[Asgard magazine] Submissions and Themes?

Well, we've had a few threads about this already in the past, but nothing was really decided except that it might be cool to try using specific themes for future issues. So, with that in mind, I ask you, what themes would you be interested in for the next issue of Asgard?

Here are just a few starting ideas I have. Please, feel free to add your own ideas, or give comments as to what you'd be interested in.

Modern Adventures
Myths and Legends
Monsters
War
Aerial Adventures
Common Folk and Low Fantasy
Picaresque
Mysteries and Spygames
Death-traps and Dungeons
 

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Myths and Legends. I'd love to see some monster write ups that are actually true to their origin. I'd also like to see some new, made up myths/legends and a write up of the monter, people, magic, or whatever they are about.
 

Couple of ideas:

Fudgerama (Tips on fudging 3E, presenting plot hooks whilst fudging, tips on continuity in a fudged campaign, tips on making it look like you planned it from the start in a fudged campaign, tips on fudging a monster on the fly, fudging for newbies, fudging in a published world, worldbuilding on the fly, the iconics' favourite fudge recipes etc.)

The Great Outdoors (Different models for running wilderness adventures, 101 non-combat wilderness encounters, presenting specific opportunities to use outdoorsy skills in the great outdoors, populating your wilderness like a dungeon with the magic of hex maps, tips on putting in status quo encounters and locations such as lairs with an appropriate CR should PCs stumble upon it, druid and ranger organisations etc.)
 

All sound good (though I'm not sure how you would expand picaresque to a whole issue.) Would add:

Sci-fi/future (or just "space" if you want to leave it open to more spelljammeresque stuff)
Strange worlds/lands/planes
Wilderness
In the big city
 

DM's guide to Charms and Divinations

These two aspects of D&D are as dependent on a good DM as they are a good player.

How to change the World

Or what happens when the DM gets a new book.

Helm of Opposite Alignment

How to reverse polarities in a game world. Evil Halflings and good goblins, PCs are hiding in an evil empire, or take the Dreamscape from your last issue and change it into the Plane of Nightmares.
 

Great Outdoors

The Great Outdoors would be awesome to tackle. I don't think its been done. Produce really good game mechanics for wilderness encounters also, with and without combat. You would get a ton of downloads for this kind of magazine if you went this route.
 



how about the 4 elements as issue themes?

fire: forest fires (where do the fey go?), elementals, energy subs...

water: floods,tidal waves, elementals, drowning, firing underwater, magic underwater, then extend to ice :)..

earth: troubles with being underground, elementals, landslides and earthquakes....

air: tornados and hurricanes, elementals, airships, 3-d combat!...
 

Aerial Adventures yes I would like to see this one.From quite early on D&D typically spreads to the 3rd dimension, yet we only have limited tools to handle this. Indeed I would like to see advice from talented DMs suggesting how we make the 3rd dimension less of the winning choice it usually represents.

DMs Tools developing on the above idea, I wouldn't mind seeing a good selection of the different tools that DMs use to make their planning and play go smoothly. From lists of pre-generated NPC names to combat planners, everyone can benefit from a better run game, and no-one I am sure knows all the tricks.

Oh, and I'd also support more material on the Great Outdoors. I know it's one of my weakest areas, so I am biased, but the grandeur of the large scale seems easy to lose in a morass of random encounter rolls and arbitrary challenges.
 

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