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<blockquote data-quote="szilard" data-source="post: 3714668" data-attributes="member: 40730"><p><em><strong>A World of Monsters</strong></em> - Taking a look at the ecology of a world filled with monsters.</p><p></p><p><em><strong>The Book of Conflicts</strong></em> - A book filled with adventure hooks and NPC (humanoid or otherwise) that center around conflicts that are best resolved through something other than combat.</p><p></p><p><em><strong>A World of Magic</strong></em> - Taking a look at how the presence of magic can alter societies - if an otherwise dirt-poor village has a few Adepts (and maybe a low-level Wizard) in it, is it likely to be dirt-poor? How would common magics change a city? How would it change travel? A lot of this is covered in various Eberron books, but much of that is fairly setting-specific (and spread out).</p><p></p><p>A jungle/swamp book - to go along with Stormwrack, Frostburn, and the like.</p><p></p><p>A Fae book - Fae in D&D are ill-defined and not nearly as evocative as they could be...</p><p></p><p>A book about arcana - A look at spell research, magic item creation, and flavor to add to your arcane caster... mix up some magical theory and history/evolution of some common spells. What do verbal components sound like? What do somatic components look like? What are some alternate material components? There is a lot that could be done here.... and players of arcane casters would eat it up.</p><p></p><p>The Gamers' Guide - A book about how to find (and keep) a gaming group, how to take part in (and make the most of) the DI, how to make the most out of gaming conventions. Provide some background on the larger gaming community (both online and off) and its history. Include some discussion of social contracts for gaming groups and things like that.</p><p></p><p>That's seven off the top of my head. I had an eighth, but it has slipped my mind for the moment.</p><p></p><p>-Stuart</p></blockquote><p></p>
[QUOTE="szilard, post: 3714668, member: 40730"] [I][B]A World of Monsters[/B][/I] - Taking a look at the ecology of a world filled with monsters. [I][B]The Book of Conflicts[/B][/I] - A book filled with adventure hooks and NPC (humanoid or otherwise) that center around conflicts that are best resolved through something other than combat. [I][B]A World of Magic[/B][/I] - Taking a look at how the presence of magic can alter societies - if an otherwise dirt-poor village has a few Adepts (and maybe a low-level Wizard) in it, is it likely to be dirt-poor? How would common magics change a city? How would it change travel? A lot of this is covered in various Eberron books, but much of that is fairly setting-specific (and spread out). A jungle/swamp book - to go along with Stormwrack, Frostburn, and the like. A Fae book - Fae in D&D are ill-defined and not nearly as evocative as they could be... A book about arcana - A look at spell research, magic item creation, and flavor to add to your arcane caster... mix up some magical theory and history/evolution of some common spells. What do verbal components sound like? What do somatic components look like? What are some alternate material components? There is a lot that could be done here.... and players of arcane casters would eat it up. The Gamers' Guide - A book about how to find (and keep) a gaming group, how to take part in (and make the most of) the DI, how to make the most out of gaming conventions. Provide some background on the larger gaming community (both online and off) and its history. Include some discussion of social contracts for gaming groups and things like that. That's seven off the top of my head. I had an eighth, but it has slipped my mind for the moment. -Stuart [/QUOTE]
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