Christmas
Toy Tie-ins:
Kid’s
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Spelljammer
#4
A
bold concept done badly
"The Rogue Ship,
Part Four: Song’s End, Tale’s Beginning”
Writer – Barbara Kesel
Penciller – Mike Collins
Inker – Dan Panosian
Letters – Steve Haynie
Colorist – Eric
Kachelhoper
Editor – Elliot S.
Maggin
December 1990
In
1989 TSR released another in a series of new world-expanding box sets to the
players of their popular Advanced Dungeons & Dragons role playing game.
Spelljammer kicked open the door for new and exciting concepts to be grafted on
to the “Lord of the Rings” style fantasy adventure setting players typically
found themselves in.
Up
until 1984, the AD&D gaming system consisted of independent adventure
modules that were typically assumed to take place somewhere on the world of
Oerth, an Earth analogue created by Gary Gygax for his original campaign.
Campaigns set in this world were usually referred to as Greyhawk adventures,
named after the largest city and an immense castle / dungeon complex.
Under
the direction of TSR, Laura and Tracy Hickman along with Margaret Weis came up
with a new setting for adventures in 1984 called Dragonlance. The setting on
the world of Krynn gave players an alternate world where knights rode dragons
populated by new races such has the child-like Kinder and dragon-humanoid
Draconians. Established in a series of novels, modules and a hardbound setting
guide, the offshoot campaign setting became enormously popular.
Seeing
the expanded sales in both game product and disposable fantasy fiction tie-ins,
TSR spun off a new game world in 1987 that based on Ed Greenwood’s personal
campaign. Started as a series of articles Greenwood wrote in Dragon magazine,
Forgotten Realms became a canonical part of AD&D in a box set in 1987.
Sales were brisk and both modules and novels flew off the shelves.
The
writing was on the wall at this point. TSR saw the potential profit in
releasing new fantasy settings, whether those came from actual modules or from
the associated novels that were rapidly demanding their own section in
bookstores. Thus, an ambitious five-year period of producing new boxed sets
with different settings began, starting with Spelljammer.
The
concept of Spelljammer was to add Jules Verne type space travel to the AD&D
universe. It proposed expanding the campaign into a fantasy version of space
that would allow adventurers to travel from one planet to the next, perhaps from the existing worlds of The Realms, Greyhawk and Dragonlance campaign
settings even. The mechanics of such travel were simplified in the extreme and
it contained a few spacefaring races that made use of both new and old monster
types.
I
was intensely excited about the Spelljammer campaign setting. Right up until a
friend of mine got a hold of his copy and allowed me to see what TSR had
wrought. The very talented Jeff Grubb hold the design credit for the setting
and my criticisms need to note up front that I think he is an amazing writer
and designer.
He
just missed on this one.
What
did he miss on exactly? Well, for one thing the setting in space has some great ship designs but he didn’t take the concept of a sci-fi melding with fantasy overtones far enough in my
opinion.
In
the vastness of this expanded universe there should have been room to take
decades of science fiction stories and pour those themes, archetypes, and characters into
his creation. Sure we have xenophobic Beholders and an Elvish navy, but where
is the analogue to the Federation or the Empire? There doesn’t appear to be a
centralized anything when it comes to governing and there should be something
out there. The Giff are neat on their own, but why isn’t there a race that is
looking to unite all the others in peace? And another looking to take what they
need by force and guile? What are Spelljammer’s version of the Klingons? The
Neogi is probably the best thing out of this setting, and even they don’t feel
fully fleshed out. Where are the seeds of alien invasion b-movie goodness?
Spelljammer didn’t go far enough.
The
other big gaff that Spelljammer stumbled at was the creation of a “new” combat
system for these spaceborn galleons. The central tenant that ships contain
their own gravity and when attacking one another they will align themselves
along a shared horizontal axis with a defined “up” utterly destroyed my desire
to buy any of the Spelljammer system.
I
wanted Star Wars type battles with willy-nilly vehicle combat along a
three-dimensional plane. Reducing the space battles to the exact SAME THING AS
WATERBORN SHIP-TO-SHIP COMBAT robbed the concept of one of its most thrilling
promises. Where is the fun in having a smaller faster ship that could strafe a
larger galleon from below or a large war-world bristling with weapons if the
only way it gets to shoot are the same combat rules we’d been using for
decades.
What
we did get were five novels of steeply declining quality and a DC comic book series
that lasted nineteen issues.
We
are jumping into book four of that series, the last bit of a four issue arc
that involved the planet Unipaxala, a world of human-like pacifists who have
hired a Spelljamming group of aliens from various planets to protect them from
an invading force of Neogi and their willing Umber Hulk slaves.
Whew!
That’s a lot to cover in a short sentence.
Eight
members of our crew, including a young upstart Uniplaxalian named Tember are
making their way off the docked Spelljamming ship under a cloak of
invisibility. It must be mentioned that Tember is unlike the rest of his
planet’s inhabitants in that he doesn’t eschew violence, even though he is
terrible at it. The other seven members of this band are a pack of aliens that
call themselves The Tribe. It is their magic that is keeping the group unseen
by the numerous Umber Hulk guards.
That and the fact that the artist has drawn them real small. And they are invisible, too. However,
it must be said that all of these 90’s DC AD&D books needed
better…something? Pencil-work? Inkers? Paper stock? I don’t know, they just
looked crude. Anyway, on to what this group is going after. This room:
There
is a McGuffin in play here, some kind of pink crystal-thing you see in the background there that does something that
will stop the invaders if it is broken. This young lady with the wings and the
rip-off Wolverine claws is trying shatter it. Her name is Jasmine. She’s a
Avariel from the Forgotten Realms campaign setting.
The
goofy green things are the Neogi, eel-headed, wolf-spider-bodied jerks who are
trying to enslave this world’s people, perhaps to use as food. Oh, and their
poisoned bite means instant death.
Meredith,
our skunk-haired ship’s captain is also skulking around inside a colorful
Prismatic Sphere with Pax, a cleric of this world of pacifists. Meredith is
going after the McGuffin crystal too when they were beset by the Neogi currently
attacking Jasmine. Meredith wants to go help Jasmine, but Pax insists on coming
along to save his people from traitors working with the Neogi.
Again,
we are four issues in. Don’t ask me to lie and tell you I understand what is
going on here.
I
do know that Tember and his seven “Tribe” people encounter two Neogi being
carted around on the backs of Umber Hulk guards. The monsters’ discussion
upsets Tember enough with thoughts of what they will do to his people that he’s
ready to break the invisibility cloak and give them some smackdown action.
Smackdown
action spoken like a true pacifist…
Tember
is supposed to be the “fish out of water” of the series who leaves home to seek adventure and
become a man. But that ain’t happening this issue.
What
is happening is Tember leading these Tribe folks into secret tunnels…
…so
he can accidentally trip an illusion spell set there to scare everyone…
…so
that the Tribe members can figure out it isn’t real before speeding off to the
room with the McGuffin in it. Simultaneously making Tember feel like an idiot
for not knowing his own people and their defenses, which he pretty much is.
After
a page of Jasmin almost dying several ways followed by the Tribe and Tember
finding their way into the room holding the crystal, the two forces meet up.
The Tribe bursts into action, including this one guy who just loves the crap
out the Magic Missile spell.
Captain
skunk-hair and Pax decide it’s time to make a break from their rainbow hide
out, while Tember convinces his people to at least pull pranks on the forces
arrayed against him.
So
now the battle gets real. One of the Tribe gets bit, but not sure if that means
he bites it, and Tember is all stabby-stabby-stab-stab.
Then
Tember picks up a stick with a ball on the end of it and gets tagged by an
Umber Hulk which somehow triggers the captain’s feels and she…
…knocks
the Umber Hulks away long enough for Tember to do THIS…
…not
that I know what THIS is…
But
it looks like it freezes the planet into a giant round ice cube. And this is a
good thing?
Well
maybe. It appears that no new Neogi spider-ships can land. But what about the
ones on the ground already?
They
give up completely. Because plot and stuff.
Tember
feels like a hero, which he is and Pax worries that he has lost him from ever
joining with his people and being all pacifisty, which is possibly the case.
Then
the Neogi are forced off Unipaxala, instead of being killed, which perhaps sets
up a future issue. Tember feels like he has no places with his people, which
will lead to him leaving. The Captain vows that all Pax has to do if the Neogi
ever threaten them again is light this skunk-shaped searchlight and point it
into the night sky and she will return to kick spider-crit butt.
And
it is at that point that the elders of Unipaxala GIVE Tember to Meredith, which
leads to this rather humorous thought by the good captain.
Bringing Tember onboard is a prospect that Jasmin doesn’t seem to relish when told…
…and
to complete our ragtag band of misfits, the Tribe decides they will also be
coming along, meaning we have our crew for the series. And then Meredith gets
to do her Star Trek-y “First star to the right and straight on till morning”
bit.
With
that, the crew of the Spelljammer flies off into the night sky…
…and
out of my thoughts completely. This isn’t a good introduction to these
characters. I feel I barely know their motivations for anything, including
Tember, who appears to be the lead. I hope the prior three were much better at rounding
these folks out to full fledged “people” and not paper cutouts.
As
for the action, it was okaaay, I guess?
The
McGuffin could have been explained a little more, perhaps with a bit of exposition
over the graphics on those pages. I feel the book was kind of thrown together plotwise
and not much thought to narrating the story to help it flow better.
Would
I pick of more of these? Probably not. I know that I wouldn’t have wasted $1.75
on it back in my buying days, but even at half that price, they are nothing special.
Just like the AD&D rules themselves, these are a miss.
Which
is sad, because I see so much wasted potential there...
Another great review! I had completely forgotten about SpellJammer. Being a huge Jules Verne/ H.G. Wells fan, I was REALLY looking forward to the SpellJammer expansion until I finally got a good look at it. A real missed opportunity, especially when compared to a true expansion like Dragonlance. I agree with your general assessment of ALL the early D&D based comics. Every single one of them feels half-baked. I think that maybe (like the crap DC Star Trek comics) they assumed they had a guaranteed buyer base and didn't really need to try very hard. I bought some of them, but never finished a single run because they were so utterly average.
ReplyDeleteAt least the Star Trek books started with Peter David on writing chores. I believe the paper stock had an impact on these. That bright white backdrop made everything look horrid. These were the awful "Baxter Stock" years. Not that the art and inking couldn't have been better, too.
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