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Month Index: April, 2005
From: Michael Billard <billardm@???????.net> Date: Fri, 8 Apr 2005 09:34:26 -0700 Subject: Re: The Nature of Space - Part 5
I like the descriptions you've made for describing space. Pretty inventive. I take it that Mystara, Arcane Space, and Dragon Space are all separate galaxies oriented towards the campaign settings? Your descriptions of normal space and Aether space remind me of some things I did a few years ago to bring Spelljammer into the 3rd edition. I basically decided that crystal spheres were nothing more than finite material planes that were coplanar with the phlogiston plane. All that portal magic really did was open a doorway from a material plane into the flow. I also took a page from the new Forgotten Realms 3rd edition setting. It has portal networks to make travel easier. In my case I created song portals. These are huge magical devices let you dial up "gate addresses" of other song portals in other crystal spheres. You'd get a temporary flow current that led to the other portal, and the trip would take about an hour. They were essentially stargates whose addresses were dialed up by bards. I ultimately didn't get very far with my Spelljammer 3E conversions though. I decided instead to create my own universe from scratch. But if you're interested in my Spelljammer 3E stuff, here's the link: http://spellflight.com/Spelljammer/. Please note that the 3D model of the Man-O-War isn't done yet- I'm still working on the wings. And the intro page: A few years ago, I wanted to create a real-time strategy game set in outer space like Relic's Homeworld and the more recent Homeworld 2. Instead of technological wonders, I wanted to take the Spelljammer fantasy ships and put them in the game. I thought it would be great seeing my old favorites like the Man-O-War, Hammership, and others going at it on the computer screen, so I decided to figure out what I could do to make it happen. Unfortunately, it wasn't much. I and many others (like the folks at Beyond The Moons) created various rules to bring Spelljammer into D&D 3e, so I had the game rules I needed to write the program. But a major problem was obtaining a license to use Spelljammer and the d20 rules. Mods to games that take popular shows like Star Wars and Babylon 5 and put them into games violate the copyright laws unless you get permission from the intellectual property's owner. Hence, I looked into obtaining a license so I could legally create the Spelljammer RTS game. According to a Wizards of The Coast representative, Atari owns the digital property rights to D&D-based computer games, and any officially licensed product would cost thousands of dollars- something more suited to a game development studio than a hobbyist like me. So, I thought I might be able to make an unofficial game, but I still had the problem of the d20/OGL. The Open Gaming License essentially says you can't use their rules or the OGL itself in a computer program when you don't own all the pieces to it... like, say, Microsoft's Direct X. I finally decided it was time to do my own thing, but I wanted to share the work I'd done with Spelljammer for 3e. My take on Spelljammer for D&D 3e presents a slightly different view than the classic setting. There are no natural binary gravity planes that drag air along with them as ships leave planetary atmospheres. You need magic to retain the air and create the effects of gravity. Crystal spheres still exist- as does the Phlogiston- but they are separate and distinct planes of existence. In my view, a crystal sphere is just another name for a finite-sized Material Plane, and you need planar magic to move a ship onto the Phlogiston Plane and back again. Rather than let the documents I wrote go to waste, I took the best, made a final revision, and put them up on the Web here for you to enjoy. I also added some 3D art I recently made. I hope you'll find something useful. -mikey :) "Genius? Nothing! Sticking to it is the genius.. I've failed my way to success" -Thomas Edison -----Original Message----- From: Discussion list for the Spelljammer campaign setting [mailto:SPELLJAMMER-L@??????.???????.com] On Behalf Of Danton May Sent: Friday, April 08, 2005 12:49 AM To: SPELLJAMMER-L@??????.???????.com Subject: [SPELLJAMMER] The Nature of Space - Part 5 ----------------------------- The Nature of Space - Part 5 ----------------------------- Space Travel - Aether Space makes it possible to travel the normally unpassable distances between stars systems. To travel back and forth between Normal Space and Aether Space one must first reach the stellar sphere. From inside a stellar sphere this point is usually measured out and known, but it can also be detected using various spells or technologies. Often floating spaceports or beacons are also positioned near or just past the edge of the stellar sphere, inside of Normal Space but at a point in it where the jump to the aether can be made. Regardless of how the stellar boundary is detected, once it is reached a machine such a "warp generator" or special magics like the spell Exit Normal Space must be used to make what is called a "jump" or "entering the rift." This when one enters Aether Space. To leave Aether Space one must also reach a stellar sphere. At this point a machine or sufficient spell must also be used to drop one out of the aether and back into Normal Space. Some races have built massive space stations called jump stations that generate zones around them that jump and drop ships from and to Aether Space automatically, but the ships that take advantage of this must still be able to transition on thier own if they wish to visit star systems that don't have the convience of jump stations. Most ships use one of three ways forms of propulsion to move their ships - spell propulsion, solar sails or technological engines. Spell propulsion uses what is called a "foci" that takes either magical, mental or spiritual energy and transforms it into momentum. The purer the foci and the stronger the energy channeled through it, the faster the ship can go. Solar sails take light energy and transform it into momentum. This form of propulsion is slower than spell propulsion, but is often used in coordination with it because at solar sailing speeds a ship is more maneuverable. The third form uses some sort of technology such as ion rockets or nuclear propulsion. These methods are seldom seen inside the Dragon Galaxy, but they have been used at various times in its history and may still be used by other races inside nearby galaxies. __________________________________ Do you Yahoo!? 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Month Index: April, 2005
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| The Nature of Space - Part 5 | Danton May | |||
| Re: The Nature of Space - Part 5 | Michael Billard | |||
| Re: The Nature of Space - Part 5 | Danton May | |||
| Re: The Nature of Space - Part 5 | George "Loki" Williams | |||
| Re: The Nature of Space - Part 5 | Johannes Werner |