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<blockquote data-quote="BruceB" data-source="post: 881480" data-attributes="member: 6736"><p>We're doing three books this year and three books for next year. This year they'll come a bit compressed because of delaying the first one a bit so that it doesn't get lost in the D&D 3.5 flurry of new releases and updates; there'll be right about one every four months next year.</p><p></p><p>The lineup is:</p><p></p><p>Player's Handbook. Wot you kneed to play ye game.</p><p></p><p>Mutants & Machines. Mostly a monster manual, also notes on playing significantly non-human characters, more mutations, and like that. There's stuff in here that'll just make your head screw off with amazement. I told the authors to push it and surprise me. They delivered.</p><p></p><p>Out of the Vaults. A tech manual, though it's not just a hardware list - entries discuss how things may fit into the life of Gamma Age communities, and there's more material on applying the investigation rules that'll debut in the PHB, and stuff that will make your head screw off some more. I think my personal favorite so far is the brachiating cars. Made for use in rain forests, they have multiple multi-jointed arms and they swing through trees like monkeys. But it's hard to pick just one.</p><p></p><p>GM's Guide. This is a treat. There'll be a big swath of material from Greg Stolze, for starters. Fans of Unknown Armies, Hunter: The Reckoning, and other cool games know that Greg is the man, and can expect great things from him as he takes a break from horror. Chad Underkoffler, Pyramid Online columnist, shares some advice on pre-planning adventures and story arcs. And Doug Oglesby, artist and designer at computer game company Redstorm Entertainment (if you've played the Rainbow Six games, you've seen some of Doug's work) discusses how to convey genre and tone in practical ways, with glorious examples.</p><p></p><p>Allies & Enemies. A book about communities and their inhabitants. How to be a chief, war leader, sage, and other prominent roles, more community types building on the systems in the Player's Handbook, interesting NPCs, and like that.</p><p></p><p>And rounding out next year's schedule, Beyond The Horizon, about epic questing, the state of the world (in several flavors) beyond North America, and related matters. Be a latter-day Odysseus or Marco Polo.</p><p></p><p>And that's where we're going.</p></blockquote><p></p>
[QUOTE="BruceB, post: 881480, member: 6736"] We're doing three books this year and three books for next year. This year they'll come a bit compressed because of delaying the first one a bit so that it doesn't get lost in the D&D 3.5 flurry of new releases and updates; there'll be right about one every four months next year. The lineup is: Player's Handbook. Wot you kneed to play ye game. Mutants & Machines. Mostly a monster manual, also notes on playing significantly non-human characters, more mutations, and like that. There's stuff in here that'll just make your head screw off with amazement. I told the authors to push it and surprise me. They delivered. Out of the Vaults. A tech manual, though it's not just a hardware list - entries discuss how things may fit into the life of Gamma Age communities, and there's more material on applying the investigation rules that'll debut in the PHB, and stuff that will make your head screw off some more. I think my personal favorite so far is the brachiating cars. Made for use in rain forests, they have multiple multi-jointed arms and they swing through trees like monkeys. But it's hard to pick just one. GM's Guide. This is a treat. There'll be a big swath of material from Greg Stolze, for starters. Fans of Unknown Armies, Hunter: The Reckoning, and other cool games know that Greg is the man, and can expect great things from him as he takes a break from horror. Chad Underkoffler, Pyramid Online columnist, shares some advice on pre-planning adventures and story arcs. And Doug Oglesby, artist and designer at computer game company Redstorm Entertainment (if you've played the Rainbow Six games, you've seen some of Doug's work) discusses how to convey genre and tone in practical ways, with glorious examples. Allies & Enemies. A book about communities and their inhabitants. How to be a chief, war leader, sage, and other prominent roles, more community types building on the systems in the Player's Handbook, interesting NPCs, and like that. And rounding out next year's schedule, Beyond The Horizon, about epic questing, the state of the world (in several flavors) beyond North America, and related matters. Be a latter-day Odysseus or Marco Polo. And that's where we're going. [/QUOTE]
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