humble minion
Legend
A couple of ideas (though 'pure' fluff books are a bad idea imho - there should always be a balance between fluff and crunch)
Fey book. Unlike everyone else on this thread I've got no clever suggestions as to what it should be called, but I agree with them that it's got enormous potential. Should include a variety of new fey over a wide CR range, guidelines for replacing the standard inner/outer planes with 'faerie' for a non-regulation setting, extensive details on fey themes, like oaths, bans, banes, curses, destiny, the seelie and unseelie, fey manners and nobility, fey magic as a very distinct entity from mortal magic, etc, etc, etc, and on running a game to properly reflect these. Mr Nard should be willing to mess with a few of the sacred mechanical cows (by disallowing saving throws etc) in order to emphasise the capricious nature of the fey and their odd abilities.
The New Old Empires (or some similar name). FR sourcebook covering Mulhorand, Unther and Chessenta post the conquest of Unther. Mulhorand section should focus on the changes the place has undergone - the pharoah's loss of divinity, the military and economic resurgence, the encroachment of Western gods (romance between the pharoah and the Red Knight-worshipping commoner mercenary captain from the FRCS would make things very interesting). Unther should focus on the various resistance movements, the attempts to reforge a national identity after the obliteration of the pantheon, and the influence of Thay etc who want to destabilise Mulhorand. Chessenta should focus on Tchazzar rebuilding the nation and what that means - red totem dragon shamans becoming commonplace, how other nations are dealing with trading, diplomacy, and generally living next door to a CR40 dragon-god-king, etc. General theme of the book is muddled morality, political irony, and difficult choices of loyalty. Mulhorand is an unwelcome occupying power in Unther but is heavily LG with lots of paladins. Lots of (good) Untherites want to be out from under Mulhorandi rule but the independence they once had was under the heel of an evil tyrant. Do Untheric freedom fighters accept Thayvian help? Is anyone trying to revive any of the less unpleasant members of the Untheric pantheon, or convince Hoar to be Ramman/Assuran again? How DO you deal diplomatically with a dragon who has a +80 Diplomacy modifier, and Intimidate to match? Will the traditional worshippers of the Mulhorandi pantheon be able to stave off intrusion from the Western pantheon without breaking down a successful alliance? How will the Harpers and the like deal with Mulhorand's semi-benevolent system of slavery? What exactly IS buried beneath the ruins of Gilgeam's palace?
Arabian Adventures. A single book in the manner of OA and Ghostwalk, covering Arabian-style games. Your standard few prestige classes and new/variant base classes in the front, plus a handful of feats and monsters etc as per usual. Then, you have load of background/ecology material on geniekind (you'll never be able to do a Genie-nomicon, so look on this as an alternative) including the City of Brass, Great Dismal Delve and the rest, Arabian society/manners/culture and how to work them into game in an evocative way (the stuff in the old Al-Qadim line was great), hints on running games that may include slavery/monotheism/gender inequity, and about 20-odd pages covering a sketched-out basic world setting/home city.
Mightier than the Sword - a book entirely devoted to non-combat adventures and activities. Improved systems for social skills and knowledges, rules for libraries and research, ways and means to run mystery/investigation/political plots. Resources on building political support, running intrigue, recruiting followers/henchmen/employees, governing a city/town/kingdom, promoting a religion, operating a spy ring or a thieve's guild, handling magic used in a non-combat situation for civic improvements and the like (wall of stone, continual flame, etc). Do it all without any mention of an attack roll - Cityscape covered city-based *combat* perfectly well.
Edit: and another one!
Revolution - dealing with social, technological, and political change in a typical fantasy D&D setting. Assume someone develops basic industrialisation, moveable type, gunpowder, labour-saving magictech etc, and deal with the consequences. Dark satanic mills, rabble-rousing bards (can you hear the people sing?), political theorists, revolutionaries, Luddites, desperate druids turning terrorist, the near-extinction of the barbarian and ranger way of life, the increasing centralisation of power in nation-states (and the rise of democracy - do summoned or called creatures get to vote? Clones? Intelligent monsters or undead?), the impact of the tech and population boom on magocracies (Gutenberg's spellbook?), religions, powerful non-humanoids like dragons, and traditionally medieval cultures. Should include the basics of new engineering and craft skills and the like, as well as details on steampunk equipment, firearms, constructs, etc, but first and foremost it should be a toolkit from which the GM can take what he likes, rather than a proscriptive set of changes. What it means to be a low, medium, or high-level character in a world where things are changing and the old ways are making way.
Fey book. Unlike everyone else on this thread I've got no clever suggestions as to what it should be called, but I agree with them that it's got enormous potential. Should include a variety of new fey over a wide CR range, guidelines for replacing the standard inner/outer planes with 'faerie' for a non-regulation setting, extensive details on fey themes, like oaths, bans, banes, curses, destiny, the seelie and unseelie, fey manners and nobility, fey magic as a very distinct entity from mortal magic, etc, etc, etc, and on running a game to properly reflect these. Mr Nard should be willing to mess with a few of the sacred mechanical cows (by disallowing saving throws etc) in order to emphasise the capricious nature of the fey and their odd abilities.
The New Old Empires (or some similar name). FR sourcebook covering Mulhorand, Unther and Chessenta post the conquest of Unther. Mulhorand section should focus on the changes the place has undergone - the pharoah's loss of divinity, the military and economic resurgence, the encroachment of Western gods (romance between the pharoah and the Red Knight-worshipping commoner mercenary captain from the FRCS would make things very interesting). Unther should focus on the various resistance movements, the attempts to reforge a national identity after the obliteration of the pantheon, and the influence of Thay etc who want to destabilise Mulhorand. Chessenta should focus on Tchazzar rebuilding the nation and what that means - red totem dragon shamans becoming commonplace, how other nations are dealing with trading, diplomacy, and generally living next door to a CR40 dragon-god-king, etc. General theme of the book is muddled morality, political irony, and difficult choices of loyalty. Mulhorand is an unwelcome occupying power in Unther but is heavily LG with lots of paladins. Lots of (good) Untherites want to be out from under Mulhorandi rule but the independence they once had was under the heel of an evil tyrant. Do Untheric freedom fighters accept Thayvian help? Is anyone trying to revive any of the less unpleasant members of the Untheric pantheon, or convince Hoar to be Ramman/Assuran again? How DO you deal diplomatically with a dragon who has a +80 Diplomacy modifier, and Intimidate to match? Will the traditional worshippers of the Mulhorandi pantheon be able to stave off intrusion from the Western pantheon without breaking down a successful alliance? How will the Harpers and the like deal with Mulhorand's semi-benevolent system of slavery? What exactly IS buried beneath the ruins of Gilgeam's palace?
Arabian Adventures. A single book in the manner of OA and Ghostwalk, covering Arabian-style games. Your standard few prestige classes and new/variant base classes in the front, plus a handful of feats and monsters etc as per usual. Then, you have load of background/ecology material on geniekind (you'll never be able to do a Genie-nomicon, so look on this as an alternative) including the City of Brass, Great Dismal Delve and the rest, Arabian society/manners/culture and how to work them into game in an evocative way (the stuff in the old Al-Qadim line was great), hints on running games that may include slavery/monotheism/gender inequity, and about 20-odd pages covering a sketched-out basic world setting/home city.
Mightier than the Sword - a book entirely devoted to non-combat adventures and activities. Improved systems for social skills and knowledges, rules for libraries and research, ways and means to run mystery/investigation/political plots. Resources on building political support, running intrigue, recruiting followers/henchmen/employees, governing a city/town/kingdom, promoting a religion, operating a spy ring or a thieve's guild, handling magic used in a non-combat situation for civic improvements and the like (wall of stone, continual flame, etc). Do it all without any mention of an attack roll - Cityscape covered city-based *combat* perfectly well.
Edit: and another one!
Revolution - dealing with social, technological, and political change in a typical fantasy D&D setting. Assume someone develops basic industrialisation, moveable type, gunpowder, labour-saving magictech etc, and deal with the consequences. Dark satanic mills, rabble-rousing bards (can you hear the people sing?), political theorists, revolutionaries, Luddites, desperate druids turning terrorist, the near-extinction of the barbarian and ranger way of life, the increasing centralisation of power in nation-states (and the rise of democracy - do summoned or called creatures get to vote? Clones? Intelligent monsters or undead?), the impact of the tech and population boom on magocracies (Gutenberg's spellbook?), religions, powerful non-humanoids like dragons, and traditionally medieval cultures. Should include the basics of new engineering and craft skills and the like, as well as details on steampunk equipment, firearms, constructs, etc, but first and foremost it should be a toolkit from which the GM can take what he likes, rather than a proscriptive set of changes. What it means to be a low, medium, or high-level character in a world where things are changing and the old ways are making way.
Last edited: