Book looked good. Bought it. ... Haven't used it since.

Hmmm...FFG's Sorcery and Steam, the ToH, Mindscapes (so far), When the Sky Falls (so far :] ), Complete Divine, OA, Beyond Countless Doorways (so far), Forgotten Archetypes (gunslinger), EN Arsenal (spiked chain), Three Arrows for the King.

Maybe a couple others. I, unlike most of those here, have gotten a good deal of use out of AU, DT, and LotD. Staj have appeared in most of my games, as have unfettered. There's a warforged warmain in my Eberron game, but the player seems to have lost all interest..
 

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Man-thing said:
Planar Handbook - Just doesn't enough for me and I loved the planes.[Stupid player centred book] (Book of Planes by MGP and Dictionary of Demiplanes by Ronin Arts are more interesting and useful to a DM)

Thanks! I had fun writing the demiplanes and have another 9 or 10 ready to go. I'm just waiting to see how well the PDF sells before spending time on a second volume -- so far, it's been a very poor product and, unfortunately, wasn't worth my time (from a financial standpoint -- it was a hell of a lot of fun to write, though).

An important note: The Ronin Arts PDF includes ties to Mongoose's book -- a DM with both will find lots of great material for planar games.

End of plug. :) Again, thanks.
 

John Q. Mayhem said:
When the Sky Falls (so far :] )

That was a great book for me. (Like most Bruce Cordell products.) Smashing a rock into your campaign world can be a great way to make the players sit up and pay attention.

And it's a great compliment to DragonMech.
 


Oh, where to start the list...

First, Stuff I love but will never use because they're too different and I can't be bothered typing it all up to convince my Online group to start;
Midnight (I got a few books for it)
GR's psionic pair of books


Purchases that I thought I'd use but the material just wasn't up to my thoughts;
Ghostwalk
Bow & Blade
a few other GR books I can't remember anymore




For Dieties & Demigods, I think they presented a good idea of what it was going to be ahead of time, so I bought it knowing it'd be mostly useless to me, but it was still interesting and I don't regret it.
Same with D20 Future, I knew I'd not use it, but it was still neat.


ELH, I never saw how it was that bad. I've not had a party reach there yet, but the system seemed fine to me.
We've used Psionics extensivly, so that's fine.

I do have one last catagory;
Book I bought, and it was so bad, I returned it to Amazon
Just one, D20 Weapons Locker. Such an utter waste of money, with repeated rules, biased and misinformed descriptions and just generally bad material.

There are more books I didn't like, and it's not including Shadowrun's direction since FanPro decided to stake it through it's heart, or Vampire with their addictive ink and flawed books.

I think Planar HB, Mini's HB and Complete Divine are great books, but see a lot of hate for them online (most people forget Mini's HB exists actually), mostly because of what people expected, rather than actual material they can strip from them.
 

philreed said:
Cityworks - I really thought I'd get a lot more use out of this than I did. It just didn't cover as much regarding city-based adventures as I was hoping for. And the Sorcery & Steam preview was a waste of space for me since I bought Cityworks and Sorcery & Steam at the same time.

Ah, I waited to get S&Steam and got the free DTRPG download. :) I found Cityworks had lots of great theoretical stuff and not as much nitty-gritty, so I agree with you.
 

Varianor Abroad said:
Ah, I waited to get S&Steam and got the free DTRPG download. :) I found Cityworks had lots of great theoretical stuff and not as much nitty-gritty, so I agree with you.

I'd love to see a DM's guide to urban adventures. In my experience, adventures in a city always turn out more exciting and memorable than any dungeon crawl.

Maybe we'll get lucky and WotC will do an "urban" environment book. After all, urban's likely to be more useful to DMs than arctic.

But, with that in mind, I have run several adventures set in arctic environments -- there's just something fun about adventuring in a blizzard.
 

Here are some examples of books for which I found so little use that I sold them:

Gamma World. Just a terrible product. I found a very few nuggets and sold it immediately after reading it.

Slaine. If more ritualistic human sacrifice is better, then this may be the best game of all time. I don't want that crap as a feature of my game.

Oriental Adventures. I just couldn't get into it. Hopefully, the friend who bought it will make use of it.

d20 Modern. Same as OA.

I have smaller regrets for many other purchases since 3e came out. Fortunately, I learned with AD&D that the supplements are not what I want. A core game is just fine with me. So, most things beyond the PHB, DMG, MM & Dungeon are regretted on some level. Unfortunately, I did not learn the same lesson about other publisher's products until buying several alternate d20 games. There are few (d20 & non-d20) exceptions (for example, Judge Dredd & ORK!), but I've got a box full of games that I would love to sell off (and hope to do so when I get my shipping scale back off loan). It's gotten to the point now that I even want to sell the books that I have used successfully if I think I won't use them again. Even if I could get my other players interested, there just isn't enough time to play all those games that seem great to me. I'm now pretty resigned to the fact that some books or modules will be purchased and read just for my own entertainment and then resold. I've got to decrease the space these things are occupying. One step at a time, I suppose.
 

Psionics Handbook 3.0 - have never gotten to use and currently run a campaign where psionics are the providence of a long dead race. :(

All of the 3.0 Classbooks - crap and drivel describe these adequately. (lockpicks on poles??!)

Tome of Horrors - looks really cool but have never gotten around to adding in some of the monsters from to my campaign. It's not a bad book, imo, just hasn't fit with my campaign.
 

Arms and Equipment Guide: Bleh nothing going on here that I couldn't live without.

Book of Exalted Deeds: I'd really want to use a few things in here, but I seldom am a player, and really what DM in their right mind would let me play my Warforged Battle Sorcerer/Dragon Disciple with the vow of poverty?

Epic Level Handbook: I might use one of the monsters in it as a villain in a Warcraft RPG game... but there's just not enough in the book to make it worth what I paid.

Creature Collection (Unrevised): It's sitting inside of a box in my closet... 'nuff said.

Ghostwalk: Neat idea, but I hated how they implemented it. Now I'm not suprised my friend just gave it to me.

Conan d20: I read it and was enthralled... but then it struck me I'm never going to get a chance to use any of this. It curtailed my enjoyment considerably.

Deities and Demi-Gods: A book that simply shouldn't have been made. Insane stats for the gods are completely useless to your average GM. I'd rather have a book detailing the religions of these gods... call me crazy.

Iron Kingdoms Character Guide: I wanted to like this book, I really did, but as I read the book it became more and more apparent that I wasn't really thrilled with anything I was reading.

Champions of Darkness: Or as I like to think of it, a perfect example of how not to write a Ravenloft book. Some of the feats may make their way into my eventual Ravenloft campaign but the book is useless beside them. Inaccurate stats of Jander Sunstar, Horrible Artwork, poor prestige classes, and several organizations that simply do not fit Ravenloft's tone (Ebon gargoyles anyone?!?)

In general my problem has been that I've always strived to take my campaigns in different directions than standard D&D so I buy every interesting book that comes along, but then I realize that I don't get a chance to use them. Now a days I just try my best to buy products for worlds (Ravenloft, Warcraft, Mutants and Masterminds) I enjoy and use the mass of optional rules I've collected throughout since 3.0 came out.
 

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