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D&D Brand Manager of Fluff
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<blockquote data-quote="00Machado" data-source="post: 3694933" data-attributes="member: 23690"><p>I prefer concept fluff over storyline or canon fluff. Matierial that is confining, not that which implicitly or explicitly steers me in a certain direction.</p><p></p><p>1. Coin and Commerce (a book on D&D mercantalism) - generic D&D book, or Mercantalism of the Realms. A book Ed Greenwood has long wanted to do as he indicated here.</p><p><a href="http://www.wizards.com/default.asp?x=dnd/ps/20060307a" target="_blank">http://www.wizards.com/default.asp?x=dnd/ps/20060307a</a></p><p>Power of Faerun was awesome, and useful both to Realms GMs and those who run in other settings as well. Let's build on that. This could touch on how communities run and support themselves, in addition to more traditional mercantalism, banking, etc. Basically, the D&D economy sourcebook.</p><p></p><p>2. Heroes of Intrigue - the companion book to Heroes of Battle and Heroes of Horror that addresses political, diplomacy, and other spy/espionage/mystery/political campaigns themes and story arcs. Spies, traitors, diplomats, cold wars (as distinct from the battle heavy ones discussed in Heroes of Battler). The Farseer trilogy by Robin Hobb, and A Song of Ice and Fire series by George R. R. Martin are both big hits with readers, and no RPG book really educates a GM on how to design and maintain these types of campaigns. In addition, lots of fans have been asking for it on the message boards. If the book is longer than Heroes of Battle, it can also support realm management rules (running a manor, fort, barony, kingdom, etc) that customers have long asked for, and that would be integrated seemlessly into the rest of the politics and diplomacy game mechanics. They might be reminiscent of Birthright, without the bloodlines, or totally new if the newest idea is best. Don't limit the focus to only "high level". Characters of all levels can be rank and file, leaders, and pawns of others.</p><p></p><p>3. Greyhawk or Mystara one shot campaign setting product. Something the length of FR campaign setting, or Oriental Adventures. There are a lot of fans of the original settings and material. People would love prestige classes and mechanics that were anchored to and enriched the play experience of a favorite setting instead of just being free standing in a crunch book. Another option are Dark Sun and Al' Qadim. Dark Sun is more distinct from our current product lines. Al Qadim has a lot of flexibility, and any </p><p></p><p>4. A multi-level adventure that showcases the ideas in Heroes of Intrigue as Red Hand of Doom did for Heroes of Battle. Something that took characters through 4 or 5 experience levels, as that adventure did. There would not be an absence of fighting per se, so much as an emphasis on situations that encouraged use of sneakier tactics and social interation, as well as politically charged storylines. There are rarely products that encourae this type of play, and the one here could be a real showcase for our company in that regard. We are also questioned by the fan base in terms of how are we relevant still, are we still innovative, and this gives us a chance to let a product answer that question by letting our creativity and quality speak for iteself. One last thing, it would allow us to compete in the market for the customers that will be interested in Green Ronin's Song of Ice and Fire RPG. Without this and Heroes of Intrigue, we have little to offer that group of customers.</p><p></p><p>5. Another 'Expedition to' adventure ...Possible choices, Expedition to The Black Eagle Barony, Expedition to the Forbidden City, Expedition Against the Reptile God, Expedition to the Desert of Desolation, Expedition to the Bloodstone Lands, Expedition Against the Slavelords, and Expedition to the Night Below.</p><p></p><p>6. The Savage Wilderness - environmental book on the outdoors. The companion book to Cityscape and Dungeonscape. I'd call it Wildscape, but I think there's a book out there with the name already. It opens up the wilderness into a place of awesome encounters. Forests, fields, swamps, etc. Ideally it would cover the rest of the terrain tyles not covered in other books (except for perhaps mountains and hills - which might have enough material for a second book). If you need to narrow the focus, then stick to forests and fields (farmland - basically, rural communities in D&D).</p><p></p><p>7. Advanced GM handbook - cram this full of every brilliant, innovative idea for running a game you can find. Ones invented in house at WoTC, used by others, and so on. I'm talking about Aaron Allston's blue booking idea. Robin Laws' article on TV-series structure in campaigns from Dragon 293, a section on how to streamline D&D so that it runs like Star Wars Sage Edition, and the idea from the GM on ENworld that just blows people away.</p><p></p><p>8. The Hand of Vecna - a combination mini campaign (stretching over 4 or 5 levels) against Vecna, as well as information on how his cult works, etc, so that the product can be used exclusively as source material, or can see continued use after the adventure has been run.</p><p></p><p></p><p>Other ideas</p><p>Let Paizo release a compilation of the Core Beliefs series, adding any deities that couldn't make it into the Dragon run (like Iuz). Alternatively, complete the series as part of Dragon online.</p><p></p><p>Heroes of Myth - Like Heroes of Intrigue, only tales like Norse Gods fighting against trolls, the Argonauts, etc.</p><p></p><p>d20 Fantasy - D&D brought to d20 modern</p><p></p><p>Forgotten Realms Redux - call this a one shot ret con of the Realms, or just an opportunity for Ed to pontificate on how his home campaign is different and how the FR line would be different in tone and focus if he's written everything himself. I think his version would be darker, more ominous, and more challenging to players. Give the idea a try and see where Ed takes it.</p><p></p><p>Complete Ally (or Complete Cohort) - fluff and crunch that make cohorts, followers, henchmen, hirelings, allies, and other NPCs enriching parts of the game.</p></blockquote><p></p>
[QUOTE="00Machado, post: 3694933, member: 23690"] I prefer concept fluff over storyline or canon fluff. Matierial that is confining, not that which implicitly or explicitly steers me in a certain direction. 1. Coin and Commerce (a book on D&D mercantalism) - generic D&D book, or Mercantalism of the Realms. A book Ed Greenwood has long wanted to do as he indicated here. [url]http://www.wizards.com/default.asp?x=dnd/ps/20060307a[/url] Power of Faerun was awesome, and useful both to Realms GMs and those who run in other settings as well. Let's build on that. This could touch on how communities run and support themselves, in addition to more traditional mercantalism, banking, etc. Basically, the D&D economy sourcebook. 2. Heroes of Intrigue - the companion book to Heroes of Battle and Heroes of Horror that addresses political, diplomacy, and other spy/espionage/mystery/political campaigns themes and story arcs. Spies, traitors, diplomats, cold wars (as distinct from the battle heavy ones discussed in Heroes of Battler). The Farseer trilogy by Robin Hobb, and A Song of Ice and Fire series by George R. R. Martin are both big hits with readers, and no RPG book really educates a GM on how to design and maintain these types of campaigns. In addition, lots of fans have been asking for it on the message boards. If the book is longer than Heroes of Battle, it can also support realm management rules (running a manor, fort, barony, kingdom, etc) that customers have long asked for, and that would be integrated seemlessly into the rest of the politics and diplomacy game mechanics. They might be reminiscent of Birthright, without the bloodlines, or totally new if the newest idea is best. Don't limit the focus to only "high level". Characters of all levels can be rank and file, leaders, and pawns of others. 3. Greyhawk or Mystara one shot campaign setting product. Something the length of FR campaign setting, or Oriental Adventures. There are a lot of fans of the original settings and material. People would love prestige classes and mechanics that were anchored to and enriched the play experience of a favorite setting instead of just being free standing in a crunch book. Another option are Dark Sun and Al' Qadim. Dark Sun is more distinct from our current product lines. Al Qadim has a lot of flexibility, and any 4. A multi-level adventure that showcases the ideas in Heroes of Intrigue as Red Hand of Doom did for Heroes of Battle. Something that took characters through 4 or 5 experience levels, as that adventure did. There would not be an absence of fighting per se, so much as an emphasis on situations that encouraged use of sneakier tactics and social interation, as well as politically charged storylines. There are rarely products that encourae this type of play, and the one here could be a real showcase for our company in that regard. We are also questioned by the fan base in terms of how are we relevant still, are we still innovative, and this gives us a chance to let a product answer that question by letting our creativity and quality speak for iteself. One last thing, it would allow us to compete in the market for the customers that will be interested in Green Ronin's Song of Ice and Fire RPG. Without this and Heroes of Intrigue, we have little to offer that group of customers. 5. Another 'Expedition to' adventure ...Possible choices, Expedition to The Black Eagle Barony, Expedition to the Forbidden City, Expedition Against the Reptile God, Expedition to the Desert of Desolation, Expedition to the Bloodstone Lands, Expedition Against the Slavelords, and Expedition to the Night Below. 6. The Savage Wilderness - environmental book on the outdoors. The companion book to Cityscape and Dungeonscape. I'd call it Wildscape, but I think there's a book out there with the name already. It opens up the wilderness into a place of awesome encounters. Forests, fields, swamps, etc. Ideally it would cover the rest of the terrain tyles not covered in other books (except for perhaps mountains and hills - which might have enough material for a second book). If you need to narrow the focus, then stick to forests and fields (farmland - basically, rural communities in D&D). 7. Advanced GM handbook - cram this full of every brilliant, innovative idea for running a game you can find. Ones invented in house at WoTC, used by others, and so on. I'm talking about Aaron Allston's blue booking idea. Robin Laws' article on TV-series structure in campaigns from Dragon 293, a section on how to streamline D&D so that it runs like Star Wars Sage Edition, and the idea from the GM on ENworld that just blows people away. 8. The Hand of Vecna - a combination mini campaign (stretching over 4 or 5 levels) against Vecna, as well as information on how his cult works, etc, so that the product can be used exclusively as source material, or can see continued use after the adventure has been run. Other ideas Let Paizo release a compilation of the Core Beliefs series, adding any deities that couldn't make it into the Dragon run (like Iuz). Alternatively, complete the series as part of Dragon online. Heroes of Myth - Like Heroes of Intrigue, only tales like Norse Gods fighting against trolls, the Argonauts, etc. d20 Fantasy - D&D brought to d20 modern Forgotten Realms Redux - call this a one shot ret con of the Realms, or just an opportunity for Ed to pontificate on how his home campaign is different and how the FR line would be different in tone and focus if he's written everything himself. I think his version would be darker, more ominous, and more challenging to players. Give the idea a try and see where Ed takes it. Complete Ally (or Complete Cohort) - fluff and crunch that make cohorts, followers, henchmen, hirelings, allies, and other NPCs enriching parts of the game. [/QUOTE]
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