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D&D Brand Manager of Fluff

Interesting exercise.

Heroes of Chivalry -- The default D&D setting really isn't knights, it's psychos looting ruins. This book shows how to run an Arthurian game or play Charlemagne's Peers. How to build your setting so that it still makes sense to have castles and martial prowess rules the day, but the wizardly advisor/aide is still so very important. Talk to Greg for rules on jousting and tourneys.

Heroes of Intrigue -- I'm not the first to suggest this title, so I'll let it go.

Heroes of Antiquity -- Advise for running a game based in a more mythic period, specifically Greece, but also Roman Imperial times or Persian times.

Heroes of Exploration -- Imagine Cortez landing in Central America and finding Aztecs with lightning bolts. Show how to set up a "New World" or a "Marco Polo" type campaign. Include information on how trade routes are formed, protected, and attacked. Maybe talk to Greg about an Anamist base class to better represent the magic of the psuedo-American and pseudo-African "savages".

Giant-nomicon -- The big book of giants. Culture, religion, etc. You know what I'm talking about.

Faerie-nomicon -- The big book of little people. This book would have to look at both a Seelie/Unseelie Court set up and a mode where people just want random pranksters. Include a (multipage) sidebar for making elves more faerie-like.

Races of Savagery -- Orcs, hobgoblins, etc. The major near-human races that haven't gotten touched, yet.

Wild-scape -- Sure, Frostburn and Sandstorm are interesting, but more people use forests, swamps, and other natural wildernessy areas in their game. Why aren't we supporting this with some interesting ideas?
 

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As a mainly FR fan, my "fluff" suggestions are for that campaign setting. Some of them have already been mentioned by other posters:

- "The Demonlands": a regional sourcebook on Impiltur, Vaasa, Narfell and Damara;

- "Cormyr: The Forest Kingdom": a regional sourcebook on Cormyr and its environs (Tunlands, Stonelands, Vast Swamp, Dragonmere);

- "Adventurers of Faerûn": a sourcebook for players. How various classes and races differ in different parts of Faerûn. What is worn/eaten/drunk, languages spoken, favored weapons/armor, tactics, possible allies/enemies, forts/strongholds, regional affiliations and a look at various adventuring companies from different parts of the Realms.

- "The Howling Hordes": sourcebook on the goblinoids of Faerûn (goblins, orcs et. al.). A look at them in terms of region, organisation, language, favored weapons/armor, tactics etc.

- "The Wilds of Faerûn": sourcebook on the outdoors, reminiscent of the 'Elminster's Ecologies' series but with an emphasis on druids, druidic circles, flora, fauna and the ecology of the Realms (and the impact of civilization on it);

- "Folk of Stone": sourcebook on the dwarves of Faerûn. Regional and clan information, battle styles and unique war machines/weapons/armors, unique metals and smithcraft, language, culture, deities and religion, fallen and current realms/holdings; dwarf adventurers;

- "Ruins of Shoonach": adventure sourcebook on the now (given the reclamation of Myth Drannor) most deadly, ruined city on the face of Faerûn;

- "The Hidden City": sourcebook on the returned city of Rhymanthiin introduced in Steven Schend's 'Blackstaff' novel. A fully detailed and fleshed out Gondolin for the Realms, and a unique safe haven for adventurers.

The Swordsage
 

While there are plenty of individually great ideas floating around, I have to agree with the notion that very few, if any of us, are in danger of actually becoming the D&D Brand Manager For Fluff, hypothetically speaking, given the original parameters of the challenge.
 

ColonelHardisson said:
Without deity stats, it ain't D&D. Perhaps the expanded fluff could explain that many, many myth cycles and legends contain tales of deities who can be challenged by mortals. Happened all the time in Norse and Greek mythology. D&D heroes should have their shot at the immortals, as well.

My point exactly.

I use deity stats a lot because in my FR campaign, the deities interact a lot more thanks to the events of the Time of Troubles when Ao decreed the deities NEED to interact more often. As we all know from the novels, they do come down to intercede on a lot of things. Depending on the deity, that is.

When Cyric wants to foil my 15th-level or higher players, I need to know what he is capable of and what he isn't capable of along with his deific enemies. When the PCs find an artifact to weaken a deity and attack him/her/it (like in the case of the Age of Worms AP), I need to know the deity's original stats so I know how much to scale down. If I am running an epic campaign where the PCs are in the 30s+ in levels, I'm going to need deity stats to adjucate a deity's avatar stats.

Heck, the Age of Worms is a perfect example of what use you can get from Deities&Demigods. The freakin' BBEG was a demigod! Famous literature pits deities and mortals against one another, TV shows, and even video games and PC games do. From God of War to Xena the Warrior Princess.

I tend to believe folks are just...overwhelmed by the aspect of having the stats of a deity in your hands and their brainstorming and imagination just seem to cease to exist when confronted with...I dunno...bigger numbers? :heh:
 

Eberron:

"Threats": Concerning the villains of Eberron, going in depth into the Emerald Claw, Dreaming Dark, Lords of Dust, the Lord of Blades, the Aurum, and other entities that bode ill for civilization. Discusses each organization's history, plans and goals, and interaction between each other and the "good guys." Includes ways to vary the lens of each organization for the appropriate campaign feel. Full of adventure seeds, maps, NPCs and the like.

"The Glory of Dhakaan": Concerning Khorvaire's homegrown Ancient Empire, where you can risk your neck in ancient ruins not far from the train station. Discussing the rise and fall of the Dhakaani Empire with a focus towards its effect on play in the modern-day. Includes information on sites and figures, as well as a discussion of modern Dhakaani society.

Forgotten Realms:

"Magic of Faerun": A discussion of magic and related power in the Realms, a revision and expansion of the 3.0 book. Includes the structure of magic, from the Weave down to the master-apprentice relationship. Also describes how alternate casting systems work in Faerun, including some homegrown ones.

One region book, possibly Dalelands or Heartlands, something that hasn't been covered in 3.0.

D&D ("Greyhawk"):

"Races of the Horde": All about the first enemy, orcs and goblinoids. Discusses each race's society and habits, and presents subraces and supporting materials for the races. Useful for DMs and players alike.

"The World Builder's Guidebook": On the creation of gaming worlds, with plenty of examples and step-by-step guides. Discusses the decision-making process, suspension of disbelief (i.e. the "physics slider"), top-down versus bottom-up creation, etc.

"Legends & Lore:" An expansion of Deities and Demigods, with a focus more on the mortal's end of the divine relationship. Who worships what, what happens in temple, how plural theistic societies work, etc. Also can include real world mythologies converted into D&D religions.

"Heroes of the Orient": A supplement detailing how to add oriental themes to your regular D&D campaign, in a variety of manners from subtle to overt. (Could also be combined with setting detail to become Oriental Adventures 3.5)
 


Heard many a great title, but one that I have not heard enough is the Great Book of Constructs, or whatever title ye wanna give it. The treatment like lords of madness but then for all manner of constructs.
 

ColonelHardisson said:
Without deity stats, it ain't D&D. Perhaps the expanded fluff could explain that many, many myth cycles and legends contain tales of deities who can be challenged by mortals. Happened all the time in Norse and Greek mythology. D&D heroes should have their shot at the immortals, as well.

2nd edition never had published god stats. I don't think Basic did, either. It's sort of unique to 3rd and 1st edition.
 

Whisper72 said:
Heard many a great title, but one that I have not heard enough is the Great Book of Constructs, or whatever title ye wanna give it. The treatment like lords of madness but then for all manner of constructs.

If you're really wanting a constructs book, Mongoose put one out. It's title is, curiously enough, "Constructs".
 


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