And I'm back, to start the review of the other book in the Spelljammer boxed set, the
Concordance of Arcane Space. I have to say, I like the cover a lot more than the
Lorebook's cover. Here it is:
Pirate dude (and you know he's a pirate because of the eyepatch) has just ganked a mind flayer for a treasure chest. He's clearly going to board the tradesman in the background and sail off into the galaxy, which we probably shouldn't be able to see for several reasons, BUT WE'RE TOO BUSY ROCKING OUT TO A POWER BALLAD TO NOTICE! SPACE PIRACY WOOHOO!
Some music, if'n you'd like.
So yes, this is a very 1980s, very Spelljammer picture right here. If you want your nerd avatar to be the dude with the sword, congratulations, you're playing the right game.
Or, at least, this game aspires to be that game. To what extent it succeeds is perhaps the point of this whole Old School Source Review.
Let's open the book.
We get two quotes right away.
Concordance wrote:
Ad astra per aspera
[“To the stars through hardships”]
Latin proverb
Ah, but a man's reach
should exceed his grasp,
Or what's a heaven for?
Robert Browning
Well, the ships in spelljammer are typically made out of wood, ceramic, stone, or metal, so I suppose they'd all be hardships!
Below that we get the credits & acknowledgements – Jeff Grubb and co. Next page is the Forward, which I'll quote in full:
Concordance Forward wrote:
Everything you know about space is wrong.
Infinite space; stars as flaming spheres of super-heated plasma; movement throughspace as a balance of scientific forces, thrust providing acceleration and maneuverability; scientific fact backing up natural phenomena; life on other planets built along blocks of carbon or silicon elements.
Forget all that. It's wrong.
You can get out of the atmosphere on the back of a roc; fly between the planets through a breathable ocean of air; sail between the crystal spheres that surround the inhabited worlds on a river of magical energy; encounter roving mind flayers and beholders. The stars are living things in some areas, great
bowls of fire in others, and pin-points of light painted inside a sphere in others.
Welcome to the SPELLJAMMER™ universe. It is a magical universe.
The SPELLJAMMER supplement treats the AD&D® game world, with its magic, myriad races, and dimensional gates as the "real" world, and builds outward from there. This is a universe postulated on magical, not scientific, laws. There are universal laws and they must be obeyed, but they are the laws
of magic, not physics—the laws of Mordenkainen, Elminster, and Fistandantilus rather than Galileo, Newton, and Einstein. They sometimes appear strange and random to us, who are accustomed to the workings of science. But to thecharacters who have lived their entire lives in this environment, nothing could be more familiar and logical.
This SPELLJAMMER supplement extends the AD&D® 2nd Edition game into space, and does so without violating existing campaign material. This includes Greyhawk, the original AD&D game setting; Krynn, land of the Dragonlances; Toril, home of the Forgotten Realms; and every individual campaign in existence. Introducing this material in your campaign will work some changes, certainly. It will produce an entertaining and far-ranging version of the AD&D game which can exist alongside the standing campaign, mixing with "earthbound" adventures without overshadowing them.
The text in this set is divided into two books: The Concordance of Arcane Space and The Lorebook of the Void. The Concordance (this book) should beread first. It lays out the rules for conducting AD&D games in space as well as the magical science behind space travel, the building and handling of space craft, new spells and items of equipment, and the "discovery" and creation of new worlds. The Lorebook of the Void discusses the races, monsters, and myriad other unusual things that can be encountered "out there."
Full-color heavy sheets give deck plans and other details on the most common space-going ships.
Finally, four maps are included in the SPELLJAMMER box. These include a full layout of the Spelljammer, a huge, powerful ship of legend. It is the Flying Dutchman of the space lanes, the ultimate goal and dream of many a space pirate and adventurer. Also included is a map of a typical space citadel, the sort used as a port and base by many different races; a hex grid and stand-up counters for playing tactical space battles; and an overview map of typical solar systems and planetary orbits for diagramming new systems and tracking the planets in a campaign.
“Fly between the planets on a breathable ocean of air”?
Uh, no you can't! But more on that later. Otherwise, this is all pretty unobjectionable stuff. Well, ok, pointing out that it's a “magical universe” is pretty No Shit, Sauruman, but whatevs. Turn the page and we have our Table of Contents, and then we're into Chapter 1.
It starts by explaining that space can be divided into two types, wildspace and phlogiston. Wildspace is pretty much what we'd generally think of as space: an empty vacuum. The phlogiston, on the other hand, is a “turbulent, unstable, multicolored flourescent gas (or gaslike medium) which fills regions between the crystal spheres.” Every planetary system is encased in a gigantic crystal sphere, which serves to keep the wildspace in and the phlogiston out.
Celestial Bodies
Basically, anything from an asteroid to a sun. Can be round, cubic, ring shaped, etc. Can have an atmosphere or no, which may or may not be breathable, etc. Basically, all the stuff we talked about in chapter 4 of the
Lorebook but with the added note that flaming bodies are referred to as suns and they provide most of the “heat and warmth” for the celestial bodies within a crystal sphere. I suspect they provide light, too, and I suspect that's just an editing goof.
The nerd in me also notes that this proves that visible and infrared radation is A Thing and can traverse a vacuum in this setting, even if other forms of radiation aren't shown to exist. Of course, that makes a certain amount of sense: a really big fire still only radiates those, so a gigantic ball of elemental fire should still only output those things as well. I wonder if Grubb and co. were familiar with attempts by Newton and other, later scientists, who modeled the sun as a ball of white-hot iron or a burning coal, and used that information to deduce how long it had been burning. Could be an interesting quest for the PCs – get hired by a sage who wants them to study the sun so as to develop a better model of it's behavior, so he can predict when it's going to go out and hence, when the world will end. On the other hand, the sage probably might also know, or suspect, that the sun has connections to the apparently infinite Elemental Plane of Fire, in which case that's no longer a limit. Maybe the PCs are hired to shut down those connections, in order for the sage to be able to therefore
make the end of the world happen... Such an idea pops up in other places; plotting to extinguish the sun has become part of D&D's lore about the illithids, and the 1993 Spelljammer boxed set
The Astromundi Cluster has not one but two factions plotting to manipulate Astromundi's sun to further their own ends – in fact, it's possibly the genesis of the “illithids want to extinguish the sun” trope. But I'm going off-topic here.
Wildspace
As explained earlier, all celestial bodies in a given crystal shell float in an airless void, wildspace. Next it explains that as an adventurer moves “up” from a planet, the atmosphere becomes thinner and thinner air until it becomes vacuum. However, an envelope of air sticks with the adventurer, attached via his own gravity. This air envelope has an all-around depth equal to the cross sectional diameter of that body. It then gives two examples; a beholder with a 5 foot diameter having an air envelope 15 feet across in all directions, and a piece of wood that's 1 foot by 2 feet by 3 feet having an air envelope that's 3 feet by 6 feet by 9 feet. A breathing creature will exhaust it's air envelope in 2d10 turns.
Hmm. The giants mentioned in the
Lorebook were mentioned as having 2d10 rounds of air...
Gravity
Every body in space has it's own gravity, which is described thus:
Concordance wrote:“Gravity is an accomodating force in that its direction seems to be “that which is most convenient.”
For planet-sized objects, gravity is directed towards a central point; for ship-sized objects it's instead a plane which cuts horizontally through the object. Sidebar text explains the gravity plane as running along the two horizontal axes of the ship. The plane is two directional; it's possble to walk along the bottom of the hull as if it were “right side up.” Objects tossed overboard fall towards the plane, then through it, then decelerate and reverse course, falling back towards the plane, essentially bobbing along the gravity plane.
Here's a picture:
According to the text, it's apparently possible to use the gravity plane in such a way as to make an object orbit the ship, or just hit someone on the other side of the deck by throwing the object so it goes down and around the ship.
Of course, I can't for the life of me figure out how the hell that would work. Even though the “vertical” component of motion would switch around when the gravity plane is crossed, the other components of the object's motion would remain the same; i.e. an object that was moving “away” from the center of the ship would continue to do so, and if you were somehow able to throw the object so it was moving towards the center if the ship, it would arc over the bottom of the ship, fair enough, but once it crossed back onto your side of the ship, it would continue moving in the same direction (i.e. towards the ship relative to the thrower, which, if it's on the other side of the ship, means essentially away from the ship!) Let me know if I should make some MS Paint diagrams illustrating all of this.
Now, I know I've been
buttmad about this earlier, but again, let me just show a few pictures:
Ok, here's the Galleon. There's no gravity plane shown, so apparently the gravity plane runs along the bottom of the hull? Let's confuse the issue!
Apologies for the small image of the Wasp. But, as you can (hopefully) see, the gravity plane cuts through the “center” of the ship. Why? Here's another deckplan from a later Spelljammer product which illustrates the same concept:
I'd be willing to accept the horizontal gravity plan as being centered along the center of mass, except... clearly that can't be the rule, since the Galleon above violates it. So why's it centered for the Wasp and Whaleship? I don't know! I don't think anyone does! But it gets worse.
Here's where I shit my pants in rage:
WHY IS THE GRAVITY PLANE DISCONTINOUS WHY WHY WHY WHY WHY
WHY WHY WHY WHY
Just... fuck all of this. Fucking fuck.
And I haven't even flown off the handle about how air works, yet!
I'm going to stop it here. Next time we'll continue and hopefully finish Chapter 1, unless I ragequit earlier.