Introduction (CSH)

The Complete Spacefarer's Handbook
==Introduction==
Welcome to the complete spacefarer hand book. This book is the first in a new series, focusing on the campaign worlds of the AD&D® game. This book provides SPELLJAMMER® game players and DMs with lots of new and useful information to make their campaigns work better.
Players and DMs who wish to use this book should have the SPELLJAMMER game (AD&D Adventures in Space) boxed set. Other accessories that are useful for extending SPELLJAMMER campaigns are the War Captain's Companion boxed set, the various handbooks in the PHBR series, and the Tome of Magic.
This book assumes several things about your campaign:
* You are playing in the SPELLJAMMER campaign setting and are familiar with the material in the SPELLJAMMER boxed set. Specifically, it assumes that you understand the basic mechanics of spelljamming and the premises of the SPELLJAMMER universe.
* Your campaign uses the optional proficiency system described in Chapter 5 of the Player's Handbook.
* Your campaign uses the optional kit system described in the PHBR series: Complete Fighter's Handbook, Complete Thief's Handbook, etc.
This book is organized into several chapters. Some of the chapters are for the players, some are for the DM, and some are for both.
Chapter 1: Groundlings in Space helps players and DMs with campaigns set on any of the AD&D campaign worlds to convert their characters and campaigns to the SPELLJAMMER setting. It provides a groundling's-eye view of adventuring in space, suggests several methods for integrating groundling characters into the SPELLJAMMER setting, and explains how the inhabitants of the standard AD&D campaign worlds view spelljamming.
Chapter 2: New Spacefaring Races presents several new player-character races for SPELLJAMMER campaign players, along with a long look at the older races. These new nonhuman races are much more alien than those previously described for the AD&D game.
Chapter 3: Spacefarer Kits defines several new character kits unique to the SPELLJAMMER setting. Spelljamming characters can now be Corsairs, Arcanists, Astrologers, or Salvagers. As with kits from the PHBR series, these kits are optional; DMs may choose to include or exclude specific kits from their campaigns.
Chapter 4: Role-Playing offers a number of new spacefarer personalities. Like the kits, the concept of personalities comes from the PHBR series and is completely optional.
Chapter 5: Spacefaring Proficiencies describes new nonweapon proficiencies for your spelljamming campaign. These proficiencies can be taken by spacefaring characters as well as groundling characters who have traveled in space for a while.
Chapter 6: Spacefaring Logistics discusses some of the practical issues involved in traveling through wildspace and the phlogiston. It describes how to deal with supply problems in space and lists several new pieces of equipment especially designed for SPELLJAMMER campaigns.
Chapter 7: Spacefaring Organizations describes 16 spacefaring organizations that your characters may join—or oppose. We offer some insight into the purposes of these organization and explain how they fit into the complex political web that stretches across the spheres.
Chapter 8: SPELLJAMMER Campaign Design is for the DM, although players may read it. It explains the various ways to set up a SPELLJAMMER campaign and describes how to apply AD&D game rules in space. This section includes a review of various spells from many AD&D products, noting how spell effects change in the SPELLJAMMER setting.
Chapter 9: Strongholds in Space modifies and adds to the Castle Guide so that your player characters can build fortresses and attract followers.
So strap on your helmet, start up the helm, and prepare for worlds of adventure. The SPELLJAMMER universe awaits!