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D&D Brand Manager of Fluff

- 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.
 

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Archon of Light said:
-
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.

This one I would be all for. I live in MO...but my gaming group is in NY (can't find any group that I'm more familiar or comfortable with than my NY buddies)
 

3catcircus said:
Let's see:

1. From Our Fields to Your Table: a description of the trade routes of the Forgotten Realms. Details on carvans and merchant fleets, an expansion and clarification of the trade maps in FRCS, and typical caravan makeups. You could also do the same things for Greyhawk and Eberron all in the same book.

2. Armies of Faerun: a survey of the military forces of the Forgotten Realms. Orders of Battle, Tables of Organization and Equipment, specific military ranks, awards and insignia, biographies of key leaders. Jerry Davis's "The Military Forces of Cormyr" on Candlekeep.com is a perfect example of the type of detail I would expect.

I'd very much like to read both of these, if Greyhawk were covered and it was written well, a la Magical Medieval Society or whatever it's called, and not all high magic and gold mines for the trade book, or info about levels and magic equipment for the armies book.

That is, I'm looking for "realistic" low fantasy stuff by people who know some medieval history and some Tolkien, not another crunch book. "Powers of Faerun" I bought (even though I never played FR and know little about it), but I found it disappointing since it's a bit too simple minded . . .
 

haakon1 said:
I'd very much like to read both of these, if Greyhawk were covered and it was written well, a la Magical Medieval Society or whatever it's called, and not all high magic and gold mines for the trade book, or info about levels and magic equipment for the armies book.

That is, I'm looking for "realistic" low fantasy stuff by people who know some medieval history and some Tolkien, not another crunch book. "Powers of Faerun" I bought (even though I never played FR and know little about it), but I found it disappointing since it's a bit too simple minded . . .
The makers of a Magical Medieval Society: Western Europe (and most people on this thread are pretty much the target market for that book) also have a book called Silk Road that describes trade routes, both in the real world and in a more magical one, with rules on how much they make, what items they carry and so on.

You'd have to flesh out Greyhawk for yourself -- although I suspect Canonfire may have a head start on the routes themselves -- but it'd give you everything else you needed.
 

I prefer concept fluff over storyline or canon fluff. Matierial that is confining, not that which implicitly or explicitly steers me in a certain direction.

1. Coin and Commerce (a book on D&D mercantalism) - generic D&D book, or Mercantalism of the Realms. A book Ed Greenwood has long wanted to do as he indicated here.
http://www.wizards.com/default.asp?x=dnd/ps/20060307a
Power of Faerun was awesome, and useful both to Realms GMs and those who run in other settings as well. Let's build on that. This could touch on how communities run and support themselves, in addition to more traditional mercantalism, banking, etc. Basically, the D&D economy sourcebook.

2. Heroes of Intrigue - the companion book to Heroes of Battle and Heroes of Horror that addresses political, diplomacy, and other spy/espionage/mystery/political campaigns themes and story arcs. Spies, traitors, diplomats, cold wars (as distinct from the battle heavy ones discussed in Heroes of Battler). The Farseer trilogy by Robin Hobb, and A Song of Ice and Fire series by George R. R. Martin are both big hits with readers, and no RPG book really educates a GM on how to design and maintain these types of campaigns. In addition, lots of fans have been asking for it on the message boards. If the book is longer than Heroes of Battle, it can also support realm management rules (running a manor, fort, barony, kingdom, etc) that customers have long asked for, and that would be integrated seemlessly into the rest of the politics and diplomacy game mechanics. They might be reminiscent of Birthright, without the bloodlines, or totally new if the newest idea is best. Don't limit the focus to only "high level". Characters of all levels can be rank and file, leaders, and pawns of others.

3. Greyhawk or Mystara one shot campaign setting product. Something the length of FR campaign setting, or Oriental Adventures. There are a lot of fans of the original settings and material. People would love prestige classes and mechanics that were anchored to and enriched the play experience of a favorite setting instead of just being free standing in a crunch book. Another option are Dark Sun and Al' Qadim. Dark Sun is more distinct from our current product lines. Al Qadim has a lot of flexibility, and any

4. A multi-level adventure that showcases the ideas in Heroes of Intrigue as Red Hand of Doom did for Heroes of Battle. Something that took characters through 4 or 5 experience levels, as that adventure did. There would not be an absence of fighting per se, so much as an emphasis on situations that encouraged use of sneakier tactics and social interation, as well as politically charged storylines. There are rarely products that encourae this type of play, and the one here could be a real showcase for our company in that regard. We are also questioned by the fan base in terms of how are we relevant still, are we still innovative, and this gives us a chance to let a product answer that question by letting our creativity and quality speak for iteself. One last thing, it would allow us to compete in the market for the customers that will be interested in Green Ronin's Song of Ice and Fire RPG. Without this and Heroes of Intrigue, we have little to offer that group of customers.

5. Another 'Expedition to' adventure ...Possible choices, Expedition to The Black Eagle Barony, Expedition to the Forbidden City, Expedition Against the Reptile God, Expedition to the Desert of Desolation, Expedition to the Bloodstone Lands, Expedition Against the Slavelords, and Expedition to the Night Below.

6. The Savage Wilderness - environmental book on the outdoors. The companion book to Cityscape and Dungeonscape. I'd call it Wildscape, but I think there's a book out there with the name already. It opens up the wilderness into a place of awesome encounters. Forests, fields, swamps, etc. Ideally it would cover the rest of the terrain tyles not covered in other books (except for perhaps mountains and hills - which might have enough material for a second book). If you need to narrow the focus, then stick to forests and fields (farmland - basically, rural communities in D&D).

7. Advanced GM handbook - cram this full of every brilliant, innovative idea for running a game you can find. Ones invented in house at WoTC, used by others, and so on. I'm talking about Aaron Allston's blue booking idea. Robin Laws' article on TV-series structure in campaigns from Dragon 293, a section on how to streamline D&D so that it runs like Star Wars Sage Edition, and the idea from the GM on ENworld that just blows people away.

8. The Hand of Vecna - a combination mini campaign (stretching over 4 or 5 levels) against Vecna, as well as information on how his cult works, etc, so that the product can be used exclusively as source material, or can see continued use after the adventure has been run.


Other ideas
Let Paizo release a compilation of the Core Beliefs series, adding any deities that couldn't make it into the Dragon run (like Iuz). Alternatively, complete the series as part of Dragon online.

Heroes of Myth - Like Heroes of Intrigue, only tales like Norse Gods fighting against trolls, the Argonauts, etc.

d20 Fantasy - D&D brought to d20 modern

Forgotten Realms Redux - call this a one shot ret con of the Realms, or just an opportunity for Ed to pontificate on how his home campaign is different and how the FR line would be different in tone and focus if he's written everything himself. I think his version would be darker, more ominous, and more challenging to players. Give the idea a try and see where Ed takes it.

Complete Ally (or Complete Cohort) - fluff and crunch that make cohorts, followers, henchmen, hirelings, allies, and other NPCs enriching parts of the game.
 

I second these nominations. All would catch my eye and I'd probably buy them

The Last Battle - especially the part about discovering part of the mythological origin of Greyhawk
Forgotten Realms: Beyond Faerun Gazetteer
FR Lords of Light
Faiths of Faerûn
revive the Poor Wizards Almanac
'field guides' to monsters - though I think side bars of stats would be important parts of these products. Make them usable for your game, in addition to inspiration for your game.
The Low Magic Companion:
Nightmare & Dream
Politics of Faerun
Monster book on Giants, Fey, or the Fiendish Codex III
Sinister Schemes
The Wizard's Guild - I'd imagine this as one part Harry Potter and one part seven secret crafts of Glantri, and throw in plenty of adventure themes, politics, rivalries, and secret agendas among members.
work with the author of an ENWorld Story Hour
Complete Guide to Decompression - maybe call it sub plots, or maybe include the ideas here in the advanced GM guide I suggest above
Mightier than the Sword
Catalogue of Libraries - good for the digital initiative, I think...
Fetes and Fairs - same as above
The Code - same as above
Myth and Mystery
A Magical Medieval Society - illustrated!
Arcane Arts
Dark Woods, Distant Peaks
Campaign Guide - The Grand Tour
Known World/Glantri 3.5
Campaign Template Books - Plague and Famine would be my first choice here, followed by Bad Weather
1001 Tales - An adventures designer's treasure chest
One-Shot Campaign Settings
Frontier Justice
The High and the Low
Life in Faerûn
Adventurers of Faerûn
Low Magic
 

Eight products, eh?

Core Unleashed 1, 2, and 3: Fluff for any campaign, focusing on each part of the PHB, DMG, and MM. For example, ranger organizations, dwarven religion, schisms within the elven college of wizardry, the machinations of deities, dungeon features galore, monster ecologies, and so on. 100% Open Game Content so that WotC's "mark" would be in numerous places, and be expanded on and enriched by (rather than outdone by and in competition with) third parties like Paizo. These are the products that I wish existed more than anything else - codify the default non-rules part of core, get other companies enriching that. Only a big guns product can do that.

Villainy: Not rules. Just how to design villains.

The last four are obvious. FCIII, Giant book, Fey book, Woods book.
 

Monkey King said:
First, you get hired as the D&D brand manager. Then, you can look at the sales figures.

Or if you're really a glutton for punishment, first you get hired as a Hasbro accountant. :D

Seems kind of like a circular argument. If I can determine which products are going to sell, I can be the D&D Brand Manager of Fluff. However, I have to be the D&D Brand Manager of Fluff to have half a chance at figuring out what is going to sell. On second thought, I suppose it is the insiders just cleverly rigging in the system in their favour. Well done, :p .

Not to sure about being an accountant though. I have the ability, if I had the training, but bean counting is not exactly high on my list of priorities.

However, all of that aside, I know I would be perfect as the D&D Brand Manager of Fluff. Here is a summary of my relevant experience:


...


....


.....


;)
 

The following is Purple Dragon Knight's List, from Candlekeep, as he is unable to attend the "board meeting:"



Faiths of Faerun: as Knight Errant described

Stout Folk of Faerun: a 90-pages Realms book on dwarves... long overdue.

Forgotten Folk of Faerun: a 90-pages Realms book on gnomes... long overdue.

Tel'Quessir of Faerun: a 90-pages Realms book on elves... long overdue.

Hin of Faerun: a 90-pages Realms book on halflings... long overdue.

Depths of Faerun: inhabitants of the underwater worlds of Faerun, from the Sea of Fallen Stars to the underwater guardians surrounding the island of Evermeet. Explore their cities, uncover their treasures and take a ride on the Leviathan express that leaves daily from Waterdeep harbor...

Heartlands of Faerun: as Knight Errant described

Sword Coast: Baldur's Gate, Amn, Tethyr, Calimshan and the all the island nations found offshore... Explore the Moonshaes and uncover the technological wonders of Lantan. Sign up for the next anti-pirate sailing patrol to keep your waters free of tyranny, or head to Mintarn to join the pirates instead. 224 pages; 34.95
 

I went through and catalogued the first 25 or so posts. Environment/Settings books dominated the list. That was followed by Monster books with Class and Adventure books struggling to hold onto 3rd and 4th place.

Of the Environment/Settings books... Forgotten Realms had the most requests followed by the Planes with Eberron close behind in 3rd. That's interesting to me because in all my 25+ years of playing D&D I've only ever played in FR once in a very short campaign... and that was even in the hinterlands somewhere that isn't detailed very well. The Planes saw a lot of attention being paid to Sigil, but there were also several requests for more general info on the planes. As for Eberron, there were several requests for finishing off Khorvaire with supplements, though there was also an interesting request for The Dragon Below. One other thing that came up a couple of times was how Magic affected the environment also books on villages (whether it be a single village or a general village resource).

Of the Monster books it was pretty much tied between Yugoloths, Fey and Giants. It seems that people are really hungry for more info about these and other creatures. Besides these, there seemed to be a general call for more ecology type books.

In my Class category, the big winners were books on the Alignments. I guess a lot of people want more about how alignments work and how to use alignments in game. I wouldn't have guessed that, but there you go. Beyond that, there were also a couple of requests for books dealing with what characters do when they're not adventuring.

I don't have much to say... just a recap of sorts. Sounds like the people that say that there is nothing left in 3.5e gas tank might be a little bit wrong. Based on a lot of these suggestions, I think 3.5e could have several years worth of product. Very cool.

--sam
 

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