Final Thoughts
Whew! When I first began this two months ago, I never suspected it would turn into the timesink it ended up becoming, or that I’d have quite so much going on that would interfere with getting it done. Hopefully, if or when I do another, I’ll be more timely about churning out the review.
Anyway, let’s recap. As I’ve hopefully made clear throughout this review, I have a lot of affection for Spelljammer, even accounting for all the bits of it that drive me bonkers. I’m also looking at it through 25+ years of nostalgia, so it’s hard to remain objective and see things as if through a fresh pair of eyes. Still, when I started this review, I resolved to try and evaluate it by the criteria it’s creators set for themselves, and evaluate whether it succeeded or failed on those merits. Reading Jeff Grubb’s introduction, I derived five goals from his foreward, so let’s take a look at each of those in turn and see how we stack up.
Create a setting that's AD&D... IN... SPAAAAAAAAACE!
At first glance, they seem to have succeeded. We have rules that describe space, rules that describe how that space may be traversed, and rules for arbitrating what may be found there. Easy, right?
At a deeper level, though, I’m less sure this product succeeds. It gives the rules I’ve described, but as it does so, it leaves out any but the very vaguest details. If I picked up a setting book in 1989 about Krynn or the Forgotten Realms, I’d be able to flip through it and learn something about those places. What are the largest powers? Who rules those places, and how do they rule? What are the major cities or points of interest? Has there been a war recently, or are we building up to one? Those books could answer many of those questions, but the Spelljammer boxed set really doesn’t answer any of them. At best, we know that the elves have a big armada, and they defeated the goblins, orcs, et al at sometime in the past. Now I understand the reason for this: they want to give you a blank canvas that you can color in however you wish, which is totally a valid thing to do, but I’m not sure you can call that a “setting” so much as “a collection of rules that you can fit a setting into.” And so we get… the Rock of Bral, and that’s pretty much it.
Now it’s worth pointing out that later books and boxed sets actually did flesh things out and create a proper setting for Spelljammer; I think both the Astromundi Cluster and Legend of Spelljammer boxed sets are outstanding and really help bring the setting alive. But, great as they are,
they aren’t in this boxed set, which in and of itself is largely bereft of what I’d call a setting.
Tie existing campaign settings together without shitting on the core assumptions of any of them
I think the boxed set largely succeeds at this, but in many ways, it’s also one of the reasons we fail at the previous goal. By providing such a paucity of setting details, and directing you to go read the setting’s rulebooks if you want to learn more about Krynn or Toril or Oerth, it manages to sidestep having to say anything definite about those settings. Likewise, by positing that spacers and groundlings don’t have much interest in each other’s lives, and the mechanics of crystal spheres preventing gods from engaging in multi-sphere shenanigans, we have a plausible sounding set of reasons as to why spelljamming hasn’t had much material impact on the existing campaign settings.
Develop a coherent “fantasy physics”
*sigh* No. There are some not-terrible ideas at the bottom of it all, and I totally understand why gravity planes in some form pretty much
need to be a thing, but I really think that whole idea needs to be reworked. There are simply too many inconsistencies in the rules for me to say they’ve got anything like a coherent fantasy physics here. Likewise, I think air envelopes should be reconsidered, and maybe ditched entirely. They bring nothing particularly useful to the table other than unnecessary complication.
Permit for a diversity of races and ships
This, I think they succeed at. The large, if not infinite, number of possible worlds give an excellent reason to justify any sort of beings that Mister Cavern wishes to introduce. On the other hand, this is due to the nature of the setting being set in the vast cosmos, rather than anything clever or noteworthy that the designers did.
Provide a ship to ship minigame
I think they succeed at this. I’m not sure the ship-to-ship minigame has amazing tactical depth or anything, but it’s fine for what it is: a way to break up the party member versus NPC encounters by adding party member ship versus NPC ship encounters into the mix. At it’s best, it can give the party one more choice in how to handle hostile NPCs: if the NPCs are individually dangerous (i.e. beholders) the party can choose to stay off and battle ship to ship. Likewise, if the enemy has some extraordinarily large or dangerous ship, they can choose to launch a boarding action and rely on the fact that the adventurers are typically going to superior to their foes in close combat.
So, what would I do, if I were to find myself in the Big Chair at Hasbro and was told to release a Spelljammer reboot product? Well, I’d definitely want to flesh out setting details - possibly I’d make the Astromundi Cluster the “default” Spelljammer setting, with of course caveats to the reader that Spelljammer can be set in any other sphere they wish. I’d rework gravity planes and air envelopes, as I’ve discussed. I’d want to rethink how spelljamming helms work, possibly making them less punishing for spellcasters to use, or perhaps letting anyone drive them - maybe all that’s needed is a focused will. I’d also try to beef up the lackluster (and perhaps beyond saving) 5e skillset to make sure that every character has some skills that could be useful in ship-to-ship combat. Working the rigging, crewing heavy weapons, managing the crew, navigating, and doing damage control are all tasks that the PCs not driving the ship could usefully perform. From a character perspective, making some of the more iconic races playable - gift and dracons come to mind - seems like an easy win, and adding some subclasses could be worthwhile as well, particularly if they could be made general enough to work in other settings beyond Spelljammer. For example, marines and heavy weapon specialists could be useful in a lot of different contexts. If I had more of a budget and some industry contacts, getting miniatures produced and providing or selling appropriately-scaled deck plans for common ships seems like an easy win. Providing a service where individuals can create and upload crystal spheres to share with others also seems like an excellent way to
profit off the unpaid work of enthusiasts synergize consumer creativity with corporate financial goals encourage community participation and generate content inexpensively. But maybe I’m just a big cynic.
And with that, I’ll wrap this up. Smooth sailing, everyone!
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