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  • The Astral Adventurer’s Guide, a 64-page hardcover book for players and Dungeon Masters that presents the Astral Plane as a campaign setting and includes space-based character options, spells and magic items, deck plans and descriptions for spelljamming ships, and more

  • Boo’s Astral Menagerie, a 64-page hardcover book for Dungeon Masters that presents game statistics and descriptions for over 60 creatures found in Wildspace and the Astral Sea, including astral elves, cosmic horrors, lunar and solar dragons, murder comets, and space clowns.

  • Light of Xaryxis, a 64-page hardcover adventure for Dungeon Masters that is set in the Astral Plane and designed for characters of levels 5–8


  • The included adventure, Light of Xaryxis, is meant for characters of 5th level. You can use the Starter Kit or Essentials Kit to build your PCs up to 5th level, or your own homebrew adventures. If you want to jump in right away, they give guidelines for making 5th level PCs to begin quickly. The world setting you start from doesn't really matter, the PCs just need to be in a port town when you begin the first session. Then things get interesting fast! The adventure is broken into 4 Sections, with 3 chapters each, getting you off world, and hopefully on your way to saving your homeworld.

    If you're truly looking for a naval combat game in Space, as I said before, that's not what this is, but there's nothing stopping you from using the original 2E rules for any specific, large scale tactical combat, if that's what you want, or I would highly suggest you pick up a copy of 5E's Ghosts of Saltmarsh, which is a nautically themed series of 7 adventures, but more importantly, it has a section on ship combat, upgrading ships, etc. I preferably, would simply keep to 5E's idea as I see it, treating each ship like a PC, just on a grander scale. You determine encounter distance, initiative, and then assign your crew to weapons or whatever tasks need doing before things get too dicey. Once your ships are close enough to start slinging spells or character-size weapons at each other, then you're playing as normal, person to person. As it is, you're given 16 ships with deck plans, from the generic Space Galleon to the dreaded MindFlayer's Nautiloid, more than enough to keep your players hopping from ship to ship, looking for that special one to call their own.

    All in all I like it, as I have little time these days to mess around with a ton of minutiae, that if handed out, gets skipped over for some random sparkly nugget of info a PC finds odd. This new Spelljammer gives me what I need to whip up something quick, keep it fun and as detailed, dramatic or over the top as I want, and any game item that can do that, I consider money well spent. Yes, you'll have to do some work as far as planning wildspace systems, but that's the fun of DMing, and just think of the weirdness you can throw at your players, and they'll love you for it.

    So I say go for it and grab a copy! It's my opinion you'll love it once you're group's survived its first encounter with a Space Clown raiding party, Solar Dragon, or even a Cosmic Horror.....Wildspace is aptly named. But, they'll have a grand tale worth a few free meals back on Bral.... if they make it back!

    Name: Puck Curtis
    Rating: 4.0 out of 5 stars
    Title: .0 out of 5 stars Spelljammer Simplified...
    Date: Reviewed in the United States πŸ‡ΊπŸ‡Έ on August 17, 2022
    Review: In 1989 the original Spelljammer boxed set was released. I was 17 and we played this game excessively. The setting was creatively gonzo without limits and rewrote the laws of physics to create a connected universe between the campaign worlds decades before the Marvel Cinematic Universe ever existed.

    It was filled with interesting places, new villains, allies, and monsters, and most of all the absolutely gorgeous ships. The ships were included on full page double-sided handouts with images and stats on one side and a full deckplan on the other. Any person seeing these would immediately want to own one of these ships, to fly it, and experience what that was like.

    The original design mined tactical games like Star Fleet Battles to simplify 3D fleet combat onto a 2D hex grid and that combat system worked pretty well (with a few exceptions). The rules were crunchy so there was a learning curve but it wasn't that much of a leap for the depth of combat that you got. The movement of the ship was directly tied to the spellcaster using their magical energy to pilot the ship which meant that the encounters had a self-balancing effect provided the two pilots were of similar level.

    What about the new version?

    What are you getting?

    3 books and a screen:
    * Screen - Pretty front, back panel is not super useful for regular D&D
    * Adventure - looks like fun, some cool maps
    * Monster book - Giff, ported creatures from legacy Star Frontiers, Neogi and more.
    * Crunch book - 16 ships, Rock of Bral setting, very light combat rules, character options, update of the classic setting

    The setting has been shifted to the Astral plane (which loses some of the gonzo creativity of the original but it's fine). The ships are still amazing and gorgeous and updated with fabulous art. I think the original lure of the ships is still there.

    Sadly, the ship-to-ship combat rules are all gone.

    When WotC published the Secrets of Salt Marsh, they included updated naval combat rules which seemed very close to the Spelljammer rules. (See Salt Marsh pp. 186-199) Enough that I was reasonably certain we would get an update for this which was thoroughly play-tested and ready. Instead, all the work done in Salt Marsh appears to have vanished. That is important because classic 2E Spelljammer combat relied on your ability to turn the ship and bring your weapons to bear on the opponent.

    All of that is gone and has reverted to the really bare bones vehicle combat from the DMG (p. 119). Worse, a DM seeing this content for the first time won't immediately grasp the quick simplification that Spelljammer always has embraced... just replace 3D space with a 2D map for your own sanity. (Our newcomer DMs may attempt to plot out 3D combat and that will be a nightmare which I can't imagine would be fun.)

    We just get about 1 page of very short rules on combat and I would have liked to have seen some practical guidance about running combat for the DM. It could talk about the difference between character scale and ship-to-ship combat scale which would be important for the kind of fleet battles that Spelljammer was known for. We could have rules for crews, captains, and individual character actions that impact fleet combat (like Starfinder for example).

    That's my biggest disappointment. For the rest, I think it looks pretty good but if you want good tactical rules for ship engagements or you're expecting the same kind of stat blocks and combat from Salt Marsh, this aint it.

    I have to hope that the community will engage with this content and create an updated combat system with some of the classical elements.

    Here is the deal though... Again, look at the ships. It's over 30 years after these original designs were released and they're updated with great new art and they're still just amazing. They will spark the imagination. Getting your friends together on a Spelljammer ship and ramming a mindflayer Nautiloid at high speed has to be on your bucket list.

    The setting is amazing and there are stories in this space waiting to happen for you and your friends. You can get out there and do that with this boxed set. If you don't need crunchy ship-to-ship combat, ignore all the complaining I listed above and just lean into the setting and enjoy. If you want the tactical ship-to-ship combat, watch the community and I expect they will provide an answer.

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