Previous Message: Re: Static's site and it's official status and what that means for the future
Next Message: Re: BtM's "Official" status.
Month Index: April, 2000
From: David Caveney <caveney@??.??????.com> Date: Sun, 2 Apr 2000 12:41:09 -0400 Subject: Re: What Canon Is. (Other than a Bombard +1)
Hi everyone, although I only recently got back on the list, I would like to give the following suggestions on some things that seem to need clarifying. First of all, we need to define what canon is. In my view, the canon for SJ should be the same as any other world, the official materials. This is the base which all home campaigns have in common and deviate from. It is the de facto common ground. For example, lets say I run a Forgotten Realms campaign with tons of variant rules. If I wanted to share an adventure I had written, I would convert it back to just the standard rules and submit it to Dungeon magazine or other such source. This way, everyone who bases their home campaign on some form of FR could adapt it just like they adapt all the canon FR material. The same thing needs to be done for SJ: we need to find a common ground, a formal continuity of things on which to base universal submissions. DMs are more than free to deviate from this in their games, but if all of the offical (and most of the unofficial) material is written in the canon rules, it should be easy to adapt it for everyone. So this leads to the question of how to determine what the canon is. I think we should go with what we have.. we all have our own optional rules but they are all based on the standard original materials: Adventures in Space, War Captains Companion, Complete Spacefarer's handbook, and the two monstrous compendiums. I think we should set this as the core canon and synthesize it into one whole without any inconsitancies. For UHWII, we could have a separate canon of material, but that would still be based on teh first, and would be a little freer. Basically, we need to incorporate as few "home rules" as we have to, as this would be getting further from the common ground we all have and alienating players. As long as we have a canon based on teh core materials, there shouldnt be much of a problem with alienated individual DMs since they can easily adapt from the canon. I also belive that the swashbuckling pirate feel should permeate, but not overwhelm. The facet of SJ I like the most is the feeling of SJ, it is unlike any other campaign world, where beholder, illithid, tinker gnome, elf, and human can all sit down in the same bar. As is said in one of the books, and I strongly think this is the best thing abotu SJ, "In Space, weirder is better." Converting to 3e seems to make alot of sense with this in mind, since 3e seems much more flexible in allowing monsters as PCs and unusual combinations. However, we still need to keep it consistant to the core products of the original SJ. As for the council, I think this is a good idea as long as tehy dont each try to alter the core materials too much.. they should work on clarifying and converting to 3e, not changing. For the good of all, dont try and throw in a bunch of home rules.If there is no inconsistancy in the canon rules, dont change it, if there is, then remove it with the least alteration necessart. I also wonder if we can get any WotC people in on this who are still SJ fans. I know Christopher Perkins (Editor of Dungeon magazine) is a big SJ fan and told me recently it is one of his all time favorite campaign settings. Note how little SJ tidbits have crept up in Dungeon adventures, and I am currently working on another one with SJ elements. Lets keep SJ alive and still percolating through D&D!
Previous Message: Re: Static's site and it's official status and what that means for the future
Next Message: Re: BtM's "Official" status.
Month Index: April, 2000