Re: Known Spheres, a Spelljammer-inspired campaign

Originally Posted by
DrFaust
The thing is, these people are all casual gamers. They enjoy it; they do a lot of D&D, from what I understand; but it's still just a casual thing. I really can't see all nine of them managing show up on the same night. I plan to be very loose and casual about it all, because I know there will be more page-flipping and rules-considering than I like to have in my games. But yes, if 9 is too many, we'll discuss it and I trust enough people will drop out without any rancor.
As for learning the system, my plan is to start out stripped down to the core -- no END, no one's got any mechanically-crazy spells of powers -- and slowly add things in and out as I decide what works for me and the group and what doesn't. Vehicles and statted-out equipment are the last things I want to worry about right now, to be honest.
I've found a ship-based campaign to be ideal for groups where individuals will be missing several sessions. You can't just leave the ship unguarded when the main action is on shore, and when the main action is on the ship, well, the missing-player PCs are busy with other shipboard tasks. The only time it stretches believability is when the entire ship is threatened, like a pirate attack or a giant monster, but even then, they can focus more on damage control (fire fighting, pumping out water that's leaked in) than actual fighting.
I realize that Spelljammers won't be worried about water leaking in through a damaged hull, but still, as an illustration...
Images, only to point out the obvious...now with COSMIC POWER (©)
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