DM Support
Sholari said:
What Wizards of the Coast has done a poor job of is support for the dungeon master.
I'm curious: what's your definition of "support"? 'Cause it seems to me like there are an awful lot of "DM support" products on the shelves.
Just for the sake of argument, let's completely ignore any "support" afforded to the DM by the Player's Handbook, the five classbooks, and the "player" chapters of the Psionics Handbook and Epic Level Handbook. And also ignore any "support" that might be gained from the Forgotten Realms Campaign Setting and its following products, as well as from Oriental Adventures.
Dungeon Master's Guide, 256 pp. The granddaddy of 'em all.
Monster Manual, 224 pp. Enough monsters to populate any campaign.
Monsters of Faerun, 96 pp. But just in case MM wasn't enough...
Deities & Demigods, 224 pp. How to use gods in a campaign, including creating your own.
Manual of the Planes, 224 pp. How to use the planes in a campaign, including creating your own.
Eight "Adventure Path" modules plus Return to the Temple of Elemental Evil, total 480 pp. More than a full campaign's worth of adventures.
Book of Challenges, 128 pp. But just in case the modules weren't enough...
Stronghold Builder's Guidebook, 128 pp. Unlimited dungeons.
Throw in chapters 7 & 8 of the Psionics Handbook (35 pp.) and chapters 3-6 of the Epic Level Handbook (184 pp.), which present the DM with a wealth of support material for these two optional rulesets.
That's approximately 1,978 pages of products directed primarily (if not wholly) at the DM, or about 82 pages per month of the lifespan of 3E D&D. Almost three pages per day, if you're reading 24-7.
And don't forget Dragon Magazine and Dungeon Magazine. That's another 100+ pages or so every month (or roughly 2,500 pages in the past two years), plenty of which is directed primarily at the DM--new monsters, tactics, organizations, rule variants, Dungeoncraft, and, of course, adventures.
Forgive me if I'm being obtuse, but...what's this support you're looking for?