Sep 6, 2022 2:29 pm
Wildspace, the final frontier.
These are the voyages of the spelljamming ship Enterprise.
Its five-year mission: To explore strange new worlds. To seek out new life and new civilisations.
To boldly go where no man has gone before!
Game System: Spelljammer - Adventures in Space. D&D 5e.
The Flavour, from the Lead Designer himself, Chris Perkins: "When Spelljammer [2e] came out in 1989 at the height of Star Trek: The Next Generation which I’m a big fan of, it hit me at the right time. Because I was looking to do a campaign in space but I didn’t know how to do it with D&D. I ran a Spelljammer campaign for 5 years and it was very episodic. My characters were just on a ship. And every session they’re just visiting a new world and dealing with a new problem, and then they resolve it and they move on."
Themes (what to expect): Exploration, crises and resolution, the prime directive vs first contact social encounters, space combat, home and away teams. The published Spelljammer Academy will serve as a proto-version of Starfleet. The ‘Federation’ exists in Realmspace and is about to extend its reach to Wildspace and beyond. Characters will be the bridge crew of the spelljamming ship Enterprise.
Character Options: All published resources are available for use, insofar as they reflect the Star Trek universe. Elves are Vulcans, orcs are Klingons, dwarves are Tellerites, goblins are Ferengi, lizardfolk are Gorn, troglodytes are Cardassians (I think), the undead are Borg, etc. Classes and sub-classes should be chosen which best represent the overarching theme. Proficiencies, skills and class abilities other than combat are a must. We will start at level 5.
Game Duration and Post Frequency: We will begin with one story arc, roughly corresponding to an ‘episode’, ie. a clear beginning, middle and end, with a main plot and one or two sub-plots, after which your characters will gain a level. If this is enjoyable for all, we can play through more episodes with an extended campaign story-arc, like a whole season. (A five-year mission?!)
Post frequency realistically depends on what the players can reasonably commit to. We can strive for 1 per day or 1 every 2 days, but experience with many games here tells me if we have a bunch of regular, committed players, we’ll be able to find a rhythm that works for us.
Specialised Resources: I typically like to set up a Discord channel for chat purposes, which we will use often. Other than that, everything else will be on Gamers Plane.
Player Experience: Some experience with 5e needed. No experience with Spelljammer needed as I’m happy to explain the new features as we go along. Some degree of fandom for Star Trek definitely needed.
GM Experience: I have run and played a ton of RPGs, D&D and many more, and with life being what it is now, I largely do play-by-post. I tend towards detailed setting creation with multiple plots and options in a sandbox, but for this game I will be relying on fixed episodic story arcs.
How to Apply: Some of you have already spoken up here. Thanks to everyone who’ve already indicated interest! A classic bridge crew needs 6 or 7 members, the game will only start if we have this number. If we have more than 7, I shall declare how I intend to pick players.
Welcome All: In the true spirit of Star Trek, EVERYONE is welcome! Explicitly embracing all races and genders.
These are the voyages of the spelljamming ship Enterprise.
Its five-year mission: To explore strange new worlds. To seek out new life and new civilisations.
To boldly go where no man has gone before!
Game System: Spelljammer - Adventures in Space. D&D 5e.
The Flavour, from the Lead Designer himself, Chris Perkins: "When Spelljammer [2e] came out in 1989 at the height of Star Trek: The Next Generation which I’m a big fan of, it hit me at the right time. Because I was looking to do a campaign in space but I didn’t know how to do it with D&D. I ran a Spelljammer campaign for 5 years and it was very episodic. My characters were just on a ship. And every session they’re just visiting a new world and dealing with a new problem, and then they resolve it and they move on."
Themes (what to expect): Exploration, crises and resolution, the prime directive vs first contact social encounters, space combat, home and away teams. The published Spelljammer Academy will serve as a proto-version of Starfleet. The ‘Federation’ exists in Realmspace and is about to extend its reach to Wildspace and beyond. Characters will be the bridge crew of the spelljamming ship Enterprise.
Character Options: All published resources are available for use, insofar as they reflect the Star Trek universe. Elves are Vulcans, orcs are Klingons, dwarves are Tellerites, goblins are Ferengi, lizardfolk are Gorn, troglodytes are Cardassians (I think), the undead are Borg, etc. Classes and sub-classes should be chosen which best represent the overarching theme. Proficiencies, skills and class abilities other than combat are a must. We will start at level 5.
Game Duration and Post Frequency: We will begin with one story arc, roughly corresponding to an ‘episode’, ie. a clear beginning, middle and end, with a main plot and one or two sub-plots, after which your characters will gain a level. If this is enjoyable for all, we can play through more episodes with an extended campaign story-arc, like a whole season. (A five-year mission?!)
Post frequency realistically depends on what the players can reasonably commit to. We can strive for 1 per day or 1 every 2 days, but experience with many games here tells me if we have a bunch of regular, committed players, we’ll be able to find a rhythm that works for us.
Specialised Resources: I typically like to set up a Discord channel for chat purposes, which we will use often. Other than that, everything else will be on Gamers Plane.
Player Experience: Some experience with 5e needed. No experience with Spelljammer needed as I’m happy to explain the new features as we go along. Some degree of fandom for Star Trek definitely needed.
GM Experience: I have run and played a ton of RPGs, D&D and many more, and with life being what it is now, I largely do play-by-post. I tend towards detailed setting creation with multiple plots and options in a sandbox, but for this game I will be relying on fixed episodic story arcs.
How to Apply: Some of you have already spoken up here. Thanks to everyone who’ve already indicated interest! A classic bridge crew needs 6 or 7 members, the game will only start if we have this number. If we have more than 7, I shall declare how I intend to pick players.
Welcome All: In the true spirit of Star Trek, EVERYONE is welcome! Explicitly embracing all races and genders.
Last edited May 17, 2023 2:54 am