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D&D Brand Manager of Fluff

A few that come quickly to mind (sorry for the obvious Eberron-fanboy-ism)

Eberron: Nine Nations (opposed to Five Nations) - detailing the Demon Wastes, Shadow Marches, Drooam, Zilargo, Mror Holds, Valenar, Talentia, Q'barra, and the Principalities.

Eberron: Secrets of the Dhakanni - detailing the old empire and the new rising nation

Eberron: Secrets of Noir - (Written by Keith Baker and Nick Logue, of course) Detailing concepts of noir, how to have anti-heroes, and running intrigue/noir campaigns

Eberron: Secrets of Khyber - As mentioned above, a book giving ideas on the ecology and geography of the Eberron underworld.

Eberron: Beyond the Veil - a sourcebook on the planes of Eberron.
 

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Keeper of Secrets said:
Complete Guide to Decompression (or something like that) Between adventures sometimes players want something that explores their character - romance, mystery, intrigue , etc. as opposed to simple dungeoneering and dungeon crawling. This could set up ways to actually launch mini-campaigns that can be done between sword swinging and spell slinging adventures.
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Scott_Rouse said:
Hypothetical-

I have just hired you as the Brand Manager of Story, Settings, Funny Names, and Bardic Song Lyrics. I've cut Greg's line in half and given it to you. Tell me what books you are going to put out. You have eight titles this year.

Your New Boss


Easy:

Traveling the Planes I: Sigil
Traveling the Planes II: The Nine Hells (greatly expand on FC2)
Traveling the Planes III: The Abyss (greatly expand upon FC1)
Traveling the Planes IV: The Far Realm
Traveling the Planes V: Limbo
Traveling the Planes VI: Carceri
Traveling the Planes VII: The Paraelemental Planes
Traveling the Planes VIII: Pockets, Mini-Planes, and Wonderlands
 

I'm not gonna come up with 8. Then again I've been press ganged, and you get what you pay for....
Core Beliefs. I have no idea about how licensing and stuff would work, but take the already done core beliefs, follow the formula, finish the gods, and go get the secondary gods. Go visit other mythos with the series. Might take a few books.
Book of Challenges. Do another one. I've used bits from the first. I don't think they count as crunch....
Book of Adventures. A two page description of an adventure/plot. No maps (unless the map is integral). Just a textual description of the adventure with some details (but no stat blocks) thrown in.
Book of Campaigns. A step of from the previous, and probably longer. Maybe 5-10 pages per campaign. Might need some maps.
Those last two are something I've been looking for. I think they would really help with DM burnout.
I like some of the other suggestions from folks that are similar (detail some cultures or cities/towns). Give me building blocks. Let me put them together. While classes are building blocks, I want slightly higher level building blocks too. <analogy>I don't want to buy rubber, and steel, and other bits. I want to buy a tire. I can put it on the car though.</analogy>
-cpd

P.S. Are you gonna give us any feedback on our work :lol:
 

Keeper of Secrets said:
Complete Guide to Decompression (or something like that) Between adventures sometimes players want something that explores their character - romance, mystery, intrigue , etc. as opposed to simple dungeoneering and dungeon crawling. This could set up ways to actually launch mini-campaigns that can be done between sword swinging and spell slinging adventures.

Can I suggest a new name?

Complete Ale & Whores
 


diaglo said:
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High praise, indeed, coming from you. I actually run my games this way and have tons of old notes that are yellowing in old binders - the best way to have them. But some day I will type them all up. :)
 



The World of Greyhawk Campaign Setting: The grand revival of the greatest setting in the History of DnD, 352 pages.

Balance of Power: The forgotten struggle between the forces of Law and Chaos, 256 pages.

Fantastic Armies: Detailing the size, composition, units, and ranks of sword and sorcery armies. Including several sample armies fully fleshed out and ready to drop into your game, 256 pages.

The Mythologies Series Book 1: The Faiths and Myths of Greyhawk: The creation myths, church orgainization, and stories of legend for the greatest setting in the history of DnD, 320 pages.

Beyond the Veil of Sleep: Detailing the Dreamlands and their interaction and effect on the material plane and those who harness its power, 256 pages.

Fantastic Organizations: Dozens of fleshed out setting neutral Affiliations, Guilds, and Factions ready to be dropped into your game, 256 pages.

The Ancient Conflicts Series Book 1: Detailing the cultures,nations, and personalities that brought you the invoked devastation and rain of colorless fire with enough detail to allow ambitious DMs to run a historical Greyhawk Campaign, 288 pages.

The Halls of Power: Detailing everything you need to run scenarios of poilitical intrigue and manipulation including the dynamics of Empire, Monarchy, Feudal governments in a sword and sorcery setting, 288 pages.

Can I work from home? Its going to be a really bad commute from Massachusetts.
 

Into the Woods

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