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D&D Brand Manager of Fluff

In no particular order, and without descriptions in most cases...

Forgotten Realms - The Moonshaes

Forgotten Realms - The Western Heartlands

Forgotten Realms - The Dales (also includes the ever present threat of the Zhantarim)

Sigil - Gateway to the Planes (a gentle reintroduction to Planescape)

Dark Sun - The Burnt World of Athas (self contained update to 3.5 for the campaign setting, with crunch)

Fiendish Codex III

Greyhawk Campaign Setting

Dungeonmasters Historical Toolkit (how to use D&D to recreate historical eras or particulars styles of game, campaign, atmosphere - suggested rules changes, ideas, and campaign models for perhaps Arthurian, Roman/Greek, Inca/Mayan/Aztec, or Indian or Asian games)
 

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Hellcow said:
[awesomeness]
Okay, this thread just officially took a turn for the awesome.

Seriously, Planes of Eberron would be a lifesaver for me. I've never played in a planehopping game before, so I have no idea what to do either as a player or a DM. That goes double for Eberron because the material is so scant.
 

Greg K said:
My choices:
1. World of Greyhawk Campaign Setting: Eric Mona is in charge (and keep the rest of Design and Development away from this book)
I think Creighton Broadhurst and Sam Weis have gone great stuff with Living Greyhawk enough so that they'd be good co-authors. So some of the setting can be updated past CY591.

Mike
 

For Planes of Eberron ( I still kind of favour my name for it, The Planewalker's Eberron. Less prosaic, but that is neither here nor there. ) I think every chapter would have to have an Invasion sidebar. We already know what a Dal Quor invasion and a Xoriat invasion look like, but how about the others? This is not to say that there should be another invasion in the future, but I think it is kind of a required theme.

In the mean time, I'd also like to sneak in a suggestion for Greg Nard, Comple Monster .

Other fluff though... A Visual Guide to the Ethereal Plane... That would be cool, but probably not a big seller...

Gardens of Eberron: (bear with me) The all-in-one guide to the plants and fungi of Eberron, including chapters for mundane and magical species, plant-type monsters, alchemical and herbological uses for plants and fungi, as well as several famous gardens and their owners. Each plants description will include common names, native region, useful parts and extracts, predators as well as some unique adapatations to planar conjunctions. The purpose of this guide is to bring a whole new level of life and a unique feel to wilderness exploration in Eberron.
 


blargney the second said:
Okay, this thread just officially took a turn for the awesome.

Seriously, Planes of Eberron would be a lifesaver for me. I've never played in a planehopping game before, so I have no idea what to do either as a player or a DM. That goes double for Eberron because the material is so scant.

You'd figure they would have released both a Planes of Eberron and a Planes of Faerun by now, considering they've invested in both a Manual of the Planes and a Planar Handbook...both of which did well, I believe.

When your PCs have access to plane traveling magic by 9th-level, I think a DM should know as much about the planes of his cosmology as possible...just in case.

BTW, another book idea not on my current list:

Planes of Faerun: Details all of Abeir-Toril's cosmology, and goes more in depth into the history of the how the multiverse of Toril formed and information on the way the cosmology works in other parts of Toril.
 

Fluff books are great, but they still need to appeal to the iconic D&D activites of 1) killing things, and 2) taking stuff.

To that end, I propose the following titles:

Iron Fist/Velvet Glove - One of the fondest memories I have from my old school D&D days was reaching a high enough level to build a keep, attract followers, and really start making a name for my PC. This would be the expanded 3.5e version of that concept. How do PC's establish a Keep on the Borderlands, or a Tower of Inverness? What are the laws/customs that govern this behavior? How do I deal with these followers I have attracted? More importantly, how do I transition from a rootless wanderer looting tombs and ruins into a ruler of men? What does it mean for my character when he treads his sandals on the jewelled throne of a King?

City of Intrigue/Village of Plot Hooks - Take one city, village, urban environment, and completely depict it in fluff. Give the reader a solid sketch of every character that can be encounters. More importantly, give that character's background and motivation. Every NPC a player encounters in this city should be a potential source of encounters. This is essentially an update of the Village of Hommlet. Make every villager, every merchant, every drunken bum a treasure trove of plotlines. Maybe that shabby drunk is actually a minor noble in hiding for some secret shame? Maybe the local druid is engaged in a secret war against the lumber mill? Go the deluxe route with this, give every NPC/group a picture, and at least a one page write up of their plots and agendas.

Chaos & Order - Something along the lines of Lords of Madness, take a look at the iconic races of Law and Chaos and flesh them out in full detail. WotC kept the Slaad as IP, here's the book to finally use them. Let's see the Modrons, the Inevitables, the Bralani, Chaos Beasts, etc.

Big Book of Intellectual Property - WotC kept a handful of iconic monsters as IP when they released the SRD. Some of these (Beholders, Mind Flayers) have received a lot of love. Others, like the Slaad, Displacer Beasts, etc. could use some more action. If these critters were important enough, and iconic enough to be instantly recognizable as "definately D&D" then they should be getting a lot of attention. Give these underserved IP monsters some attention, flesh out the habits, plots and schemes of the Kuo-Toa. Where do Displacer Beasts come from and what do they want? Does the Carrion Crawler just represent the larval form of a more terrible foe? If these critters scream D&D, then put their boots in the fire and make them SCREAM it!

The Far Realms - There's been some great work done in Dragon in the recent past with the Far Realms, and Heroes of Horror touched on it as well, but this is an environment that has a literally limitless potential. Players dig the Lovecraft connection. Flesh out the common types of encounters with these madness inducing intrusions into the material plane. Give us more information on what drives alienists to reach out to the tentacular horrors from beyond. Page after page of flesh and mind warping madness, and ways to combat the same.

The Art of the Deal - One activity that players like almost as much as "Killing Things" is "Getting Stuff". Take the old Aurora's Whole Realms Catalog, mix in the Mercane, and produce an entire book about buying and selling goods, and becoming a wealthy capitalist pig. What types of trade goods are welcome throughout the D&D worlds? How are these goods moved? Aurora's catalog mentioned Ring Gates, Teleporting couriers, and all sorts of other great plot hooks for adventurers. Recent books have covered how to simulate a PC owned business, let's expand upon that. Give the players more than a random profession roll to simulate their bar making a few GP. Let's have details on how to become a shipping magnate, monopolize a trade route, and corner the market on a commodity. Let's have some details on war profiteering, arms dealing and smuggling. Let's have a list of literally hundreds of dangerous to procure, but always in demand luxury goods. Let's talk about financing colonies to take advantage of the natural flora and fauna (ie. The New World). Getting rich is a popular PC goal. Let 'em have it in spades with this book.

If there's still room in the schedule once those are done, I guess we can fit in a Giant book, a Fey book, and a Yugololth book too. ;)
 
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I can't think of anything someone else hasn't already suggested, so I'll just vote for things that I would probably buy if they were produced.

Greyhawk Campaign Setting. For crying out loud, how can you not have a hardcover setting book for your default setting?!

Player's Guide to Greyhawk.

Faiths of Faerun. With a pantheon as huge as that of the Forgotten Realms, you need more than one book to describe it all. In addition to info such as rituals, common prayers, holidays, and important NPCs, I'd like to see some explanation of how it works when you've got multiple gods handling very similar portfolios.

Oriental Adventures 3.5. Let's have an Oriental Adventures that's really about the Orient, not just fantasy Japan. The 3.0 book included a couple of tidbits of material related to adventures in fantasy India and China. I'd like to see more of that.

Dark Sun Campaign Setting. I've never played in it myself, but it's always appealed to me.

I like Mercule's idea for Heroes of Antiquity, too. I've always wanted to have a D&D campaign with a Bronze Age or Imperial Roman type of setting. It would be nice to have some D&D-specific material on how to run a campaign for something that's not pseudo-medieval Europe.

D&D Steampunk. Let's mix it up and have some rules for firearms and steam engines! ;)
 


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