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<blockquote data-quote="Shawn Kehoe" data-source="post: 3688470" data-attributes="member: 16682"><p>You hired me? Aw man, things must be worse than I thought.</p><p></p><p>Fluff ...</p><p></p><p>I've got a soft spot for the monster guide books, so let's do two of them.</p><p></p><p><strong>Fiendish Codex III</strong>: In Gehenna we say <s>Daemon</s> Yugoloth! - It would be nice to complete the evil outsider theme that the first two FC volumes started. Also, since the yugoloths, demodands etc were not added to the SRD as open content, Wizards is the only source that can provide this material without significant rewrites, ala Green Ronin's Book of Fiends.</p><p></p><p><strong>Giant Book</strong> - my head tells me that giants are iconic D&D monsters and the book would benefit from that financially. My heart says that Fey are more interesting with a wider array of creature types, mythologies and NPC potential. But the eventual goal is to see both in print, so let's say <strong>Giant Book</strong> this year. Save the esoteric stuff for when we are ready to end the line, yeah?</p><p></p><p><strong>Heroes of Intrigue / Mystery </strong> 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.</p><p></p><p><strong>Magic and You</strong>: 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.</p><p></p><p><strong>Historical Sourcebook</strong>: Yeah, d20 Past was released a few years back for d20 Modern. I think a D&D sourcebook would target a different (and larger) audience. We could either do a series (like the old 2nd Edition books) or just do the whole damn thing in one volume. Having been burned on a few series that never made it to the third volume, I prefer the big book option. Make it a 220-256 page hardback, covering about 5 time periods in detail, allowing for "realistic" and "mythological" versions of each. Let's say Egypt in the time of the Pharoahs, Rome near its fall, Arthurian England, and two others. Each chapter would include a recommended reading list, so that readers who want more detail have a place to go. Speaking of time...</p><p></p><p><strong>D&D Time Travel</strong>: This sounds like a crunchy book at first, but the REAL problems with time travel can't be resolved with skill checks - they are issues on how to resolve time paradoxes, how to define the power of time travel, what can and cannot be changed, etc. The author would present several different sets of "ground rules" for time travel, many of which would likely be inspired by pop culture - "The City on the Edge of Forever" model, the Marvel Universe model, etc. Most importantly, it's gotta be easy to understand - AD&D Chronomancer confused the hell out of me! Time travel has been a part of D&D for a long time (Dragonlance Legends!) and it should be addressed in a rules supplement.</p><p></p><p>Six down ... but it's 3AM, so unless you're paying overtime, I'll get the other two to you tomorrow.</p><p></p><p>Still think you were crazy to hire me...</p><p>Shawn</p></blockquote><p></p>
[QUOTE="Shawn Kehoe, post: 3688470, member: 16682"] You hired me? Aw man, things must be worse than I thought. Fluff ... I've got a soft spot for the monster guide books, so let's do two of them. [B]Fiendish Codex III[/B]: In Gehenna we say [S]Daemon[/S] Yugoloth! - It would be nice to complete the evil outsider theme that the first two FC volumes started. Also, since the yugoloths, demodands etc were not added to the SRD as open content, Wizards is the only source that can provide this material without significant rewrites, ala Green Ronin's Book of Fiends. [B]Giant Book[/B] - my head tells me that giants are iconic D&D monsters and the book would benefit from that financially. My heart says that Fey are more interesting with a wider array of creature types, mythologies and NPC potential. But the eventual goal is to see both in print, so let's say [B]Giant Book[/B] this year. Save the esoteric stuff for when we are ready to end the line, yeah? [B]Heroes of Intrigue / Mystery [/b] 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. [B]Magic and You[/B]: 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. [B]Historical Sourcebook[/b]: Yeah, d20 Past was released a few years back for d20 Modern. I think a D&D sourcebook would target a different (and larger) audience. We could either do a series (like the old 2nd Edition books) or just do the whole damn thing in one volume. Having been burned on a few series that never made it to the third volume, I prefer the big book option. Make it a 220-256 page hardback, covering about 5 time periods in detail, allowing for "realistic" and "mythological" versions of each. Let's say Egypt in the time of the Pharoahs, Rome near its fall, Arthurian England, and two others. Each chapter would include a recommended reading list, so that readers who want more detail have a place to go. Speaking of time... [B]D&D Time Travel[/B]: This sounds like a crunchy book at first, but the REAL problems with time travel can't be resolved with skill checks - they are issues on how to resolve time paradoxes, how to define the power of time travel, what can and cannot be changed, etc. The author would present several different sets of "ground rules" for time travel, many of which would likely be inspired by pop culture - "The City on the Edge of Forever" model, the Marvel Universe model, etc. Most importantly, it's gotta be easy to understand - AD&D Chronomancer confused the hell out of me! Time travel has been a part of D&D for a long time (Dragonlance Legends!) and it should be addressed in a rules supplement. Six down ... but it's 3AM, so unless you're paying overtime, I'll get the other two to you tomorrow. Still think you were crazy to hire me... Shawn [/QUOTE]
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