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<blockquote data-quote="Li Shenron" data-source="post: 3688924" data-attributes="member: 1465"><p><strong>A guide to high-level campaigns</strong> </p><p></p><p>A practical handbook for DMs to organize their job when the level of the game is between 12th and 20th.</p><p></p><p>At least one chapter focuses on sensible high-level topics such as divination/scrying, travel with exceptional means, and resurrection. How to challenge these high-level abilities, without having the game succumb to them. How to make high-level games different from low-level games and not just using bigger numbers.</p><p></p><p>Another chapter deals specifically with high-level combat, and provides help about running it in the smoothest possible way.</p><p></p><p>One more chapter provides many ideas about high-level adventures design and truly epic encounters.</p><p></p><p></p><p><strong>A guide to world building</strong> </p><p></p><p>A practical handbook about how to build a rich custom setting at all scales (from the detailed tavern the PCs see all the time, to the whole layout of the land, universe and beyond) and maintain verisimilitude during a campaign. Includes focus on a few more difficult topics such as: consistent economy, large scale-politics and warfare, travel facilities in the setting, and the role of knowledge availability/education in the setting.</p><p></p><p></p><p><strong>1001 Tales - An adventures designer's treasure chest</strong> </p><p></p><p>Nothing but plot hooks, adventure schemes, interesting NPCs and locales...</p><p></p><p></p><p><strong>The holy and the profane</strong> </p><p></p><p>This book presents a wide range of information about how to make religions and beliefs more important in your game, or simply create a variation on the theme.</p><p></p><p>At least one chapter covers topics about wholly alternative systems in order to implement among others the following gaming options: monotheistic religions, dualistic religions, clerics of multiple deities, clerics of different/opposite alignments than their faith.</p><p></p><p>Another chapter provides practical ideas to enrich any pantheon the gaming group is using at the moment, and includes detailed lists of religious codes (including paladins codes) and ethos, religious practices/celebrations/festivals, quests and more mundane activities as part of a religious groups, unusual temples/shrines and para-religious organizations.</p><p></p><p>One more chapter describes different approaches to deity intervention in the real life. It provides variant systems for different degrees of how much the deities interacts with their followers (from being completely distant to totally dependent on their worshippers in order to keep their powers). It also provides lots of ideas about direct divine interventions, avatars, miracles, manifestation through animals, natural events, oracles/prohets, visions/dreams and more.</p><p></p><p></p><p><strong>The book of ethics - A treatise on alignment</strong> </p><p></p><p>The book discusses in depths the key features of the classic alignment system, and its possible problematics. It explains different ways of handling alignment, from strict and rigid to the most flexible, and by showcasing the advantages and disadvantages of each approach it helps a gaming group choosing their favourite way of handling alignment issues. </p><p>A dedicated chapter suggests various methods about how to handle alignment arguments at the gaming table in a smooth way.</p><p>The book also proposes some alternative alignment systems, including for instance: a customizable point-based system which directly ties character aligment to her in-game actions, a couple of systems that replaces the classic good-evil-law-chaos with a completely different set, and a completely alignment-less system. All of these include explanations on what are the consequences on the game, including mechanical consequences (e.g. what happens to alignment-related spells, and what related changes should be considered).</p><p></p><p></p><p><strong>Monsters ecologies I - Classic beastiary</strong> </p><p></p><p>This book revisits 30 famous classic monsters from the original MM, and vastly expands the information about their societies and cultures. Everything from daily life to relationship with other races, with particular focus about how to use this information in order to embellish encounters or provide adventure hooks. </p><p></p><p></p><p><strong>Monsters ecologies II - Creatures of legend</strong> </p><p></p><p>The second tome focuses on more rare and legendary monsters.</p><p></p><p></p><p><strong>Monsters ecologies III - From beyond</strong> </p><p></p><p>The third tome focuses on the most alien of the monsters, likely to come from entirely different worlds.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3688924, member: 1465"] [B]A guide to high-level campaigns[/B] A practical handbook for DMs to organize their job when the level of the game is between 12th and 20th. At least one chapter focuses on sensible high-level topics such as divination/scrying, travel with exceptional means, and resurrection. How to challenge these high-level abilities, without having the game succumb to them. How to make high-level games different from low-level games and not just using bigger numbers. Another chapter deals specifically with high-level combat, and provides help about running it in the smoothest possible way. One more chapter provides many ideas about high-level adventures design and truly epic encounters. [B]A guide to world building[/B] A practical handbook about how to build a rich custom setting at all scales (from the detailed tavern the PCs see all the time, to the whole layout of the land, universe and beyond) and maintain verisimilitude during a campaign. Includes focus on a few more difficult topics such as: consistent economy, large scale-politics and warfare, travel facilities in the setting, and the role of knowledge availability/education in the setting. [B]1001 Tales - An adventures designer's treasure chest[/B] Nothing but plot hooks, adventure schemes, interesting NPCs and locales... [B]The holy and the profane[/B] This book presents a wide range of information about how to make religions and beliefs more important in your game, or simply create a variation on the theme. At least one chapter covers topics about wholly alternative systems in order to implement among others the following gaming options: monotheistic religions, dualistic religions, clerics of multiple deities, clerics of different/opposite alignments than their faith. Another chapter provides practical ideas to enrich any pantheon the gaming group is using at the moment, and includes detailed lists of religious codes (including paladins codes) and ethos, religious practices/celebrations/festivals, quests and more mundane activities as part of a religious groups, unusual temples/shrines and para-religious organizations. One more chapter describes different approaches to deity intervention in the real life. It provides variant systems for different degrees of how much the deities interacts with their followers (from being completely distant to totally dependent on their worshippers in order to keep their powers). It also provides lots of ideas about direct divine interventions, avatars, miracles, manifestation through animals, natural events, oracles/prohets, visions/dreams and more. [B]The book of ethics - A treatise on alignment[/B] The book discusses in depths the key features of the classic alignment system, and its possible problematics. It explains different ways of handling alignment, from strict and rigid to the most flexible, and by showcasing the advantages and disadvantages of each approach it helps a gaming group choosing their favourite way of handling alignment issues. A dedicated chapter suggests various methods about how to handle alignment arguments at the gaming table in a smooth way. The book also proposes some alternative alignment systems, including for instance: a customizable point-based system which directly ties character aligment to her in-game actions, a couple of systems that replaces the classic good-evil-law-chaos with a completely different set, and a completely alignment-less system. All of these include explanations on what are the consequences on the game, including mechanical consequences (e.g. what happens to alignment-related spells, and what related changes should be considered). [B]Monsters ecologies I - Classic beastiary[/B] This book revisits 30 famous classic monsters from the original MM, and vastly expands the information about their societies and cultures. Everything from daily life to relationship with other races, with particular focus about how to use this information in order to embellish encounters or provide adventure hooks. [B]Monsters ecologies II - Creatures of legend[/B] The second tome focuses on more rare and legendary monsters. [B]Monsters ecologies III - From beyond[/B] The third tome focuses on the most alien of the monsters, likely to come from entirely different worlds. [/QUOTE]
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