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Future Non-Duplicate Books?
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<blockquote data-quote="Jester David" data-source="post: 6936759" data-attributes="member: 37579"><p><strong>TL;DR</strong></p><p>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. </p><p></p><p><strong>The Intent:</strong></p><p>Over in the "<a href="http://www.enworld.org/forum/showthread.php?496689-Mearl-s-Book-Design-Philosophy" target="_blank">Mearl's Book Design Philosophy" thread</a> I posted a link to a <a href="http://www.polygon.com/features/2016/10/19/13321200/dungeons-and-dragons-volos-guide-to-monsters-monster-manual-beholder-mind-flayer" target="_blank">Polygon article</a> where Mike Mearls describes his philosphhy for managing the RPG product line and planning new books: <p style="margin-left: 20px"><em>"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."</em></p><p>(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.)</p><p>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. </p><p></p><p>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. </p><p></p><p></p><p>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. </p><p></p><p></p><p>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.</p><p>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. </p><p>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.</p><p></p><p>Another common splatbook that would be interesting to do with a twist is the standard books of spells and the books of magical items. </p><p>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. </p><p></p><p></p><p>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.</p><p></p><p>What other ideas could there be?</p></blockquote><p></p>
[QUOTE="Jester David, post: 6936759, member: 37579"] [B]TL;DR[/B] 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. [B]The Intent:[/B] Over in the "[URL="http://www.enworld.org/forum/showthread.php?496689-Mearl-s-Book-Design-Philosophy"]Mearl's Book Design Philosophy" thread[/URL] I posted a link to a [URL="http://www.polygon.com/features/2016/10/19/13321200/dungeons-and-dragons-volos-guide-to-monsters-monster-manual-beholder-mind-flayer"]Polygon article[/URL] where Mike Mearls describes his philosphhy for managing the RPG product line and planning new books: [INDENT][I]"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."[/I][/INDENT] (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? [/QUOTE]
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