Originally published on Sidekickcast.com April 5, 2016
The 1990s were a time of terrible business management for TSR, the company behind Dungeons & Dragons, but it was also a time of great creativity. Few people argue that the 2nd edition of Advanced Dungeons & Dragons was a really good system, but just about everybody loves the campaign settings.
Every other edition of D&D has stuck to pseudo-medieval European settings – stuff like Dragonlance, the Forgotten Realms, and Greyhawk. Even in the more modern Eberron setting, with robot PCs and magic-powered trains, a group of adventurers heading into a dungeon to recover an artifact is pretty much the assumed standard.
2nd edition created settings that broke the normal D&D assumptions. You had a setting where the PCs were dragons, a setting where magic destroyed the environment with every spell, and a setting where a character’s beliefs could literally reshape reality. Then there was the Spelljammer setting, which is what I’m going to talk about today.
Supposedly, the concept of Spelljammer came from a picture of an armored knight standing on the deck of a ship that was sailing through space. Rather than pick the concept apart because of things like gravity, air, and the merciless vacuum of space, the designers started to develop a setting where that picture could be a possibility. The result was a mix of Ptolematic physics, monster-run galactic empires, giant space hamsters, and more.
Continue reading “Starships and Space Hippos: The Spelljammer Setting” →