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Are Any Pre-4e Books Essential Reading?
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<blockquote data-quote="Tav_Behemoth" data-source="post: 5090004" data-attributes="member: 18017"><p>Do you mostly play or DM? Are you more interested in rules or descriptions; rulebooks, settings, or adventures? Do you just want RPG books or are you also interested in novels that are part of D&D history? </p><p></p><p>Some general favorites:</p><p>- for roleplaying in general, <a href="http://www.lulu.com/content/1436677" target="_blank">Play Unsafe</a> is about using improv techniques as a player or a GM; reviewed <a href="http://[url=http://www.rpg.net/reviews/archive/13/13728.phtml" target="_blank">here</a></p><p></p><p>- for novels that shaped D&D, Jack Vance's [ame=http://www.amazon.com/Tales-Dying-Earth-Jack-Vance/dp/0312874561]The Dying Earth[/ame] is a good source for "Vancian spellcasting" and many other elements of the D&D worldview; his style is ornate (see examples [ame=http://muleabides.wordpress.com/2010/01/30/making-vancian-spellcasting-concrete/]here[/ame]) and not for everyone but I think this is essential reading (as are Leiber's Fafhrd and the Grey Mouser stories, Howard's Conan stories, Moorcock's Elric stories, and Anderson's <em>The Broken Sword</em> and <em>Three Hearts and Three Lions</em>).</p><p></p><p>- for game books, I'll ditto the AD&D Dungeon Masters Guide as a rich well of stuff to dip into and wonder at; reading it cover-to-cover would boggle my brain!</p><p></p><p>- for adventures, the Judges Guild module Caverns of Thracia is exceptionally great but not available in PDF; <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=930&it=1" target="_blank">Modron</a> is short and eye-opening in how little it presents but how useful it is. Much better known and equally full of goodness is the TSR module B2: Keep on the Borderlands, which has maps of a castle, wilderness, and cave complex as well as advice about playing D&D and a glossary of those terms most people see only in D&D like "brazier" and "portcullis".</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 5090004, member: 18017"] Do you mostly play or DM? Are you more interested in rules or descriptions; rulebooks, settings, or adventures? Do you just want RPG books or are you also interested in novels that are part of D&D history? Some general favorites: - for roleplaying in general, [url=http://www.lulu.com/content/1436677]Play Unsafe[/url] is about using improv techniques as a player or a GM; reviewed [url=[url=http://www.rpg.net/reviews/archive/13/13728.phtml]here[/url] - for novels that shaped D&D, Jack Vance's [ame=http://www.amazon.com/Tales-Dying-Earth-Jack-Vance/dp/0312874561]The Dying Earth[/ame] is a good source for "Vancian spellcasting" and many other elements of the D&D worldview; his style is ornate (see examples [ame=http://muleabides.wordpress.com/2010/01/30/making-vancian-spellcasting-concrete/]here[/ame]) and not for everyone but I think this is essential reading (as are Leiber's Fafhrd and the Grey Mouser stories, Howard's Conan stories, Moorcock's Elric stories, and Anderson's [i]The Broken Sword[/i] and [i]Three Hearts and Three Lions[/i]). - for game books, I'll ditto the AD&D Dungeon Masters Guide as a rich well of stuff to dip into and wonder at; reading it cover-to-cover would boggle my brain! - for adventures, the Judges Guild module Caverns of Thracia is exceptionally great but not available in PDF; [url=http://rpg.drivethrustuff.com/product_info.php?products_id=930&it=1]Modron[/url] is short and eye-opening in how little it presents but how useful it is. Much better known and equally full of goodness is the TSR module B2: Keep on the Borderlands, which has maps of a castle, wilderness, and cave complex as well as advice about playing D&D and a glossary of those terms most people see only in D&D like "brazier" and "portcullis". [/QUOTE]
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