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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
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Month Index: March, 2006

SubjectFromDate (UTC)
Spelljamming speed, and invisibility    Paul Westermeyer    04 Mar 2006 14:42:11
Re: Spelljamming speed, and invisibility    Ariel Sibal    05 Mar 2006 04:56:50
Re: Spelljamming speed, and invisibility    Alessandro La Vekkia Damiani    05 Mar 2006 12:08:28
Re: Spelljamming speed, and invisibility    Dreamer    05 Mar 2006 21:21:03
Re: Spelljamming speed, and invisibility    Rian A. McMurtry    05 Mar 2006 23:42:20
Re: Spelljamming speed, and invisibility    David Shepheard    05 Mar 2006 23:56:10
Re: Spelljamming speed, and invisibility    David Shepheard    06 Mar 2006 13:41:18
Re: Spelljamming speed, and invisibility    jamesriley    06 Mar 2006 22:41:31
Re: Spelljamming speed, and invisibility    Danton May    08 Mar 2006 18:44:10
Re: Spelljamming speed, and invisibility    jamesriley    08 Mar 2006 22:15:47
Re: Spelljamming speed, and invisibility    Danton May    21 Mar 2006 16:49:42

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