Mustrum_Ridcully
Hero
MindWanderer said:What I really wonder is what's going to be worth buying in the DMG 2. Traps, hazards, templates, and artifacts, okay. But we don't really need more DM tips, we don't need more sample towns or dungeons... what else is there?
World Building advice and concepts?
I think there could still be more concepts that require tips and maybe even a structured approach.
- How do I build a mystery adventure?
- How do I build a horror adventure/campaign?
- Memorable Villains and Allies
- Twisting plots
- How can I say "yes, and..." and adapt the story I had in mind to the ideas of my players on the fly?
Not all of this might have easy or generic answers, but I think there is room for some hints there. And I like to see more on that. It's one of the reasons why EnWorld is just so useful - you read tons of good advice, even if you sometimes have to filter through stories told by others.
Aside from that
- Unusual Environments. (More about Aquatic, Air, and maybe Space?)