Spelljammer Books
Showing 1-36 of 36

by (shelved 28 times as spelljammer)
avg rating 3.51 — 474 ratings — published 1991

by (shelved 25 times as spelljammer)
avg rating 3.56 — 317 ratings — published 1991

by (shelved 22 times as spelljammer)
avg rating 3.53 — 248 ratings — published 1992

by (shelved 21 times as spelljammer)
avg rating 3.51 — 212 ratings — published 1993

by (shelved 20 times as spelljammer)
avg rating 3.28 — 193 ratings — published 1993

by (shelved 20 times as spelljammer)
avg rating 3.56 — 259 ratings — published 1992

by (shelved 4 times as spelljammer)
avg rating 3.66 — 337 ratings — published 1989

by (shelved 3 times as spelljammer)
avg rating 3.72 — 340 ratings — published 2022

by (shelved 2 times as spelljammer)
avg rating 3.88 — 367 ratings — published 2024

by (shelved 2 times as spelljammer)
avg rating 3.70 — 20 ratings — published 1993

by (shelved 2 times as spelljammer)
avg rating 3.55 — 76 ratings — published 1991

by (shelved 2 times as spelljammer)
avg rating 3.44 — 55 ratings — published 1990

by (shelved 2 times as spelljammer)
avg rating 3.29 — 7 ratings — published

by (shelved 2 times as spelljammer)
avg rating 4.00 — 25 ratings — published 1992

by (shelved 2 times as spelljammer)
avg rating 3.33 — 12 ratings — published 1993

by (shelved 2 times as spelljammer)
avg rating 3.38 — 16 ratings — published 1993

by (shelved 2 times as spelljammer)
avg rating 3.65 — 17 ratings — published 1992

by (shelved 2 times as spelljammer)
avg rating 3.39 — 28 ratings — published 1991

by (shelved 2 times as spelljammer)
avg rating 3.55 — 49 ratings — published 1991

by (shelved 2 times as spelljammer)
avg rating 3.48 — 21 ratings — published 1991

by (shelved 2 times as spelljammer)
avg rating 3.95 — 37 ratings — published 1992

by (shelved 2 times as spelljammer)
avg rating 3.76 — 17 ratings — published 1992

by (shelved 2 times as spelljammer)
avg rating 3.56 — 142 ratings — published 1990

by (shelved 1 time as spelljammer)
avg rating 3.29 — 7 ratings — published 1994

by (shelved 1 time as spelljammer)
avg rating 3.86 — 126,056 ratings — published 2022

by (shelved 1 time as spelljammer)
avg rating 3.79 — 36,312 ratings — published 2022

by (shelved 1 time as spelljammer)
avg rating 4.50 — 975,748 ratings — published 2021

by (shelved 1 time as spelljammer)
avg rating 3.63 — 19,676 ratings — published 2019

by (shelved 1 time as spelljammer)
avg rating 4.59 — 2,103 ratings — published 2018

by (shelved 1 time as spelljammer)
avg rating 0.0 — 0 ratings — published

by (shelved 1 time as spelljammer)
avg rating 3.24 — 17 ratings — published 1991

by (shelved 1 time as spelljammer)
avg rating 3.50 — 22 ratings — published 1997

by (shelved 1 time as spelljammer)
avg rating 3.40 — 25 ratings — published 1990

by (shelved 1 time as spelljammer)
avg rating 3.19 — 21 ratings — published 1990

by (shelved 1 time as spelljammer)
avg rating 3.24 — 17 ratings — published 1991

by (shelved 1 time as spelljammer)
avg rating 3.38 — 21 ratings — published 1990
“Beyond those somewhat anchored fantasy settings are the wild-eyed and the wahoo worlds. This is by no means pejorative, as these include some of my personal favorites, but it is meant to show that there are high-concept, love-’em-or-hate-’em sorts of settings. Call them worlds of pure chaos, places where anything goes and where the usual rules do not apply. They are not meant to be realistic, and indeed that is their appeal. They are settings unmoored from reality and operating by rules of your design—but these settings do have rules. To provide some examples, think of places like China Mieville’s Bas Lag, Pratchett’s Disc World, Frank Baum’s Oz, David “Zeb” Cook’s Dark Sun and Planescape, Keith Baker’s Eberron, Jim Ward’s Gamma World, NCSoft’s Guild Wars, Andrew Leker’s Jorune, Michael Moorcock’s Melnibone, Jeff Grubb’s Spelljammer, and Blizzard’s World of Warcraft. These are places where truly Weird Shit happens, with different rules of physics, alien landscapes, magical wastelands, alien gods, mutants, and cosmologies. It’s fun to go out on the edge, and fantasy is always exploring strange places like this. These are the high-wire acts of worldbuilding. They take creative risks, not always successfully, and they endure a higher degree of mockery than the real fantasies or anchored fantasies do because of those creative risks. They also attract a loyal following who love that particular flavor of weird. Just ask any Planescape fan.”
― Complete Kobold Guide to Game Design
― Complete Kobold Guide to Game Design