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D&D Brand Manager of Fluff

1. Deliberate Indifference: The Gray Book of Neutrality The three good and evil alignments each get a book, but the five neutral alignments don't? Both moral and ethical neutrality are explained (with chaotic neutral getting it's own chapter). Also included for the DM is a chapter on how to play neutral monsters.

2. Complete Commoner It's harvest season! Pure fluff descriptions of a variety of commoner celebrations that will fit into any game world. Chapters will include growing tips for any environment, taking care of your hoe, and what to do when the kobolds attack.

3. The Class Fluff Book No new rules, just chapter after chapter chock full of class information. Ideas and examples of creating your own barbarian tribes, bardic colleges, fighter schools, monk monastic traditions, wizardly education, and much more.

4. Cubeanomicon Vivid detail of what oozes, slimes, puddings, and jellies do when no one is looking.

5. Races of Crossbreeding Everyone knows about half-elves and half-orcs, but what about the half-halfling quarter-gnome quarter-dwarf? Attitudes and lifestyles of every possible combination of the base races fill this book.

6. Religion and Politics I can't discuss the content of this book on this board. Trust me, it's good.

7. The Far Realm Explained A random jumbling of letters, words, and pictures... or is it? Those who know about the Far Realm will understand it, the rest will be driven mad.

8. 4th Edition
 

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der_kluge said:
I can't help but be amused by how many of the books suggested have already been done by 3rd party publishers.

True, but for many people (such as myself) if the book wasn't done by WotC, then it may as well not exist. It would be nice to see a Wizards treatment of some of these (though, if I had my say, not Sigil or FC:III. I'm one of the weirdos who hates Planescape irrationally because of the changes made to the planes from 1e, and have always found the daemons boring; also, a city above the spire of Concordant Opposition? Riiiiiiiiiiiight).
 

To be honest, I prefer WotC's crunch-heavy books. I've got basically no interest in using someone else's fluff (although it sure as hell can be fun to read). That said, there are a hell of a lot of great suggestions, here.

Charwoman Gene said:
Cultures
A sourcebook detailing a series of non-bordering countries in the default setting, each of which would be rich in world detail and mood, and easily rippable to home games.
Damn, you beat me to that one. I'd really like to see a book explaining that races other than humans can have different cultures (without having to get into the whole "subrace" bit). It might even be especially cool if the cultures offered were (to whatever degree is possible) race-independent: "In your campaign, the Red Scar Nomads might be hobgoblins as we present them here, but here's what might change if you used them as halflings, instead..."

(Damn, now I'm actually thinking about a nation of desert-dwelling hobgoblins the work kind of like D&D tusken raiders, with a little bit of fremen thrown in. They could wear full-body outfits of alchemical, moisture-retaining bandages and masks, manufacture weird and powerful drugs, and ride around on big, shaggy, non-sentient, quadrupedal devolved bugbears.)

Shawn Kehoe said:
Heroes of Intrigue / Mystery Mysteries become really hard to run in D&D once the party gets decent divination magic. This book explores how to maintain the pacing of a mystery story, both by preventing early reveals and getting the game on-track if the PCs miss vital clues. Let that Nard fella worry about the Prestige Classes and feats.

Magic and You: Explores the logical ramifications of magic on the various aspects of society: trade, serfs, nobility, etc. If the local noble has pre-paid for a resurrection spell, what is the alternative to assassination? What kinds of laws governing would be commonly adopted in hamlets, cities etc? Since each campaign is different, this book would be general in nature, offering guidelines and suggestions.
Yeah, both of these are basically vital, in my opinion, particularly the latter one. It could present three or four basic magic level paradigms (say, low magic, "D&D standard" magic, beyond-Eberron high magic, and possibly some variant scenario where it's just divine magic or psionics or something), and sketch out just how basic things like survival, medicine, commerce, entertainment, justice, warfare, and education would be affected. Also, it'd be worth bringing up the results of magical inequalities: Just because one society in a campaign setting is "high magic", don't mean their neighbors are.

pawsplay said:
Allegiances - The book of alignments. Describes alignments with concrete examples, flexible interpretations, discussion of the Paladin code, alternate rules along the lines of BoED/BoVD, non-alignment D&D, and some meat on creatures of the Outer Planes with less emphasis on the "Blood War" and such.
I'd buy that for the non-alignment section alone. Also, it'd be great to have some alternate alignment systems offered. I'd love to see a D&D version of the various character-advancement-for-following-character's-personality-quirks-and-goals mechanic that's gaining popularity today.

pawsplay said:
Complete Noble - Fiefdoms, rulership, taxes, and aristoractic heroism.
This is pretty necessary, yeah. I think it'd be more like "Heroes of Nobility" or "Heroes of Power", though. It's closer to being a genre/situation book than a class book.

Yair said:
Nightmare & Dream: A setting-neutral book providing DMs with an evil organization invading reality from the plane of dreams. The book details the dreamlands, how the Shadow (?) corrupted them, and mechanics to allow the DM to insert the threat into his world. Ties are made with similar organizations in existing settings [especially those Eberron dudes, forgot their name], bringing the "reveal" that these are fronts and entry-ways for the greater Shadow threat. The goal is to create a piece of setting that can be shared across settings and so reduce fragmentation, and hopefully to create enemies as evocative as the Mind Flayers and their likes.
You stole that right out of my brain. I really dig the idea of a Lovecraft-tyle "Dreamlands" mini-setting that can be added to an existing world. Just, for the love of God, no "when you die in the Dream, you die for real" stuff, or physical gateways into the dreamworld. D&D's Astral Plane has already been rendered meaningless by stuff like that.

Olgar Shiverstone said:
Bark, Squak, and Growl -- a complete guide to pets, familiars, animal companions, and beasts of burden. This is probably 50% crunch, so I'll share credit with Greg again.
This sounds damned worthwhile. Given the number of D&D core classes that get some kind of pet as a class feature, we need a few feats or alternate rules to make them less of a freaking burden. Also, we need new animals and animal-equivalents to use in these roles (including things like constructs, outsiders, and even undead). And this would be useful for more than just full-time pets: Remeber that all those summoning spells could get a lot of mileage out of this book, too.

humble minion said:
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.
I would really dig that.

BiggusGeekus said:
The Positive Material Plane - why? Because of the constant healing. This would be a challenge. The meta-concept is to migrate core D&D from a per-day game to a per-encounter game. Because this book is going to take place on or near an endless fountain of life, people get their spells back faster, are always slowly regenerating hit points, and spells like raise dead are easier to cast. You can still die at 0 or -10 or whatever, but while alive there is less "downtime". The setting in this case would serve to support the game mechanics. This would also act as a bridge product between the PnP RPG crowd and the MMORPG crowd. But the flavor text would be absolutely crucial because you have to show the PnP guys that you aren't selling out to the computer gamers. To be honest, I think a book like this would either be a hit or a bomb.
Oh, now that is a deeply bizarre idea. I can't imagine it'd ever happen, but I do think it could actually work, and I'd really love to see the art for such a setting. The civilizations that would develop in such a work (and, for that matter, the environments themselves) should be extremely interesting.

Furthermore, I've got to echo the calls for Heroes of Intrigue (which, in my mind, could cover mysteries, general non-combat challenges and adventure ideas, and also some PCs-as-political-or-aristocratic-powers material), and monster books on constructs, fey, and savage humanoids. A constructs book would be especially great, and I'm shocked more people haven't asked for it. The possibilities for new construct-making rules, intelligent constructs, magical cyborgs, etc. are absolutely huge (lots of useful stuff for Eberron fans, especially).

Also, I think it's downright criminal that we still haven't seen a book devoted to the Far Realms, in spite of the increasing frequency of references to that concept. Such a book would be a goldmine of both crunch and fluff possibilities, detailing not just the environs of the Far Realms themselves, but the impact they have on the Prime Material in terms of invasions, cults, leakages of weird mutagens, etc.

Another thing I've been dying for is a dedicated alchemy book. We could really use an Alchemist base class, and a large catalog of new craftable alchemical items. It'd also be nice to get some new, more in-depth alchemy rules, possibly involving the procurement of specific ingrediants rather than just flat GP expenditures. It'd also be nice to throw in some special materials and alchemical treatments for mundane items. I'd like to see some rules for alchemical potion-making, too; while the Brew Potion feat is the domain of spellcasters, it's definitely the sort of thing most people picture alchemists doing. Furthermore, the book could include information on exotic substances (monster parts, rare minerals and plants, etc.) that can be used in alchemy, as spell components, in magic item creation, and so on (note that a lot of MMORPG players are used to the idea of having to collect specific materials in order to craft items or cast certain spells).

I might even go so far as to say we could really use a book just on crafting in general, which would detail things like artisans' guilds and setting up a shop to run in between adventures (hey, the Fighter's gotta do something while the Wizard is off scribing all his new spells), as well as offering more in-depth crafting rules. In addition to the possibilities of specific raw materials that I mentioned above, there's definitely a lot more that could be done for a "masterwork" item than a simple +1 bonus. The Black Company campaign setting did some nice work in this regard, but it's definitely something that can be taken farther. I think one thing that the success of MMORPGs has shown is that people dig crafting, even the kids who are more interested in whacking skeletons than roleplaying.

The last suggestion I've got is a series of single-book campaign settings, each one under the direction of a single imaginative, appealing, and extremely distinctive artist. I'm talking about folks like Brom, Mike Mignola, Keith Thompson, Wayne Douglas Barlowe, Guy Davis, Alex Sheikman, Wayne Reynolds, or any of a hundred young geniuses from deviantART and ConceptArt.org. A single, focused, blazingly awesome artistic vision and a storm of weird, visually-exciting ideas, harnessed by WotC staff writing and editing. We're all creative people, and WotC has given us loads of raw material to work with. Who needs a setting with "support"? I think there's a lot of possibility in just giving people a spark.
 

For me, this is the same question as 'What books would you like Wizards to publish?' OK:

Life in Faerûn: The texture of what it's like to live there: a huge deluxe compendium discussing music, law, art, theatre, food, private worship, language and names, fairs and festivals, games, rites of passage, sayings, heraldry, jests... A true player's guide showing how folk live and think, and a great resource for DMs (and novelists too).

Adventurers of Faerûn: A book about not individuals but companies of adventurers: their mindset, culture, histories, legendary bands, names and charters, goals, relationship to society, how they work together as more than the sum of parts. More on the high-level Zelazny-inspired intrigue, competition over portals, how adventurers manipulate and are manipulated, etc. This is the core subject of playing D&D in the Realms, but has never been addressed directly and at length.

The Dales: Their government, mindset, culture, local merchant costers and cults and other power groups, adventure opportunities beyond the villages, the farming year, how dalesfolk act and work with adventurers; secrets of the lost dales, the land's pre-elven inhabitants, the druidic circles, byways and local tales, ruins and adventure sites from Aencar's Manor to the tomb of the Deeping Princess to White Crag. (Ed Greenwood's extant but unpublished lore could feed a dozen volumes!)

The Book of the Art: For the first time, a thorough delving into the depth and complexity of magic in the Forgotten Realms, long skirted, never addressed: the experience of working magic, its combinations, fine-tuning, philosophy, traditions, branches and wild talents and minor types; wards and mantles and spellwebs, farspeak and communication magics, types of scrying and their counters, non-adventuring spells; gate lore; advice on creating magic item histories... This would have a lot of game-mechanical information, one place it's actually called for.

Some Eberron books, which I'm not qualified to fantasize about.

The World of Greyhawk Campaign Setting.

A book on collaborative storytelling in D&D; a huge subject on which a lot has been written indirectly in other disciplines, but has only been discussed fumblingly and amateurishly in RPG books.
 


... I'm wondering if everyone posting here is really following the guidelines of the exercise.

I mean ... the scenario is that you are Brand Manager ... it's your job. If your selections result in abysmal sales, you lose that job.

Some of the answers seem to be along the lines of "8 books I'd really like to read" rather than "8 books I think will be good and profitable."

As I said in my entry above, I'd really like a Fey Book over a Giant Book. But I'd approve the Giant Book first, because it would sell better IMO.

Also, keep in mind that the books are supposed to be released in a one-year timeline. If all 8 books follow a single theme, be it monsters, planes, or campaign settings, the very best fan reaction you can hope for is "too much, too soon" or "too much of a good thing."

I guess what I'm really saying is: roleplay as what your character the Brand Manager would do, not what you as a consumer would want. :)
 

It's hard to pitch an idea about what would be a good Fluff book without knowing what most DM's want. As a DM the most important Fluff product I picked up this year was Dragon's Monster Ecologies. It is easy to use in any game and gave each monster a very unique feel beyond just the stats on the paper. I'd be very interested in Ecology styled books... the more the merrier.

Just a thought,
William Holder
 


Giant Book as been stated above by several

Races of War/Carnage... hobgoblins and orcs book

Low Magic/Medieval DM guide book to creating a more medieval mean and gritty campaign.

Arms & Equipment Guide 3.5, lots of historical arms, armor and equipment that could be stat'd out with good artwork. I feel that many DMs would find this extremely useful for fleshing out campaign details and making their campaigns nations unique and flavorful in numerous ways.
 


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