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Month Index: September, 2007
From: Matt Hoffman <manta928@?????.com> Date: Sat, 1 Sep 2007 19:22:51 -0700 Subject: Re: Mystaraspace
You don't think the SJML is posteritous enough!?!?!? On Sep 1, 2007, at 5:28 PM, Eric Anondson wrote: > If you haven't already, you should also post this over on the > Mystara boards or the MML. It will be quickly archived on the > Official Mystara Fansite to be preserved for posterity. :) > > > Eric Anondson > > On Sep 1, 2007, at 2:36 PM, Matt Hoffman wrote: > >> Here are some rough notes on a possible design for Mystaraspace. My >> goal here was to create something that is usable in both the native >> OD&D setting and the 2nd edition setting. I also wanted to preserve >> Mystaraspace's unique physical conditions, which I thought was okay >> since Spelljammer has always allowed for unique sphere designs and >> travel conditions (although this does cut rather against the grain, >> since it is quite different from any other sphere of travelled >> space). >> >> Some of my numbers might be fuzzy, and some of my wordings might not >> make any sense on first read through. Before I send this I should >> give credit where it's due and list "Vaults of Pandius" and various >> Mystara products as my sources. In particular it must be said that I >> am using an existing Mystaraspace layout designed by Giovanni >> Paniccia over at Pandius, since it was already done and struck me as >> very much in keeping with the layouts of other spheres in the core >> Spelljammer lexicon. >> >> ---M. >> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ >> ~Mystaraspace (a proposal)~ >> >> The problems of integrating Mystaraspace into an ongoing AD&D >> SPELLJAMMER campaign depend upon a DM's willingness to bend, break or >> reinterpret the standard rules of Spelljammer physics. There are, as >> I see it, two options in adapting Mystaraspace to a Spelljammer >> campaign: >> >> -1- Ignore existing Mystaran space travel rules and assume the >> universality of Spelljammer physics as given in the main SJ boxed >> set. While this is an awfully heavy-handed approach, it does make >> things simple and allows for an existing Spelljammer campaign to >> integrate Mystara smoothly, and without much effort. >> -2- Accomodate Mystaran space travel rules and integrate them with >> those of Spelljammer. This is the tack I have taken with this draft >> proposal. >> >> I should say that research for this draft has been somewhat >> problematic; while my library is quite extensive, I can't claim to >> own every Mystara product. Access to the archives of Dragon and >> various indices and references thereto have aided a great deal. >> Still, the core of this draft owes credit to the "Champions of >> Mystara" product, the various installments of the "Princess Ark," and >> the authors at the Vaults of Pandius (from whose work I cherry-picked >> based on nothing more than my personal editorial discretion). >> >> ~Unique Wildspace Conditions of Mystaraspace~ >> >> Mystaraspace is a remote sphere that is difficult for spelljammers to >> access. It ranks somewhere between Krynnspace and Clusterspace in >> this regard, with respect to the challenge associated with entering >> the sphere. >> >> The crystal shell of Mystaraspace has its own gravity, active on both >> the outside and inside surfaces of the shell. While this in itself is >> not unusual for a crystal sphere, the fact that the radius within the >> shell's gravitational pull exerts a "magic-dead" zone is unique, and >> quite dangerous for spelljammers attempting to breach the sphere. >> Ships which enter the shell's pull start to suffer from the "magic >> dead" zone, and helmsmen who do not recognize the sensation quickly >> risk crashing as the shell draws them toward its surface and the helm >> loses power. (as this is only a draft, I haven't crunched any numbers >> re: sphere's circumference, range of gravity pull, and effects of >> "magic-dead" zone based on proximity to the sphere) >> >> Entering the sphere safely requires staying outside the range of the >> shell's pull and finding a vortex (properly called a "Vortigern's >> Vortex"), which were first observed as part of the Shyshield which >> covers the habitable worlds of Mystaraspace (see planets, below). >> While the vortices that appear in Mystaraspace's crystal shell are >> not exactly the same thing, the concept is similar: a temporary rip >> or tear opens in the shell material -- the cause of this is not known >> -- and the airless void inside the shell creates a "whirlhole" >> effect that sucks in the surrounding phlogiston. Though the >> phlogiston >> dissipates immediately after crossing the crystal shell's boundary, >> the sucking effect of the vortex remains and the physical force >> thereof is strong enough to draw objects within its range into the >> Mystaran sphere. >> >> A spelljamming pilot has a straight shot at entry into Mystaraspace >> through one of these vortices. By steering directly into the center >> of the vortex at top speed, a ship can pass the "magic-dead" zone and >> be carried by a combination of momentum and the sucking force of the >> vortex into Mystaraspace. This maneuver carries some significant risk >> to it, as the swirling vortex can batter a vessel around if the pilot >> is not wary. >> >> It should be noted that the vortex has suction on both sides of the >> crystal shell, though the reason for this is not clear (since the >> interior of the shell is void). The same maneuver can thus be >> undertaken to exit the sphere, requiring a full-speed charge into a >> vortex and then a slingshot maneuver back out again. >> >> In addition to the perils of flying through the vortex itself, there >> are other dangers -- not the least of which is the temporary nature >> of Mystaraspace's vortices. Vortices in the crystal shell remain open >> for a day at most, and they open and close fairly rapidly (within the >> span of an hour). Entering a vortex while it is closing increases the >> risk of being knocked around by the swirling forces of the vortex, as >> the opening through which the suction force is drawn becomes smaller >> and smaller. >> >> There is also the off-chance that passing through a vortex results in >> a high-speed, difficult-to-avert crash with another vessel that is >> coming the opposite direction. (personally, I find such a prospect >> hysterically funny, myself :-p ) >> >> Once within Mystara's wildspace, it should be noted that Mystara does >> not *have* wildspace. Or, at least, not like most spelljammers are >> used to. The void is airless and very cold at the outermost points of >> the sphere -- much colder than normal. As a result of this, native >> Mystaran "voidships" are always air-tight, because the properties of >> Mystaraspace do not normally allow objects in space to retain an >> atmosphere. >> >> Spelljamming helms are a convenient work-around to this problem. >> Whether intended by the Arcane who invented them or not, most types >> of magical helms (including major, minor, series and lifejammer >> helms, among others) allow a vessel to retain atmospheric integrity >> within the vacuum of Mystaraspace. This retained vacuum also allows a >> vessel entering Mystaraspace to retain warmth -- for a while. >> However, if steps are not taken toward preserving that warmth soon >> after entering Mystaraspace (such as by lighting a furnace, or >> magically warming the air), the ship's atmosphere will gradually grow >> colder (here the rules from "Princess Ark" detailing freezing in >> space can apply). Naturally, the conditions of airlessness and >> freezing temperatures make it highly dangerous for crew to leave the >> ship's atmosphere once within Mystaraspace. >> >> Gravity is also different in Mystaraspace, per the physical rules >> detailed in "Princess Ark." Reverse gravity planes are no longer >> reversed; ships not prepared accordingly for this irregularity are in >> for quite a shock (especially for crew working/rooming on a ship's >> reversed lower decks). While all objects in space do still have >> gravity, it is always unidirectional. A vessel's gravity plane has a >> "positive" side that pulls objects down, and a negative side that >> repulses objects away. As standard for Spelljammer physics, however, >> larger objects trump smaller ones whenever two gravitational forces >> come within reach of each other. >> >> ~Worlds of Mystaraspace~ >> (here I directly credit Giovanni Paniccia, whose layout of >> Mystaraspace I found most compatible with Spelljammer) >> >> Primary: Ixion (Spherical Fire Body) >> Uninhabited, though flush with gates to the Plane of Fire. >> >> Valerias (Spherical Earth Body, class E) >> The closest world to Ixion, only the Sollux and select other fire- >> elemental races are native here. >> >> Mystara (Hollow Spheircal Body, class E) >> The location of the Known World and Hollow World settings. >> Spelljamming is very rare here, as the Arcane have some as-yet >> unexplained aversion to entering or doing business in this sphere. >> Skyship technology, however, is very common; Skyships are easily >> enough converted into "Voidships" by making them air-tight and >> climate-controlled. >> >> Matera (Earth Body; moon of Mystara) >> The primary moon of Mystara, lifeless and featureless. Its waxing >> and waning cycles govern the tides and lycanthropy on Mystara, and >> one of its large craters houses a planar portal to the Immortal City >> of Pandius. >> >> Patera (Earth Body; moon of Mystara) >> A normally invisible second moon of Mystara, called Patera by the >> Mystaran Immortals, and called Myoshima by the moon's inhabitants. >> Myoshima is the home of several small warring nations of Rakasta, >> Pachydermions and Vanara, though evidence exists that humans may have >> once lived there in the distant past. Contact between Patera and >> Mystara is possible and frequent enough that there are running >> skirmishes between Rakastan Voidships and Heldannic Warbirds, both in >> the space between the two worlds and in the atmosphere of Patera. The >> dominant power on Patera is the Empire of Myoshima, ruled by a >> Rakastan warrior-elite, though a loose confederation lead by the >> theocracy of Rajahstan (ruled by a Pachydermion and Vanara-dominated >> clerical hierarchy) opposes them. The Imperials are the primary users >> of Sky/Voidship technology, while the Rajahstanis have not yet been >> able to deploy a significant airborne presence. >> >> Vanya/Rathanos (Spherical Earth Body, class E) >> This world has two names, given by the native astronomers of >> Mystara. Thyatians call the world Vanya because it is cold and gray >> during its "winter" phase, while Ylari astronomers call it Rathanos >> because it is bright red in the summer. The changing color and >> climate of the world is due to its wide, elliptical orbit which takes >> it very very far from Ixion, and then very very close to Ixion. >> The world is inhabited by two populations, which dominate the world >> alternatively. In the winter, Frost Salamanders rule the world's >> surface. Just before the onset of summer, the Frost Salamanders seal >> themselves within subterranean burrows and hibernate. Then, when the >> world is red and fiery, the Salamanders awaken from their own >> hibernative cycle and rule the surface until winter begins its >> approach. Neither race has any interaction with the other, nor do >> they harbor any hatred or animosity between them. >> >> Asterius (Diskworld Earth Body, class E) >> This diskworld is all that remains of a Blackmoor colony. Having >> been cut-off from the motherland for centuries, the technology- >> deprive descendents have cultivated a civilization not unlike one >> that might be found on Mystara. The world revolves around Ixion and >> subtly rotates such that part of the topside of Asterius is always >> facing the sun. The revolution is faster than the disk's rotative >> compensation, such that the world constantly moves between twilight >> and noon, the sun seeming to move back and forth from one side to the >> other and back again across the sky, never reaching total nighttime. >> On the topside there is one major city, Asterion, and the inhabitants >> are all human and elven, with a sizable half-elven population. >> On the underside, however, are those who did not survive the collapse >> of the Blackmooran empire so well. These are Lightning Zombies, >> rendered undead by the radiation of broken-down Blackmooran ruins. >> Whereas the topsiders enjoy eternal day, the Lightning Zombies of the >> underside languish through cold, endless night, with only fleeting >> glimpses of the daylight that once was. Scholars theorize that >> Asterius used to make full rotations and share daylight equally >> between both sides, but something since the fall of Blackmoor has >> changed, and now the two sides are relegated to eternal day and >> eternal night. (a further extension of this theory would suggest that >> Asterius is an artificial world created by the Blackmoorans) >> >> Tarastia (Spherical Air Body, class G) >> This world is known to its inhabitants as "Eloysia" (detailed in the >> "Five Coins for a Kingdom" master adventure; will add more detail >> after I've fully read this module). >> >> Khoronus (Spherical Air Body, class G with rings of asteroids) >> A gas giant comprised of foul, toxic and utterly unbreathable air. >> Its rings, however, are home to numerous asteroids and small >> planetoids, most of which have Skyshields and are populated. (G. >> Paniccia suggests this as the optional Mystaran home for the Rock of >> Bral; given my take on Mystaraspace being so isolated, I don't think >> Bral is appropriate here) >> >> Ordana (Spherical Air Body, class E) >> This world is Old Alphatia, now comprised of what are known as the >> "Star Kingdoms." The three kingdoms of Delthar, Belthar and Gammar >> are all that remain on the shards of planetary debris that drift in >> the skyshielded remains of Alphatia's atmosphere. The city of >> Kabarkhand, base of the neutral Guild of Merchants, is the major >> spelljamming/voidship port on this world. >> >> Protius (Spherical Water Body, class D) >> A watery sphere with no surface land, only a submerged earthen crust >> surrounding a fiery core of magma. Aquatic races detailed in "The Sea >> People" OD&D accessory are native here, and they are not much for >> skyships or spelljamming. >> >> ~ Character notes ~ >> >> Incorporating Mystaraspace into a Spelljammer campaign that includes >> the broader spectrum of AD&D worlds will surely lead to bringing >> Mystaran PCs into the party. Because of the highly fluid >> transferability between AD&D and OD&D, this is usually easy. I >> suggest the following guidelines to help a DM along: >> >> -Character Races and Classes: Character Races native to Mystaraspace >> are often handled in OD&D sources as self-contained racial classes. >> You might consider allowing Dwarves and Elves from Mystara the option >> of either adopting AD&D character classes, or using racial classes >> instead. You can modify these racial classes however best fits your >> campaign and style of play; I myself use a complete 2nd edition THAC0 >> conversion and have most demi-humans use the attack tables of >> Warriors, unless there is something that convinces me to do >> otherwise. >> -Skills and Proficiencies: Allow native Mystaran characters to use >> native Mystaran skills. Similarly, allow AD&D characters to use AD&D >> skills. Crossover (such as in the Red Steel Savage Cost setting) >> should be possible, such that a Savage Coast fighter using a 2nd >> edition kit would use the proficiency system, while a racial-classed >> Halfling would use the skill system. >> -Weapon Proficiencies: Here you might consider streamlining things >> by using only one or the other between the OD&D and AD&D systems of >> weapon proficiencies. If you don't mind being diverse and keeping up >> two sets of rules, you can allow native Mystaran characters (using >> OD&D classes) to use the OD&D system of weapon mastery, while >> allowing characters with 2nd edition classes and kits (including >> Savage Coast characters) to use the AD&D system of weapon >> specialization (and by way of balance, you should probably extend >> this to include the Player's Option mastery, high mastery and grand >> mastery rules). >> -Skyship/Voidship Conversions: The Skyship stats in "Princess Ark" >> require only slight modification before they can be used in a >> Spelljammer game. Here are the conversion factors: >> "Airspeed" for Skyships is given in terms of a normal move score, >> which means that most common Skyships are actually fairly slow (your >> average Sloop is given an Air Speed of 140', which is equivalent to >> the AD&D move rate of 14). More advanced Skyships are faster (the >> Heldannic Warbird [which is really just about the coolest-looking D&D >> airship ever designed] has a given airspeed of 360', flying at speed >> 36), but how does this translate into SR? Well, a move of 12 >> indicates the ability to move 120 yards (360 feet) in one minute. 1 >> point of SR is given as a move factor of 50 (500 yards/minute) in the >> air (Concordance of Arcane Space, p51), which means that most >> Skyships cannot actually achieve even 1 point of SR. To be generous, >> and for the sake of tactical integration, I recommend some rounding >> of the Skyship move rates. Anything at or above Airspeed 250 should >> be considered to have 1 SR for the purposes of tactical movement. >> Anything below Airspeed 250 should be considered to have 1/2 SR, and >> is therefore only able to move tactically once every other combat >> round. Alternatively, for "Goundling" vessels converted into >> Skyships, you can just use the Spelljammer Groundling equivalent. >> Whatever method you use, voidships should still be considered capable >> of reaching "spelljamming speeds," thus enabling them to travel to >> places like Patera or Ordana. >> "Maneuver Factor" is a conversion that needed a bit of toying with. >> The MF number for Skyships is given in terms of a fraction, moves/ >> rounds; that is, the number of turns a ship can make in a single >> round (or, for less maneuverable ships, the number of rounds it takes >> to turn). This is roughly analagous to Spelljammer's Maneuver Class >> system, where a ship's MC governs the number of times a ship can turn >> during tactical maneuvers (while expending SR). Here is the >> conversion that I use, very fast and very dirty: >> MF 1 = MC A >> MF 1/2 = MC B >> MF 1/3 = MC C >> MF 1/4 = MC D >> MF 1/5 = MC E >> MF 1/6 and worse = MC F >> "Lift Capacity" should be either ignored (since SJ has no >> equivalent I'm aware of) or incorporated somehow into SJ flight >> rules. >> "Hull Points" in Spelljammer tend to match up nicely with a ship's >> listed tonnage. The Skyships given in OD&D appear to use a different >> rubric, which means that most Skyships are either a fair deal tougher >> or a fail deal frailer than an SJ ship of comparable size. You know >> what? It doesn't matter. Use all hull points as listed. >> "Hull" can be used to determine how a Skyship should save on the >> item save tables, as it lists the type of material used to build the >> ship. In most cases this will be "thick wood," but use your judgement >> here. >> >> >> >> ******************************************************************** >> The D&D Homepage: http://www.wizards.com/dnd >> The Spelljammer Homepage: http://www.spelljammer.org >> To unsubscribe, send email to LISTSERV@??????.???????.com >> with UNSUB SPELLJAMMER-L in the body of the message. >> > > ******************************************************************** > The D&D Homepage: http://www.wizards.com/dnd > The Spelljammer Homepage: http://www.spelljammer.org > To unsubscribe, send email to LISTSERV@??????.???????.com > with UNSUB SPELLJAMMER-L in the body of the message.
Previous Message: Re: Tech & SJ
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Month Index: September, 2007
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | Blackmaer | |||
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | David Shepheard | |||
| Re: Mystaraspace | Blackmaer | |||
| Re: Mystaraspace | Loki | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Loki | |||
| Re: Mystaraspace | Jonathan Thompson | |||
| Re: Mystaraspace | Loki | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Raphael Bressel | |||
| Re: Mystaraspace | Blackmaer | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Eric Anondson | |||
| Re: Mystaraspace | Matt Hoffman | |||
| Re: Mystaraspace | Blackmaer | |||
| Re: Mystaraspace | Jonathan Thompson | |||
| Re: Mystaraspace | Loki | |||
| Re: Mystaraspace | Matt Hoffman |