Archon of Light
First Post
- Since we're being hypothetical...
Mr. Rouse,
As you requested, here are the eight titles I will be putting out this year.
The first four supplements I'd like to present to you are actually the beginning of a new line of supplemental booklets called, Campaign Components. This series is intended to provide gamers with a fully developed campaign model which can be drop into almost any fantasy setting. Each 96-page, softcover booklet can be used individually to add the particular elements described to a campaign, but they can also build on one another to create fully detailed campaign areas ready for play. Ideally, they should coincide with the planned series of adventures to create an entire adventure path which can be used with or without the Campaign Component line. The first four working titles (pending) are as follows:
Kingdom of Adventure: The first in the Campaign Components series presents a campaign-ready area for gamers, and lays the groundwork for all other components in the current line. The booklet contains important information for both players and DMs who wish to place their next adventure campaign in the described region. The detailed area is large enough to support a number of campaigns on its own, but it can also be altered easily to fit into an existing campaign setting. A major focus of this starting point will be the large town that dominates the region and will likely serve as the home base for adventurers. It comes complete with maps, personalities, adventure hooks, and advice on how to incorporate elements from other products and sourcebooks.
Guilds and Orders: The next installment of the Campaign Components series describes more than a dozen organizations and guilds commonly sought-after by adventurers. These include a City Watch, a Wizard's Cabal, three distinct temples or churches, a Thieves' Guild, and more. Each of these groups is fully detailed and allows for individual inclusion into any standard campaign, but also has specific tie-ins that can be utilized with the first of the Components series.
Dangerous Denizens: The third installment in the series takes a different approach by providing details on some of the more adventurous, and dangerous sites that adventurers often seek. These mini-scenarios describe the lairs of various monsters, or strange and unusual sites that can typically played out in a single session. The entries can be used independently and individually to spice up a campaign, or give DMs a quick and easy session when players decide to go in a different direction. Of course, the areas will have specific tie-ins that can be used with the current campaign series, as well as the campaign arc.
The Dwarf Halls: The fourth installment introduces a dwarven city that can be used in any standard fantasy campaign. The booklet details the history and culture of the dwarves, complete with personalities and adventure hooks. It should coincide with the events of the current campaign arc and provides extra material that could be used in collaboration, or on its own.
In truth, I would like to see six of these put out in a year, but let's see how well they are recieved first and if the demand is there. For the final four products this year, I will offer the following titles:
A Guide to Better Roleplaying: At last, a definitive guide for roleplaying. This book covers a lot of the gray areas that are not specifically covered in the rulebooks, and gives advice on how to encourage players at your table to think about character, plot, and storylines. It also provides a very important look at alignments, which is arguably the most debated topic anywhere.
Campaign Options: Low Fantasy: A new series that introduces a complete ruleset to change the overall flavor or style of your DnD campaigns. The first book, Low Fantasy, allows for low-level, low-magic campaigns for Dungeons and Dragons.
Campaign Options: Spelljammer: The second in the Campaign Options series harkens back to the classic AD&D setting that takes fantasy into outer space! Easy to include into any existing setting, Spelljammer introduces ships powered by magic for adventures beyond the stars themselves.
And the fourth title, I will actually be working in collaboration with the Brand Manager of Software and Digital Initiatives (and a few other Brand Managers) to produce the premier online roleplaying system specifically for the Dungeons and Dragons game. It's not an MMO, or an imitation game (like Neverwinter Nights), but a fully functional, expandable, and customizeable table-top simulation tool that allows players to play a pen-and-paper game of DnD with full graphics, voice chat, etc. Players will be able to create their own 3-D maps using tilesets and fully animated figures to represent their characters and monsters on the battle map. (Frankly, I'm surprised you didn't get the memo already.)
Best regards,
Your new minion.
Mr. Rouse,
As you requested, here are the eight titles I will be putting out this year.
The first four supplements I'd like to present to you are actually the beginning of a new line of supplemental booklets called, Campaign Components. This series is intended to provide gamers with a fully developed campaign model which can be drop into almost any fantasy setting. Each 96-page, softcover booklet can be used individually to add the particular elements described to a campaign, but they can also build on one another to create fully detailed campaign areas ready for play. Ideally, they should coincide with the planned series of adventures to create an entire adventure path which can be used with or without the Campaign Component line. The first four working titles (pending) are as follows:
Kingdom of Adventure: The first in the Campaign Components series presents a campaign-ready area for gamers, and lays the groundwork for all other components in the current line. The booklet contains important information for both players and DMs who wish to place their next adventure campaign in the described region. The detailed area is large enough to support a number of campaigns on its own, but it can also be altered easily to fit into an existing campaign setting. A major focus of this starting point will be the large town that dominates the region and will likely serve as the home base for adventurers. It comes complete with maps, personalities, adventure hooks, and advice on how to incorporate elements from other products and sourcebooks.
Guilds and Orders: The next installment of the Campaign Components series describes more than a dozen organizations and guilds commonly sought-after by adventurers. These include a City Watch, a Wizard's Cabal, three distinct temples or churches, a Thieves' Guild, and more. Each of these groups is fully detailed and allows for individual inclusion into any standard campaign, but also has specific tie-ins that can be utilized with the first of the Components series.
Dangerous Denizens: The third installment in the series takes a different approach by providing details on some of the more adventurous, and dangerous sites that adventurers often seek. These mini-scenarios describe the lairs of various monsters, or strange and unusual sites that can typically played out in a single session. The entries can be used independently and individually to spice up a campaign, or give DMs a quick and easy session when players decide to go in a different direction. Of course, the areas will have specific tie-ins that can be used with the current campaign series, as well as the campaign arc.
The Dwarf Halls: The fourth installment introduces a dwarven city that can be used in any standard fantasy campaign. The booklet details the history and culture of the dwarves, complete with personalities and adventure hooks. It should coincide with the events of the current campaign arc and provides extra material that could be used in collaboration, or on its own.
In truth, I would like to see six of these put out in a year, but let's see how well they are recieved first and if the demand is there. For the final four products this year, I will offer the following titles:
A Guide to Better Roleplaying: At last, a definitive guide for roleplaying. This book covers a lot of the gray areas that are not specifically covered in the rulebooks, and gives advice on how to encourage players at your table to think about character, plot, and storylines. It also provides a very important look at alignments, which is arguably the most debated topic anywhere.
Campaign Options: Low Fantasy: A new series that introduces a complete ruleset to change the overall flavor or style of your DnD campaigns. The first book, Low Fantasy, allows for low-level, low-magic campaigns for Dungeons and Dragons.
Campaign Options: Spelljammer: The second in the Campaign Options series harkens back to the classic AD&D setting that takes fantasy into outer space! Easy to include into any existing setting, Spelljammer introduces ships powered by magic for adventures beyond the stars themselves.
And the fourth title, I will actually be working in collaboration with the Brand Manager of Software and Digital Initiatives (and a few other Brand Managers) to produce the premier online roleplaying system specifically for the Dungeons and Dragons game. It's not an MMO, or an imitation game (like Neverwinter Nights), but a fully functional, expandable, and customizeable table-top simulation tool that allows players to play a pen-and-paper game of DnD with full graphics, voice chat, etc. Players will be able to create their own 3-D maps using tilesets and fully animated figures to represent their characters and monsters on the battle map. (Frankly, I'm surprised you didn't get the memo already.)
Best regards,
Your new minion.