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<blockquote data-quote="BiggusGeekus" data-source="post: 3689030" data-attributes="member: 1014"><p>I'm trying to think of this in a "what might I buy" sense and not a "what I think would be cool". My gaming budget this year has been very, very limited. I've spent most of it on donation drives, magazines, and PDFs. So I think my opinion should be taken with a grain of salt because I don't feel I'm a likely purchaser.</p><p></p><p>That said:</p><p></p><p><strong>Known World/Glantri 3.5 </strong>- If Bruce Heard's name was on this, I think I really would purchase it. But I'm probably in an insignificant demographic with regards to my Bruce Heard fandom. The Glantri nation stands on its own. I would move away from the huge statblocks that occupied the Monte Cook version and place the emphasis on the mid-level range. To minimize mechanics, I would gave some kind of NPC wizard generator. I would not spend much time on the rest of the Known World, again I'd do this as a stand-alone. A few short adventures of 3 encounters each to span levels 1-15 to help DMs use the book would make it complete.</p><p></p><p><strong>Campaign Template Books</strong> - Monte Cook had a couple of these (e.g. <em>Requiem for a God</em>). Pop Quiz: What's the most popular RPG setting? No, not the Forgotten Realms. Not Eberron. Not even the much admired but seldom purchased Murchad's Legacy. The most popular game setting is ... "my homebew". Yes, this was a trick question. Have a book that overlays a campaign onto any fantasy setting. A great example of how this could work is -- stay with me now -- Dragonlance. The War of the Lance is a draconic invasion that more or less pops up out of nowhere. Yeah, yeah, yeah. There's all sorts of history. But the PCs don't know any of that until the middle of the novels/game. So how would you take the concept of a dragon war and integrate it into any homebrew? Background on bad guys, a history that can be tweaked here and there, and the ever popular Evil Scheme. Flying Islands work great for this because that way you can just move the flying island wherever you need it on any setting map. If flying islands aren't your speed, you can always have things pop up from deep underground or dimensional portals. The idea is not to alter the setting map. Now throw in a few short adventures and encounters. Viola! ENnie awards and groupies are yours!</p><p></p><p><strong>Big Book of Planescape</strong> - because Sigil is where it's at and only wimps go to Union. If you go this route please, please, please highlight how people from different factions would work together. Also, if anyone wants to work on it, force them to play <em>Planescape Torment</em> at gunpoint. No, I don't need to see Annah, Dak'kon, Morte, and Nameless (Floyd lives!) in the book. But PT captured the feel of the setting. There's so much background here, I don't know where to begin. So let me just say about the mechanics: I advise using the defense bonus rule in Unearthed Arcana. </p><p></p><p><strong>The Positive Material Plane</strong> - 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 <em>raise dead</em> 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.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 3689030, member: 1014"] I'm trying to think of this in a "what might I buy" sense and not a "what I think would be cool". My gaming budget this year has been very, very limited. I've spent most of it on donation drives, magazines, and PDFs. So I think my opinion should be taken with a grain of salt because I don't feel I'm a likely purchaser. That said: [B]Known World/Glantri 3.5 [/B]- If Bruce Heard's name was on this, I think I really would purchase it. But I'm probably in an insignificant demographic with regards to my Bruce Heard fandom. The Glantri nation stands on its own. I would move away from the huge statblocks that occupied the Monte Cook version and place the emphasis on the mid-level range. To minimize mechanics, I would gave some kind of NPC wizard generator. I would not spend much time on the rest of the Known World, again I'd do this as a stand-alone. A few short adventures of 3 encounters each to span levels 1-15 to help DMs use the book would make it complete. [B]Campaign Template Books[/B] - Monte Cook had a couple of these (e.g. [I]Requiem for a God[/I]). Pop Quiz: What's the most popular RPG setting? No, not the Forgotten Realms. Not Eberron. Not even the much admired but seldom purchased Murchad's Legacy. The most popular game setting is ... "my homebew". Yes, this was a trick question. Have a book that overlays a campaign onto any fantasy setting. A great example of how this could work is -- stay with me now -- Dragonlance. The War of the Lance is a draconic invasion that more or less pops up out of nowhere. Yeah, yeah, yeah. There's all sorts of history. But the PCs don't know any of that until the middle of the novels/game. So how would you take the concept of a dragon war and integrate it into any homebrew? Background on bad guys, a history that can be tweaked here and there, and the ever popular Evil Scheme. Flying Islands work great for this because that way you can just move the flying island wherever you need it on any setting map. If flying islands aren't your speed, you can always have things pop up from deep underground or dimensional portals. The idea is not to alter the setting map. Now throw in a few short adventures and encounters. Viola! ENnie awards and groupies are yours! [B]Big Book of Planescape[/B] - because Sigil is where it's at and only wimps go to Union. If you go this route please, please, please highlight how people from different factions would work together. Also, if anyone wants to work on it, force them to play [i]Planescape Torment[/i] at gunpoint. No, I don't need to see Annah, Dak'kon, Morte, and Nameless (Floyd lives!) in the book. But PT captured the feel of the setting. There's so much background here, I don't know where to begin. So let me just say about the mechanics: I advise using the defense bonus rule in Unearthed Arcana. [b]The Positive Material Plane[/b] - 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 [i]raise dead[/i] 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. [/QUOTE]
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