, air envelopes, crystal spheres and the phlogiston (which really should have been called «empyrean» instead, but I digress). Perhaps surprisingly, for now I'm chucking Spelljamming helms, of all things, which are too simplistic to give good results: they're too expensive to be everywhere, too useful not to displace intraplanetary transport, they tie up the spellcasters driving the van, and it's not obvious why ships need crews if the helmsman can propel the ship on his own. Perhaps I'm going to replace it with separate systems for landing/taking off, tactical movement in space, interplanetary movement in wildspace, and access and movement in the phlogiston. Do any of the extant Spelljammer-like games discussed previously treat this issue?

BoxCrayonTales

Quote from: Wtrmute on March 10, 2023, 05:10:09 AM
I've been thinking about Spelljammer, too, because I'm so fond of it. After the whole OGL débâcle, there was a takeaway by several law YouTubers that rules are not subject to licensing, so I was thinking how an OSR version of the ruleset would go.

I'm basically taking what is sometimes called "Grubbian physics": the rules on gravity, air envelopes, crystal spheres and the phlogiston (which really should have been called «empyrean» instead, but I digress). Perhaps surprisingly, for now I'm chucking Spelljamming helms, of all things, which are too simplistic to give good results: they're too expensive to be everywhere, too useful not to displace intraplanetary transport, they tie up the spellcasters driving the van, and it's not obvious why ships need crews if the helmsman can propel the ship on his own. Perhaps I'm going to replace it with separate systems for landing/taking off, tactical movement in space, interplanetary movement in wildspace, and access and movement in the phlogiston. Do any of the extant Spelljammer-like games discussed previously treat this issue?

In the Aether & Flux game they use "flux" (basically steampunk electricity) to power their ships, but they otherwise work like ships/airships. Flux capacitors for power, nets of metal wire with current running through on the sails to provide thrust, cannons that shoot lightning, atmosphere scrubbers, gravity generators. All these are different devices requiring different metals and materials to function. The thrust is actually provided by luminiferous aether that suffuses the universe, which repels the flux current. Interplanetary travel is slower than light, it collects into faux crystal spheres called Pale Aether around systems (so you get idiom "beyond the pale"), and intersystem space is The Traverse where FTL is possible due to low ether density.

migo

Saga of the Space Barbarians for ZeFRS is kind of Sword & Sorcery in Space. Since ZeFRS doesn't start out with elves & dwarves it loses that aspect of Spelljammer, but otherwise it's the same kind of idea.