RangerWickett
Legend
Let us outline a successful campaign sourcebook, so we can see how pitifully far away from completion we are.
I think we honestly have most of the necessary material for things like Patrons and Strongholds. We'd need to flesh out the other locations in each region, make things a little more reader-friendly here or there, and finish rules-proofing a lot of stuff, but I think we're already half done. Look good?
- Preface--An introduction saying what the book is, and why we wrote it.
- Chapter One: The People of Daemonforge--After all, players are most interested in who they can play, and where they can go, so lets start with the basic descriptions of races, crossbreeding, and societies. Include a glimpse at each of the main realms, but leave the details for later chapters. This will include all pertinent information for PCs, including prestige classes, notes on what spells and magic work differently, and racial creation rules. Plus templates for spirits and various types of bizarre characters, like those who have their souls bound to golems.
- Chapter Two: Daemonforge History--Have a concise timeline first, and then elaborate on the various periods and events. No more than 10 pages.
- ____Region chapters____ The Kessel, The Shattered Isles, The Fingers of Darkness, The Broken Lands (God, we have cool-sounding regions). Each overall region should have it's own chapter, and a map of the area. No more than 5 pages per sub-region. Provide the feel for each area, but don't feel compelled to detail everything. Include stats for any important individuals in statblock format, with perhaps sidebars devoted to Patrons (alternately, patrons and fiendlords could get their own chapter, or be put into chapters 8 or 9). Each location should not just have description of the areas, but be rife with possible adventure ideas. We should probably also include suggestions for common monsters and racial make-ups in specific areas.
- Chapter Three: The Kessel
- Chapter Four: The Shattered Isles
- Chapter Five: The Fingers of Darkness
- Chapter Six: The Broken Lands
- Chapter Seven: The Ends of the World--This chapter would be all the things outside the main area we've focused on so far.
- Chapter Eight: Armies, Societies, and Organizations--The title is fairly self explanatory, and should provide sample stats and adventure hooks for the militaries and more secretive organizations in DF. We'll also have information on religion and worship here.
- Chapter Nine: Daemonforge Arcana--New spells, domains, a restatement of the restrictions on magic, information on the fiendlords and patrons, and some magic items.
- Chapter Ten: Broken World Bestiary--Here we'd have all the new monsters.
- Chapter Eleven: Adventuring in Daemonforge--I'd love a chapter just full of plot hooks of varying depth, from one-line ideas to mini adventures. Also include suggestions for roleplaying characters, precautions and knowledge most adventurers would have, and advice for DMs. The main piece of advice is, "Everyone wants to open up the Gates of Dusk and Dawn, so don't do it."
I think we honestly have most of the necessary material for things like Patrons and Strongholds. We'd need to flesh out the other locations in each region, make things a little more reader-friendly here or there, and finish rules-proofing a lot of stuff, but I think we're already half done. Look good?