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<blockquote data-quote="howandwhy99" data-source="post: 1871679" data-attributes="member: 3192"><p><span style="font-size: 10px">1. A book on <u><strong>Adventure Writing</strong></u> with examples from the best adventures throughout D&D history. This could include particular examples from older modules, Dungeon magazine, current adventures, and fresh new ideas. Each would serve to illustrate the different aspects of an adventure. Not the numerous trappings normally found within a dungeon (which is already done well in the DMG), but instead:</span></p><p><span style="font-size: 10px"> <ul> <li data-xf-list-type="ul">unique room set-ups within a dungeon playing off each other</li> <li data-xf-list-type="ul">dungeons designed and mapped to take advantage of the characters' levels, spells, and abilities</li> <li data-xf-list-type="ul">help in designing maps that improve adventures (not software, but room placement, ecologies, etc.)</li> <li data-xf-list-type="ul">how themes work to create personality for an adventure</li> <li data-xf-list-type="ul">how to instill different moods for different parts of an adventure: suspense, humor, belonging, terror</li> <li data-xf-list-type="ul">how to pace an adventure to create excitement or allow for in depth thinking</li> <li data-xf-list-type="ul">brainstorming, freewriting, thought mapping, etc.</li> <li data-xf-list-type="ul">how to write and place clues for mystery adventures</li> <li data-xf-list-type="ul">puzzle and riddle creation</li> <li data-xf-list-type="ul">story outlining methods (examples from Robins' Laws oGG), the schrodinger methods, other techniques</li> <li data-xf-list-type="ul"><span style="font-size: 10px">help in creating realism in presentation and checking for logic holes<br /> </span></li> <li data-xf-list-type="ul">keys to playing and creating intriguing NPC's</li> <li data-xf-list-type="ul">And a collection of "this is how I do it"'s by the best Dungeonmasters of the past 30 years.</li> </ul><p>2. A book on <u><strong>Campaign Creation</strong></u> citing methods that were used by D&D's own Gygax (Greyhawk), Greenwood (Forgotten Realms), and Baker & team (Eberron). The ultimate resource for homebrew campaign settings. This would expand on the information already available in the DMG. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">And while I don't believe a single book could cover every kind of world it is possible to create, it would be nice to have one that focused on running campaigns. How to link together adventures. Using recurring villians. Campaign styles that focus on a single story or on the whims of the players. Player & DM mutually created campaigns that grow as they interest flows into different areas. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">3. A <u><strong>Battle Tactics</strong></u> book. This could showcase the monsters from the Monster Manuals I, II, and III. Instead of simply giving a tactical example for each monster, I would rather a book like this focus on teaching tactics based on commonalities running through routine types of encounters. I seem to recall the DMG seperating monsters into types (not "Types") like brute, spy, spellcaster, etc. Tactics for basic fighting styles could be extrapolated from these. Examples in effectively using each of the common "special abilities" would be nice too.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px">4. The release of <u><strong>1st edition AD&D, 2nd edition AD&D, Basic D&D, and Original D&D (1974) [for Diaglo] as OGL games</strong></u>. I know this seems like more of a dream than a reality, but it would help the community and ease dissension. Each could also be published as one shot books (a la Call of Cthulhu D20 or in a Rules Cyclopedia format). And any published materials under those licenses would of course require the use of your OGL core book(s). I understand many believe it would split the market from D20 and D&D 3E, but you would gain back all of those D&D players using older editions. Plus you would have other "core" books needing no further publishing commitment. (their sales would be supported by their OGL communities just like D20 is). Seeing as the older editions continue to have a steady following, I believe this does not split your market, but joins it together again. (This has already been done as licensed products for CoC and OA)</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="howandwhy99, post: 1871679, member: 3192"] [size=2]1. A book on [u][b]Adventure Writing[/b][/u] with examples from the best adventures throughout D&D history. This could include particular examples from older modules, Dungeon magazine, current adventures, and fresh new ideas. Each would serve to illustrate the different aspects of an adventure. Not the numerous trappings normally found within a dungeon (which is already done well in the DMG), but instead: [list] [*]unique room set-ups within a dungeon playing off each other [*]dungeons designed and mapped to take advantage of the characters' levels, spells, and abilities [*]help in designing maps that improve adventures (not software, but room placement, ecologies, etc.) [*]how themes work to create personality for an adventure [*]how to instill different moods for different parts of an adventure: suspense, humor, belonging, terror [*]how to pace an adventure to create excitement or allow for in depth thinking [*]brainstorming, freewriting, thought mapping, etc. [*]how to write and place clues for mystery adventures [*]puzzle and riddle creation [*]story outlining methods (examples from Robins' Laws oGG), the schrodinger methods, other techniques [*][size=2]help in creating realism in presentation and checking for logic holes [/size] [*]keys to playing and creating intriguing NPC's [*]And a collection of "this is how I do it"'s by the best Dungeonmasters of the past 30 years. [/list]2. A book on [u][b]Campaign Creation[/b][/u] citing methods that were used by D&D's own Gygax (Greyhawk), Greenwood (Forgotten Realms), and Baker & team (Eberron). The ultimate resource for homebrew campaign settings. This would expand on the information already available in the DMG. And while I don't believe a single book could cover every kind of world it is possible to create, it would be nice to have one that focused on running campaigns. How to link together adventures. Using recurring villians. Campaign styles that focus on a single story or on the whims of the players. Player & DM mutually created campaigns that grow as they interest flows into different areas. 3. A [u][b]Battle Tactics[/b][/u] book. This could showcase the monsters from the Monster Manuals I, II, and III. Instead of simply giving a tactical example for each monster, I would rather a book like this focus on teaching tactics based on commonalities running through routine types of encounters. I seem to recall the DMG seperating monsters into types (not "Types") like brute, spy, spellcaster, etc. Tactics for basic fighting styles could be extrapolated from these. Examples in effectively using each of the common "special abilities" would be nice too. 4. The release of [u][b]1st edition AD&D, 2nd edition AD&D, Basic D&D, and Original D&D (1974) [for Diaglo] as OGL games[/b][/u]. I know this seems like more of a dream than a reality, but it would help the community and ease dissension. Each could also be published as one shot books (a la Call of Cthulhu D20 or in a Rules Cyclopedia format). And any published materials under those licenses would of course require the use of your OGL core book(s). I understand many believe it would split the market from D20 and D&D 3E, but you would gain back all of those D&D players using older editions. Plus you would have other "core" books needing no further publishing commitment. (their sales would be supported by their OGL communities just like D20 is). Seeing as the older editions continue to have a steady following, I believe this does not split your market, but joins it together again. (This has already been done as licensed products for CoC and OA) [/size] [/QUOTE]
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