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Spelljammer: Adventures in Space Review
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<blockquote data-quote="Stormonu" data-source="post: 8741037" data-attributes="member: 52734"><p>That's odd, I thought I had read in the book there was a curtain-like effect between Wildspace and the Astral Sea (akin to the shell of Crystal Sphere or the old Border Ethereal/Deep Ethereal of editions past), but I can't seem to find it. Maybe it's the map of the Astral Sea (which they depict as Wildspace "bubbles" floating in the Astral Sea soup) that led me to think that. The text seems to (contrarily) infer that the transition is akin to a ship losing sight of land - when it reaches the edge of a system's Wildspace, you simply translate into the Astral Sea.</p><p></p><p>Anyways, seems like something to leave up to the DM. Don't want the PCs leaving the Wildspace sector? Then there's a hard barrier akin to a Crystal Sphere to prevent leaving short of spells. Want to romp across different planes of existence without much care? Then make it similar to the process of sailing out of sight of land - when you reach the edge, into the Astral you go.</p><p></p><p>Personally, I don't miss the phologiston (it always seemed to be just a "screw you" plot device to keep players from easily hopping from one campaign setting to another and further punching anyone with cannons or spellcasters in the gut), and I kinda hated Crystal Spheres. For me, the players will end up wherever their story needs them to go without having to "snowglobe" them and give them mcguffins to "get out of jail" and go elsewhere.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8741037, member: 52734"] That's odd, I thought I had read in the book there was a curtain-like effect between Wildspace and the Astral Sea (akin to the shell of Crystal Sphere or the old Border Ethereal/Deep Ethereal of editions past), but I can't seem to find it. Maybe it's the map of the Astral Sea (which they depict as Wildspace "bubbles" floating in the Astral Sea soup) that led me to think that. The text seems to (contrarily) infer that the transition is akin to a ship losing sight of land - when it reaches the edge of a system's Wildspace, you simply translate into the Astral Sea. Anyways, seems like something to leave up to the DM. Don't want the PCs leaving the Wildspace sector? Then there's a hard barrier akin to a Crystal Sphere to prevent leaving short of spells. Want to romp across different planes of existence without much care? Then make it similar to the process of sailing out of sight of land - when you reach the edge, into the Astral you go. Personally, I don't miss the phologiston (it always seemed to be just a "screw you" plot device to keep players from easily hopping from one campaign setting to another and further punching anyone with cannons or spellcasters in the gut), and I kinda hated Crystal Spheres. For me, the players will end up wherever their story needs them to go without having to "snowglobe" them and give them mcguffins to "get out of jail" and go elsewhere. [/QUOTE]
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