Mid-season finale
The crew of the Cadabra were going home. After weeks of adventure across Scatterspace and all over the Rock of Bral, they have arrived back at First Home, the asteroid/inn/shipyard that was their first stop after leaving their world behind in the first place. They could justifiably expect a warm welcome since they freed the shipyard from a Neogi infestation last time. But they weren’t expecting to be confronted with a crew of kobolds from their home island to be there. Kobolds who probably thought the PCs had murdered their queen. They also weren’t expecting to find Becky Fullpockets’ personal spelljamming vessel there. They had been struggling against the machinations of the technomagical billionaire ever since they fled their planet. It looked like they were stuck between a rock and a hard place, with no escape!
No better place to end part of a season than on a cliffhanger. And that’s what we did right there. We have been on a break from our Spelljammer campaign for a couple of months now. It’s given me a break from 5E and allowed us to play some other great games in the meantime. But now, it’s time to come back, sort of.
Spin Off

A few months (IRL months, that is) before the crew of the Cadabra reached First Home for the second time, they said goodbye to one of their number. Giff Fighter-Paladin, Azimuth, who had to be rescued from two ship-wrecks in quick succession might have been labelled a Jonah by many crews, but the Cadabra was different. They welcomed him on board with open arms and he adventured with them for a while. But, eventually, he was always going to go back to look for the father who went missing from the first of those two ship-wrecks. Now, while his erstwhile comrades are heading back to their homeworld, Azimuth is armed with a little knowledge about the stretch of Wildspace Papa might be found in and a ship stolen from Becky Fullpockets. He’s preparing an expedition of his own to go find his real dad… Not that gnome who pretended to be his dad during that short period where he’d lost his memory (long story, dear reader.)

The rest of the players are coming back too, but they’ll be playing new characters for this spin-off. Azimuth needs a crew for his ship, after all. We are getting together tomorrow night for a session-0 type thing. I think everyone is looking forward to trying some different classes/backgrounds/species compared to the ones they have been playing for over two years in the main campaign. Although, Azimuth’s player, David, doesn’t get a new character, he does get to pursue his PC’s main drive and its a great welcome back to the group for him.
As for me; I’m looking forward to yet another shake-up in this game. I’m planning to use the progress-based travel rules that I mentioned in my Prep Part 2 post last week. And, as well as that, I have something very special up my sleeve for the meat of the adventure, which I can’t reveal here and now (my players read this blog sometimes.) I’m definitely going to write about it after the fact, though.
Change of Cast?
The introduction of new PCs into the campaign, even though its a spin-off, raises the question of what happens once Azimuth joins back up with the main crew again. I’m considering an option that harks back to Dark Sun. In 2nd Edition Dark Sun, a player started, not with just one PC, but a whole stable of them, called a character tree. I believe you were supposed to begin with four characters. This was to help counter the lethality of the setting, giving a player back-ups in the inevitable event of a PC death. This made a lot of sense, especially considering the amount of time it took to create characters. Go check out my Dark Sun character Creation series to witness exactly how long that took.


So, my thinking is that, once this spin-off is done, if they want, the players will be able to swap PCs in or out as they like. This should have the double benefit of providing the players with a bit of variety and allowing them to almost fully crew their ship with their own characters, rather than just NPCs. I’m currently thinking through how I’ll handle character advancement if I do allow this. In Dark Sun, if I remember correctly, the PC only gained experience when they were actually played. No vicarious levelling. I think this makes a lot of sense, but it might be more difficult to adjudicate with milestone levelling.
What do you think of these ideas, dear reader? Have you ever run a spin-off campaign like this? Would you be happy for your players to switch between active PCs like I’ve described?
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I thought the idea of a character tree was silly when it first came out but now it seems really interesting, especially if there’s an in-game guild or group that supports the concept.
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In practice in Dark Sun it didn’t work so well, to be honest. Players tended to get attached more one character than others and so most of the tree didn’t get to level up. The longer that went on, the less they could be played. But I would handle it differently now and I think a mature mindset from the players would also help.
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