But, Jeff. I've been burned by RPG books before, promising things they can't possibly deliver. What makes the Ultimate Toolbox so special? What's the catch?
Why do I feel like I'm on TMZ?
Because, jim, Ultimate Toolbox is a labor of love, having been written by Dawn and I (oh, and even you) over the past 5 years because everyone loved the first book so much.
The catch is there's NO RULES. The game draws inspiration from every edition of the game and will be useful to any GM of any fantasy campaign.
Because instead of concentrating on lists of minuta or subjects that really don't help a game session, the Ultimate Toolbox lists were designed
during play, to answer all those strange but useful questions players hit you with.
Because the designers have a combined over 50 years of experience actively RUNNING games and
playing the game, not making all this stuff up in a vacuum or because it's just fun to make lists.
Because the lists cover how to build a world, populate it, design an entire campaign, and detail any fantasy city in any way you need. Ultimate Toolbox fills in the blanks in every other game book you own. There is an entire chapter on maritime adventures. There's dozens of lists on planar adventures! There's an entire chapter returning the wonder of MAGIC back to your game, no matter how jaded you are.
Because it just made every other game book you own complete. That's why it's really that useful!
-DM Jeff