Via GeekTyrant comes Voyagers & Venturers, which is a collection of old-style races for D&D’s Spelljammer, updated for the new version. Since Spelljammer is going to be my group’s next campaign, I’m interested. I am particularly struck by the subversive possibilities of the Dohwar*:
- Dohwar. Psionic space penguins who are both annoying and rampant capitalists — those two things may be connected.
…but that might be a little too obnoxious for this group. I’m still getting a feel for some of the other players; they’re good folks, but I’m still on table manners with them. Some of my, ah, antics are better left for when we’re all comfortable with each other.
Moe Lane
*It always entertained me, how the Ferengi got away from Roddenberry. They aimed for ‘legitimately dangerous enemies,’ and got ‘comic relief because they’re so obviously unbelievably satirical’ instead. Capitalism always wins.
As it is with most things Trek, DS9 fleshed that out far better than Roddenbery could have ever imagined. If he had allowed them to be *competent* ruthless capitalists, they would have been infinitely more terrifying.
Dude, it’s Spelljammer. Go for it. If you’re not going completely gonzo, the setting doesn’t work.
It’s like Ravenloft. The players have to commit. Hard.
The more I think about it, the more sure I am that you’ve got to do it.
There’s a lot of repairing/reprovisioning the ship and disposing of (somewhat illicit) cargo in between the bouts of swashbuckling. Not to mention finding new opportunities to swash a buckle.
Clear it with the GM, of course. But a good Fixer is invaluable.
My wife (who is not the DM, this time*) pointed out to me that the psionics bit might be the bridge too far. I don’t even know how 5th ed does psionics.
*She’s a 2nd ed AD&D girl at heart.
That’s it?
Psionics are pretty core to Spelljammer. Your main antagonists in the campaign are almost certain to be illithids, githzeri, and githyanki.
(Yes, it’s a mechanical mess. So very many things in Spelljammer are.)
Talk to your GM.
They shoved a stake through the heart of psionics in 5e, though. Mechanically, they’re like spells without components, some castable at will, and some with per-day caps.