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<blockquote data-quote="WayneLigon" data-source="post: 3689177" data-attributes="member: 3649"><p><strong>Campaign Creation Handbook</strong> - How to create your own homebrew and not tear your hair out in the process. It's a little of everything, on how to make continents that don't suck to how cities and towns grow organically. Chapters would include </p><p></p><p>'A Place for Everything Doesn't Mean Everything In It's Place' - why you don't have to use all the monsters in the MM. AKA 'Creating a Monstrous Ecology'.</p><p>'Change is Good' - on how to take existing monsters, spells, etc, and change them to make them yours.</p><p></p><p><strong>The Incomplete Adventurer</strong> - Similar to the Heroe's Guide for the old Star Wars d20, and the skimilar product for D&D - Show people how to use class combinations to create new 'classes', or fill different niches. A simple and basic book for the beginner.</p><p></p><p><strong>The Code </strong> - a discussion of various Paladin codes and how to creat your own, and how to properly play the most controversial class in D&D.</p><p></p><p><strong>A FR product of some type </strong> - I'm not familiar enough with FR to say what needs doing.</p><p></p><p><strong>An Eberron product of some type.</strong> The one about Rising Nations above sounds excellent. </p><p></p><p><strong>The High and the Low </strong> - The royalty and the scum. What both do, and how they do it.</p><p></p><p>The Lay of the Land - A basic quasi-middle-ages primer. What a castle is and what it does. What feudalism is. What a king can and cannot do. What are the various noble ranks? The rule of law vs the rule of man.</p><p></p><p><strong>The Fantastic World </strong> - A primer for basic modern fantasy, a Cliff Notes version of the genre, what it is and is not, tropes, cliches, etc. Not quite a reprint of A Tough Guide to Fantasyland, without the sarcasm and mean-spiritedness. Why some genres and books work well in D&D and why some do not. This is for all the people that have no freakin' idea what a 'halfling' is and why it's in D&D.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3689177, member: 3649"] [B]Campaign Creation Handbook[/B] - How to create your own homebrew and not tear your hair out in the process. It's a little of everything, on how to make continents that don't suck to how cities and towns grow organically. Chapters would include 'A Place for Everything Doesn't Mean Everything In It's Place' - why you don't have to use all the monsters in the MM. AKA 'Creating a Monstrous Ecology'. 'Change is Good' - on how to take existing monsters, spells, etc, and change them to make them yours. [B]The Incomplete Adventurer[/B] - Similar to the Heroe's Guide for the old Star Wars d20, and the skimilar product for D&D - Show people how to use class combinations to create new 'classes', or fill different niches. A simple and basic book for the beginner. [B]The Code [/B] - a discussion of various Paladin codes and how to creat your own, and how to properly play the most controversial class in D&D. [B]A FR product of some type [/B] - I'm not familiar enough with FR to say what needs doing. [B]An Eberron product of some type.[/B] The one about Rising Nations above sounds excellent. [B]The High and the Low [/B] - The royalty and the scum. What both do, and how they do it. The Lay of the Land - A basic quasi-middle-ages primer. What a castle is and what it does. What feudalism is. What a king can and cannot do. What are the various noble ranks? The rule of law vs the rule of man. [B]The Fantastic World [/B] - A primer for basic modern fantasy, a Cliff Notes version of the genre, what it is and is not, tropes, cliches, etc. Not quite a reprint of A Tough Guide to Fantasyland, without the sarcasm and mean-spiritedness. Why some genres and books work well in D&D and why some do not. This is for all the people that have no freakin' idea what a 'halfling' is and why it's in D&D. [/QUOTE]
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