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D&D Brand Manager of Fluff
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<blockquote data-quote="BigFreekinGoblinoid" data-source="post: 3689991" data-attributes="member: 5988"><p>Sorry i'm late to the meeting! These are some terrific ideas. Before I share my list with you, I'd like to say two things:</p><p></p><p>Just because a 3rd party publisher has published a similarly themed book in the past doesn't mean we can't play in that sandbox. We have the time, money, resources, channel and brand awareness that will allow us to improve and expand on any worthwhile idea. </p><p></p><p>Books that people 'want to read' WILL be commercially successful. Products that try and appeal to all segments of our customer base end up pleasing few, as the breadth of content has been stretched thin and focus is lost. </p><p></p><p>Here are my recommendations for projects to greenlight for production assignments as requested. All of these books are fluff heavy, although a few require varying degrees of game statistics. </p><p></p><p>1) Worldbuilding Guidebook. The 2E product was terrific, and is still used by gronard players today. This update will go beyond the primary physical geographic concerns of the original to cover economic guidelines by low/medium/high magic prevalence. The Ebberon setting has done a great deal to add plausibility to the existence of magic in a fantasy world, but there are many other ideas to explore.</p><p></p><p>2) A Guide Book to Fey: Fey have been dissed big time by the D&D game; More beautiful than elves, more cunning than Kobolds, with some attention and the right treatment, they can become antagonists as popular as the Drow have been in the past. </p><p></p><p>3) FC3: Loths, 'leths and Hordelings. Oh, and this idea is gold, don't share it outside this room: Is it true that the 'leths are disappearing and their creation stones are being used to birth an entirely new, more powerful, race of fiends some are calling "Wastelings"? Is it also true that Anthraxus has been rumored to be their progenitor, representing the culmination of a long scheming plan to regain power and serve up some cold vengeance? </p><p></p><p>4) Tactics: Not a book teaching power gaming techniques based on rules bloat, but a book that helps characters best synergize party abilities and roles by composition, situation and level. A dual purpose book, DM's will also learn how to best pair monsters with complimentary abilities and use terrain, traps and more. </p><p></p><p>5) Artifacts: It isn't even the item's abilities that are the most interesting aspect, it is the history, how it was created, who used it and how, where it might be now, and how to destroy it, that fire the imagination into usefulness. </p><p></p><p>I'm throwing the Steamtech idea back over the fence to Greg. I think this is a super idea, but this will end up being a very crunch heavy project. Also, I love the idea for releasing large one off Campaign guides for various settings, and agree that Planescape should definitely be the first one. </p><p></p><p>The Law/Chaos/Nuetrality extraplanar series book idea also has some merit. What exactly motivates the Slaadi and what to they do with themselves? Are the Githzerai finally ready for that all out assault on the Astral plane? Does the new Primus have things under control? How do the Rilmani keep the multiverse so well balanced? </p><p></p><p>Oh, and Scott, when you see Kelly next week, please tell her I said "hello", and that I had a great time hanging out together in the Hamptons last month...</p></blockquote><p></p>
[QUOTE="BigFreekinGoblinoid, post: 3689991, member: 5988"] Sorry i'm late to the meeting! These are some terrific ideas. Before I share my list with you, I'd like to say two things: Just because a 3rd party publisher has published a similarly themed book in the past doesn't mean we can't play in that sandbox. We have the time, money, resources, channel and brand awareness that will allow us to improve and expand on any worthwhile idea. Books that people 'want to read' WILL be commercially successful. Products that try and appeal to all segments of our customer base end up pleasing few, as the breadth of content has been stretched thin and focus is lost. Here are my recommendations for projects to greenlight for production assignments as requested. All of these books are fluff heavy, although a few require varying degrees of game statistics. 1) Worldbuilding Guidebook. The 2E product was terrific, and is still used by gronard players today. This update will go beyond the primary physical geographic concerns of the original to cover economic guidelines by low/medium/high magic prevalence. The Ebberon setting has done a great deal to add plausibility to the existence of magic in a fantasy world, but there are many other ideas to explore. 2) A Guide Book to Fey: Fey have been dissed big time by the D&D game; More beautiful than elves, more cunning than Kobolds, with some attention and the right treatment, they can become antagonists as popular as the Drow have been in the past. 3) FC3: Loths, 'leths and Hordelings. Oh, and this idea is gold, don't share it outside this room: Is it true that the 'leths are disappearing and their creation stones are being used to birth an entirely new, more powerful, race of fiends some are calling "Wastelings"? Is it also true that Anthraxus has been rumored to be their progenitor, representing the culmination of a long scheming plan to regain power and serve up some cold vengeance? 4) Tactics: Not a book teaching power gaming techniques based on rules bloat, but a book that helps characters best synergize party abilities and roles by composition, situation and level. A dual purpose book, DM's will also learn how to best pair monsters with complimentary abilities and use terrain, traps and more. 5) Artifacts: It isn't even the item's abilities that are the most interesting aspect, it is the history, how it was created, who used it and how, where it might be now, and how to destroy it, that fire the imagination into usefulness. I'm throwing the Steamtech idea back over the fence to Greg. I think this is a super idea, but this will end up being a very crunch heavy project. Also, I love the idea for releasing large one off Campaign guides for various settings, and agree that Planescape should definitely be the first one. The Law/Chaos/Nuetrality extraplanar series book idea also has some merit. What exactly motivates the Slaadi and what to they do with themselves? Are the Githzerai finally ready for that all out assault on the Astral plane? Does the new Primus have things under control? How do the Rilmani keep the multiverse so well balanced? Oh, and Scott, when you see Kelly next week, please tell her I said "hello", and that I had a great time hanging out together in the Hamptons last month... [/QUOTE]
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