![]() ![]() My own campaign, as explained elsewhere on this website, began in the World of Greyhawk (there were no other settings back when I started playing D&D) and has remained firmly rooted in Greyhawk all along. The open decks of the ships lends itself well to medieval ship-to-ship battles and a very satisfying pirate feel to the campaign. The unique execution of space travel in a sword and sorcery setting relies on a new set of rules that has been nicknamed "Grubbian physics", in honor of Jeff. ![]() Player characters can travel between planets and spheres in open-decked ships powered by special magic. The brainchild of game designer Jeff Grubb, the Spelljammer setting describes how different planetary systems (some representing existing settings, such as the Realms, Greyhawk or Krynn, others as all-new worlds) exist within Ptolemaic crystal spheres that are placed within a vast plane of "phlogiston". Published in 1989, the Spelljammer setting not only introduced a new and very unique type of adventure setting, but it also enabled all other settings to be connected together in a singular "super setting" much like the Planescape setting did. ![]()
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