D&D 5E Future Non-Duplicate Books?

TL;DR
In an attempt to break away from the negativity & arguing of the forums, let's try some fan-wanking/ creative thought experiments! Let's unleash the creativity of ENWorld and brainstorm ideas for D&D hardcover books completely unlike any seen before.

The Intent:
Over in the "Mearl's Book Design Philosophy" thread I posted a link to a Polygon article where Mike Mearls describes his philosphhy for managing the RPG product line and planning new books:
"I don't want to duplicate any product that's come before. I think that if people have seen it, then it's not really new and it's not really exciting."
(Probably discussing RPG accessories more than the adventures, which are pitched by Chris Perkins. Even then, while there's a lot of homages and callbacks, only Curse of Strahd is a direct update.)
This philosophy makes some sense. As much as I crave a new updated Manual of the Planes, I own three copies of that book already. A fourth is only going to add so much.

So far, prior "what books would you like to see?" threads on this forum have been a checklist of past books: Fiend Folio, Psionics Handbook, Manual of the Planes, Deities & Demigods, etc. The exact kind of books Mike Mearls is apparently loath to make. These are certainly the types of book I've "pitched" and I haven't given much thought to completely new ideas. I'm almost at a loss to think that outside the box in terms of ideas.


Now I'm curious what kind of books could be made. What new, imaginative, and creative ideas the community has for books when the mold of past content does not have to be followed.


A couple times in the past I've suggested a Hacker's Guide. A big book of optional rules that includes more rules modules, monster customization rules, as well as more advice on making subclasses, races, and subraces. It can provide a better idea of how to homebrew balanced options and design for the system, useful for both DMs and 3PPers.
For examples, it could drawing from existing campaign settings as a sneaky way of updating that content. It's suddenly an excuse for updating the warforged, changeling, and kender when describing making new races. When discussing making new optional rules for you game, the book can include defiling, moon magic, spell scars and dragon marks. And there's room for the artificer and knight of Solamnia when looking at subclasses or class variants.
It could use the ranger as an extended example of class design, which is a good way to not only include a revised version of the class (without just being "here's a new ranger" in an unrelated book) but also include the variant without spellcasting a well.

Another common splatbook that would be interesting to do with a twist is the standard books of spells and the books of magical items.
Something akin to Mordenkainen's Magnificent Emporium might be interesting, a book of new magic items and spells that also has other chapters. Possibly some sample magical stores, alternate rules for selling and crafting magical items, and the like. It could also be somewhat similar to the 2e product Book of Artifacts with more artifact type items and items of legend. Famous magic items from D&D with extra history and lore. And suggestions for how to make and customize magic items so they're not just +1 swords.


Beyond that, I run out of ideas. But I'm sure there's a lot of potential books that aren't just Deities & Demigods: Take 4.

What other ideas could there be?
 
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I think we'll see more mash-up books like Volo's that try to fill several different roles and appeal to both players and DM's. So maybe a book that combines a Monster Manual, the Manual of the Planes, and Dieties & Demigods. Although, with Volo's Guide to Monsters already looking like a great success, I think they'll be tempted to turn it into a series and give us Volo's Guide to the Planes at some point.
 


It depends how strict his definition of 'duplicate' is: "Curse of Strahd" has an awful lot in common with previous versions of Ravenloft, so it sure looks like when he says 'duplicate' he does indeed mean 'duplicate'.

So we might see, for example, a "Volo's Guide to the Planes" that is pretty much a new "Manual of the Planes" - much the same book; different name.

The main one I'd like to see, though, is something like 3e's "Unearthed Arcana" - during the development of 5e, WotC talked quite a bit about a modular design allowing DMs to customise the game. So a big book of modules would be nice (and while such a book is similar to something that has come before, it's entirely possible that none of the content would be duplicated).
 

"Volo's Guide to the Factions" - a book about running political/intrigue campaigns, with a particular focus on the named factions: both the ones used so far (Harpers, Lord's Alliance, etc) and also some new factions from the FR and beyond.
 


A module book would go along in making good on many things that we were told was going to happen yet have failed to deliver.
 

I think we'll see more mash-up books like Volo's that try to fill several different roles and appeal to both players and DM's. So maybe a book that combines a Monster Manual, the Manual of the Planes, and Dieties & Demigods. Although, with Volo's Guide to Monsters already looking like a great success, I think they'll be tempted to turn it into a series and give us Volo's Guide to the Planes at some point.
"Volo's Guide to the Factions" - a book about running political/intrigue campaigns, with a particular focus on the named factions: both the ones used so far (Harpers, Lord's Alliance, etc) and also some new factions from the FR and beyond.

Planescape had a lot of stuff written in character. I imagine they could find a narrator for that to do a guide to the planes. Or at least Sigil and the Outer Planes, branching them off from the rest for a tighter focus and more detail. Include some details on the gods and religion.
It'd be a good place for other factions and maybe some more factor/reputation ideas. Some planar monsters of course. That'd be the place for extra divine rules: benefits for non-clerical worshipers of gods, rules for becoming demigods/powers, etc.
 

Volo's Guide to Cataclysms: A survival guide for the citizens of the Realms covering what to do during a Realms Shattering event that will inevitably change how reality works.

But seriously I think it could be interesting if they did a smaller book that had advice and/or rules on creating apocalyptic events and how to structure an adventure around it. Complete with random tables to determine how the apocalypse manifests. This being a super niche product I don't think it will happen any time soon though.
 

This is tough to come up with something that hasn't been done in prior editions.

Perhaps a "Planewalker's Guide"....the name's been used, but they can use it to summarize some of the other settings that have existed in past editions with new material for 5E. Maybe describe Sigil a bit and use that as a means to explore Oerth, Krynn, Mystara, etc. Lots of folks clamoring for that kind of book.

Personally, I'd like to see an entirely new setting of some sort. Something less "kitchen sink" fantasy than many of the settings are when you boil them down. Something created with them 5E design approach in mind.

Finally, I personally would love a combo book that is a guide to Sigil and also an urban adventure path set there. Sure some planar excursions would happen, but the bulk of the action takes place in the city. I'd really really like this.

Again, these ideas are far from entirely new...but I feel are different enough to mention.
 

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