Previous Message: Re: Spelljamming speed, and invisibility
Next Message: Re: Spelljamming speed, and invisibility
Month Index: March, 2006
From: Danton May <coyotedkm@?????.com> Date: Wed, 8 Mar 2006 10:44:10 -0800 Subject: Re: Spelljamming speed, and invisibility
--- David Shepheard <david_shepheard@???????.com> wrote: > Both > Star Trek's Warpspace and Star Wars's Hyperspace > require a ship to be in the > vacuum of space before it can jump. Some authors > requre ships to be far away > from planets (as this allows for space combat to > occur in the time it takes > a ship to get away from a world! LOL). I have made a cosmology that blends sci-fi concepts with spelljamming, and in it you can't jump into "hyperspace" until you are at a certain distance from the entire solar system and all it's bodies. This distance is spherical in shape, and is called the stellar limit or stellar sphere. When you jump into "hyperspace' you can see the stellar limit as a huge crystalline sphere surrounding the entire star system you just jumped out of. The stellar limit is not detectable before you make the jump, but once the jump is made and you are outside the star system and normal space the stellar limit appears to be a solid surface - a crystal sphere. Some spheres are transparent (most are) and some are red, black, etc. The color depends on the energies coming from the worlds that make up the star system inside the sphere. "Hyperspace" is really the pholgiston, and looks and acts the same, but I call it "aetherspace" just to make a distinction. It is not really another plane or dimension, but rather more like subspace, where there is an absence of the inner and outer planer energies that create planets and worlds. This makes things more simple, and the laws of reality are less complex in aetherspace. > I *really* don't like to mix sci-fi stuff with SJ > because SJ is a *fantas*y > setting and is not really designed for sci-fi > concepts (which usually rely > on real scientific concepts that are not compatible > with the SJ universe). I mix the two in a certain way, where it is still fantasy but there is a little bit of science fiction thrown in. The laws of physics still apply, as in science fiction, but they change in each star system and in different regions of space. They're not a constant thing throughout all space and reality, as is assumed in science fiction. This variability in the laws of physics is what creates magic. This way you can tailor each adventure to the tastes of whoever you are playing with by just moving the adventure from one star system to another, and if they want to move from say, a mostly fantasy-style game into a science fiction-style game, they can and they can use the same characters. All they have to do is move to another part of space where the laws of physics are different. - Coyote, the Desert Dog (Danton May) http://www.coyotecry.com I like trees.
Previous Message: Re: Spelljamming speed, and invisibility
Next Message: Re: Spelljamming speed, and invisibility
Month Index: March, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Spelljamming speed, and invisibility | Paul Westermeyer | |||
| Re: Spelljamming speed, and invisibility | Ariel Sibal | |||
| Re: Spelljamming speed, and invisibility | Alessandro La Vekkia Damiani | |||
| Re: Spelljamming speed, and invisibility | Dreamer | |||
| Re: Spelljamming speed, and invisibility | Rian A. McMurtry | |||
| Re: Spelljamming speed, and invisibility | David Shepheard | |||
| Re: Spelljamming speed, and invisibility | David Shepheard | |||
| Re: Spelljamming speed, and invisibility | jamesriley | |||
| Re: Spelljamming speed, and invisibility | Danton May | |||
| Re: Spelljamming speed, and invisibility | jamesriley | |||
| Re: Spelljamming speed, and invisibility | Danton May |