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<blockquote data-quote="Faraer" data-source="post: 3689295" data-attributes="member: 6318"><p>For me, this is the same question as 'What books would you like Wizards to publish?' OK:</p><p></p><p><strong><em>Life in Faerûn</em>:</strong> The texture of what it's like to live there: a huge deluxe compendium discussing music, law, art, theatre, food, private worship, language and names, fairs and festivals, games, rites of passage, sayings, heraldry, jests... A true player's guide showing how folk live and think, and a great resource for DMs (and novelists too).</p><p></p><p><strong><em>Adventurers of Faerûn</em>:</strong> A book about not individuals but companies of adventurers: their mindset, culture, histories, legendary bands, names and charters, goals, relationship to society, how they work together as more than the sum of parts. More on the high-level Zelazny-inspired intrigue, competition over <em>portals</em>, how adventurers manipulate and are manipulated, etc. This is the core subject of playing D&D in the Realms, but has never been addressed directly and at length.</p><p></p><p><strong><em>The Dales</em>:</strong> Their government, mindset, culture, local merchant costers and cults and other power groups, adventure opportunities beyond the villages, the farming year, how dalesfolk act and work with adventurers; secrets of the lost dales, the land's pre-elven inhabitants, the druidic circles, byways and local tales, ruins and adventure sites from Aencar's Manor to the tomb of the Deeping Princess to White Crag. (Ed Greenwood's extant but unpublished lore could feed a dozen volumes!)</p><p></p><p><strong><em>The Book of the Art</em>:</strong> For the first time, a thorough delving into the depth and complexity of magic in the Forgotten Realms, long skirted, never addressed: the experience of working magic, its combinations, fine-tuning, philosophy, traditions, branches and wild talents and minor types; wards and mantles and spellwebs, <em>farspeak</em> and communication magics, types of scrying and their counters, non-adventuring spells; <em>gate</em> lore; advice on creating magic item histories... This would have a lot of game-mechanical information, one place it's actually called for.</p><p></p><p>Some Eberron books, which I'm not qualified to fantasize about.</p><p></p><p><strong><em>The World of Greyhawk Campaign Setting</em></strong>.</p><p></p><p>A book on collaborative storytelling in D&D; a huge subject on which a lot has been written indirectly in other disciplines, but has only been discussed fumblingly and amateurishly in RPG books.</p></blockquote><p></p>
[QUOTE="Faraer, post: 3689295, member: 6318"] For me, this is the same question as 'What books would you like Wizards to publish?' OK: [b][i]Life in Faerûn[/i]:[/b] The texture of what it's like to live there: a huge deluxe compendium discussing music, law, art, theatre, food, private worship, language and names, fairs and festivals, games, rites of passage, sayings, heraldry, jests... A true player's guide showing how folk live and think, and a great resource for DMs (and novelists too). [b][i]Adventurers of Faerûn[/i]:[/b] A book about not individuals but companies of adventurers: their mindset, culture, histories, legendary bands, names and charters, goals, relationship to society, how they work together as more than the sum of parts. More on the high-level Zelazny-inspired intrigue, competition over [i]portals[/i], how adventurers manipulate and are manipulated, etc. This is the core subject of playing D&D in the Realms, but has never been addressed directly and at length. [b][i]The Dales[/i]:[/b] Their government, mindset, culture, local merchant costers and cults and other power groups, adventure opportunities beyond the villages, the farming year, how dalesfolk act and work with adventurers; secrets of the lost dales, the land's pre-elven inhabitants, the druidic circles, byways and local tales, ruins and adventure sites from Aencar's Manor to the tomb of the Deeping Princess to White Crag. (Ed Greenwood's extant but unpublished lore could feed a dozen volumes!) [b][i]The Book of the Art[/i]:[/b] For the first time, a thorough delving into the depth and complexity of magic in the Forgotten Realms, long skirted, never addressed: the experience of working magic, its combinations, fine-tuning, philosophy, traditions, branches and wild talents and minor types; wards and mantles and spellwebs, [i]farspeak[/i] and communication magics, types of scrying and their counters, non-adventuring spells; [i]gate[/i] lore; advice on creating magic item histories... This would have a lot of game-mechanical information, one place it's actually called for. Some Eberron books, which I'm not qualified to fantasize about. [b][i]The World of Greyhawk Campaign Setting[/i][/b]. A book on collaborative storytelling in D&D; a huge subject on which a lot has been written indirectly in other disciplines, but has only been discussed fumblingly and amateurishly in RPG books. [/QUOTE]
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