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Month Index: December, 2005
From: David Shepheard <david_shepheard@???????.com> Date: Wed, 7 Dec 2005 16:13:11 +0000 Subject: Re: Should PCs be able to build helms. Was: Alternative helm creation
>From: Dreamer <dreamer@??????.?????.??.uk> >Reply-To: Spelljammer Setting Discussion <SPELLJAMMER-L@??????.???????.com> >To: SPELLJAMMER-L@??????.???????.com >Subject: Re: [SPELLJAMMER] Alternative helm creation >Date: Mon, 14 Nov 2005 15:15:34 +0000 > >In <URL:news:local.spelljam> on Mon 14 Nov, Bart Dedecker wrote: > > Keep the creation of helms for the Arcane... it's the > > mystery of the setting and it'll give your players > > something to chase for their entire career as players > > :) > > > > and if they ask Luigi on the Rock, let him mumble > > something about patience... It would be better if Luigi told them about a sage on a world in a different sphere that he knows was researching on this 20 years ago. That way you can send the PCs on a quest and see if they are interested enought to track down all the information they need. A few red herrings and a few side quests along the way would build this into a good long term campaign objective. You could even have something hidden in a fairly nasty sphere like the Astromundi Cluster (the "hotel california" sphere) or have a wizard with a working homebuilt helm crash land in the middle of the desert on Athas (in Night Druid's Crimson Sphere). The wizard could have turned himself into an archlich in order to have enough time to learn how to create a helm and could agree to teach the PCs how to do it if they help him complete some sort of life quest (perhaps he wants a copy of his plans passed to the Seekers or some other group). >I'm afraid I must disagree with you. > >It is pretty clear that the Arcane/Mercane have some sort of big >edge in Helm creation, but, it is also pretty clear that they are >not the only ones building them. That wasn't the impression I got from reading the SJ boxed set and other suppliments. I got the impression that the arcane viewed helm production as some sort of industrial secret. I got the impresion that they *did* have a monopoly (at least, they do at the moment). Are you saying what you think spelljammer *should* be like or are you refering to something a specific product? Please supply a book and page reference, if I am wrong about how the arcane fit into SJ. I think that some non-arcane should know how to build some helms. However, mostly these people would keep that very quiet. A lone wizard with a "how to build minor helms" book would probably be the target of arcane assasination or kidnap by rival groups. >The elves would not let someone else be their only source of >supply, and I think the Vodani made their own. Furnace Helms were >probably not all made by the Arcane either. I agree that the elves would not like to be in that position, but do not remember anything in any book I read that said they were not at the mercy of the arcane. Would you please give me a page reference where it says they *can* make their own helms. I'm not massively familiar with the Vodani, but I do recall that they "only" controll a small number of spheres (12 I think). If the EIN can't outsmart the arcane then the Vodani don't *need* to. I thought they were an agressive race. If they are, they don't need to make helms - they can just steal them from inferior races that they defeat. >It's undercutting the others that the Arcane excel at - a Minor >Helm at 100,000gp - the cheapest I've seen them sold for if built >by 'standard' enchantment is 250,000gp, and 500,000gp is more >credible. Apart from the Minor and Major helms. Most helm types have some sort of built in disadvantage that makes players not want to use them. Furnaces explode if you enter the flow. Series helms are useless unless you are a mind flayer. Orbus are also useless. Non spellcasting helms give poor SRs and automatically die if they get "spelljammer shock", so they are less likely to win during ship to ship combat. >Yes, you could have a campaign where the Arcane are the only >source, but I think you would want to re-work the logic of the >standard SJ setting in a few places. As far as I'm concerned the "Arcane are the only source" campaign is the default SJ campaign setting. It is part of what makes them have power in space. What *you* are proposing is *changing* the setting (from my point of view), however that *could* be a good thing. It *could* be better if other races could build some types of helm. But instead of saying: "everyone can *already* make spelljamming helms," I think it is better to say: "the other races are on the brink of learning the arcane's secret." That way when your PCs find out how to create helms (or meet the wizard/cleric that has spent the last 30 years perfecting the method) you can have a massive chase across the spheres as various people try to steal the secret for themselves. The process can then be a part of your ongoing campaign. The PCs could struggle for a year or so to actually find a secret location (where they won't be disturbed) and manage to perfect the method. (I would actually make the cost of avoiding the espionage by opposing groups so high that the first helm costs way more than it is worth. (Think of the United Kingdom government getting Colin Pillinger (the Beagle II man) to duplicate the Space Shuttle without NASA finding out what he was doing!) >For example, how do groundlings get off-world to where the Arcane >are in the first place, so as to be able to trade with them? At >least some crude sorts of Helms should be possible to non-Arcane. >I very much doubt that the Arcane are watching lots of worlds in >the hope of acquiring new customers. Don't forget that 99.99 percent of groundlings don't get off of their worlds. Most of them don't even leave their own country. In D&D culture most people don't even move out of their own villages. Most of them don't even realise there is anyone up above their world (or even on the other side of their own world). Groundlings don't "need" to build helms because they don't "want" to go up into space. You might as well ask why groundlings don't build magical devices that let them live under the sea or let them turn into Planewalkers. *Most* groundlings would think you were mad if you told them they could live on a tiny point of light in the sky. It must be a massive culture shock for many of them when you show them that they are wrong and that the point of light is another planet. I would think that the only groundlings that would want to go into space are the ones that have been contacted by spacefarers. And if they know some spacefarers they can get access to wildspace or helms via the people they know. (It isn't just groundlings that are like this. 90 percent of people living in wildspace also stay on whatever rocks they were born on. People that travel on spelljammers are a tiny minority of the population of the spheres they were born in. They are a tiny elite. Although many "Spacefarers" look down on "Groundlings", most of them are no better - they just think they are because they are arrogant. I think it is the Complete Spacefarers Handbook that compares small asteroid communities to groundling villages.) Anyway, I'll go into the actual process of creating a minor or major helm but that is another email... David Big Mac Shepheard easyInternet internet cafe London UK
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Month Index: December, 2005
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Should PCs be able to build helms. Was: Alternative helm creation | David Shepheard | |||
| Re: Should PCs be able to build helms. Was: Alternative helm creation | Dreamer |