“Dungeons & Dragons in space” is a weird idea, and there’s no way to approach it without embracing that craziness. When the Spelljammer setting was originally written in the late 1980s, it brought together fire-loving hippos, space hamsters, and a range of interplanetary physics based on 18th-century pseudoscience. The end result is sort of Jules Verne fantasy sci-fi where ships from the Age of Sail take forays outside the atmosphere of their homes and find stranger ports of call.

Is it going crazy? If you’re riding a giant space hamster while hopping on the deck of a nautiloid, I guess you do. But it’s the good kind of crazy, somewhere between The Adventures of Baron Munchausen and Guardians of the Galaxy. Plus, space pirates are just inherently cool.

Credit: James Oorloff Photography

The updated version of Spelljammer for D&D 5th Edition (opens in new tab) comes as three thin hardcovers, 64 pages each, in a slipcase with a DM screen. There’s a bestiary called Boo’s Astral Menagerie, with statistics for everything from barnacles that feed on ship’s magic and then shoot it back out, to hyper-fashionable humanoids that have evolved from cephalopods that believe war is artistic expression. (A few creatures from another ancient environment also creep in, the three-kreen bug humans and surran lizard folk from the extreme 90s world of Dark Sun.) There’s also an adventure book, Light of Xaryxis, which contains a pulp. mini-campaign designed to run in 12 short sessions, complete with cliffhanger endings. It is explicitly inspired by the 1980 Flash Gordon movie, which is even suggested in the intro.