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<blockquote data-quote="MNblockhead" data-source="post: 8227697" data-attributes="member: 6796661"><p>Yes, Anne Meyers Greyhawk stuff online and in Realmworks is great. I also really liked Kobold Press's content in both RealmWorks and HeroLab Classic. I'll also say that Kobold Press does a great job making PDFs with maps that are print and VTT ready. The PDF version of the Lairs book that accompanies their Tome of Beasts was such a nice surprise. For Rappan Athuk I bought the hard copy, PDF, and all the JPEG maps. I still feel that I have to fiddle to much to get the maps to line up well with the grids in VTTs. </p><p></p><p>Also, subtracting from the great quality of the FGG printed books is the poor proof reading and map QC. Well, not "poor", but there are enough oversights and errors that have led me to having to spend time really scratching my head and going to forums to figure out, that it is annoying given the cost of the books. Kobold Press, on the other hand, has impeccable editing. I would say as good as WotC's, at least for the materials I've bought. </p><p></p><p>But Kobold Press still is designing things for print. FGG is really innovating with with putting its setting online, offering a liberal license for using their content in your own materials, and they have recently launched their own organized play community that support 5e, Pathfinder, and Swords & Wizardry. </p><p></p><p>I hear your about the "Walls of Text." FGG adventures are information dense. You can't really pick up and play without reading things over. On the other hand, coming from a running a fully self-created world, I wanted to run a campaign where I didn't have to spend so much time preparing for sessions (creating EVERYTHING is time consuming), but also where I had a lot of the details and monster tactics set forth so I didn't have to improvise everything. I would rather have a lot of information and choose not to use it or to alter it. </p><p></p><p>I like how FGG cities have a standard statblock that gives you the demographics, main high-profile NPCs, government type, development level, how much GP worth of treasure it can support buying from NPCs, etc. I like how every level in Rappan Athuk has a level intro with wandering monster tables, environment description, ceiling hight, default trap and door DCs, etc. I like how many of the encounters given suggested tactics for the monsters. </p><p></p><p>But most of all, I like how all the setting books and adventures for The Lost Lands are set in a very rich setting, that's evolved over decades, with shelves worth of material, but which is not tied to any popular novel series. As a DM I do not feel constrained by canon and player expectations. I can freely ignore lore as written, but have a wealth of material available if I want it.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8227697, member: 6796661"] Yes, Anne Meyers Greyhawk stuff online and in Realmworks is great. I also really liked Kobold Press's content in both RealmWorks and HeroLab Classic. I'll also say that Kobold Press does a great job making PDFs with maps that are print and VTT ready. The PDF version of the Lairs book that accompanies their Tome of Beasts was such a nice surprise. For Rappan Athuk I bought the hard copy, PDF, and all the JPEG maps. I still feel that I have to fiddle to much to get the maps to line up well with the grids in VTTs. Also, subtracting from the great quality of the FGG printed books is the poor proof reading and map QC. Well, not "poor", but there are enough oversights and errors that have led me to having to spend time really scratching my head and going to forums to figure out, that it is annoying given the cost of the books. Kobold Press, on the other hand, has impeccable editing. I would say as good as WotC's, at least for the materials I've bought. But Kobold Press still is designing things for print. FGG is really innovating with with putting its setting online, offering a liberal license for using their content in your own materials, and they have recently launched their own organized play community that support 5e, Pathfinder, and Swords & Wizardry. I hear your about the "Walls of Text." FGG adventures are information dense. You can't really pick up and play without reading things over. On the other hand, coming from a running a fully self-created world, I wanted to run a campaign where I didn't have to spend so much time preparing for sessions (creating EVERYTHING is time consuming), but also where I had a lot of the details and monster tactics set forth so I didn't have to improvise everything. I would rather have a lot of information and choose not to use it or to alter it. I like how FGG cities have a standard statblock that gives you the demographics, main high-profile NPCs, government type, development level, how much GP worth of treasure it can support buying from NPCs, etc. I like how every level in Rappan Athuk has a level intro with wandering monster tables, environment description, ceiling hight, default trap and door DCs, etc. I like how many of the encounters given suggested tactics for the monsters. But most of all, I like how all the setting books and adventures for The Lost Lands are set in a very rich setting, that's evolved over decades, with shelves worth of material, but which is not tied to any popular novel series. As a DM I do not feel constrained by canon and player expectations. I can freely ignore lore as written, but have a wealth of material available if I want it. [/QUOTE]
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