Way back in the early 1990s, I stumbled upon a used copy of Spelljammer in the local bookstore. Advanced Dungeons and Dragons in space? How could I lose?
My fourteen year old brain had no idea of the Pandora's Box I was about to open in our gaming group. In addition to the usual humans, gnomes, halfings, and such, Spelljammer threw a lot of new races and concepts into the vanilla fantasy mix. Wooden ships sailing in space? Planetary systems housed in crystal spheres? The Phlogiston? Lizard men as a PC race? Hippo-like mercenaries? Giant Space Hamsters?
It was a hard sell for my players but we eventually placed a six month campaign after a few false stars. As teenagers, we had some problems with it, noteably in the vast travel times between crystal spheres and the length of time it took to play out a battle between ships. It wouldn't have been so bad if we wouldn't have Thunderdomed every battle.
The ship designs ranged from ordinary sailing ships to butterfly-like Elven vessels to the spider-themed ships of the Neogi. Also, one can't forget the Mind Flayer Nautiloid, the most iconic ship in the game. Gaze upon its majesty!
As an adult, I see that the setting had some strikes against it right out of the gate. For most of the product line's life, it was used as a transitional setting, a way to get characters from one of TSR's campaign worlds to another and didn't have a setting of its own until the Astromundi Cluster, the final Spelljammer product, was released. It also was a little too strange for gamers used to the vanilla Tolkien-inspired fantasy of the day, what with air envelopes, insectile PC races, and the odd tone. It's hard to take a setting seriously once you discover the Giant Space Hamsters.
I think the setting had/has great untapped potential, though. I still catch myself thinking about it in odd moments. If time and location weren't obstacles, I'd love to get the old gang together for one last campaign. 4 out of 5 stars.
Man oh man... what's not to love? Well, there's lots not to love, but more on that later. There will always be a special place in my heart for this literally over-the-top fantasy setting.
Of course, it's written in TSR abominable AD&D system, and the setting itself is full of all TSR's cliches. I wouldn't actually recommend this set, except to collectors or homebrew designer-types interesting in an oddball setting to mine for useful ideas.
SpellJammer is simply my favorite campaign setting EVER! I love it for the same reasons that so many people hate it. It's fun. It's silly. It's gonzo. It has tall ships boldly sailing through space. it mixes all that's great about the Pirates of the Caribbean with the cool space adventures of classic Star Trek. It mixes settings like a blender set to "awesome" and delivers the evil with a death ray eye laser or a mind blast from atop a giant space hamster.
It's a setting that can see ships massed for fierce battles with the dreaded horrors of the beyond or fantastic voyages into the unknown. I've run two campaigns set in the wild space of SpellJammer and I'd suggest to anyone to give it a shot themselves.
Spelljammer is one of my favorite settings put out in the heyday of TSR. You board your SpellJammer ship, and fly to other worlds in Fantasy, encounter space Orcs, and the Mysterious Spelljammer, a foating Dutchman of Space.
Lots of fun stuff here, not for everyone, but those willing to take a risk.
An attempt to take Dungeons & Dragons into space 8 May 2012
Once again I find myself writing a review on a game as opposed to a novel, but since this is included on Goodreads I should be allowed to review it. Mind you, they also included Ozymandias and Mister Dog so I must admit that on Goodreads, as long as it is written down, then it can be reviewed (though I haven't seen any reviews for street signs, or the Yellow Pages, yet, and no, I'm not going to be the first to do it, though I am tempted). This setting was a setting that I was really looking forward too. By this time TSR already had three gaming worlds (Greyhawk, Forgotten Realms, and Dragonlance) and it appears that they were trying to explore new concepts. Personally, I say good on them. After having three stock standard gaming worlds, they really needed to consider creating some new and different worlds, and they began to do this. Along with this we also had worlds like Darksun, Al-Quadim, and Kara-Tur (though the last two are more extensions of the Forgotten Realms). With Spelljammer, TSR took gaming into space, but with a significant difference. When I first heard of this I was anticipating something more like a hard science-fiction setting with magic thrown in, sort of like Star Wars. They had done this before with the City Of The Gods Standard Module Da3 Dungeons And Dragons series of modules and Expedition to the Barrier Peaks Module S3 Advanced Dungeons Dragons (both of these adventures included lasers, robots, and spaceships), however Spelljammer turned out to be completely different. It is difficult to understand how they linked these previous adventures to this new setting, but continuity isn't necessarily needed for a game, or even a game world. This setting was much different to what I expected, but I remember running to the game store (which I was allowed to enter ... long story), putting an order in, and picking it up as soon as it arrived. I then returned to the State Library, ripped off the shrink wrap, and was stunned. The setting involved sailing ships, not metallic spaceships and robots. In fact there was no real technology involved, rather it was literally AD&D in space. However it was really helpful because not only did they have rules for spaceship combat, but you could also translate them to seaborne combat (its funny that they developed rules for space before they developed rules for the sea) as well. As well as the standard races they also brought in number of new ones, such as the Negoi (half spiders and half eels). They also made the illithid (my favourite AD&D monster) into a much more common encounter in space. Propulsion was different as well. There was no warp drive or light speed, but rather ships were propelled by magic, and by magicians. Further, planetary systems were all contained in 'crystal spheres' which floated in a sea of strangeness called the Phlogiston. This was different, and new, and after getting over my initial disappointment, came to really appreciate the uniqueness of the setting. This was pretty much unlike anything that had come out before, or since, though I do have a feeling that it was not all that popular, which is why it never made it into 3rd edition.
A campaign setting of Dungeons and Dragons made after the popularity of the Forgotten Realms surprised the people at TSR.
This one is set in space. Magical space. It was very ambitious, as it emglobed all of D&D's settings, but at the same time it fell flat (giant space hamsters) because the rules of space travel and having adventurers in space were not well thought out.
I'm not going to claim 2nd edition was better than 5th edition. But lore and story-wise? It blew the lid off of any of the half-edited, half-written garbage coming out today. Comparing this with the 5e version is like comparing a French apple tart with commercial applesauce -- the basic ingredient is the same, but the end products are light years apart.
Detailed ship combat, spell and magic adjustments, in-depth discussion of creation of entire solar systems, racial histories and tensions -- all are here, and all were completely left out or all but so in the recent 5e version.
Considering how much ship combat in this book is system-agnostic, I'd recommend finding a PDF of this to anyone who wants to have D&D in space, since the watered-down version that was foisted upon modern players (for a hefty price tag, I would add) is so vastly lacking.
I'm giving this one the 5th star because I'm overwhelmed with amazing nostalgia for this setting.
The concept and execution is terrific, but this boxed set really highlights how far Wizards/TSR/Gaming companies have come since the early 90s. The production values that passed muster then wouldn't even sell a book a now.
That being said, this is a great boxed set. The ships are terrific, the maps are great, the magic items are fun, the whole idea is just fun.
Started reading this print on demand from DMsGuild to get a better feel of the setting. A number of things that were cut from the 5e books showed up and glad that i took the time to read it. If you are reading it to help with a 5e game the first part of the POD, Lorebook of the Void is much more useful while the tables to help build the planets and systems from the Concordance of Arcane Space is useful. Something missing from the new box set. Also with the POD both books are in one hardcover book which is great.
The concept is amazing, but the execution... lacks.
What I expected with this book, and what I was so looking forward to, was amazing starscapes and new races and character options, a gazetteer to the worlds and cities and space stations full of lore and flavour, bizarre space dungeon crawls, hyperspace complications, freaky monsters and eldritch abominations to fight and negotiate with, TREASURE FREAKING PLANET!
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But instead the vast majority of the book is focused on rules. So many rules, detailed nitty-gritty about the ship weaponry and hull thickness and speed and maneuverability and oh my. So much crunching of numbers, all of it largely serving to slow down the gameplay itself, or forcing me to cram my brains full of it well in advance so that I wouldn't have to check the book out all the time. I think these could have been vastly simplified, and the focus could then have been put to what truly mattered: all the cool space stuff.
But, you know, the premise is still great, and it gives a lot for a competent DM to work with. And I'll give one more extra star just to spite Lorraine Williams.