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The preface explains how crystal shells, fantasy physics, spelljammer helms, and gravity planes enable ship travel and aerial combat while preserving AD&D spirit and compatibility with existing campaign 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of the Void\n\nTM  \nSupplement  \n## Lorebook of the Void\n\nby Jeff Grubb  \nColor Inking,Counter Silhouettes:  \nTSR,Inc.  \nPOB 756  \nLake Geneva,  \nWI 53147 USA  \n\n| There are worlds beyond worlds—  \u003Cbr>cold,hot,light,dark,  \u003Cbr>watery and earthen.  \u003Cbr>They all share one basic need一  \u003Cbr>a need for Heroes.  \u003Cbr>一EIminster the Sage  \u003Cbr>I look at the night sky and I think...  \u003Cbr>there's gotta be something out there  \u003Cbr>worth stealing.  \u003Cbr>一Alliya Makabuck,Halfling Inc.   |\n| --- |\n\nDesign:Jeff Grubb  \nEditing and Development:Steve Winter,Jim Lowder,Jon Pickens,Karen Boomgarden,Eric Severson,Kim Mohan  \nJim Ward  \nSpiritual Guidance:  \nBox Painting:  \nJeff Easley  \nBook Cover Paintings,  \nllustrations,Ship Concepts:  \nJim Holloway  \nCartography:  \nRoy Parker  \nGraphic Design:Stephanie Tabat  \nTypography:Angelika Lokotz,Gaye O'Keefe  \nA product such as this is the result of much cross-fertilization.To those friends and associates who contributed and are notlisted above,we extend our thanks and apologies  \nTSR Ltd.120 Church End,Cherry HintonCambridge CB13LBUnited Kingdom  \nThe product you are holding in yourhands is the result of a brainstormingsession held in a local Lake Genevarestaurant.The designers and edi-tors had been cloistered there tocome up with some new ideas and al-ternatives for the AD&D®game system.The general talk was pretty wildand the waitress asked if we wereworking for Steven Spielberg,whowas rumored to be scouting loca-tions in the area.  \nIf this project is weird enough to beconsidered a potential movie idea,then we may have done our job here.  \nThe design directive for theSPELLJAMMER supplement wassimple:Take the ADCD game intoouter space.Then we started addingstuff.It couldn't be like anything everdone before.It shouldn't overturn ex-isting campaigns.Then,\"Hey,we'vegot these 24 pieces of cardboardavailable,Jeff,how about designingsome ships to put on them?\"The set-ting should link together the Realms,Krynn,and Greyhawk without invali-dating any of those worlds or thegames already set there.  \nThis was becoming a tall order:Maintain the spirit and play of theAD&D game andtie it in with years ofprevious work without invalidatinganything.But if space functions nor-mally,how(for example)do the con-stellations of Krynn move aroundwithout messing up other planets?  \nZeb Cook pulled out some medi-eval woodcuts showing a travelerpassing through the spheres of theworld to discover the sun and planetson tracks,and with that the idea ofcrystal shells was born.Each fantasysolar system could have its ownplacement and rules,while being apart of a larger whole.  \nThat larger whole created its ownproblems,because space is big.Re-ally big.AsI write this,Voyager Il hasjust rounded Neptune after a 12-yearvoyage.Conventional movement  \nwould result in long and empty voy-ages,which would make for poorrole-playing.Yet,everything we seein most fantasy worlds posits anEarthlike world with Earthlike celes-tial effects.  \nThe need to travel quickly acrossspace brought about the spelljam-ming helm and with it we cut our-selves fully loose from real scienceand began creating a \"fantasy phys-ics\"that was true to its own rules andlaws.Dave LaForce(better known asDiesel)and I starting kicking ideasaround for gravity planes and atmo-spheric envelopes,making it possi-ble for the space pirate to stand onthe deck of his ship beneath openspace.  \nHow does it all work?Well,theeasy answer is \"It's magic.\"The moreinvolved answer is \"It's magic and itknows it's magic.\"The rules are stillthere and must be obeyed,but it is adifferent set of rules from what weare used to in our world.As anyonehere will tell you,a fire-breathing,50-foot-long,flying reptile is impos-sible,but it can live in our im-aginations.The same argument ap-plies to spelljamming ships.  \nJim Holloway started playing withship types and Diesel began design-in","cbCaieBCd0bxcsi6","https://ap.wps.com/l/cbCaieBCd0bxcsi6","pdf",63977036,232,"English","# AD&D® Adventures in Space\n## Lorebook of the Void\n## Supplement Credits and Production Notes","[{\"question\":\"What is the setting focus of Lorebook of the Void?\",\"answer\":\"It emphasizes adventures in space within the AD\\u0026D game framework, presenting a connected cosmic outlook designed for role-playing heroes.\"},{\"question\":\"How does the supplement explain how space travel works?\",\"answer\":\"It describes a shift from real science to “fantasy physics” governed by its own rules, including the spelljamming helm and related mechanics.\"},{\"question\":\"Why are spelljamming ship designs so diverse?\",\"answer\":\"The diversity supports the fantasy universe’s variety of races and aesthetics, avoiding real-world aerodynamic limitations that would constrain ship appearance.\"}]","Advanced Dunseons&eragons - Lorebook of the Void - Supplement | PDF",1791254607,88]