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Month Index: October, 1994
From: "Kelly St.Clair" <kstclair@????.????.edu> Date: Thu, 20 Oct 1994 23:21:33 -0700 Subject: Re: 3D maps and distances (2nd try)
While I like 3D maps for space games (I think they're a generally nifty concept as well as most accurate), I have to say that I don't think they're right for Spelljammer. It's a much different paradigm than your typical SF game or story. First and most importantly, Spelljammer is supposed to be FANTASY, not your favorite science-fiction game with different props. All the time, I see people trying to import real astronomical objects (nebulae, pulsars, quasars, etc etc). I suppose that the Practical Planetology book started us down this path, with its very modern-textbook style of describing each world, just as we're used to seeing SF universes described. Since then, the focus seems to have been not on exploring the possibilities of a magical universe, but on translating ours into Spelljammer. Completely accurate, three-dimensional charts showing every sphere in its proper relationship to each other is something that we players, living in an age when every inch of our world has been precisely mapped from orbit, take for granted. Try looking at those out-of-proportion medieval and Rennaisance charts, the ones with bent coastlines and lots of blank space, compiled from the questionable measurements of explorers. That's what maps of the phlogiston should look like, IMO. Being able to know where everything is and how to get there gives one a sense of freedom that is appropriate for most SF games, where FTL travel is unlimited and navigation trivial. Not so in Spelljammer, where travel is effectively restricted to the swift paths of the Flow and few means of navigation work in the endless rainbow ocean. I believe that a better type of map for this kind of universe is a web of spheres connected by currents, rather like a "jump-lines" chart for a science-fiction setting. Distance and precise relationship is irrelevant; only travel time matters. Destinations not connected by the Flow are hard, even impossible to reach (unless you're a very determined undead). I don't want to see "light years" or "parsecs" or grid coordinates on a Spelljammer map, any more than I want to hear people classifying fire bodies by spectral type and position on the H-R diagram. It's a fantasy game. If you want scientific, go play GURPS Space. Finally, I have heard rumors that the spheres themselves drift (slowly) in the phlogiston. That would make any comprehensive chart obsolete after a time. Discussion welcomed. Flames, tomatoes, and kender sent to /dev/null. --------------------------- Kelly St.Clair kstclair@????.????.????.edu
Previous Message: 3D maps and distances (2nd try)
Next Message: Re: Groundlings using spelljammers
Month Index: October, 1994
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| 3D maps and distances (2nd try) | RJPugh@???.com | |||
| Re: 3D maps and distances (2nd try) | Kelly St.Clair | |||
| Re: 3D maps and distances (2nd try) | Michael Bauser | |||
| Re: 3D maps and distances (2nd try) | Stephen Burton Mann |