"You have to mind the space guppies," says Chris Perkins, senior story designer for Dungeons & Dragons.
Before we get into the dead gods, let's go back a little. The original version of Spelljammer was released in 1989. A campaign for the then-current AD&D 2nd edition rules, it gave players a way to travel between settings—whether a bridge between their own homebrew worlds or published ones like the Forgotten Realms, Greyhawk, and Dragonlance.
Wildspace isn't cold or dark. While there's no oxygen, when you break atmosphere you bring an air envelope with you that will hopefully last long enough to reach the next breathable atmosphere. You also bring your own gravity plane, which explains why nobody floats off the deck of their ships. Oh, and it's full of life, including whales and space guppies, who either don't need to breathe or bring their own air envelopes with them.
And if they want to combine camp and horror, there are evil clowns explicitly based on the ones from 1988 movie Killer Klowns from Outer Space.Spelljammer's 5E incarnation isn't keeping everything.
"The very word 'astral' means 'of the stars'," explains Perkins, 'and so when we were thinking about what to keep and what to change, we wanted to make Wildspace and the Astral Sea our media through which the characters will travel in this version of Spelljammer—just leaning into that idea that you are flying among the stars."
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