I am looking at a map of the Sol subsector, there are three worlds shown on the map arranged in a triangle: there is Barnard in hex 0306, Terra index 0207, and Prometheus in hex 0407, in the center of the triangle is an empty hex 0307. What if I put something in that empty hex, like for instance a crystal sphere from the Spelljammer setting, instead of it floating around in the hydrogen, it floats in the vacuum of space between the stars.
The star in the center is conceived by the crystal sphere and no one knows it exists until one day a pirate ship misjumps into it. The crystal sphere contains a replica of the Solar System, yet inside all the rules of wild space, magic, and dungeons & dragons apply. Traveller starships can still fly around with in, but they can't jump out until they exit the sphere. The sphere's radius is 60 AU, about twice the orbital radius of Neptune. All eight planets are represented within. The rules of gravity work differently, each planet has a 1g field within its atmosphere, outside the atmosphere the normal inverse square Law of gravity applies. Jupiter is a body of breathable atmosphere under 1g if you are in the atmosphere, but regular Jupiter gravity if you are above it. Saturn is also a body of breathable air, Neptune and Uranus are bodies of water surrounded by breathable atmosphere. Mars, Earth, Luna, Venus, and Mercury are rocky terrestrial worlds all with 1g fields within their atmospheres and their normal gravity above it.
Small objects have 1g planar gravity fields that carry their own atmospheres extending out to twice the longest dimension of said object, spelljammer rules apply. Traveller starships that find themselves within the crystal sphere also have their own planar gravity fields, artificial gravity plating overrides this within the hull of the ship, but outside planar gravity rules apply. If the ship vents its atmosphere into wild space, the ship's planar gravity field will trap that atmosphere within, preventing full decompression. The maneuver drives work fine, but if it comes within a certain distance of a smaller object, such as a spell jamming ship, it will tend to drag that ship along limiting the relative velocities between the two objects until the maximum distance is exceeded. Spelljammer move at a constant speed while the Traveller ships accelerate and decelerate.
What do you think would happen if we combined those two settings?
The star in the center is conceived by the crystal sphere and no one knows it exists until one day a pirate ship misjumps into it. The crystal sphere contains a replica of the Solar System, yet inside all the rules of wild space, magic, and dungeons & dragons apply. Traveller starships can still fly around with in, but they can't jump out until they exit the sphere. The sphere's radius is 60 AU, about twice the orbital radius of Neptune. All eight planets are represented within. The rules of gravity work differently, each planet has a 1g field within its atmosphere, outside the atmosphere the normal inverse square Law of gravity applies. Jupiter is a body of breathable atmosphere under 1g if you are in the atmosphere, but regular Jupiter gravity if you are above it. Saturn is also a body of breathable air, Neptune and Uranus are bodies of water surrounded by breathable atmosphere. Mars, Earth, Luna, Venus, and Mercury are rocky terrestrial worlds all with 1g fields within their atmospheres and their normal gravity above it.
Small objects have 1g planar gravity fields that carry their own atmospheres extending out to twice the longest dimension of said object, spelljammer rules apply. Traveller starships that find themselves within the crystal sphere also have their own planar gravity fields, artificial gravity plating overrides this within the hull of the ship, but outside planar gravity rules apply. If the ship vents its atmosphere into wild space, the ship's planar gravity field will trap that atmosphere within, preventing full decompression. The maneuver drives work fine, but if it comes within a certain distance of a smaller object, such as a spell jamming ship, it will tend to drag that ship along limiting the relative velocities between the two objects until the maximum distance is exceeded. Spelljammer move at a constant speed while the Traveller ships accelerate and decelerate.
What do you think would happen if we combined those two settings?