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D&D Brand Manager of Fluff

I was thinking about this thread a bit in bed last night (ok, yes; I am a geek).

It seems to me that what some people might be clamboring for is a return to a more "mythological" feel to the game - The Fey, Giants, Demons, Devils, Angels - these are all mythological things rooted in our culture and legend. I can't find myself being excited about a splat book on unusual races, but would find myself drawn to a book on Fey or Giants.
 

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00Machado said:
I second these nominations. All would catch my eye and I'd probably buy them

'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 second one of these is coming out this month and is listed on the front page of the official D&D site.

If you don't buy it, they won't believe you actually want it.
 

Whizbang Dustyboots said:
The second one of these is coming out this month and is listed on the front page of the official D&D site.

If you don't buy it, they won't believe you actually want it.
These struck me as being aimed very much at a kiddie demographic rather than the core gamer market. I'm using The Practical Guide to Dragons to help my daughter (age 7) improve her reading.
 

der_kluge said:
I was thinking about this thread a bit in bed last night (ok, yes; I am a geek).

It seems to me that what some people might be clamboring for is a return to a more "mythological" feel to the game - The Fey, Giants, Demons, Devils, Angels - these are all mythological things rooted in our culture and legend. I can't find myself being excited about a splat book on unusual races, but would find myself drawn to a book on Fey or Giants.

Now that you mention that, I agree fully with that assessment. I believe that's the core of what we want to see, it seems.
 

crazy_cat said:
These struck me as being aimed very much at a kiddie demographic rather than the core gamer market. I'm using The Practical Guide to Dragons to help my daughter (age 7) improve her reading.
Still full of brand-new D&D fluff, and at a bargain price.
 

der_kluge said:
I was thinking about this thread a bit in bed last night (ok, yes; I am a geek).

It seems to me that what some people might be clamboring for is a return to a more "mythological" feel to the game - The Fey, Giants, Demons, Devils, Angels - these are all mythological things rooted in our culture and legend. I can't find myself being excited about a splat book on unusual races, but would find myself drawn to a book on Fey or Giants.
I think this is true except for a few select exceptions. Drow are one, obviously, as are the mind flayers. I suspect the gith* are on that list, too.
 

Whizbang Dustyboots said:
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.

Nod. I need to talk my FLGS into getting that, assuming it's a print book, not PDF?

Whizbang Dustyboots said:
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.

Years ago, I did my own work on that, listing out the trade goods coming from a number of nations in western Greyhawk, where I run my campaign. It always struck me as a good investment of my DMing time, to know what comes from where. My inspiration, more than anything, is the discovery of Southfarthing pipeweed in the ruins of Orthanc in the Two Towers -- a little minor dungeon dressing detail with a lot of portent built into it. :cool:
 

Whizbang Dustyboots said:
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.

Don't get me wrong - I have MMS:SR and MMS:WE and I love both of them. I'm looking more for *specifics* of the FR campaign world - a large portion of what makes that world operate is merchant caravans and it would be nice to have some details.
 

crazy_cat said:
These struck me as being aimed very much at a kiddie demographic rather than the core gamer market. I'm using The Practical Guide to Dragons to help my daughter (age 7) improve her reading.

I agree. Those products are aimed at young readers, and not necessarily gamers (more like those WoTC hopes to bring into the hobby). I was thinking more along the lines of combining Dragon Ecologies with the Monster Manual (II, III, etc)...into a hybrid product.
 


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